And pointedly, there was no mention of acknowledgement whatsoever of their sneaky license modifications from months ago that a bunch of people discovered after the fact.
Unity’s execs and board do not fucking care. Their opinions have not been changed. They will certainly try something just as scummy at some point in the future. It’s only a matter of time.
nothingcorporate@lemmy.today 1 year ago
1,000%
I’m a year into developing my first game though and this means I don’t have to abandon all the progress I’ve made. After I publish this game, all bets are off as to where I go…or should I say where I godot.
gravitas_deficiency@sh.itjust.works 1 year ago
Have you explored what level of effort it would take for you to convert it to use another engine? There are a TON of tools people are making to assist with porting projects from Unity to any number of other engines. Sure, the tools won’t do 100% of the work, but by what I’ve been hearing, they take a HUGE amount of the tedium out of the process.
nothingcorporate@lemmy.world 1 year ago
Yeah I have. There’s a couple of promising programs that everyone should know about:
github.com/V-Sekai/unidot_importer
github.com/barcoderdev/unitypackage_godot
But for me, I’m too new to programming to pick up another language very quickly to do all the manual stuff right now. Anyone more skilled than me should definitely check those links out.
Aceticon@lemmy.world 1 year ago
This isn’t really useful for data heavy games such as the one I’m working on.
It doesn’t help that Unity-specifc stuff seeps everywhere (stuff like floating point Maths, Vector classes, Time and so on) mainly because Unity themselves push people to go that way rather than use the .Net equivalents (which aren’t quite equivalent).
LillyPip@lemmy.ca 1 year ago
Aye. I’m not waiting for godot.