[HN Gopher] Unity merges with IronSource
       ___________________________________________________________________
        
       Unity merges with IronSource
        
       Author : Luc
       Score  : 325 points
       Date   : 2022-07-13 11:03 UTC (11 hours ago)
        
 (HTM) web link (blog.unity.com)
 (TXT) w3m dump (blog.unity.com)
        
       | 999900000999 wrote:
       | Welp, glad I'm working on learning other engines now.
       | 
       | I'll take another look at Godot when it hits 4.0
        
         | TOMDM wrote:
         | The Godot 4 alpha builds are surprisingly stable for playing
         | around in, and feature wise pretty good too.
         | 
         | Still not there for working on anything other than small toys
         | or concepts yet, but once it's done it'll be great.
        
           | 999900000999 wrote:
           | I didn't have a great time with Godot 3. I got stuck trying
           | to call a function on a different game object. Find node
           | didn't work.
           | 
           | I'm hoping for Godot 4 to be a massive leap in quality/ ease
           | of use. I'm also playing with some lower level tools.
        
       | numlock86 wrote:
       | So this is the nail on the coffin?
        
       | inglor wrote:
       | Nit for @dang or OP - it's ironSource not IronSource
       | 
       | (This comment is not an endorsement of the merger which I'm
       | personally not a fan of - we get an ad/installer company merging
       | with the biggest non-AAA game engine company which creates all
       | sort of problematic incentives)
        
         | wccrawford wrote:
         | I heard recently that most of Unity's money already comes from
         | Unity Ads, so this is just the natural extension of that. It's
         | sad, but that's our reality I guess.
        
           | pjmlp wrote:
           | That is what happens when the price of a whatevercinno is too
           | much to ask for a game.
        
         | zamalek wrote:
         | > an ad/installer company
         | 
         | Seems like Unity isn't too proud of that either. I wasn't able
         | to figure out what ironSource do from the first few paragraphs
         | due to them dancing around the truth.
        
         | Luc wrote:
         | I used 'ironSource' when I posted. It must have been changed
         | some time after by a moderator.
        
         | giancarlostoro wrote:
         | > we get an ad/installer company merging with the biggest non-
         | AAA game engine company which creates all sort of problematic
         | incentives)
         | 
         | Whatever pushes people closer to Godot. Seriously though, the
         | only thing I see that Unity has that Godot lacks is a rich
         | asset / resource store, with lots and lots of options for
         | whatever you want to build your game with. I would think the
         | maintainers could produce such a store to facilitate funding
         | the project and even provide their own offerings like code
         | snippets for specific game types and then keep 100% of those
         | proceeds (aside from payment vendor fees) towards the project.
         | 
         | It's either that or someone, somewhere with free time and
         | energy builds their own and donates to Godot for every asset
         | bought.
         | 
         | I really like Godot but I'm only a dev, I don't have time to
         | design my own graphics, I just want to code different ideas to
         | see how they go and go from there, I just want to download a
         | few assets and get cracking, and right now that is far easier
         | to do with Unity than it is with Godot it seems like. I think
         | Godot adopting a Unity importer might help significantly.
        
           | pixelbyindex wrote:
           | As someone who uses (has used?) GoDot, would you say it may
           | become to games what blender is to 3d modeling? It's such a
           | huge slowdown to move from something you know (unity) into
           | something new
        
           | paulryanrogers wrote:
           | Godot doesn't have the same platform support. So if you want
           | to publish to a console then Unity is still a better option.
        
