#Unity 6 On Track For Fall 2024

1 messages · Page 1 of 1 (latest)

fluid gazelle
shut rover
fluid gazelle
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Well let's hope that desperation doesn't manifest itself in bugginess

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mystic shard
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Yeah year-numbered releases look silly when they come the next year

shut rover
shut rover
mystic shard
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thanks for the link! interesting

finite lichen
split cedar
sick storm
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Anyway, am excited for 6 and the continue development and support of WebGPU/web exports

edgy pecan
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Wen add iOS l2cpp support back to windows woeisthanos

warped flume
edgy pecan
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it's in every other unity version

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only unity 6 for some reason doesn't have it

warped flume
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the iOS Build Support module is available in Unity 6 just like it has been for previous releases. which will create an xcode project that you can then build on a mac device. just like in previous versions

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and iOS builds are always il2cpp

edgy pecan
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not talking about that, i'm talking about the il2cpp build chain for windows, i use an asset called ios project builder for windows, works great on all other unity versions (yes ik its an asset but its beside the point), the asset does not work on unity 6 because unity for some reason no long includes the windows version of the il2cpp compiler in their ios project outputs

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its quite annoying and i do hope they fix it

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especially since i know that some unity internal's use it on windows too so hopefully it'll get some priority

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(not the asset, the windows toolchain)

shut rover
# finite lichen The underdog that Unity was years ago (for which I had a lot of love for many ye...

Late reply, but yeah, at this rate, Godot will eventually overthrow Unity as the go-to engine for indies (for bigger studios, it's gonna take a while). The results of the latest GMTK jam gives an idea:
https://x.com/gamemakerstk/status/1826184926393491689
Can't wait to see what the future holds for the engine 😁.
Oh yeah, with that many years, I can imagine you have seen a lot.

These are the game engines that people used to make 7,711 game jam games, for GMTK Game Jam 2024.

Congrats to @godotengine for the absolutely massive jump from last year!

shut rover
# split cedar It was a good read, as someone who started with 4.1 and began transitioning our ...

I remember starting with the 2019 version, it was a fun time before the engine became more and more bloated as it is now.
The studio in which I work is going to stick to the engine for now, but it's already contemplating using Godot in the future, after some of the most noticeable issues are fixed, such as its streaming system and its physics interpolation (the latter was mercifully fixed on 4.3, for 2D at least).

shut rover
sick storm
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Also considering they spent the last two years thinking multi-threaded browser support was going to be a thing

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forward+ works pretty nicely though

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shut rover
fading lily
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Unity is massively ahead of Godot for real production use.

People often boil the market down to AAA and small studios.

But a much better breakdown is:

  • entry level
  • solo, very small projects
  • AA
  • AAA

I don't think godot is really beyond the first tier yet.

Scratching a little into the 2nd of course, but not even a strong representation yet.

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I think unity has way more opportunity to offer something the others can't than people tend to think.

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"production readiness" and proven value delivering to users is nothing to sneeze at.

Godot can run the risk of being great from the perspective of developers. While really it needs to also be great for players.

fading lily
shut rover
# fading lily Unity is massively ahead of Godot for real production use. People often boil th...

Ah ok, i understand the sentiment. Godot is still lacking compared to Unity regarding production workflow, something that the engine devs even acknowledged, which is why i mentioned that it's gonna take a while for bigger studios to move to Godot.

At the very least they are still working on fixing issues regarding production, as seen in their recent blogs (and its recent update 4.3 fixed some lingering problems from previous 4.x versions, so there's that), so while yes, there's still a long way for Godot in the production area, based on others’ experiences, it’s workable enough depending of the game’s scope (it is not ready for AAA projects, let’s be clear here), and that might improve sooner or later, with the increased amount of collaborations an PRs in recent months (and you can compensate some missing features with addons, but that’s besides the point).

fading lily
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I think it will improve. But so will unity.

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I find it so funny seeing the general public discourse turn so sour.

I really think it will just swing back when unity wins some favour with an impressive feature or two.

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That's how humans are. We like to spin a story with winners and losers. Even when it's much more nuanced.

shut rover
# fading lily I find it so funny seeing the general public discourse turn so sour. I really t...

I mean, given how horrendous the runtime fee announcement was last year, on top of all of the issues that has plagued both the engine and the company for years (an editor that has become more and more bloated, features that are never completed even years after announcement or are released half-baked, the confusing as hell render pipeline workflow, investing in technologies that are never used in the editor, general mismanagement, etc.), it’s no wonder why more and more developers are cheering for Godot or giving more support (for example, the Marvel Snap developers directly collaborating with W4 Games) so that one day can equal or even surpass Unity feature-wise.

I’d say that Unity needs something even more impressive than what they announced to regain all the reputation that they lost, or just fix for once the many issues that the community have highlighted for years and that were summarized in the blog shared (which I really hope they do with the revamped release model and the recent changes of leadership). Though the fact that they are giving so much focus to features like AI, which in itself is already another can of worms, raises some concerns.

shut rover
# fading lily Game Jam games ok. But that's not really so representative as maybe the earlier ...

As for the games, yes, game jam games are just a portion of the popularity of the engine, I agree, that’s why I highlighted that it was to give an idea of how much popularity is getting nowadays, and it’s just one indicator. And since you asked, I’m listing some games that at the very least broke even for what I could gather:

  • Brotato
  • Buckshot Roulette (that one was quite popular early this year)
  • Cruelty Squad (correct me if I’m wrong with this one)
  • Cassette Beasts
  • Dome Keeper
    Obviously, it’s not as extensive as Unity’s or Unreal's (and there are some future promising games, like Slay the Spire 2, which is being developed in Godot), so I can see why you are asking. Though that shouldn’t diminish the engine as a whole, as it’s still possible to make a relatively successful game with the engine.
edgy pecan
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thats actually really surprising

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honestly i was considering godot for my game

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the lack of a9 vulkan support is what killed it for me

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if they added a native metal backend just a while back i wouldve switched

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now im too deep into unity

shut rover