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It actually is the one about platforms because Unity has established itself as the standard in game dev (and I am saying that as a Godot VR game developer who i
by blensor 4y ago
It actually is the one about platforms because Unity has established itself as the standard in game dev (and I am saying that as a Godot VR game developer who is trying to break through that)
So "every" company that builds something in that space targets Unity first, Unreal second and after that maybe something like Godot.
Most of the things can be implemented by developers not using Unity as well but while others are actually building the game, you are building the framework below it.
That is a noble thing to do and will help the community in the long run but has zero advantage for shipping your game on time.
The best example is Meta's OpenXR support. They released it on Unity first (as they do all their other features) and Unreal game developers were complaining that they can't use passthrough because Meta hasn't rolled out support for Unreal for several months.
So while the Unity developers were already happily working on their projects, Unreal devs were waiting and not even having a timeline when it will be possible.
In our case with Godot it's actually a question of, do we put in the time to port to Unity or do we put in the time to build support for all the things we need that are already available for Unity. And how often do we expect that situation to come up in the future