           | bodge5000 wrote:
           | I can think of a few others, though I did move from Unity to
           | Godot and never looked back so clearly they're not deal
           | breakers (for me):
           | 
           | - Doesn't handle 3D as well. Mostly optimisation stuff,
           | though also things like procedural sky/sun is weaker I find
           | with Godot than Unity. Though almost all of that are looking
           | to change with Godot 4.
           | 
           | - As you mention asset store, but also just the size of the
           | community. Can't really blame Godot for this though, their
           | documentation is certainly very good which is about as much
           | as they can do.
           | 
           | - GDScript is a great language, but I'm not a big fan of
           | using engine-specific languages, rather than a generic one
           | like C#. Of course it has its advantages, but it means you
           | also miss out on whatever package manager comes with the
           | language. Bindings remedy this, but they're not a simple out-
           | the-box experience.
           | 
           | - Similar to above, GDScript and a lot of areas of the engine
           | feel more strongly orientated towards fast and easy dev time
           | rather than game performance. Its a personal choice so I
           | can't complain much, and again bindings can help, but out the
           | box GDScript of course isnt as fast as C# with ECS.
           | 
           | Thats about all I can think of, and as I say I use, and
           | overall love, Godot so despite my complaints theres still
           | more going for it than against it (for me)
        
             | giancarlostoro wrote:
             | > but it means you also miss out on whatever package
             | manager comes with the language.
             | 
             | I didn't even consider that! Good call out!
             | 
             | > Similar to above, GDScript and a lot of areas of the
             | engine feel more strongly orientated towards fast and easy
             | dev time rather than game performance.
             | 
             | Correct me if I'm wrong or way off, but isn't GDNative (or
             | whatever it might be called now) basically for those
             | moments where you need a little more beef, but don't want
             | to rebuild the entire engine, so you bring in Rust or D or
             | any other language you know and love and bridge it in
             | through GDNative?
        
               | bodge5000 wrote:
               | Yeh so the bindings with GDNative do absolutely help
               | performance, and I imagine Rust with Godot would be even
               | faster than Unity with C# (You can also use GDNative to
               | add ECS as well I believe), but out the box, and
               | therefore likely the direction Godot is heading in, seems
               | to favour workflow above performance.
               | 
               | That being said, it could be a "grass is greener" issue.
               | There are plenty of engines that offer better performance
               | but a worse workflow, Unity for one, that I'm not using
               | and instead using Godot, and I guess bindings are as
               | close as reasonably feasible to getting the best of both
               | worlds, so I cant complain much.
        
           | tfigment wrote:
           | Stride probably has a better chance at being Unity compatible
           | being .NET and similar but it needs more polish to take on
           | Unity. I only recently heard of it as it was used in Distant
           | Worlds 2 but that game had an unfortunate launch and lots of
           | bugs/compatibility issues.
        
       | papruapap wrote:
       | prob is a matter of time before their force ads in the unity
       | free-tier, all roads lead to Rome, good news for Godot I guess.
        
       | Animats wrote:
       | _" This tighter integration between Unity's Create and Operate
       | means a more powerful flywheel and data feedback loop that
       | further supports creators' success and understanding of what's
       | working between gameplay, design and their monetization
       | efforts."_
       | 
       | Aargh. Now what, built-in NFTs?
       | 
       | Ads in games have mostly been failures. You can sell items to
       | your users, but ads in games are a bad fit. Either they interrupt
       | gameplay, or they're ignored in-game product placement. This is
       | also true for "metaverse" systems. It's not clear there's any
       | role for "brands" in the metaverse. The systems which are
       | profitable don't have them.
        
         | otabdeveloper4 wrote:
         | > but ads in games are a bad fit
         | 
         | Au contraire. Casual mobile games is the new television, and
         | ads on television is a _huge_ market. Or was a huge market;
         | that spend will now eventually flow towards personal devices,
         | a.k.a. mobile games.
        
         | w-j-w wrote:
        
         | mrguyorama wrote:
         | They're being more honest than you realize. In that quote they
         | are basically saying they want this to make it easier for you
         | to better target and milk the whales who play your stupid free-
         | to-play mobile game. "Gameplay" here is being used the same as
         | the gambling industry
        
       | huhtenberg wrote:
       | From Wikipedia:                   ironSource focuses on
       | developing technologies for app          monetization and
       | distribution, with its core products          focused on the app
       | economy.
        
