• @shawnshitshow@sopuli.xyz
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    1782 years ago

    1.5 years of learning unity gone down the shitter. here I come, godot

    even if they backtrack, trust is ruined at this point. this only makes sense if you’re trying to destroy the company intentionally and short your stock on the way out. what the fuck

    • Kichae
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      862 years ago

      1.5 years of learning unity gone down the shitter.

      And this is the real damage to their business here. They clearly lost sight of their business model: Create an army of developers who know their product very well, so that it’s on a short list of products studios are all but forced to consider.

      A wave of developers who know soemthing other than Unity or Unreal has the potential to turn the games development ecosystem totally on its head. They didn’t shoot themselves on the foot, they possibly shot themselves in the femoral artery.

      • @jayandp@sh.itjust.works
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        102 years ago

        They didn’t shoot themselves on the foot, they possibly shot themselves in the femoral artery.

        I myself have been describing it as them shooting themselves in the chest, and are now bleeding out on the floor asking how it happened.

    • @nephs@lemmygrad.ml
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      112 years ago

      Don’t forget those skills are transferable!

      Streams of events, object manipulation and shit is used everywhere. Just a few minor concept changes, just like from one company to another.

  • @simple@lemm.ee
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    1022 years ago

    It’s actually neither of those, the biggest impact is free-to-play games. Hearthstone, Legends of Runeterra, virtually every Unity mobile game in the market… Having to pay per install has huge potential for abuse and can cost a fortune for games with millions of downloads.

    • falkerie71
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      712 years ago

      JFC, I just learned that they are retroactively applying this new rule. This means that games that are out already or have been on sale for multiple years will have to pay the runtime fee too. Insane. They can bankrupt a studio before they even release their next game.

      • snooggums
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        612 years ago

        I still can’t believe that retroactive fees like that are legal.

      • @Cavemanfreak@lemm.ee
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        212 years ago

        I don’t think they can enforce that, right? I assume that would be a change of the contract, which they can’t just do willy nilly.

      • @dust_accelerator@discuss.tchncs.de
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        2 years ago

        Yeah, I think that’s straight up illegal and I would simply refuse to pay.

        If they can retroactively change terms, why can’t I, as a bonafide counterparty in that agreement? Maybe something like a 100% discount on runtime fees for days that end with ‘y’.

        Otherwise I could simply “retroactively apply” a 100% discount on my lease or new car purchase.

        The correct answer and what all studios/devs should do: tell them to retroactively pound sand and ditch Unity for all future projects.

        • @Heavybell@lemmy.world
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          102 years ago

          New installs not new releases. So if you put out a game a few years back and suddenly a bunch of people start installing it on their new PCs, you’d get hit with this fee… assuming it is legally enforceable.

          Hell, even if it isn’t strictly legally enforceable, if you still need to deal with Unity in some way in future you could be forced into dealing with this fee in order to get Unity’s cooperation.

          • AnonStoleMyPants
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            22 years ago

            Oh yeah good point. The word “retroactively” just gave me the idea that it would apply to old installs, because this whole thing is about installs.

            Still, that is a major dick move.

    • @Cheers@sh.itjust.works
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      82 years ago

      Pricing should protect indie and small businesses. When it destroys those, we need government to step in because we’re on track to create oligarchs in every industry that are too big to fail.

  • @net00@lemm.ee
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    732 years ago

    From their FAQ, looks like Unity doesn’t have any real way of dealing with pirated or fake installs. Their FAQ says you have to work with them when that happens so they can correct your bill. It doesn’t say Unity will automatically filter those installs out.

      • @net00@lemm.ee
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        402 years ago

        Officially no, but the wording on the FAQ says it’s the developer’s job to take it up with them to resolve it. So it’s clear they don’t have any safeguard and only after you’re affected you can talk to them lmfao.

        Does the Unity Runtime Fee apply to pirated copies of games? We are happy to work with any developer who has been the victim of piracy so that they are not unfairly hurt by unwanted installs.

        Same thing goes for “install-bombing”:

        We are not going to charge a fee for fraudulent installs or “install bombing.” We will work directly with you on cases where fraud or botnets are suspected of malicious intent.

        So not only are the fees outrageous, but now devs are responsible for making sure this whole system isn’t being abused. It’s not gonna be long until people figure out how the install count is updated, and will proceed to weaponize it lmfao.

