An actually nuanced take as opposed to everyone memeing on the situation, this is rare these days :Dd Thanks.
1 year ago | 33
And your tutorials are the holy grail right now 💜💜 Great read to help me understand a bit cleare
1 year ago | 5
I think Unity need to do a trial selling games on the asset store. Steam take 30%, EPIC I think take 12%. I am currently finishing off your 12 hour tutorial. So far I have broken things, fixed them and thoroughly enjoyed it. I have noticed a lot of YouTubers have gone from "I am a Unity Games Developer" to "I am a Games Developer".
1 year ago | 5
Good points actually. I loved your Godot tutorial btw. Wonder if you plan to continue in that direction.
1 year ago | 11
I absolutely love your godot tutorials. Coming from predominantly design/after effects/scripting angle, the nodes and scenes make it so easy to use. Open source software has proven itself to not only become ubiquitous (apache) but also incredibly powerful in a relatively short time (blender). Im hoping godot can become that which unity once promised. Tutorials like yours are the foundations that godot can build upon. Thankyou!
1 year ago | 0
From someone who comes from unity, godot does not meet the standards devs need to build games. Unity does, but at the cost of future uncertainties. I really hope with all this extra funding and volunteers, godot can make itself viable.
1 year ago | 2
Used to use unity ten years ago. Picked it up super easily and I was only a child. Taught it to some younger years as part of a game design club I ran in my school. Took a huge haitus from it, came back this year properly to try and learn game dev again in my fleeting spare time. Couldn't grasp it. Set up a game in half an hour, fully fledged and functional barring testing it actually worked, code was solid and I constructed some basic elements out of shapes. I ran the game, everything was Pink and Dark. I tried for a long time to fix the problem, searched all the settings, and scoured the internet. Nothing. My assumption was, its some setting buried a mile deep. That kind of familiarity should not be a prerequisite to build just anything at all. I didnt care so much about the project. It was a quick throwaway thing to see if I could. And I was impressed at what I was still capable of with the right direction. But I was burnt by Unity. This is long before they've tinkered with the pricing. The selling point of Unity was how accessible it was. But every time I checked in over the years, more and more features had been added, everything had become convoluted. No more MonoDevelop, find your own IDE (I personally hate VS). All of these problems amount to me not being a good enough developer. I admit it. But the thing with unity was you don't have to be a good enough developer. Its all before you. I understood it as a child. The only problems I ran into EVER were I missed a semicolon. That and I had no assets to work with because I had no money or modelling skills. So recently I've been using Godot, and I've been enjoying it. I picked it up easy enough, though there are some weirdnesses I don't get regarding Instantiating objects, and i had a struggle with the environments, and I was following a tutorial for 3 and 4 is very different. But I've been able to get engrossed in it. Ive not had tonnes of time but I've been practicing Level blockouts. My approach to learning has improved directly as a result of how everything is laid out and easy to grasp. I might have one day returned to Unity, with the knowledge behind me. But I doubt I will now. For learning game dev, it doesn't matter how good your engine is. Only how well you understand it, gel with it, and can make project after project with it. Who knows, maybe when Im a god-tier dev, I'll upgrade to Unreal.
1 year ago | 1
I am biased too, I have invested over a week rebuilding in Godot, and I like it much better...disturbances in the force not-withstanding
1 year ago | 2
Nah, it was a very fair assessment, and this is coming from a former Unity dev.
1 year ago | 1
I hope Godot stays popular, because I'm gonna start that tutorial of yours soon
1 year ago | 2
I'm liking Godot for 2D projects. 3D in 4.0 is getting better over time but I think it needs a bit more tools to improve it's productivity.
1 year ago | 2
It's truly astounding to watch companies decide that making excessive profits isn't enough, they need infinite, exponential growth. I never really took to Unity (as a Python dev I took to Godot like a fish to water) but letting people have options is always a good thing, so it's a shame to see it die for such a stupid, greedy reason. I think the realistic "best" case scenario is merger/acquisition nonsense that obscures the damage to the Unity brand while keeping the resources still available, and the true best case scenario is those changes put the engine in the hands of good management.
1 year ago | 1
What I learned from the WotC debacle is, swift action is needed and it has to be sustained. So whatever subscriptions people have with Unity cancel them asap. Make clear its because of the new pricing policy. If the impact is large enough, they will falter.