       | spywaregorilla wrote:
       | > With ironSource, Unity will take the linear process of making
       | games and RT3D content and experiences and make it an
       | interconnected and interactive one - creating the opportunity to
       | innovate and improve at every step of the cycle.
       | 
       | > What if that process was no longer "first create; then
       | monetize?" What if creators had an engine for live games that by
       | default enabled them to gain early indicators of success for
       | their games through user acquisition of their prototype, and gave
       | them a feedback loop to improve their games based on real player
       | interactions as early in the process as possible?
       | 
       | Sounds like utter nonsense to me. Does anyone have an optimistic
       | take on what this is trying to say in a good direction? I'm
       | reading it as shipping more unfinished games, possibly with more
       | ads
        
         | the_lonely_road wrote:
         | Sounds like Steam early access with metics and feedback. Maybe
         | it's referencing social media campaign to measure interest
         | during the early prototype stage like star citizen has been
         | doing.
        
           | anttiharju wrote:
           | (Disclaimer I'm an intern at Unity but I don't think I know
           | anything more about the merger than what was in the article.)
           | 
           | My thoughts go to musicians choosing what songs to finish and
           | publish by picking the ones whose short clips get popular on
           | TikTok.
           | 
           | Not sure if these two are comparable though.
        
         | arminiusreturns wrote:
         | They want to turn their proprietary metaverse into a licensing
         | cash cow using creator labor, thats the play. Each engine is
         | doing their own version of the metaverse.
        
         | thsbrown wrote:
         | Couldn't be any more vague if they tried.
        
         | echelon wrote:
         | Watch Twitch. See VRChat and VTubers. Minecraft and Roblox.
         | 
         | Games are going to turn into sandboxes and movies and full
         | creativity engines.
         | 
         | Epic and Unity realize this and are ahead of the trend.
         | Microsoft and Meta get it too, it's just not been realized yet.
        
         | kaetemi wrote:
         | Ah, like open source games where development drags on forever,
         | and the player base is thinly spread out over time.
        
         | bdefore wrote:
         | Right? It disparages not putting profits first in the act of
         | creation, but doesn't explain how its offering solves this
         | problem. Instead it describes how to improve feedback loops. It
         | leaves as an exercise to the reader how user acquisition leads
         | to money. Filthy.
        
       | sempron64 wrote:
       | Some folks in this thread are characterizing this as a one-sided
       | acquisition but what I did not realize was that ironSource is a
       | public company
       | 
       | ironSource ltd: mkt cap ~3bn Unity ltd: mkt cap 10bn
       | 
       | This is an all-stock deal
       | https://seekingalpha.com/news/3856307-ironsource-surges-afte...
       | 
       | Ironsource also has 30-50% the number of employees as Unity:
       | 
       | https://www.crunchbase.com/organization/ironsource
       | https://www.crunchbase.com/organization/unity-technologies
       | 
       | So this definitely can be characterized as a merger.
        
         | thsbrown wrote:
         | Given that Unity and ironSource stock prices have both dropped
         | fairly substantially I wonder how that factors in to the deal
         | going through at this time.
         | 
         | Does that make this a better deal for one vs the other?
         | 
         | It says ironSource share will trade for ~10% of a Unity share.
         | Given that Unity is at around ~$33 a share and ironSource is
         | ~$3 a share was the attempt to just combine forces for the
         | benefit of both parties?
         | 
         | Sorry if this is coming off as a dumb question, trying to
         | understand how this works to the benefit of disadvantage of
         | them both.
        
           | yywwbbn wrote:
           | Well Unity is paying a 70% premium over what Iron Source was
           | worth yesterday so it doesn't sound like such a great
           | decision financially. Also the absolute share price is not
           | really that relevant since companies hardly ever have the
           | same amount of shares.
        
