Despite all that’s happened, at least one source told the outlet they don’t think Unity’s moves were made out of complete malice. “They need to do something to make more money. Sadly, it wasn’t delivered well, but the need to make more money is still there.”
And that’s why every dev (who can) should run as far away from Unity as possible, because Unity will try to screw them some other way.
To where? Godot isn’t there yet (sorry, maybe in five years, it’s impressive and on the right track. Not today). And unreal is under the same pressure.
You know what else isn’t there yet? Unity, Unreal, Source, CryEngine… literally every commercial game engine requires development if you’re actually looking to push hardware limits. They’re just toolboxes.
Godot is no different, except that developers are going to be much more likely to release their changes publicly.
Godot is fantastic, it’s where blender was in 2007-8 and it’s super exciting.
It’s nowhere near the same level as the contemporaries yet. You can’t even build for console right now and have to hire third parties to port.
Keep in mind that the console makers likely don’t want too much of their SDKs to become part of Godot’s open codebase. They license it to publishers who promise them that they won’t divulge important IP.
keep in mind that unreal engine is also open source. Epic just has a system where if you get the go-ahead from a console maker, and they can confirm that, then you get access to the parts of the engine that connect to the console SDK’s
if you are an indie dev today, you can get the go-ahead from sony/nintendo/whoever and launch your UE/unity game on those platforms without much fuss. if you have a godot game you have to contact a third party porting house and ask them to port the game to those consoles. those companies have already made the godot hookups into platform specific SDK’s but you still have to contact, and licence them to do this, if they accept working with you.
The problem is that Godot is FLOSS. Unreal is missing the free (as in freedom) and libre part.
kinda, its MIT so it’s not free. I can, for example, change a bunch of godot. release my changes in binary only form and you can’t demand the source from me. I mean you can but i’ve no legal compulsion to do that.
keep in mind that unreal engine is also open source.
The Unreal Engine is not open source by any reasonable definition of open source. Being “source available” is not the same as open source, as you can’t use the code whoever you like.
deleted by creator
you can’t use most open source code “however you like” either, they all have licenses. the main restriction with unreal engine is that you can’t mix it with copyleft licenses and you can’t use it commercially.
but you can do what most people want to do, modify, extend, fix, learn. that’s the most relevant thing for what we are talking about here
i don’t think unreal is under the same pressure for three reasons:
-
they already have a reasonable revenue sharing model. they make a lot more per licensee than unity does because they take a cut of your sales rather than charging a per-engineer license for the dev kit.
-
epic’s headcount is not nearly as horrendously bloated, even before the recent layoffs.
-
the company is still privately held with Tim Sweeney the majority owner.
points 1 and 2 mean epic is actually profitable, and has been for decades at this point. meanwhile, the publicly traded unity has struggled to break even for most of its existence
-
They need to do something to make more money
I’m sorry, but Unity is just not a viable entity. They have consistently lost money since 2004, and in 2022 reported nearly 1 billion in net losses. Just close it down!
Well make a foundation to pay your developers then. Problem solved