So, Unity has backtracked on their runtime fee.
-
So, Unity has backtracked on their runtime fee.
I have such mixed feelings about this. Mostly because when they introduced it, they destroyed customer trust, tanked their stock price and then laid off over 2000 people. I was one of them.
Now they are reverting the destructive change. But customer trust is already lost and the previous CEO ran off with a lovely care package.
Browsing the internet was rough last year when they introduced the change. I might need a break now too.
-
Owl New Worlds 🔢 making Nokomareplied to Leroy last edited by
@leroy I never really got into Unity. I tried it some time, then tried Game Maker and then Godot which I'm sticking to now. When Unity announced their first changes I was happy to not have spent too much time on it. But if I had been a Unity user back then I would have switched. Like you said they break trust. It's difficult to recover from that...
-
Leroyreplied to Owl New Worlds 🔢 making Nokoma last edited by
@owlnewworlds Godot is definitely what I’d recommend for most people. I have a lot of helper stuff built with unity in mind, so I’m just far faster working with Unity. Also it’s the only one compatible with VisionPro. Generally, it aligns with a lot of the paid work I do.
However, I expect to transition over to Godot within 10 years, as things improve over there. Really excited for a future where the entire pipeline is open source (godot, blender etc.)
-
Owl New Worlds 🔢 making Nokomareplied to Leroy last edited by
@leroy Godot is easy to get in but yeah it's not the same philosophy as Unity! What do you mean with the VisionPro compatibility?
-
Leroyreplied to Owl New Worlds 🔢 making Nokoma last edited by
@owlnewworlds As far as I know, Godot cannot publish mixed reality applications on the VisionPro right now
-
Owl New Worlds 🔢 making Nokomareplied to Leroy last edited by
@leroy hmm can't tell what it implies though even with my small puzzle game I do have the option in XCode for Vision Pro but maybe it's not as simple as that lol
-
Leroyreplied to Owl New Worlds 🔢 making Nokoma last edited by
@owlnewworlds all iOS apps can run on the visionPro as windowed applications. But they aren’t fully 3D mixed reality applications, which is what I require for client work
-
Owl New Worlds 🔢 making Nokomareplied to Leroy last edited by
@leroy OK I see! Hmm just found something called Godot Vision which seems like a community take to have real Vision Pro apps. It's how Godot works. If something isn't native in the engine the community will have a solution! ^^
-
Leroyreplied to Owl New Worlds 🔢 making Nokoma last edited by
@owlnewworlds oh for sure, which is why I expect to be there in a few years time!
Unfortunately, while bills need paying now I simply cannot afford the luxury of waiting on certain compatibilities.The same reason I worked in native code before Unity. Unity took time to catch up and be compatible enough for our needs at the time.