It took me ~14 logged hours to port the 500kloc game core of Qud into Godot, and get a full boot. It's truly, completely running 100%, feeding frames and waiting on input.
If I can do it, you can too.
We ended up using Bakery for lighting, Photon for multiplayer, Amplify for shaders, Rewired for input, wwise for audio, pro builder for greyboxing, i2 for localization…. What a Frankenstein of an engine.
We didn’t develop with Unity, we develop with the Unity Asset Store.
Featured Blog | The Death of Unity
"If you're starting a new game project, do not use Unity. If you started a project 4 months ago, it's worth switching to something else. Unity is quite simply not a company to be trusted."
https://t.co/Svl4GutJLo
Imagine my face when I noticed URP didn’t support real time shadows and we aimed to release on Ps5 hahaha
Anyway, after Aragami 2 we moved the full team to work on Unreal Engine. Wasted a year relearning, which didn’t help the studio’s financial situation. Thanks Unity. 8/X
Most issues were Unity bugs, crashes and issues with URP/Lightmapper..you name it. Usual response from our account representative was that they couldn’t do bug fixes on a client-basis, so we had to wait until (maybe) the bug fix magically appeared in a future version lol