           | telchior wrote:
           | To me this looks like typical ad industry consolidation. It's
           | part of the eternal circle of advertising: when a new ad
           | format shows up (radio, TV, web, mobile, etc) a zillion
           | little companies pop up. Twenty years later there are just a
           | handful of big players.
           | 
           | Unity made the choice to get into ads quite a few years ago
           | when they acquired a company called Applifier. They ended up
           | doing really well in mobile ads. IronSource, similarly, has
           | done pretty well. But they're now competing with companies
           | like Google, Facebook and Apple who have way more weight to
           | throw around. At the least, if Unity had not done this
           | acquisition, it leaves IronSource to be acquired or merged
           | with someone else.
           | 
           | You could say, why is Unity in the ad business at all? But
           | they're in way too deep to back out now. Ads are a huge chunk
           | of their revenue. Trying to gobble up smaller competitors
           | just makes sense in terms of trying to be one of the eventual
           | survivors.
        
       | Devasta wrote:
       | It'll be very interesting to see the impact on the games market 5
       | years from now on this, no competant business is going to use
       | Unity for new projects after this.
        
       | bob1029 wrote:
       | Not sure what to think about this.
       | 
       | I was hoping unity would be _the way_ for the indie studio to
       | build AAA experiences (and indeed it seems to have already
       | achieved that in some areas), but this kind of _merger_ makes me
       | skeptical about the long-term viability of that vision.
       | 
       | I do currently hold a long position in Unity, but this whole
       | thing is starting to feel a bit yucky to me. Between Godot, UE,
       | and the vast unknown of undeveloped engines, I think I need to
       | re-evaluate my strategy.
        
         | RugnirViking wrote:
         | I can recommend godot. Got into it last weekend and compared to
         | unity it runs like a dream. No freezing for seconds every time
         | you make a change to a script
        
           | grapeskin wrote:
           | I really wish I weren't years into a major Unity project,
           | because I'd love to make the leap. Every single time I see
           | Unity in the news these days, I simply think "oh god, not
           | again."
        
           | mordae wrote:
           | While a Godot fan, there are some serious rough edges all
           | over the place.
           | 
           | Godot 4 finally solves the insane widget sizing/positioning
           | hell, but is still itself super unstable (scenes corrupted
           | between alpha releases) and buggy (scenes broken on clean
           | import).
           | 
           | It's going to take at least another year for it to stabilize
           | and be close to production.
           | 
           | Meanwhile, the 3.x branch is simply lacking features.
           | 
           | It's OK for 2D, though. If you can stomach the UI widget
           | hell.
        
         | thsbrown wrote:
         | My feelings exactly. Lately I feel like Unity is getting
         | wrecked by Unreal. I consistently look at Unreal acquisitions
         | and developments and think, wow they are adding immense value
         | to game developers / designers there.
         | 
         | I have held off on migrating over, given that (from what I have
         | read), I agree with Unity's long term vision (move to .net,
         | package manager, rendering pipelines, UI toolkit, dots). The
         | real question for me though is if they are going to pull it
         | off, or get derailed along the way.
        
           | radiKal07 wrote:
           | Unreal is definetly better than Unity in the 3D space but for
           | 2D it's still better to go with Unity
        
             | cyber_kinetist wrote:
             | For 2D you still have some other options though. GameMaker,
             | even with all its faults, still gives indie devs plenty of
             | room to make good games. And there's also the route of
             | using more barebone frameworks like MonoGame or actually
             | make your own little game engine in C++ or C#. (You'll be
             | surprised how many 2D indie games were created in this
             | way!)
        
           | bob1029 wrote:
           | > I agree with Unity's long term vision (move to .net,
           | package manager, rendering pipelines, UI toolkit, dots). The
           | real question for me though is if they are going to pull it
           | off, or get derailed along the way.
           | 
           | I've had more time to think about this. Unity effectively has
           | a golden goose of an ecosystem _right now_ and they 're about
           | to murder it with boardroom bullshit. How much energy was
           | spent on this merger that could have been redirected to
           | doubling-down on the tech stack? Multiplayer could _really_
           | use some more attention, IMO.
           | 
           | It's definitely not too late for them to correct course, but
           | I've seen this path so many times I do not reserve any hope.
           | I took a loss on my entire Unity position this morning to get
           | out from under any future bad decisions.
        
