Important updates to the Unity Runtime Fee policy

amazingly pertinent exaple:

Philips changes terms AFTER the sale: requires data-sharing account to use a light bulb…

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I mean to be honest, I’m not really seeing anything I’d call “intermediate” there. A lot of the stuff on display is the kinda stuff you’d really expect from the very standard progression of any engine that does 3D. Remember that army dude demo that Unity used to have a billion years ago? I’m talking like borderline contemporary with Lerpz. Everything I’m seeing there just looks like what you’d expect at that level nowadays and that demo wasn’t exactly amazing.

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Almost every plugin out there supports the current major Blender LTS.

The connection is very simple. The sarcasm of my comment (not just the part you quote) is about your previous comment “Unity does not put any added value in this!”. It might have been better to start with $200,000 to make it clearer what value we are getting from Unity in exchange for the Pro plan. And the funny question from the video (not the whole video, that’s why I specifically mentioned where the question starts), was just the spark that generated my comment. It wasn’t about the management of the company, although I wish Unity was like Blender in the game development world as well, not a money hungry company. You’re right about using words out of context, and your comment is a good example of that. That isn’t related to the age.

Yes, I’m aware of that post. I’ve been following Godot development for a while now. However, I was answering to that part “Godot is not ready, the code source is a mess of bottlenecks, the rendering is a mess, any fork would be a rewrite from scratch. It’s a forever hobbyist engine, it’s great at what it is though.”

Godot 4.0 is a major rewrite in every way, not to dismiss 4.1 and 4.2 which are really huge… Yes, no one is saying Godot is ready for an AA/AAA company without customizing the engine (which is what every AAA company does even with unreal btw). Basically because they don’t even have a good VCS solution, but in terms of engine capabilities it’s coming along very fast. I’d give it a shot, the editor weighs less than 150mb.

I also don’t know why no one is talking about GDExtension and how it allows you to script in C++, javascript, python, swift, eventually c#, and every language the community is willing to support. (Fun fact: The person who wrote the blog post about Godot API performance (“Godot is not the new Unity”) is on that GDExtension roadmap thread contributing)

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What has been done ≠ What could be done

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And what do you see as impressive on the Unity side? Rust team has been modifying Unity for years to push it on the rendering side (They abandoned HDRP in favor of their renderer). The VRising team modified an early version of DOTS to their needs, Albion Online (Almost the only proof of unity’s MMORPG scale capability) uses Unity only as an input and rendering front, game logic is a NET app.

And don’t get me wrong, all those teams and games are AWESOME, and Unity is as awesome as a tool.

Looking at Godot previous developments is great, it will help you find if Godot suits your project needs.
However looking at games published by godot as the only truth of its capabilities is as wrong as looking at Albion as proof of Unity’s mmorpg capabilities.

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I was just defending my right to speak without needless chains in a chaotic situation, no engine choice dilemma was directly intended in that comment.

Regarding your suggestion, you know, an endorsment on your part would be more significant than a suggestion… are you trying to tempt me with those fixable problems? :slight_smile:
Well, I would like to switch to Godot, and indeed there could be that little problem of community fanboism, but as you said one has to pick his poison, this could not be a problem at first or a very funny one if you got some sort of mithridatism for that kind of situations. The real issue atm would be for me the lack of the f***ed indirect draw calls, you could do wonderful things with those even in an (to some extent) unoptimized engine. Much logic calculation, in my case, computed on the GPU, thousands of meshes rendered in 1 draw call, easy to port code as you have HLSL to GLSL compute shaders conversion. Possibly fast as it can get. They should be supported in Vulkan with vkCmdDrawIndirect and other API calls and Godot 4 features Vulkan, while OpenGL ES 3 seems old to me. But no indirect draw calls atm. Why Juan? Why?

Your turn now, what poison would you pick?

After using both Unity and Unreal I can say your statement is not correct.

Unreal is very good for 3D, has features unity doesn’t have, like hair with physics and collisions, a solid framework for creating characters that can have multiple layered parts, like clothing on top of existing geometry, it also has nanite that frees you from the hell of ultra optimizing 3D models. It also has lumen which doesn’t require baking the lighting like in unity.

but unreal is not so good at 2D, Unity is far superior on this target.