        • @lycanrising@lemmy.world
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          262 years ago

          and don’t forget that this is “we’ll work with you” - i.e. you’d better build your own analytics into your game to prove your case otherwise unity can go “well assume 10% are bad installs - now pay for 90%”

    • lorez
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      152 years ago

      Is there a way to convert it to use Godot or Unreal? I understand nothing about programming a game but… oh damn

      • Marxism-Fennekinism
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        292 years ago

        Not really. Assets are more or less portable with some effort, but not the logic. There are tools to help you port your code but it more or less requires a complete re-write.

        • @cactusupyourbutt@lemmy.world
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          182 years ago

          though to be fair, a big part of writing the logic is figuring out the logic, designing the system and interactions etc. so while it is a big task, its much smaller than starting over from scratch

          • @niisyth@lemmy.ca
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            72 years ago

            Not necessarily since different toolsets have different logic operators and transformers and the logic isn’t always 1-1. I’ve moved enough code from even the same language but different implementations, nothing to say of entirely different system and languages.

            Speedruns show how much of a bodge jobs a lot of games are and how much they could be broken.

            • Hello Hotel
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              2 years ago

              Jist like in writing, you run the tool, you proof-read, repeat

          • Marxism-Fennekinism
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            2 years ago

            Fair enough, but it’s still a massive time and resource sink. You also can’t really implement new features during the re-write lest project creep gets out of control, and even after the rewrite the product will be less stable than the original for quite a while until it’s had sufficient time to mature.

            It might be worth the investment to ditch proprietary software from a predatory company and jump to open source though, which can’t really pull shit like this in its future.

      • @Im_Cool_I_Promise@lemmy.world
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        2 years ago

        Someone has pulled off porting an Unreal map over to Unity before, but a lot of the maps lighting and other effects were completely lost. Look up Stanley parable rocket league. It’s definitely possible to port Unity maps to other engines and vice versa, but it would take a lot of work and a lot of rebuilding everything from scratch

      • 👁️👄👁️
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        62 years ago

        No, they’d have to start from scratch. They’re entirely different engines and everything is very specific to the engine, down to the tooling and languages used.

        • @Aceticon@lemmy.world
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          2 years ago

          It depends.

          I’m working on a game with Unity and the software design has been done in a way that keeps most the game itself as data, and uses the Unity stuff mainly as something to display multiple views on the state of the data (a 3D view of the game space, multiple UI elements diving into slices of the data an so on) - basically a Model-View-Controller Architecture, so moving from Unity to something else doesn’t require a rewrite (in fact such structure makes it possible, for example, to with some ease change the game’s visuals from 3D to 2D), though it would still be quite a lot of work.

          However my game is survival-management in space (within one or more generated star-systems, so it was simplified down to a 2D plane) which doesn’t relly on Unity things like terrain, navigation meshes or even colliders to constrain the movement of objects in the game, so calculating “what happens next” (say, the movement of planets or the guidance of ships going from planet to planet) gets decided using Maths at the data level without going through the Unity layer, and Unity is mainly the means to get user input comes and the layer that gets updated with the state of the data at the end of each cycle (i.e. game objects get moved around) which it the uses for rendering.

          Other games which are not reliant on Unity to do the heavy lifting for objects interactiong with other objects on a 3D space, such as 2D platformers, can probably use a similar architecture, but for example something like Valheim or Planet Crafter (were the player controls a humanoid avatar on a 3D world which is mainly terrain) is probably much harder to move out from Unity,

          • 👁️👄👁️
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            2 years ago

            Not to mention I’m sure they use third party tools to help with things. Bigger games like Genshin Impact for example, are on an older version of Unity where they heavily modified the engine to suit their needs. That would take a tremendous amount of work to move, and they’d have to redesign their entire graphics pipeline. Which also Godot has gotten better, but is still far behind the others in terms of high end graphics. That’s why it’s usually seen as the go to for indies, and not so much high end games. Also they don’t plan on making anything like DOTS, but I’m not sure how relevant that actually is.

            • @Aceticon@lemmy.world
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              2 years ago

              Third-party tools might or not be a problem depending on whether those tools also support other frameworks or there being equivalent tools for other frameworks.

              Again, it depends how tightly coupled the game is to the framework (directly or via 3rd party tools), but yeah, the more work you’ve sunk into the Unity-specific side of things and the more tightly coupled your game is to it (i.e. doing everything via Unity rather than, as I did, make the game run as a data model which then dictates how the visual layer - which is where Unity mainly is - is updated) the harder it will be to move.

              Mind you, the Unity guys really pushed for devs to go via it for everything (it’s software design and architecture aren’t exactly great) in a sort of spaghetti design, so I expect a lot of indie devs using Unity who don’t have quiet as much experience and/or it’s not really broad, will get burned due to falling into that specific trap.