             | thsbrown wrote:
             | > I've had more time to think about this. Unity effectively
             | has a golden goose of an ecosystem right now and they're
             | about to murder it with boardroom bullshit. How much energy
             | was spent on this merger that could have been redirected to
             | doubling-down on the tech stack? Multiplayer could really
             | use some more attention, IMO.
             | 
             | I see your point, but in a way I think this merger makes
             | sense to prioritize. I would argue the majority of their
             | user base is using the engine in its current form for
             | mobile development. Unfortunately Unity doesn't have a
             | golden goose like fortnight to draw revenue while they are
             | internally improving the engine. It stands to reason if
             | they can draw in more revenue from ads from their pre-
             | existing user base they have more money to keep them afloat
             | when times are tough while they continue engine
             | improvements.
             | 
             | To be honest I don't like it. I would much rather they
             | double down on fixing the engine and solidifying
             | preexisting solutions. But I do think there might be a
             | method to their madness.
             | 
             | You might be right though, it might just be boardroom
             | bullshit haha. I'm still holding out hope. And in the
             | meantime I'm going to diversify my engine knowledge.
        
             | squeaky-clean wrote:
             | The real issue IMO isn't that they aren't doubling down on
             | the tech stack or paying attention to multiplayer. It's
             | that are doing that but have gone full Google and kill
             | these projects after they enter alpha or beta.
             | 
             | For multiplayer there was the original UNet, then the FPS
             | Multiplayer Demo stack, then HLAPI/MLAPI, now we're getting
             | "Netcode for GameObjects".
             | 
             | That also means their new tech stack rewrite for ECS won't
             | get multiplayer support until they release "Netcode for
             | ECS" at some later date.
             | 
             | There's stuff like buying Bolt and then depreciating it
             | months later for Unity Visual Scripting.
             | 
             | It's like they have a ton of teams working on rewriting the
             | engine but none of them communicate and often find out
             | they've been rewriting the same feature as another team.
        
               | throwuxiytayq wrote:
               | > For multiplayer there was the original UNet, then the
               | FPS Multiplayer Demo stack, then HLAPI/MLAPI, now we're
               | getting "Netcode for GameObjects".
               | 
               | This doesn't seem like the correct timeline of events.
               | Anyway, if you want a clearer picture why they decided to
               | throw the packages away, I recommend reading the source
               | and/or trying to use them. For your reference:
               | https://github.com/needle-mirror/com.unity.multiplayer-
               | hlapi
               | 
               | > That also means their new tech stack rewrite for ECS
               | won't get multiplayer support until they release "Netcode
               | for ECS" at some later date.
               | 
               | Uhhhh? The package is literally right there. It's one of
               | the very earliest ECS packages they published, I think.
               | They also reaffirmed that the package is in active
               | development internally. https://docs.unity3d.com/Packages
               | /com.unity.netcode@0.51/man...
               | 
               | > There's stuff like buying Bolt and then depreciating it
               | months later for Unity Visual Scripting.
               | 
               | Bolt _is_ Unity Visual Scripting. I really don 't know
               | what you find so offending here (maybe except Unity's
               | inability to develop their own tools in-house).
               | 
               | > It's like they have a ton of teams working on rewriting
               | the engine but none of them communicate and often find
               | out they've been rewriting the same feature as another
               | team.
               | 
               | I can't come up with a single example of this. Unity
               | occasionally has a tendency to develop a "vnext" tool
               | while still supporting a "legacy" tool, which seems great
               | for backwards compatibility (and for long-running
               | projects), but it just keeps confusing people endlessly.
               | I don't like Unity, but hell, I don't envy them for
               | constantly having to deal with this shit either.
        
         | Ksienrzycowy wrote:
         | The only "AAA Experience" you can squeeze out of Unity is
         | hardware requirements for your game. Use Unity and you have
         | guaranteed worse performance than AAA titles for the next 10
         | years at least.
        
