@McFunkypants Quick turnaround projects may be good for business, but for me it's more about the creative expression. If the ideas you're passionate about take longer to make, I don't think you should abandon them to make something you're not passionate about.
@DesignerDanF If you believe your advice will help them, maybe it's worth telling them to establish your credibility so they might take it more seriously.
I'm so glad Unity changed their new terms to something more sensible. This doesn't mean they should be forgiven, at all, but at least everyone currently developing in Unity won't be hurt by this anymore. I still hope everyone will move to other engines for future projects.
@ericdaily@bgolus@Apple When Apple acquired what became Logic Pro they changed it from cross-platform to Mac only. It would be unfortunate if they did that with Unity
@GatewoodSensei@thomasbrushdev Gotta love how even among all this backlash they're trying to subtly shift the blame onto the customer. Because clearly we just misunderstood, it's not them changing their minds and issuing directly contradictory "clarifications", surely.
@bitbrain I've been using Godot for about 5 years. I've been planning to re-evaluate the options after my current project is done, but it's very likely I'll continue with Godot.
Making an announcement that everyone hates and then saying we were "confused" while issuing "clarifications" that are directly contradictory to the original announcement is just insulting. We weren't confused, @Unity. Don't pretend we misunderstood.
@BarjiYT My solution usually is groups. If I have a node I want to reference lots of places, I put it in its own group and use get_nodes_in_group to find it from anywhere. There's some new thing in 4.0 for giving nodes unique names for a smoother version of this but I haven't tried it yet
@FreyaHolmer Selection stuff is definitely janky - sometimes the inspector just goes blank despite a node being selected, so I have to select a different one and then reselect the one I was actually trying to edit.
@SandorHQ@Akien I'd probably go for 4.x, but knowing there's some risk involved. I haven't had time to evaluate it yet because I'm in the late stages of a project built on 3.5.
Great thing about open source is if you run into a show-stopping bug you can fix it yourself as a last resort.
@Ki3_Games Understandable, lots of work for likely no new revenue. I don't think many will port existing games, but I do hope most people using Unity will reconsider for future projects.
I love the "it won't affect 90% of you" response from Unity because it's secretly a "most of you fail anyway" statement.
Most devs would love to sell 200k and they probably intend to
@StrayFawnStudio@Khllffsh@unity Wishing you luck. I've been using Godot for over 4 years and am pretty happy with it, but moving to a new engine is never easy. I'd be happy to help if I can - I was one of your Kickstarter backers way back and want to see you succeed.
@DGoodayle I'd like to see some good tutorials on building scenes programmatically from C++, i.e. for procedurally generated levels. Back when I was looking, everything I found was focused on building things manually in the editor.