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67 points

Unity was one of the first applications that made me take a good look at FOSS in general because my experience with it was:

“Hey let’s make a game for our final project”

“Okay, let’s try Unity”

Flashbanged in light mode

Dark Mode is only available for real cash money subscription license

“Yeah okay nvm let’s try something open source lol”

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3 points

Meanwhile in my engine’s editor, the default is dark mode, with no plans on making light mode on my end.

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28 points

They really paywalled dark mode? That move alone is incredibly dumb. Surefire way to alienate potential new users before they’ve even tested anything serious.

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17 points

Used to. It took a single registry tweak to enable it which was easily found, but still a pain.

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5 points
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having to hack around your IDE for something that simple is a real bad sign

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18 points
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I’m building something heavily reliant on the physics engine. Unity you need to be an enterprise member for the ability to override methods related to physics. Easy choice

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11 points
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Is that why so many unity games have the same feel? I’ve started looking into the game engine that’s used and avoiding unity games.

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3 points

I can’t say thats why, regardless of engine you’re trying to solve basically the same problems, more likely which example project is used as a starter, which I’m sure very much the same can happen regardless of game engine.

With the FOSS spirit however Im sure more contributors will make plenty of viable starter asset packs for inexperienced users and diversify the “feel”

But I can say being able to actually interact with the phys engine is practically what’s enabling my project, so I would imagine that also has a part in the feel of games

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