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pathless | 1 year ago
Someday soon, we will see Godot eclipse Unity in the same fashion that so many other proprietary juggernauts were slowly cannibalized by laser-focused open source projects over the years:
In 2022, the split among GMTK participants was 16% Godot to 61% Unity. In 2023, it was 22% Godot to 49% Unity. This year, it was a whopping 37% Godot to 43% Unity: https://pbs.twimg.com/media/GVfo5-0WQAAIMAQ?format=jpg
This is major, because Godot has just had another round of home run improvements that brought in even more developers. I think 2025 is the year that Godot effectively replaces Unity for new developers.
pizza234|1 year ago
Jam and commercial games have different requirements.
> I think 2025 is the year that Godot effectively replaces Unity for new developers.
For game jams, possibly. Unity and Unreal have still a very large market share for commercial games.
diggan|1 year ago
Indeed, but it's a clear signal that something is shifting. In jam game environment, the shift is obviously faster, as the timeframes are different. But you extrapolate that things will change for mainstream games as well, it'll just take way longer time.
It would be interesting to see the number of jam games being done at Unity when it first appears, although I think the whole "game jam" thingy wasn't as big then as it is now. But maybe that could give some indication on how long it'll take before we see a difference in mainstream game engine marketshare.
bodge5000|1 year ago
Widdershin|1 year ago
Not a given by any means, but it’s happened before and it will happen again.
pathless|1 year ago
01HNNWZ0MV43FF|1 year ago
kkukshtel|1 year ago
However for realtime applications other than "standalone games", Unity has absolute (and growing) dominance outside of where Unreal is carving out a niche (Film/TV). Automotive, simulation, robotics, etc. are all leading Unity adoption.
If you're (royal "You") the type of dev that wants to make games for Steam, Godot is definitely leaning more in that direction these days than Unity, but I think Unity isn't seeing anything really "bad" coming out of that besides lack of good PR in places where game developers post screenshots/etc.
Wytwwww|1 year ago
Funnily enough nobody who paid attention was going to pay the $0.2 since it was only there to funnel developers to the pro tier which would have given them a significant discount on the per install fee (IIRC there weren't even any current customers who would have paid that much because the personal tier had a $100k limit which was removed and the fee only applied after it).
Unity just had such a horrible PR release and did an inconceivably bad job at explaining the changes that they mad an already horrible pricing model seem 5x worse than it actually war. It was so incoherent that nobody read past the $0.2 per install...
Lerc|1 year ago
They were asserting their ability to unilaterally bring in new terms, and specifically with the per-install issue bring in terms that require data that was poorly defined and could potentially be arbitrarily decided.
It wasn't a money issue. It was a trust issue.
ItCouldBeWorse|1 year ago
RandomThoughts3|1 year ago
Unity has always been a relatively unfocused, poorly optimized, half-baked mess.
It's just that there used to be no concurrence in this segment and their overall attitude towards makers made the mess somewhat endearing. Now that they act like a typical listed company, well, people feel less inclined to give them a pass.
norwalkbear|1 year ago
BlueTemplar|1 year ago
diggan|1 year ago
How so? The usual definition is that if you're self-publishing, you're independent, but you seem to go by some other heuristic.
> has there been a point where Unity did not require a subscription yet ?
Yes, up until 2016 Unity sold "normal" paid licenses (as well as offering a free version), meaning pay once and keep using, rather than subscription-based like it is now.