[Including “one of the single biggest mistakes” Unity could make] | GameFromScratch.com #Unity3D #GameDev

  • It surprised me to see that the prices go down as there are more installs, it seems a progressive rate makes more sense. But I suppose once your revenue stream is large enough you can just decide to use an inhouse solution and they must balance against that.

    What really creeps me out is that this thing has to phone home. Why not just change the revenue sharing calculation based on self reporting?

    Most of all this just makes me consider switching over to Godot. I’ve used it in 2018 and it was impressive back then already. I waste considerable time working around unity’s black box every year. I’ve also made many improvements that I’d prefer to make a pull request for rather than make a separate asset package.

    • Unfortunately, Godot isn’t that great for 3d projects, and Unreal is Epic and therefore not great to support. Really no good option for 3D based indie devs. I’ve been working on a project for over a year now and I don’t think I’ll ever be able to release it with these changes, but there’s no other appropriate engine.