And that Unity thing, whatever happened there? Did devs really stop using it? Is it still popular? I remember a lot of anons were mad or laughing, but how did this story finish?
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And that Unity thing, whatever happened there? Did devs really stop using it? Is it still popular? I remember a lot of anons were mad or laughing, but how did this story finish?
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This is the new drama-rama homosexual. No one cares about your unity shilling now.
just wail till you see GDQ
They tried to move away from Unity, then they tried UE5 and Godot and realized it wasn't worth it. Like anyone sane predicted, it was a nothingburger.
No one has done anything yet. It's going to take at least another couple years when people start finishing whatever unity game they were already balls deep in making.
>two more years, bro
Godotbros... not like this...
99% of game devs are fricking morons who cant code to save their lives so they need Unity's handholding.
I have worked with UE4, it doesn't require code, if anything the blueprint system has become a feature in a lot of engines.
But if you do need to code, you have to do it in C++ which filters brainlets.
Is it that complicated? in my experience unless you want to pay for stuff that is a feature in UE4 you need to code in Unity or pay for the addon.
>Is it that complicated?
morons don't know how to memory manage even with smart pointers. I had a professor assistant in my class who was grading my parallel computing course and teach him what smart pointers were because he expected me to use raw pointer allocation via new.
https://en.cppreference.com/w/cpp/memory/unique_ptr
So this is how you stop the app from storing useless data in RAM and stuff?
It manages the lifetime of an object that you allocate, mainly forgetting to delete the object thus having leaking memory. The other smart pointer std::shared_ptr helps with reference counting so you don't have to worry about dangling pointers, i.e. multiple pointers pointing to the same object but the pointer being deallocated before all the pointers were also "cleaned up".
>tfw school only taught me normal pointers
>find out when I get to the real world smart pointers exist and everyone just uses those instead
Just goes to show how much people hate memory management.
It's amazing how C is still the main practice by schools. I remember also having to teach a professor assistant what templates were and how to metaprogram some functions.
it's an iq thing. there is a lack of people with iq's that are 105 and above. and literally all industries debase themselves like literal fricking prostitutes and bend front AND backwards to get those guys, so there's fierce competition for the golden boys in the west.
You won't see the repercussions until 2025, every single game currently in development will keep using it
This. People can't just toss out 2-3 years of work because Unity went full moron, but you can see the move over happening.
Sebastian lague has started (quietly) using godot, their forums are significantly less busy, and the stock is still super low.
Doesn't Sebastian have his own super cool engine?
He did engine stuff in the past but then moved to unity years ago.
The new Unity license will still have the absurd fees applied to it, so that's what people won't be using. People who already had Unity projects won't scrap their work, but several major contracts were cancelled and Unity's stock tanked, with it losing nearly all its trust.
>People who already had Unity projects won't scrap their work
I'll scrap mine. It was only a hobby and I aint going to use some israelitetier dev software.
Some things I hate from Unity.
>Default shader uses RGBA for smoothness/metallic.
That is, only one texture controlling both, seems smart but working with separate entries for roughness and metallic is more common if you work with 3D modeling applications.
>No referenced skeleton?
So far I have never been able to import separate objects sharing a skeleton the same way UE4 handles "skeletal mesh" which identifies bone names and allows me to add stuff to an existent model as long as they have the same skeleton.
The CEO was ousted.
Really?
John Riceroni is gone?
Yup, they wrote it off as him "retiring". James Whitehurst is the new CEO.
That just means John Rigatoni is on the loose ready to pounce on another company to destroy
True, we will see where he ends up next I guess. No clue why all these companies play eskimo brothers with one another.
i've read this wasn't john's call, the board or the owner or whoever came up with the insane monetisation scheme, john was just there to take the flak and be the bad guy.
get a job, john
suck a dick im retired
but are you green?
yeah he knew this would tank the company so he sold all his unity stock right before it imploded
>whatever happened there?
Company back-pedaled and the CEO stepped down. Unity (the company) went on to add a clause to the EULA stating that they cannot retroactively alter the EULA and that you are only bound by the terms of the EULA for the version of Unity that you are using.
>Did devs really stop using it?
Some did, but most who were mid-project decided to stick with it at least until they finish their current project.
>I remember a lot of anons were mad or laughing, but how did this story finish?
I am of course mid-project. I was going to port everything to fricking C and Raylib of all things, it was probably going to be a mess. Now that Unity has capitulated however, I will just finish the current project, and then I will frick off to Raylib like I planned all along. I had misgivings about Unity before all this, and I like to be fully in control of certain aspects of the game even if it does add extra work for me.
>raylib
it's a meme framework don't bother, just use sdl2 and glfw plus gfx API of your choice.
I've used both before (previously I had used SDL2 + OpenGL) and Raylib is actually quite nice.
it was a misunderstanding
and devs who tried to move away found out godot is a POS
Yeah, lots of indie devs swapped off. Oh, you mean AAA? I don't know, why would you care?
They all went back because Unity backpedaled on it
It's still being used, but some companies stopped using it for Godot with some indies. Not fully a nothing burger, but sometimes won't change. Don't expect anything new from known stuff with unity for a while unless it started development at least a year ago.
Phasmophobia is the only relevant game still on Unity