Unity is canceling the runtime fee
Unity is canceling the runtime fee
I get that they wanted in on the Pokémon Go and Genshin Impact money printers, but anyone could have seen how much damage to their reputation it was going to cause.
Too little too late. Personally I’ve moved to Godot and am loving it. Have I mentioned that they have stellar documentation yet?
Wait, that’s still a thing?
Not the fee, the company.
Too late, moved to Unreal.
If this doesn’t work out, Godot will be the next port of call.
You don’t, you can compile from source.
Unreal is a top class engine. Yes, it’s proprietary and you always have to be cautious, but right now, it’s an engine that delivers top features that can build great games and isn’t run by Unity. If you win big, you need to pay, but you know that going into it.
Godot is great and improving all the time but it needs maturity.
It was a head vs heart decision and the head won this time.
Great, but why were no one but the bean-counters consulted when coming out with the blatant money-stealing scheme in the first place?
You have a lot of trust to build back because Godot has come a decently long way.
I got personally screwed by this when I sunk the cash into Substance Painter / Designer, and then they “joined the Adobe family.”
At this point any software in my pipeline that’s not FOSS would be considered a point of vulnerability.
I remember so much pessimism last year that people’s complaints will change nothing and that almost every Unity dev is too deep and won’t be able to switch engines.
Well, guess what, so many people did switch and Unity did feel the hurt. The community really did take action.
Everyone’s going to (rightfully) dunk on Unity but I think this is a great move and it’s nice that the engine isn’t going away. Competition is always good, and I’m happy for the devs that did stick with the engine. Lots of studios celebrating on social media with a sigh of relief. I still think Godot is going to eat Unity’s lunch the next few years so they better step it up.
Did they though? I haven’t heard of a single big name studio switching to an opensource game engine.
I only know about the developers of Slay the Spire switching to Godot. Not the biggest name, but still well-known.
Most don’t switch as they have in house skills that would cost to retrain. The real kicker is the big studios of the future that started their projects on Godot. Those Godot games that succeed (like Cassette Beasts or Brotato) may fund the big studios of the future, and you know their leads will be Godot specialists looking for Godot devs.
Other big studios may trial Godot, but when the seed is planted, the trees take 2 to 5 years to mature.
I can only hope the ecosystem will very different in 5 years.
Related - A Unity programmers take on Godot:
Finally got around to it and been playing Godot for an hour. I’ve been following Brackey’s How to make a Video Game - Godot Beginner Tutorial [https://www.youtube.com/watch?v=LOhfqjmasi0] and I’m about ~40 minutes in. First impressions: * Jesus christ that downloaded fast * Holy crap that opened fast * I love right out the gate it let me pick what renderer I want to use (alongside the pros and cons) UI: * The UI is a little bit confusing. Having the Script and 2D window be something at the top, but to the right [https://i.imgur.com/83382Mz.png] of your traditional window dropdowns - is very jarring * Mousewheel is a weird default: Control-scroll moves up and down, while regular scroll zooms in and out. I believe this is the opposite of most programs * Modifying the collision points on TileSets was weird - I would modify one, then any new tile I click would get the new collision points, so I kept accidentally overwriting the collision points on tiles when I just wanted to select. But then I also couldn’t copy a previous collision point… so I had to like carefully plan out which tiles would have the same collision points because I couldn’t copy them… I didn’t want to get too specific on something minor, but that was frustrating. * Overall, the UI is still less cluttered than Unity, so despite being a bit unintuitive and having some frustrations, it’s worse but not a showstopper “Let me make a game!” vibe: * For reference, my base point here is Flash, with ActionScript. The dead simplicity of that framework let developers pump out awesome games in under a week * Godot seems to have better support for 2D games than Unity. 2D feels “first class”, and I’m not getting weird collider issues on corners like Unity does * When following a tutorial (that is only 4 months old), I already ran into cases of UI changes and deprecated features. That’s a big issue with Unity, and not something I look forwards to in Godot * As far as vibe check goes, this one is also on par or slightly better than Unity ***** Overall Rating: Good enough My world has not been shaken - but I’ll use Godot for my next game. First impressions have Godot’s editor on-par with Unity, but the real win is it comes without the clown show that is Unity Technologies itself. For the first time in a while I’m excited to get back into making games, I just need to make the time 🙃
we’ve made the decision to cancel the Runtime Fee for our games customers, effective immediately. Non-gaming Industry customers are not impacted by this modification.
Unity Personal: […] Unity Personal will remain free, and we’ll be doubling the current revenue and funding ceiling from $100,000 to $200,000 USD. […] The Made with Unity splash screen will become optional for Unity Personal games made with Unity 6 when it launches later this year.
at its heart, it must be a partnership built on trust
well… as much trust as you can get back after such activities.
Too late for the Godot SWEEP
All my homies LOVE free software
Today. Unity is cancelling the runtime fee today.
Nothing stopping them doing a Microsoft and bringing back Recall.
I honestly got the impression that it was some half baked idea from some boneheaded executive that didn’t have any idea how they were even going to put it into practice anyway.
Wouldn’t be surprised if they just couldn’t figure out how to get it working without major issues.