#Unity 6 On Track For Fall 2024
1 messages · Page 1 of 1 (latest)
Well, given the current state of the company, i'm not surprised that they want to push that date
https://www.gamedeveloper.com/business/losses-in-mobile-marketing-division-drive-16-percent-revenue-dip-at-unity
Well let's hope that desperation doesn't manifest itself in bugginess
Given that they dropped the old year-based releases in favor of the streamlined one (the numbered releases like the old Unity 5), let's hope more work and resources will mean a better release.
Yeah year-numbered releases look silly when they come the next year
That's probably why they dropped them, they must've finally realized how dumb it was.
In the meantime, i'm sharing this interesting blog about Unity's current state from the perspective of an ex-Unity employee
https://aras-p.info/blog/2024/08/11/Random-thoughts-about-Unity/
Aras' website
thanks for the link! interesting
The underdog that Unity was years ago (for which I had a lot of love for many years) is no more. That place it seems was taken by Godot. Interesting times ahead for game engines.
P.S. I have been in the industry for 19years, I have seen a few things here and there 🙂
It was a good read, as someone who started with 4.1 and began transitioning our studio away with 2022 to Unreal, I very much connect with a lot of their post 🙂
https://i.imgur.com/mKwbqZU.png
There it is, an actual dev that agrees with me how lackluster editor updates have been. It's too funny when some third-party companies are making better tools for core features of Unity.
Anyway, am excited for 6 and the continue development and support of WebGPU/web exports
Wen add iOS l2cpp support back to windows 
this is not something unity has control over. the tools required to build/sign/publish an iOS app are simply not available on windows. you can thank apple for that
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
and iOS builds are always il2cpp
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
its quite annoying and i do hope they fix it
especially since i know that some unity internal's use it on windows too so hopefully it'll get some priority
(not the asset, the windows toolchain)
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.
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).
Yeah, that pretty much explains why tools like Odin Inspector are so popular 😆
I've been using it but I do have to say Unity is still way ahead when it comes to web exports. Godot's compatibility is pretty garbo but I guess a lot of people have been enjoying something new to play with.
Also considering they spent the last two years thinking multi-threaded browser support was going to be a thing
forward+ works pretty nicely though
Yeah, thankfully they went back to single threaded exports. Hopefully they add WebGPU support in the future, too.
For what I could test, it's a good addition
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.
I think unity has way more opportunity to offer something the others can't than people tend to think.
"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.
Game Jam games ok. But that's not really so representative as maybe the earlier discussion makes it sound.
Show me market toppers. Steak top 10s, app store toppers.
Show me shipped games that broke even.
I don't think godot will show up for a while yet.
It's not "production proven" in various senses. And is very basic in lots of areas. (Currently)
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).
I think it will improve. But so will unity.
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.
That's how humans are. We like to spin a story with winners and losers. Even when it's much more nuanced.
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.
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.
WOAH
thats actually really surprising
honestly i was considering godot for my game
the lack of a9 vulkan support is what killed it for me
if they added a native metal backend just a while back i wouldve switched
now im too deep into unity
They already announced that 4.4 is going to introduce native Metal support