       | ChrisMarshallNY wrote:
       | _> If you don't know ironSource, they bring a proven record of
       | helping creators focus on what creators do best - bringing great
       | apps and user experiences to life - while enabling business
       | expansion in the app economy. ironSource's suite of tools and
       | solutions provides the majority of the world's top games and many
       | of the leading non-gaming apps with the monetization, marketing,
       | analytics, and discovery capabilities they need to build and run
       | scalable app-based businesses._
       | 
       | I'm sorry. I must be dense. I still don't understand what
       | IronSource does. I thought, from the name, that it was like
       | Perforce, but that is obviously not correct.
        
         | Jensson wrote:
         | They run mobile game monetization, like micro transactions and
         | ads. There is a reason they don't want to be open about that,
         | everyone hates that and thinks it is toxic, but it generates a
         | ton of money.
        
         | cheschire wrote:
         | Right, which makes the condescending tone of "if you don't know
         | this company" even more egregious. They easily could've
         | rephrased that to talk about ironsource's strengths without
         | making a subconscious concession to the fact that 99% of their
         | audience has never heard of this company they are MERGING with,
         | not acquiring.
        
           | sigmoid10 wrote:
           | I mean, the phrasing might be needlessly contrived, but I
           | fully understood what the company does (despite never having
           | heard the name): Ad service and monetization. Granted, if
           | you're not the type of game/app developer that Unity targets,
           | you might not realize that this type of company even exists
           | or how important they have become in recent years. But the
           | quote perfectly describes what they do without going into
           | unnecessary details.
        
             | ChrisMarshallNY wrote:
             | I suspect that may be because you are familiar with the
             | context.
             | 
             | I now know what they do, thanks to these comments, but that
             | blurb I quoted is almost the Platonic Ideal for "Marketing
             | Dross," and tells me exactly nothing, in many words.
        
               | sigmoid10 wrote:
               | At this point one my argue who Unity writes their blog
               | posts for. But then again if you simply filter out the
               | marketing speech, you'll end up with a pretty good,
               | simplified description:
               | 
               | >If you don't know ironSource, they bring a proven record
               | of helping creators [...] bringing apps and user
               | experiences to life. ironSource's suite of tools and
               | solutions provides [...] apps with the monetization,
               | marketing, analytics, and discovery capabilities they
               | need to build and run scalable app-based businesses.
        
               | ChrisMarshallNY wrote:
               | Fair 'nuff, but I've spent most of my adult life, trying
               | to explain fairly arcane technical stuff to non-technical
               | people, so tend to use the vernacular.
               | 
               | I'd probably say something like _" IronSource provides
               | infrastructure to help game distributors make money off
               | ads and measure the way their games are used."_
               | 
               | Maybe also followed by _" And they will make us FREAKIN'
               | RICH!"_
        
           | dotancohen wrote:
           | Has any merger actually worked out well for the consumer?
           | Boeing / McDonnell Douglas, Chrysler / Daimler, HP / Compaq.
           | Are there any counterexamples?
        
             | throwaway889900 wrote:
             | There are a lot of mergers with B2B sales, not consumer
             | sales, that you don't hear about that have gone perfectly
             | fine.
        
             | mepian wrote:
             | Apple and NeXT is the only counterexample I can immediately
             | think of.
        
         | stemlord wrote:
         | >helping creators focus on what creators do best
         | 
         | Every time
        
         | system16 wrote:
         | They're being deliberately vague. Adware and analytics.
        
         | ravivyas wrote:
         | Ironsource is an Ad mediation platform much like MoPub was and
         | is popular with Mobile Games. Their largest competitor being
         | Applovin.
         | 
         | In addition they have their own ad network, and a game
         | publishing studio https://supersonic.com/
         | 
         | They recently also ventured into the App Analytics space.
        
