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Regarding Unity, and General Audacity

24/09/23

Yes, yes, I know everybody is clamouring for my thoughts on the most recent events. Many of you know me from my projects such as _____ and _____, or perhaps from my well-researched and popular articles on _____. Even I must take time away from my prolific and consistent work to comment on the matter, for all of my adoring fans.


Let me start by saying that this last week has given me levels of humour I did not imagine possible from a company making game engines (at least not since the Epic V. Apple lawsuit), seeing virtually every low to mid budget developer put up long paragraphs that could be summed up in a few crass words. Each and every one of them vowed to never touch Unity again.

Finally!


With each passing year, Unity has managed to become more and more atrocious and between the barely function experimental features, the comical price increases, the pre-packaged spyware, I do not know how so many were still using the engine by this point. Sunk cost, I must imagine.


None of that matters anymore, however, as Unity has managed to ruin the one thing that they cannot promise to fix in a patch six months from now: Consumer trust. Even assuming that their limp promise to back out of the new pricing model does actually carry through without being wrapped in conditions and caveats, there is now the eternal precedent set by Unity. By what measure could one believe Unity not to try this again? There is no real reason for most low to mid budget developers to even use Unity. Perhaps in the wild age of one decade ago one could justify using Unity, but in world of Godot 4.0 that is simply no longer reasonable.


This was an elaborate sales pitch for Godot since the beginning.


It is powerful, open-source, accessible, and most importantly, it is completely free. There are no royalties or enterprise expenses or data tracking or account management or billing or runtime fees or any other such foolishness. Were it up to me, it would be the industry standard. Even Unreal is beginning to become impractical for the majority of independent-scope titles, its grand baubles simply unusable for most developers while still asking for a whopping 5% of your revenue.

Simply use Godot.


There is no longer a reasonable excuse to use anything else. Did your revenue just barely cover the exorbitant living expenses of whatever urban cage you are stuck in? Quite unfortunate! Your vile engine demands tribute. It demands your rightfully earned money for the privilege of using their bloated, clunky engine. No more!

Simply use Godot.


It does near everything modern engines can do without the expense or monopolization of your hard drive space. The only real drawback being a lack of "beginner" features, like Unreal's visual code system, but even that is countered by the easy-to-learn GD Script that gives a proper introduction to real programming knowledge.


May these coming years, in light of Unity's greed and capriciousness, become a shift in the industry towards free and open game engines over proprietary shackles.


Until then, I will be waiting for Godot.




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