I don't use unity, because my machine doesn't move it (it was the first thing I tried), even so I don't think this will affect its use since I think it is very established (of course, studies of professions will probably do it, being affected).
Break Out The Popcorn
duane How much will their developers stomach before they trash the place?
I don't think this will cause a mass exodus. If the developers are basically happy with Unity, this change isn't big enough to make them switch to a completely different engine.
could this mean that more people could migrate to godot and by default give more support to godot ?
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rather than issuing a fee every time a user installs a game:
"an extra fee will be charged if a user installs a game on a second device, say a Steam Deck after installing a game on a PC."
my virtual machines are ready :)
It's not unusual for a dying corporation to squeeze its loyal customers for all they're worth in the short term, even if it loses most of them forever within a year, until it's just one of hundreds of zombie brand names owned by a holding company. "Capitalism" at its finest...
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I can't see this dissuading many people who have already got a lot of investment in unity -- it's going to cost you time/money to switch, and time is money to businesses. On the other hand, if they keep nickel-and-diming their existing developers, they may alienate new developers who would have happily joined the unity community.
Godot's got problems, but it seems like every time I hear "Unity" it involves the villagers getting out their torches and pitchforks.
DaveTheCoder this change isn't big enough to make them switch
The fee has to be paid for every copy installed by a player/user. Even for pirated copies of a game/product. I suspect it's bigger than some think.
Speaking of villagers with torches...
Although, I have to wonder if this was really a credible threat or if they're milking it for publicity.
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benabbottnz Only when godot stops posting news like "we are slowed because we are run out of money"
I was involved in another open source project, the only time it asks for money is the forums owner can't upkeep the server fee, devs never asked a single bucket.
Imo it's fine for open source/non-profit project to ask for donation/support, bit it's just abit hilarious for such project binding progress with fund level in official news.
You might be misinterpreting the project team. It seems to me that they're saying, "We're getting paid to work full time on godot. If you want us to continue to work full time, keep paying us."
I'm not donating, and probably won't in the future. However, I have to admit that godot has been moving much faster than other projects this way. I'm just not entirely sure that's a good thing...
duane From my speculation they are stressing themselves by making a lot of 'promising' shiny new features without putting much efforts at polishing exist features, I am not sure it's about survival or securing the full-time godot job, or it's part of Juan/core team's development roadmap planning, but in a long run they will get overwhelming number of bugs/issues created by the new features(They already did tho -.-)
Donating is not the only way to support a foss project, fixing bug, reporting an issue, creating a game, convincetrolling a friend into choosing Godot engine etc are also sorta contribution, so all users dedicated their time to godot should be honored.
Maybe godot should freeze features development and dedicate to fixing bugs and compatibility problems, esp the compatibility/performance problems with vulkan, cellphone renderer, html5 web etc, will make godot more competitive than making tons of new features that are nigh useless due to compatibility or bugs.
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MagickPanda but in a long run they will get overwhelming number of bugs/issues created by the new features
That already happened long, long ago. Before there even were many(any?) full time payed devs.
MagickPanda Donating is not the only way to support a foss project, fixing bug,
That's great and all but accepting contributions and on-boarding new developers is itself a huge time sink that requires preferably not just dedicated but well compensated expertise.
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As explained in my introduction post, i'm switching from Unity to Godot.
Why?
I'm not really a gamedev (for now), i haven't develop any games and not be really concerned by the Unity politics change. But:
First, it's a principle question, a logic like that is, for me, a stupid one, because they perfectly know that is not acceptable and try to obligate their customers to accept it. It's not even a scam, it's a racket. It's not their first one, but previous changes were debatable but logical and not necessarily stupid. On the other side they offer a huge asset store, lot of native functionalities and a very good learning website/docs. But, on the long term, it's stupid because they create an antagonism with their customers, not even counterbalanced by what they have to offer. Customers can accept things but when they reach a certain point they don't forget and forgive.
Secondly, i don't have a game to sell but it's my goal in few years and i work hard to make a great and successful game. So i will, maybe, be in the fee concerned and i don't accept scam and racket business. Other points, it's not their first bad move and it will not be the last. What's next? In any case i will not accept, so no need to continue with them.
Thirst and last, i'm tired of this shitty business logic. For me it's not business, it's only short term vision and venality. We, as a society, need to produce a business system based on mutuality, listening and fair exchanges between people and organism. I'm tired of Adobe,Autodesk,Dassault, GAFAM, others and now Unity, who can't manage their society without seeing their customers as moneybag only? Again, it's not business as i see it. I'm happy because now i can have only free/open-source software on my computer, with all the functionalities i need and modern UI. Thanks to Debian (25 years of happiness with you!), Blender, Inkscape, VLC, others and now Godot! On the long term this logic is better not only for customers but also for the society. And you know what, i prefer to donate 100 euros to support the work on an open project, than pay a software of a company who loose my respect and confidence. Society is made by our choice, not because of theorical hypocrite business logic who the only goal is to hide the venality of some people who have never enough.