           | ev1 wrote:
           | Is this the same supersonic as supersonicads? If it is, the
           | only time I have _ever_ seen them is basically convincing
           | children like me at the time to download malware in exchange
           | for $0.01 in free to play mobile game credits...
           | 
           | The ads they served were absolute bottom of the barrel awful,
           | no legitimate brands, not even like clash of clans or
           | anything - half their 'offers' were lockscreen ad APKs that
           | installed themselves as unremovable device administrators
           | that would kill play store and settings if you tried to open
           | them.
           | 
           | If you played F2P games, mobile games, korean free MMOs
           | probably starting from a few years ago, maybe half a decade
           | ago, you will likely eventually remember SupersonicAds,
           | Peanutlabs, Tapjoy (also purchased by ironsource), Matomy.
           | 
           | Tapjoy (now IS) would not pay out even after you installed
           | the shitware: https://www.ftc.gov/news-events/news/press-
           | releases/2021/01/...
           | 
           | SupersonicAds would collect IMEI, ESN, etc as long as they
           | could https://www.ftc.gov/system/files/documents/public_event
           | s/122... + wrote code bad enough and delivered their loaders
           | over plaintext http to the point that google play was
           | blocking apps including their sdk at one point
        
             | ravivyas wrote:
             | Nope.. different.
             | 
             | That being said .. many Mobile game ads are ..
             | questionable.. but work for the publishers because you can
             | trust humans to do shitty things. Check out
             | https://www.reddit.com/r/shittymobilegameads/
        
             | shmatt wrote:
             | Different, but they also bought Supersonic Ads. I knew a
             | handful of their employees, it was a good company until
             | IronSource took over in 2015. Every single one tried to
             | pinch their nose and stay on at IronSource but left within
             | months
        
               | ev1 wrote:
               | so IS owns both "supersonic studios" and "supersonic
               | ads"? (though unsure if there is a difference anymore
               | since the latter redirects to supersonic.com)
        
         | Deukhoofd wrote:
         | They sell a platform for ads and analytics in games.
        
       | pixelbyindex wrote:
       | Does anyone have experience shipping monetized games that do not
       | rely on ads? Were any of these titles successful? What are your
       | monetization models?
       | 
       | I, for one, hate ads. I will do anything to avoid using ads, but
       | I also need to put food on the table at some point.
        
         | throwawayzz39 wrote:
         | Multiplayer games can get way more revenue (like 10x) from in-
         | app purchases than ads, and ads are actually surprisingly
         | maintenance-heavy.
        
           | thsbrown wrote:
           | Definitely agree with the maintenance heavy. They are a
           | nightmare to test and maintain.
           | 
           | Really hope they do something about making them easier to
           | integrate and debug overall.
        
         | badRNG wrote:
         | > Does anyone have experience shipping monetized games that do
         | not rely on ads? Were any of these titles successful?
         | 
         | I don't think I've ever played a PC or console game that relied
         | on ads for revenue (nor would I ever.)
        
           | kroltan wrote:
           | I don't know if they _rely_ on it, but recent NBA 2K games
           | apparently have interstitial ads, even though it's a full-
           | price 60USD game with yearly releases already.
           | 
           | Absolutely disgusting, I already doubt the value of yearly
           | releases, as you basically pay for an updated roster, but
           | this is just overreach.
        
         | thsbrown wrote:
         | Not exactly answering your question here, but I shipped a
         | mobile game worldwide about a year ago with both ads and
         | ability to unlock whole game via purchase to unlock.
         | 
         | My ads are as unintrusive as I could implement (watching an ad
         | via button press to unlock a level). So far I have seen mostly
         | iOS users are willing to purchase the game while Android users
         | will heavily lean towards watching an ad to unlock a level.
         | From what I have read (and seen so far) it looks as though the
         | way I'm implementing ads is going to be highly unprofitable
         | 
         | Additionally integrating ads in general was a huge pain in the
         | ass. I initially looked to Unity, then Admob, and finally
         | mediation of the two. Funnily enough at one point I looked at
         | mediation via ironsource along the way as I had heard their
         | Unity integration was pretty good.
         | 
         | If your curious as to the exact monetization mechanisms you can
         | check them via my game below.
         | 
         | [1] https://commandcenterearth.com
        
