this post was submitted on 20 Sep 2023
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AppLovin’s attempts to acquire Unity last year turned sour when Unity opted for a merger with rivals ironSource instead . Now, in the ongoing shockwave of Unity's unpopular introductio...

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[–] [email protected] 65 points 1 year ago (5 children)

It's interesting to me that articles mention godot before unreal. I mean this is not the first time I see it

[–] [email protected] 61 points 1 year ago (3 children)

There is a potential chance of unreal doing the same stupid shit afterall

[–] Why9 17 points 1 year ago* (last edited 1 year ago) (1 children)

The conspiracy theorist in me always thought stuff like this was the result of corporate espionage; a loyal employee of a rival firm joins their competitor's ranks and works their way up and finally gets the commanding role, only to announce something this dumb and then take it back (losing their reputation without anything in return) and then the guy leaves the company and finds a comfortable position on the board of their original rival company.

But... No? These people really are that stupid and actually did that to themselves.

And these are the people being paid 300x the salary of ordinary, hard working people!

[–] [email protected] 15 points 1 year ago (1 children)

A lot of the time when this type of thing comes from on high it really is actually a good move for the C suite and for shareholders in the short term. I'm saying this as if I know anything about the topic, I don't, but I have read about this.

CEOs that flight from company to company, brought in to be the saviour and increase profits a bajillion percent just like they promised, often have a bag of tricks of classic moves that aren't actually all that genius or clever but will, initially at least, appear to improve the bottom line. They may have obvious consequences which is why such an obvious move wasn't made before, but if they can ride the crest of the wave of initially positive results they can exit just in time to leave the place seemingly better off than before they arrived knowing full well it's all about to implode.

[–] [email protected] 2 points 1 year ago

Capitalism is trash-tier

[–] [email protected] 13 points 1 year ago (2 children)

Epic allows devs to stay under the license terms for specific versions of the engine. If they started charging for installs, devs can just use the older engine versions and avoid the charges.

[–] [email protected] 8 points 1 year ago (2 children)

They "don't" allow it, that's how licenses work.

I keep seeing comments like these on source available nonfree software, but it really doesn't factor in the fact that older software is NOT going to be used due to bugs, features missing, technical debt, secuity vulnerabilities, etc. So unless it is forked (i.e: OpenTofu), it is as good as useless for everyone but hobbyists.

[–] [email protected] 3 points 1 year ago (1 children)

It's allowed by a specific clause in their TOS which assigns a EULA version dependent on the engine version. The EULA itself is different for different versions.

The point is that devs choosing to stay on an old version would not be good for Epic, so they are unlikely to directly create the circumstances where that is the logical result.

[–] [email protected] 11 points 1 year ago (2 children)

Unity also had that clause

In fact, they tried to delete it after their announcement

[–] halcyoncmdr 7 points 1 year ago

Yup, they actually removed the entire GitHub repo that they made specifically to track those changes for transparency.

[–] [email protected] 4 points 1 year ago* (last edited 1 year ago)

The clause is:

If we make changes to this Agreement, you are not required to accept the amended Agreement, and this Agreement will continue to govern your use of any Licensed Technology you already have access to. However, if we make changes to this Agreement, you will not be allowed to access certain Epic services or download the Licensed Technology unless you have accepted the amended Agreement.

My understanding is this is fundamentally different to the Unity clause you're pointing out.

Another thing is that Unreal is ~~open source~~ source accessible. If there's a bug in 5.0 that is resolved in 5.1 but you don't want to accept the amended terms for 5.1, it's possible to fix the bug and build the engine yourself. In the event of a significant change like the one with Unity, I imagine some dev group would just fork it and maintain it themselves.

[–] [email protected] 1 points 1 year ago

They do, though. Not only do they offer multiple, flexible licenses, their basic license specifically guarantees that it is irrevocable. In fact, if that basic license isn't good enough, they are open to license negotiation.

I strongly recommend reading their basic license. It's already one of the most fair and reasonable "out of the box" licenses in the industry.

https://www.unrealengine.com/en-US/eula/unreal

[–] halcyoncmdr 18 points 1 year ago (3 children)

That's because both Unity and Godot use C# while Unreal uses C++ for development. It is much easier to move from Unity to Godot since they use the same language for development. Moving to Unreal basically means starting over.

[–] [email protected] 6 points 1 year ago (1 children)

Unity C# and Godot C# havr different APIs and writing in GDScript is best practise in godot afaik

[–] [email protected] 3 points 1 year ago

Yeah exactly, Unity and Godot both use C# the same way React and Svelte both use JavaScript. Definitely some level of transferability, but honestly worth learning GDScript in my opinion because it's a simple language and a pretty good fit for game scripting, and the one that gets first class attention from Godot.

[–] [email protected] 4 points 1 year ago

I mean, UnrealCLR exists

[–] [email protected] 4 points 1 year ago (1 children)

Pretty sure Godot has it's own scripting language (hence the prompt converting all the C#/JS code from Unity).

Unreal is C++ but it's also another commercial proprietary engine, so they could rug-pull in the same way.

[–] [email protected] 2 points 1 year ago

Godot supports C# as well as its native python-like GDscript.

[–] fluxion 6 points 1 year ago

Makes sense to not immediately jump into another walled garden if you have the option.