23 points

“Hikes Subscriptions” - A bit sensationalist.

A ~7% increase from $2040 to $2200 for a single yearly seat isn’t exactly a price hike, its barely a price walk. Even the Enterprise level, which increases by 25% (but is negotiable) isn’t that big of a jump when you put it into perspective.

Unity Pro yearly seats only need to be purchased if your game makes more than $200k in revenue (was previously $100k). If you made that much, you can most likely afford the $2200 per seat.

Unity Enterprise requires $25 MILLION in revenue. If you’re making that much money you can absolutely afford a 25% price increase on your Unity license.

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-5 points
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If I were to lose 25% of my profits to a price hike, our business would suffer. As would all of us in the business. The stress would be real.

To those businesses that can absorb a 25% increase, and the staff are not hurt, and be OK that’s great.

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11 points
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This wouldn’t be 25% of your profit, it’s just increasing one of your expenses by 25%. It looks like it’s going up to $3000.

Edit: Enterprise price is negotiated with each company, so there’s not a set subscription price. But it’s still just the price of one expense, not a portion of total profits.

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4 points
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You aren’t losing 25% profit. The cost of your Unity Enterprise license that you pay once each year would increase by 25%. For ease of understanding, if your license previously cost you $100, now it would cost you $125. However, Unity has stated that this is negotiable and does not have a fixed price. It is possible that this price is calculated with many variable including number of employees that use Unity (seats), yearly revenue and expenses, and potentially other factors as well.

And again, for Unity Enterprise you would need to make a Unity game that makes more than $25 million per year.

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50 points

Yeah, the price hike is fair, I don’t think any developer has any problem with that.

The problem is that they broke the trust of developers, and I don’t think that they’ll ever recoup from that.

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-5 points

This is like the 4th major time they’ve broken the trust of developers. They’re still a titan, and will continue to be for some reason.

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11 points

“It’s all I know” 🎉 Just inertia.

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121 points

We’ve all moved on to Godot.

Thank the gods for Godot, because without it, everyone would have been screwed.

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28 points

The “problem” is that Godot is very much geared more toward 2d and lighter 3d games. Whereas Unity was in a great middle area where you could do A and even AA games that held their own.

With Unity basically dead we have seen an increasing shift toward Unreal for anything where visual fidelity “matters” and Godot for the rest. Which is awesome but it also has led to an increasing amount of “Just learn Unreal”

Also: Fuck the gods. Thank the people who actually are working their asses off on Godot and have been for years https://fund.godotengine.org/

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3 points

Kronos’s openXR is looking great on Godot. They’re making good choices and it’s advancing rapidly on the fronts I care about.

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14 points

Nah there’s loads out there or we’d just go back to the good ol C++ days

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34 points

Make everything a half life mod again ❤️

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7 points

Ive seen some genuinely impressive GoldSource mods pop up in recent years.

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1 point

Exactly this!!

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I’d recommend using Godot

  • Free Open Source Game Engine under the MIT License

Repo
Godot Stable Release Docs

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2 points

It doesn’t have the meta SDK for VR :(

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14 points

Unity has unified all its previous clientele.

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27 points

You could just not use Unity

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