Yes, considering many games might be stuck on unity with months or years of sunk cost development, so they donât change until the next project. At that point, Godot will be even more developed, so more attractive.
I assume many games that are AAA will negotiate their own terms. Some will use unity until they get burned later with fees. Eventually as godot comes to parity, unity will be pointless.
This is not an industry where people wonât be contributing to the source code, I can understand how not many programmers keep gimp up to date with photoshop. This is an industry of programmers. Godot is undoubtedly the future, now.
It can take years to fully master a piece of software like a game engine.
It also take years to build a game and often your locked to the game engine during development. (Some manage to change mid development but its always a costly
Painful experience)
For ongoing development Godot would also need to support all of the features that where already established to become a part of the game.
So boycotting unity isn't easy or feasible for activd devs and should logically take years of small cultural changes within dev communities as more and more new projects start off with godot from the get go.
But thats not what i am seeing here. What i see here is unity getting fucked by a a company i never heard of before last year. In almost no time Godot Spearheaded to appear to be statistically more popular for gamedevs then linux is for desktop users. It really is wild display of ongoing momentum.
Youâre entitled to your own perspective and opinion when being shown information of course but its a rather narrow minded stance that you are taking.
As someone who has to work with a FOSS system that was bought by a company, all resources moved behind a paywall and only the raw code remaining available- yeeeep. It just sucks. I spent weeks updating the version because there is just no documentation left unless you pay up. Community forums were gutted and is run by one non-employee without any answers. Their maven repository was down for weeks, and you can't do anything. It just sucks so much. FOSS is everywhere, but well maintained and supported FOSS is rare.
Drama is over, people continue using Unity as if there are no issues with it.
One out of six is not bad, considering the costs of migrating over from Unity to Godot, and the maturity level of Godot vs Unity. The real tell will be for future/new projects, and in what product they are done in.
But overall, familiarity (and sunk-cost fallacy) grabs you by the privates, and its hard to get it to let go.
As far as I know, Godot has no replacement for Unity ECS and DOTS. Not to mention the comparatively extremely small library of community tools. I definitely want to see it continue to grow, and it's clearly trending in that direction. But its not there yet.
I wish I could say Bevy could replace Unity ECS, but I can't. While Bevy's ECS is undeniably far better than Unity ECS, one of the issues with Bevy is sometimes developers don't want to be completely locked into using ECS, and since Bevy is practically ECS-only that causes some issues. Plus the fact that Bevy is just new and unpolished, it lacks a lot of features that would be necessary to even be considered professionally.
Considering that DOTS is allegedly at least partially to blame for the disaster that is Cities: Skylines 2 (Source), I'm almost tempted to say that's a good thing.
While the licensing changes were the last straw, I was always annoyed with the direction Unity was going, which was grafting a bunch of unfinished, barely documented features onto the engine, putting the stuff it's supposed to replace on life support and never actually finishing those features for years.
Sure anything can be a performance drain if the devs implement it poorly. It seems like it came down to a poor implementation of culling causing waay too many verts being sent to GPU.
Yes, there were lots of other issues, but what I'm mostly referring to was that many of these broken systems wouldn't have to be built if stuff like DOTS and virtual texturing wasn't unfinished:
And the reason why the game has its own culling implementation instead of using Unityâs built in solution (which should at least in theory be much more advanced) is because Colossal Order had to implement quite a lot of the graphics side themselves because Unityâs integration between DOTS and HDRP is still very much a work in progress and arguably unsuitable for most actual games. Similarly Unityâs virtual texturing solution remains eternally in beta, so CO had to implement their own solution for that too, which still has some teething issues.