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Yeah, and everyone will be back to Unity in a month. People need to make a living, y'know. They need to make games/assets NOW, not in 3 years once those engines
by chess_horse_L 3y ago
Yeah, and everyone will be back to Unity in a month. People need to make a living, y'know. They need to make games/assets NOW, not in 3 years once those engines are ready.
For example, I see my Twitter timeline full of people slowly realizing that Godot is not Unity 2, and complaining about the UX, GDScript, C# and performance problems.
So, they either have to live on that hill and contribute to Godot (And sometimes these problems are by design! Godot is made to be slow so it can have more usability, just check out the creator's Twitter),
or, y'know, they can (And will) just go back to Unity and keep making stuff, even if they at any moment they'll put a knife on your throat.
- gmerc 3y agoUnreal is a viable option for most people. Epic is the devil we know.
- chess_horse_L 3y agoIt's not. Most of Unity games are mobile games, or indie games that don't require the GPU usage bloat Unreal has in order to achieve better graphics. If Unreal was ever an option, developers would've been using it instead of Unity in the first place.
- catapart 3y agoIn case anyone cares, this commenter is absolutely incorrect; Unreal does support mobile development, and it obviously uses a more lithe package than its full GPU stack. Using only the UI objects, 2D is pretty simple and I haven't had any major package size issues. Using a 3D context to render 2D as planes in the scene, I can still get a package down around 70MB with optimizations left on the table. It's harder to work with 3D-as-2D, but that's why I use the UI system. It's robust. I certainly like Unreal, myself, but I can't say it's an easy move from Unity to Unreal. That aside, one of the very first options you see is whether to scope your game for mobile or for "desktop", so I'm not sure why this commenter thinks that Unreal would not be an option for mobile development. It sucked before UE5, so maybe that's the hang up, but so did a lot of things.
- chess_horse_L 3y ago[flagged]
- rajamaka 3y agoI highly doubt a 70mb download for a game is upsetting anyone outside of HN.
- badRNG 3y agoJust a reference point, Genshin Impact is 21GB on Android, COD:Mobile is now 15GB, and even Hearthstone is 4GB,
- catapart 3y agoIn fairness, a lot of game devs don't have to deal with high-quality assets which are a thing that can take up most of your space. When you don't have 80 to 100 100-500kb assets (audio, textures, etc), you don't see it eat up space and you don't have to hear consumers file issue with the quality of your graphics or audio, so it's reasonable to balk at such an 'abnormal' package size. Devs get a little too focused on their own metrics sometimes, is all. All that said, yeah - 70MB is perfectly "small" in the context of a mobile game. Hell, I WISH 70MB was normal. These days, you'll eat up 300MB on a game just so it can serve you an ad network with 80% of your screen time. The mobile games market is a travesty.
- Macha 3y agoA sample of apps larger than 70mb on my android device: - The built in Contacts app - Degiro (investment management) - Doubletwist (music player) - Sony Headphones Some apps above 150mb: - Element (chat) - Kindle reader - Pocket Casts (podcast player) I don't have too many games installed but layton and the curious village, a point and click DS port, is 700mb (10x larger than on its original platform of the DS). I guess a lot of that increase is replacing 200p backgrounds with 1080p and midis with audio recordings. Filesize is a weird one to complain about - that ship has long sailed.
- 3y ago
- hesdeadjim 3y agoYep, Unity wants 4% from me if that’s what they change? So be it. I can’t use Unreal for my studio and Godot is a pile of garbage for anything serious. Unity knows this. https://sampruden.github.io/posts/godot-is-not-the-new-unity/ https://sampruden.github.io/posts/godot-is-not-the-new-unity...
- deleted 3y ago[deleted]
- bootloop 3y agoLook, Unity did have performance improvements in some aspects over the years but their output / productivity was really really really poor in the last 3 years related to their core product, the Engine. This is the reason people were already fed up with it, this license change just pushed some over the top. The trajectory of this project is not good at the moment and that is as much of a problem for users as the recent events. I started a project 3 years ago and none of the features I based it on shipped with production quality in the meanwhile (and that was the assumption when going in back then, that this will eventually be fixed while development of the game was going on). Godot is certainly not optimal, that is what people are discussing. The C# and expert userbase was missing. But the fact that people are raising these points meens that they see it worth to comment on. If Godot leadership takes the hint, they might bring their project to a trajectory which allows serious projects to give it a shot. So this time now will be critical. For both, Unity and their competitors. I think none of the conversations and comments put out there are surprising. But I would argue that if people already had the motivation to switch, they might just go to Unreal if Godot gives them not enough performance. Or stay with Godot if their project is simple enough to be not effected.
- asddubs 3y agoeven if 90% of developers giving godot a shot will go back to unity, this will be a very good thing for godot