              • 👁️👄👁️
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                2 years ago

                The Godot tools are significantly behind Unity. Unity has a much bigger community and a built in store for their addons. Godot has neither, and has been around for less time. Godot doesn’t even have a built in terrain tool for example, and the most advanced plug-in for it is still pretty basic.

                • @Aceticon@lemmy.world
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                  2 years ago

                  I don’t think one can say “it will be a problem” because there are so many different ways to do a game (do you really think “terrain tools” matter in something like Terraria???!), all one can say is that “it might be a problem”, which is what I’m saying, and judging from my experience with it it will be more of a problem for people doing 3D worlds with terrain, pathing and so on than for people doing 2D or, like me using 3D as a sort of moving gallery to show in a nice way what would otherwise be pretty bland.

                  Whilst I’m currently on vacations, next week I’ll have to start evaluating both Godot and Unreal for my project - which, as I said, whilst it does show things in a 3D view, is architectured so that the game essentially runs in data space with user-input coming from the framework (and it’s pretty easy to change that because it’s centralized) and on the other side the framework rendering visual views of the data.

                  My plans to upgrate to the latest Unity are now shelved and I’ve already planned how I’ll remove the last pieces of Unity influence (basically Vector2) from my data layer and make sure it’s totally separate.

        • lorez
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          22 years ago

          Oh my…what a waste of time, money, old games will be removed I imagine, knowledge. All to gain what? Developers are already moving away from Unity. It’s one company after another going to hell and causing damage.

      • @CoderKat@lemm.ee
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        62 years ago

        Migrating really large software is incredibly time consuming and difficult. My background is with backend servers, not games, but some large framework migrations we’ve done were a multi year effort and IMO they weren’t nearly as big or fundamental as game engines can be (though we did have to maintain near perfect uptime, which isn’t a concern for an unreleased game).

      • @ossadeimorti@lemmy.world
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        12 years ago

        I love OSs and I contribute to a few projects, but using godot for a project of silksong calibre is asking for a disaster

        • lorez
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          32 years ago

          I’m desperate. I loved Hollow Knight so much.

        • Queen HawlSera
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          112 years ago

          Pokemon is made on the unity engine, so one of the scariest legal teams in the world. Nintendo doesn’t like it when people take a little whipped cream off of the mcflurry, and this threatens to take the whole McFlurry.

          • @TwilightVulpine@lemmy.world
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            2 years ago

            Retroactive change of terms for already released unchanged products? I don’t know the legal details but it seems pretty strange that they can just say they will charge over something for products that were finished and released under different terms before all this. The devs may not even be opening those projects on Unity anymore.

      • dumdum666
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        02 years ago

        No it is not - those businesses ARE the users. Unless by user you mean consumers

        • @Dasnap@lemmy.world
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          132 years ago

          My real point is that one of these userbases has lawyers and are highly risk-averse.

          Pedantically though, yes.

          • @TwilightVulpine@lemmy.world
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            102 years ago

            Unity games include Pokémon Brilliant Diamond and Shining Pearl, Pokémon GO, Genshin Impact, Honkai Star Rail and Marvel Snap.

            I doubt The Pokémon Company, MiHoYo and Marvel/Disney will just let Unity shove this decision at them, especially when some of these are have tens of millions of players and many more downloads per player.

    • BolexForSoup
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      252 years ago

      We barely had a mass exodus from Reddit. It was quite modest lol

      That being said, I popped my head in on reddit last week to find something, and it definitely seems noticeably worse at a glance. Or maybe I’ve just had enough distance from it now that I see the warts more plainly.

      • Queen HawlSera
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        122 years ago

        No we did have a mass Exodus from reddit, it’s just people stopped using the platform altogether instead of coming here.

        • BolexForSoup
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          72 years ago

          Do you have any numbers? The only stats I saw were in the early throes of the black out. I haven’t seen anything lately showing a significant drop in DAU’s.

          I’m not saying you’re wrong, I just haven’t seen anything indicating that

    • @tabular@lemmy.world
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      102 years ago

      Unity did something like this before with built in advert data or such, and some left. Now is drawing a new line, perhaps too far for many more.

      My hope is that this backlash extends to all proprietary software eventually. Discord banned 3rd party apps before Reddit thought it was cool to overcharge for the privilage.

      • @Piers@lemmy.world
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        12 years ago

        The thing is that something like this and further similar actions were clearly in the future back when companies decided they didn’t care about the last scandal enough to leave. There will be a few companies this pisses off enough to leave but fewer than people might be hoping for.

        • @tabular@lemmy.world
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          12 years ago

          I don’t know the figures but it appears the trend is slow. Who is to say all the people trying out Godot will continue on it and not go back to using Unity (assuming they don’t go through with this).

