28 points ibobev 14 hours ago 2 comments
lemmetellya 54 minutes ago | parent
It's amazing how badly Unity fumbled the bag over the past five years. From messing with developers incomes, to shipping a bunch of half finished copies of the same systems. Just... astonishing.
lilbigdoot 7 minutes ago | parent
This one is why I never stuck with unity. You were always either learning something that was going to be replaced, but the replacement never really came. Add on top a lack of CI friendliness (it might be different now but years ago it was clearly not designed to let you build projects from a CLI or script), install sizes, slow starts, still using a mono fork with patches instead of .NET core, etc I just couldn't stick with it
It feels like this really awkward place now where Godot is much nicer and faster for when you don't need all of the features that unity provides, while Unreal arguable offers more depth and features. The one thing Unity had going for it there was that .NET and reloading code was better than (in my limited experience with unreal) C++/blueprints
Godot hit this really nice sweet spot of consistent UX, complete enough features to get you by as an indie, and a clean enough codebase + design that I felt like if something was missing from the engine that adding it myself was reasonable (ie: at one point I was writing a raymarching based renderer for fun and adding it as a new render seemed like a reasonable project even solo)
I do think the ECS direction Unity started to go was a good call, and I actually did enjoy it, but after waiting for long enough I sort of just forgot about it at this point