1 year ago | 1
damn. i just wanna know how Christian got so good at coding! lol. guy is a beast! my love for unity is a nostalgic one. but over the years, the engine kept evolving so rapidly and at some point i couldn't keep up with the pace. i started from unity 3. something and still use it till date. my projects aren't really high tech stuff and all the issues with pricing wont really affect me anyway. picked up Godot and am really impressed by how its setup. still messing around with it and breaking things.
1 year ago | 1
I agree 100% a lot of people are saying this is a win. But Unity only pulled this move to being with to try and increase profits. It did not work and they settled on something that would take years to see any real income from . In the shareholders eyes the company needs to be profitable and they are going to have to figure something out eventually. Which if this was their first attempt, I can see them doing similar egregious actions. I wish them the best I don’t want them to fail necessarily, but their need to find a way to make money while keeping what made unity great in tact.
1 year ago | 2
Its actually not biased because you talked like unity is suffering (and i also guess they are suffering from huge losses)
1 year ago | 3
at this point, unity is shady af and should not be trusted by anyone. ceo is a monkey
1 year ago | 3
I think you're on point with your assessment. Unity execs are just going to get more desperate as time goes on. Remember it's not enough to be profitable, there must be infinite growth 📈
1 year ago | 4
My brother, please open the automatic translation feature for the Arabic language. I am facing a big problem in understanding. Please open it in your previous videos.
1 year ago | 1
Clear Code
In case anyone is interested in my opinion on the whole Unity situation (I guess I need to state that I am a biased source since I have an interest in unity not doing well because I make tutorials on using competing products).
Even with Unity reversing the fee disaster (www.theverge.com/2023/9/22/23882768/unity-new-pric…) and basically charging 2.5% of a game's revenue I think Unity is going to struggle quite substantially long term.
Since Unity went public in 2020 they pursued an aggressively expansionary strategy with revenue growth between 25% and 48% per year. At the moment Unity has a revenue of half a billion dollars. The issue is that profits did not keep up with that growth. Not even close: In their Q2 2023 shareholder report they list a loss of 193 million and that they would lay of 8% of the workforce. They also lost equal amounts in earlier periods.
My guess is that the original plan was for Unity to become the default game engine for anyone but the largest AAA studios (who'd have their own engines or work with Unreal) and eventually grow into becoming profitable by being ubiquitous. Adobe did that strategy really well: If you want to do any creative work for business you will use Photoshop/Premiere Pro/Illustrator etc not necessarily because these are the best tools but because literally everyone is using them.
This is the context that is crucial to understand why Unity did the fee change in the first place, their company is wildly unprofitable. What makes things even worse is that there doesn't seem to be an easy path to profitability. Since Unity adjusted their fees they can be certain that they won't see significant improvements from that. Since they merged with ironSource they could also offer more stuff for in-game purchases but I don't see that making the big bucks. On top of that, given how much trust and goodwill they lost - on top of competitors like Godot gaining a lot of extra funding and interest - I think that unity will have a really hard time to attract new developers or even keep existing ones.
Just place yourself in the position of the CEO: Your company has lost hundreds of millions, you laid off nearly a tenth of the workforce and the strategy to become profitable has failed unimaginably hard. What do you do? My guess is that they won't touch the fees for a while which means that they either try to get into other money making ventures (in-game purchases, asset stores etc) or cut down on Unity development (high end devs are really expensive). No idea how any of that could generate the amount of money they would need.
From a unity user perspective this is quite rough: There is a non-zero chance that unity goes bankrupt (although this is very unlikely) or that it is forced into unpopular strategies again. I would not be surprised if they try again to mess with the fees in a few years or that they slow down engine development considerably, i.e. fire people.
In comparison, unreal is known as being the premium option that is becoming really popular with AAA studios (CD Project red switched to it for their upcoming games) and their parent company has enough money from Fortnite to be very flexible. Godot, on the other hand, is completely free but gets money from sponsors and the community via donations. Their income from that has doubled in September from 25k to 50k and they also get grands and they have an army of volunteers that basically work for free. Basically every competitor to Unity won with Godot being the main beneficiary (double the income, lots more people working on the engine, grants etc).
That got a bit longer than expected, I am on a boring train ride :D
Hope it wasn't too biased in favour of Godot, would be interesting to hear what you guys think about the future of Unity!
sources:
unity revenue growth: www.macrotrends.net/stocks/charts/U/unity-software…
shareholder report: s26.q4cdn.com/977690160/files/doc_financials/2023/…
unity job cuts: www.cnbc.com/2023/05/03/unity-layoffs-company-to-c…
1 year ago | [YT] | 345