Unity employee here, idk anything specific about the departments that handle this I wouldn't even know what their name is. With that caveat, I will say that all the layoffs last year going into this year, changing CEOs, and the competition between big company beurocracy and the dying breath of small company culture, a lot of departments are behaving erratically. I wouldn't be surprised if nobody internally has a clear answer why this was banned but others aren't. Some workers may legit be trying to help but their hands are tied for corporate or maybe even legal reasons, it could be people trying to keep their heads down and close tickets quickly to keep metrics up in the hopes they're less likely to be fired. I think you all know this already but please don't be too hard on the workers we're doing what we can but it's a corporate mess right now
Look, it's a low level employee of a faceless corporation!
GET 'IM!
Jokes aside, thanks for the transparency, and salute to you and your coworkers for trying to weather the storm caused by "shifting paradigms"... that's what they call it, right? I know the execs can shift my paradigm, that's for sure.
Tech in general but especially the game industry desperately needs to unionize. If the last couple years doesn't convince tech bros they're just as expendable as all the other working class out there, idk what will. Got to do something to insulate us from "restructures", "rightsizing", and "company resets"
Yeah it's a bit of a shit show for sure. Unfortunately I do not have anything else lined up right now, I know that's an unsafe decision. My life has been a mess lately I can only handle so much at once and finding different work is exhausting
A friend of mine worked in a position I would have assumed was considered vital to one of Unity’s products, in fact to my knowledge they were the only one keeping that part running. Apparently the higher-ups were able to lay them off without much hesitation this time around. The company seems to be leaking hard.
You don't understand how development works, at all. The developers themselves don't make these kind of decisions at these companies. They just do what they are told to do by their higher-ups. The higher-ups happen to be corporate businesspeople that don't really know much about tech, and only care about profits.
The blame for Unity's failures belongs to the executives and businesspeople, not the developers.
Really though, what were they thinking. Why would anyone risk staying with unity after all their bad decisions, especially when they clearly have no intention to stop being dumb.
I went to a game dev meetup in Seoul last year. Everyone was using Unity.
I went again last month. Half the people were using Godot.
For a bit more context, I used to work in the gaming industry. We used Unity because it was great for making money - drop in ads and tracking, you're good to go. The Godot ecosystem isn't as mature for that yet. However, even we were considering switching to Godot. It wasn't worth switching for a number of reasons (besides the above mentioned ones, Godot is also "laggier" and we have some heavier games), but had we started shop yesterday, it's safe to say we would have used Godot too.
Unity just laid off 25% of their workforce. That is not a small number. Their days are numbered.
Yep, I started my own game dev journey a year ago after a decade in the tech industry.
My gamer friends: Use Unity Bro its so easy to learn!
Hrm but uh what about cost structure, licensing, all that kind of stuff?
Doesnt matter bro, you can just port it all if it doesnt work!
Well uh, porting is actually a lot of work and burnout is a serious concern so wouldnt it make more sense to-
Youre making this too complicated, what you need to do first is-
...
And that conversation was obviously useless.
Anyway yeah, I picked Godot after doing, you know actual research on all the benefits and limitations of various engines.
See, Godot, being open source, and myself, not having a huge amount of money to throw at this, and also not just knowing any reasonable or reliable people that could contribute... I can afford to work with Godot at a comfortable pace and not be driven insane by budgetary concerns and a timetable, and Godot is likely to only improve, and I can improve with it, expand the scope or add new features as they become better supported by engine updates or freely usable nifty tools and techniques proliferate.
Also at this point I am planning on really only supporting linux users, as I am again looking to do this as a hobbyist that isnt really concerned about making a ton of money, and also at this point I just literally despise every technically incompetent person non FOSS user I have ever known, so Godot suits that well.
Oh and linux gaming marketshare is growing rather rapidly.
They probably are, but it's not really about cost, it's about fear. I fear that while it costs $x to switch to Unreal Enigne now, it'll cost $x+10 after a few weeks when they do their next decision, and $x+20 a month or so after that.
Which signals to investors that there is little to no expected growth. If you aren't attracting new customers to grow your user base, then you only have the option to milk your existing customers to increase revenue.
That may work short term, but long term it signals a death knell for the company, since as the old customers retire or the studios close down, the new crop of game developers would have been trained on or adopted a different engine so aren't going to switch to Unity. Eventually they just run out of customers.
I moonlight as a small app developer. This is absolutely correct. I have a handful of legacy apps which uses Unity, and makes so little that moving them would cost more.
That said, if/when I do another project, it won't be in Unity.
edit: The following is off topic, but I'll.leave it as a testament to my gray-beardedness. In my defense: Unity isn't Unity anymore. Don't get old.
I've been using Linux for 30 years now, and for a while I was an advocate for Ubuntu and Canonical (among others, I'm pan-distributive). Then things changed: GNOME 3, Wayland, Unity, something-sonething, Snaps... All too much.
As an advocate, I'm apt not to emerge with favorites, or to yuck others' yums. Neverthekess, Canonical is a press beyond the pale, many days.
In the end, I don't recommend Canonical distros. LMDE is solid, as are most of the *bian and redhat downstreams. I don't recommend the others because I don't know them, but more importantly I couldn't help a friend un-bodge a bad installer on them (likewise for "BSD or Darwin).
But really, no love for Canonical. They went to some Dark Side, and I'll have a hard time forgiving them for it.
I also thought of Unity the DE before reading the article
I understand the confusion. This doesn't belong to a Linux community. I mean, I see the relation with FOSS but I'm sure there are FOSS communities out there. The article doesn't even mentions Linux, just Windows and Android.
With ibm working hard to enshittify redhat even faster than newredhat themselves, we should consider avoiding them as a first-class porting and work target.
Look at OpenEL as a successor to the RH and an upstream for the other ELs once RH starts eating from that tasty "free stuff they can sell" trough. Having made bank on TheForeMan without actually making an effort to support it, they have a model they can use for everything.
Only in the licensing space in particular there is really no good reason to hide the exact rules what is acceptable and what isn't. Nobody is going to circumvent your defences if they know exactly which licenses you allow.
Unity has been getting better press because they mildly walked back a few of their policies. One prominent gamedev channel i saw (games from scratch i think?) did a video praising them for booting out ironsource execs (adware company unity bought a while back) from the company.
And, like clockwork, Unity proves that it was never the plucky underdog that was going to take on the behemoths of unreal and (at the time of inception) cryengine. In fact, it feels like its more hostile to its users than either of its original competitors, that were once known for hostile and expensive features.
And again, im gonna shill for godot. You're better off using FOSS for your tech stack primarily because of this kind of arbitrary behaviour that becomes standard once you're too big to be internally accountable.
I know there are a lot of Godot tutorials out there, wondering if there are any you would specifically recommend though? I've got a lot of Unity experience but looking to move my personal projects to Godot