I recommend Godot for devs that make 2D games or 3D lightweight games and UE for 3D games with highend graphics but i am surprised with all new free alternatives to Unity like Defold, Flax, Unigine, O3DE, Stride, Godot, etc. with this situation of look for one Unity alternative i back in the time and remember years ago when use Unity Free and this version of Unity have not shadows feature and i look for other engine, you needed add circular gradients called blob shadows to “simulate” shadows, is crazy but now with the Runtime Fee you will pay by your game installations and in the past if you need shadows you needed pay for a Unity Pro license.

the unreal hub is actually two hubs. they behave similar.

one is in the Epic Games Launcher, which originally was the hub, then got extended to become a steam like app that sells games. There you find the unreal marketplace for game engine resources, like unity used to have in the past, now the asset store is only on web in unity.

It is not good, very sluggish, it does the job but it is slow and annoying. It gives you an overview of the project you work on, there are thumbnails, overall have better features. but is slow and a pain to use.

the second hub is in the engine itself, if you start the engine directly not from the Epic Games Launcher. has projects thumbnails like the launcher one.

Ok, I got genuine question regarding Godot.

Since it is open source and full of part time work made code, as far I understand(correct me please otherwise?) is the quality of engine code suffering? How is it’s performance wise, at runtime and in editor. I am not referencing to performance like Unity DOTS.

If Godot is like Unity 5 or earlier, in terms of performance, what prevents godot to become sludgish, when more features will be added. Just like in case of Unity.

Is partimers code integration not a potential risk, to build performance bottlenecks? Specially in long run?

How blender did handle such challange?

Just disable it in menu options.
It doesn’t trigger it then.

Main contributors are mainly people with many years of experience in gamedev and/or writing game engine technology. Sometimes even decades. They also have a full-time project manager and several capable people code reviewing PRs. Low-quality code is not accepted into core. FOSS tech is very common outside video games, it’s time for this industry to catch up as well.

Opens faster than Unity, enters Play mode immediately, exports builds in seconds. Instant domain reloads thanks to CoreCLR/.NET7 and there are no C# packages to slow it down.

There shouldn’t be any editor perf issues related to UI like with Unity’s IMGUI since their UI only updates upon request like UI Toolkit.

Not a lot of recent benchmarks are available. This person is doing some flawed testing:
https://www.youtube.com/watch?v=6BVoy7kOFxY

Unity chose to bring most of the development from core to C# packages, which is the main reason editor is slowing down. Godot won’t ever do that. It’ll be either core C++ updates or C++ GDExtension plugins. Long story short, because Godot is not closed source and has a capable and accessible C++ plugins API.

All code is reviewed and tested before accepting it. There are also many guidelines and processes in place for code to even qualify for being accepted such as the need for a bug report or a feature proposal to exist. Random code is not accepted.

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Also, you’re supposed to pick your poison yourself.

You still have the runtime fee in place for the newer version of Unity, which as I understand it is the only version currently where you can remove the splash screen.
So you would have to pay the runtime fee to get the splash screen removed.
It’s too bad that John Riccitiello is still employed at Unity.
I would have thought with this debacle that he would have been fired.
That’s one reason I don’t trust Unity anymore, along with your trying to please the investors over the developers.
It’s too bad that Unity has now become like Sears which was lampooned by Eddie Lampert.

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Thx @PanthenEye for the great input.

I watched few times this vid, and few his other related to ECS.
Unfortunately it is indeed very flowed.
I don’t know if guy is biased toward Godot, or lack of experience in Unity ECS/DOTS.
But it show it badly.
If he shows that 10k Unity ECS instances run far below 10k, that is something wrong with a test.

Either way, it is interesting to see, Godot handles nicely 10k simple instances. I don’t know if this is out of the box.
Unity can do that too never the less without DOTS. But perhaps not out of the box, just with a bit custom rendering side coding (draw mesh instancing).

Either way, I don’t see code samples of tests on his channel, so rest is just a speculation. Or maybe shows bias.

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No problem buddy.

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Everyone talking good things about godot is biased towards godot and trying to make the engine look good to other people. There are more successful games made with rpg maker, using the default copy paste rtp than games made with godot,
Now a godot cultist will jump will jump in the comments and say that this is because the engine new and not many people know about it…

People leaving unity to move to godot are just people that will come back in 2 or 3 months, if your game can’t be done in flash it can’t be made in godot.

I see people calling Godot the perfect engine, but I still have objections. I think although its 2D tends to be mature, the 3D part still needs to be tested by the work. You can try using it to create complex scenes, render high-definition character models, and compare it with UE5.
I used it before, but it didn’t have ray tracing at that time.

Sure thing buddy.

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