And now?
I will not care anymore of Unity and all others disrespectful companies. I will focus on projects like Blender and Godot, hope they will not change their mind and support the good work, made with smart exchanges between people. I already love Godot, the UI is clean, just what i need, where i need, when i need. Godot will make a pretty couple with Blender!
Thanks a lot to all people behind Godot and the community. Keep the good work on and i will be with you for a lot of years, since now!
PS: My post sounds a little angry and anarchist, it's what i am. I tried to write with only my mind but my heart was here and i'm always angry about who society works.
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Perhaps it's a matter of translation, but I see a logical inconsistency here:
pollopsis i don't have a game to sell but it's my goal in few years and i work hard to make a great and successful game.
…
I'm happy because now i can have only free/open-source software on my computer, with all the functionalities i need and modern UI.
That is, you are happy to use free programs, but the game you make using them will sell — am I getting it right?
It's not the same products, games like i want to make are developed with a final release and that's all, it's a one shot development, without modification in the time regarding technical and needs evolution. (i don't consider patches as major evolution). Softwares like Blender/Godot are a long term approach who can find long-term supporters because of a confidence in evolution and multiple iterations, taking customers needs in consideration.
I used the word "free" but i support financially the software i use/love, and most of the time a lot more than other software, so it's coherent for my case. I know it's not the same for the majority of users but most of the time they also don't pay for paid softwares, so what's best? For me free/open source logic is better because it create fidelity and community.
I used the word "sell" because for the moment i haven't think about how i want to distribute my game, because i'm very far to this point, and because i find solution like Patreon or crownfunding very interesting and in that case it's a support system like donation for free/opensource projects, in a different way.
Also, just to clarify the word "sell", i'm french and in France, distribute a product at 0 euros is considered as a sell, with a receipt. I don't know how it's considered in other countries. If a "sell" a game on Steam as free, it's a sell anyway. It was effectively not the good word.
Between a free/open source solution and a full paid solution, unity was between them, and it's the reason of my first try on unity, because i find it a good solution to provide a free access software for everyone, to learn, test and give a chance, and after if people make money with them to ask for paid on a "pro" version. But the last changes is not the same kind of logic and it add a spying/invasive logic, and also for the player. And again, what's next?
So your comment make sense, but it was mainly a lack of proofreading from me, sorry. I didn't use english for a few years so i don't always pay attention to the words i use, like in french. It's interesting, because it make me think of the subject:
- I have to check how free/open source software are legally considered in my country and also worldwide. Not sure the logic of distribution "as it is" is very legal in France, because we have a strict customer protection.
- I think about perspectives, because i remark my difference of perspectives between softwares and games is also a "force of habit", if i can say so.
- what is a good choice or a bad? Totally make pay customers for everything is not a good way for me, neither make a totally "free" solution, without any support. So? Donation? Free2play and paid items? Partially free and support for some parts? Totally support?
I think patronage or crownfunding is a good way but there's one point who annoy me, especially for patronage, it's the aspect "we have a product but it's not finished, be confident and give us money". It's not always the case, but i support few projects on Patreon, there is two projects where i stopped the support because in these cases it seems like the products will never be finished. It can also be the case for paid games, but it's managed on company side, not at the customer's.And for my game i'm afraid to fall in this trap of endless postponing.
What do you think from your perspective?
pollopsis I used the word "sell" because for the moment i haven't think about how i want to distribute my game
As I suggested, it's "translation difficulties". It would be better to use the word "distribute". I usually back-translate to make sure I get it right. Often that helps. Not always, of course.
What do you think from your perspective?
I was talking about my project and there is a reasoning about fees.
And for my game i'm afraid to fall in this trap of endless postponing.
That's normal. Oddly enough. Not all cases that are conceived start. And the cases that are started don't all make it to the end. That's the reality of life.
Megalomaniak Exactly this. To say that I am absolutely P'd off about this is an understatement.
I'm still in exploration mode for a new engine, I'm still torn. Like... I love Godot for its simplicity and Unreal for its graphics. Anyone know how much the graphics here have improved?
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Nerdzmasterz Anyone know how much the graphics here have improved?
Roughly graphics can be estimated by demo-scenes:
This looks amazing. I wonder, though, if the issues with it crashing is resolved? I've had... not so good experiences with Godot 4, to say the least.