    • @jmcs@discuss.tchncs.de
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      82 years ago

      If W4 doesn’t enshitiffy it to push people to their proprietary fork (which is unfortunately required because Nintendo, Sony, and Microsoft don’t allow making their APIs public).

      • @Piers@lemmy.world
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        22 years ago

        Do W4 have a publically available fork they want people to switch to? I was under the impression they were just offering third party porting to consoles. I don’t really understand how they would be able to even offer a proprietary version with support to directly build console versions.

      • Rentlar
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        22 years ago

        I’m looking forward to try it out next time I get the energy to do game development for fun.

        I’d heard Godot 4.0 made massive improvments to multiplayer systems.

  • 小莱卡
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    172 years ago

    Looking forward to pihole lists that block every single domain from ubity.

      • 小莱卡
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        12 years ago

        Im looking forward to what happens next, do they hardcode it so the runtime doesnt work if it doesnt receive a response from home, effectively making it “must be connected to internet” or will they allow us pihole users to bypass the telemetry.

  • Queen HawlSera
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    122 years ago

    If they kill Cult of the Lamb over this. There will no longer be any reason to live.

    • @jayandp@sh.itjust.works
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      132 years ago

      Apparently they snuck a clause into an update to the ToS at some point, after years of saying they’d never do such a thing. So people agreed to a loophole without realizing. The legality of such a thing is highly questionable, hence the rumblings of potential lawsuits are already brewing.

      • @TwilightVulpine@lemmy.world
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        22 years ago

        Cult of the Lamb has always been shitposty with their marketing. It would be a little silly to take them seriously immediately and buy on the spot.

          • @TwilightVulpine@lemmy.world
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            Nah dude, don’t be so eager to jump on people’s throats like this. They were being sarcastic about a difficult situation that they and many other indie developers might have to deal with, that in January 1st they might be sent a massive bill over a deal that they never agreed with.

            If your conclusion here is Cult of the Lamb/Massive Monster/Devolver is being greedy rather than Unity, you are missing the point. Unity is the one actually making it so that the most sensible decision for many smaller developers barely making ends meet will be to delist before January 1st.

            Sometimes people become so cynical that they go back around at losing perspective by always assuming the worst out of everything and everyone, that’s not great.

              • @TwilightVulpine@lemmy.world
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                Here we go back around to where I started with. They always been silly with their marketing. They also said they would sacrifice their players and they both have beef and flirted with Angry Birds. Nobody would take that seriously.

                A quirky indie studio going “welp, better pack up and leave next year” at the Unity situation just seems par for the course. No reason to jump the gun unless they confirm that later.

                I’m defending them because I think you are making too much of an issue out of it.

            • Queen HawlSera
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              12 years ago

              This, jumping on massive monster is definitely victim blaming. The real massive monster is unity

  • lorez
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    62 years ago

    Can Steam buy Unity and end this nightmare?

    • Deconceptualist
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      I know Valve has a good reputation but I really don’t want another company owning both a major storefront and a major game engine. It’s not great to have Epic in that situation, but at least they provide competition to Steam.

      If Unity fails hopefully that means another game engine company can grow and take their place and keep market competition strong.

        • @anlumo@lemmy.world
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          22 years ago

          Source 2 is ancient and doesn’t even come close to modern Unity. Unity added a lot of modern stuff in the last few years (obviously) like physically-based rendering, which make a world of a difference in games.

            • kingthrillgore
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              12 years ago

              You’re never going to see Source 2, you will see S&box though which is based on Source 2

              • @Zetta@mander.xyz
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                22 years ago

                I’m pretty sure valve has stated source 2 will be publicly available in the future just like source 1 is. They haven’t ever really betrayed or misled me in the 10+ years I’ve been on steam so I’m going to believe Valve.

                • kingthrillgore
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                  12 years ago

                  Valve’s really slow to announce anything and given that there’s only I dunno, three games right now using Source 2, they’ve probably forgotten about it. Furthermore, looking at how S&box is shaping up, they could always just buy Facepunch and make it the ‘licensable’ option because it looks more feature complete. I wouldn’t be surprised if S&box shakes out to be the Source 2 you can use at home. Source 2’s featureset is more or less dictated by what Valve wants to build, which makes it a poor choice unless you wanna make a VR FPS game or a Moba.

      • lorez
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        42 years ago

        Well, to be fair the Epic Games Store is not a major storefront.

    • Iron Lynx
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      62 years ago

      The only way I see Unity being saved is by developers buying it out, only to render it Open-Source. And for the purpose of an open-source 3D game engine, you’ve got Godot.