         | linuxftw wrote:
         | On mobile, the best model seems to be FTP with ads, then a
         | small amount ($5) to permanently remove ads.
         | 
         | I don't develop games, but if I did, this would be a great
         | addition, if I could 1-click this workflow to drive revenue.
         | 
         | This could also have quite the network effect on the ad network
         | itself. You're now able to say 'All Unity apps ship with this
         | network' yada yada.
         | 
         | The dark pattern will be "All games now ship with ads, and
         | developers don't benefit from the ads" type stuff in order to
         | drive premium subscriptions from developers. That or instead of
         | the developer getting the 70% cut of the $5 'remove ads'
         | purchase, they're instead going to get 40% and Unity gets the
         | other 30%. I'm sure they'll figure out how to enforce
         | monetization.
        
         | munificent wrote:
         | I think the key problem is that attention is the only currency
         | that many children have access to.
         | 
         | Many many many kids have mobile devices now, along with tons of
         | free time and a strong desire to play games. What they _don 't_
         | often have is access to a credit card to purchase games or do
         | in-app purchases. I think that a big part of why so many games
         | lean on ads is because it's essentially the main currency that
         | kids have access to: their own time.
        
       | laurencei wrote:
       | They have a sub-title in their article "Redefining the game
       | engine - this is more than ads"
       | 
       | Then they go on to say "Advertising has long been and we believe
       | will continue to be the economic engine for mobile games, driving
       | players into their games and driving revenue at scale"
       | 
       | Then finally "It also reinforces our strong conviction in the
       | long-term strength and growth of the in-game advertising
       | business"
       | 
       | Seems like they are just doubling down on the ads in games
       | mainstream...
        
         | ravivyas wrote:
         | They actually doubled down when they started building their own
         | Ads mediation platform after having an AdNetwork, but they
         | struggled to grow. Their targeting tool "Pinpointer" failed and
         | showed up on an earnings call.
        
         | birracerveza wrote:
         | It makes sense considering 99% of Android "games", whose
         | revenue models are entirely based on ads, are built on Unity.
        
         | nemacol wrote:
         | "driving players into their games"
         | 
         | I don't know anyone that plays a game because of the ads that
         | are in it. I must be misunderstanding what they are saying?
        
           | RugnirViking wrote:
           | presumably they mean adverts elsewhere for the game they are
           | being driven to. Although of course if those other places are
           | also mobile games, there is a certain bizarre oroboros to the
           | whole idea... talk about zero-sum games, this is negative-sum
        
             | GrinningFool wrote:
             | It does seem to be a circle: games carry adverts. The
             | overwhelming majority of adverts is for more games. If you
             | get the advertised game, you're now seeing ads in that game
             | for more games...
             | 
             | Mobile games are a weird, impossibly self-sustaining beast.
             | Developers (usually have to) dump money into advertising,
             | even as their own games are advertising the competition.
        
               | techdragon wrote:
               | Which as many people I've talked with about the mobile
               | game industry tell me... is a cold calculated game of
               | roulette, you burn money in adds trying to get enough
               | attention to yourself that some whales spend enough on in
               | game purchases to let the whole thing make some money...
               | it's a very "luck" driven market and they often are just
               | experimenting with for side projects, which is one of the
               | many less evil ways money flows into the mobile game
               | advertising ecosystem.
        
               | ratww wrote:
               | The "luck driven" part is definitely true for Unity's
               | whole niche. You can hear reports online of people
               | "hustling", trying to hit jackpot, leaving jobs in order
               | to spend a year doing random mobile in games to see what
               | sticks.
        
             | cyber_kinetist wrote:
             | There was a GDC talk telling a a story where two bored
             | indie game devs made an AI that churns out throwaway low-
             | quality slot machine games as a joke, but actually earned
             | much more money they they've expected (thousands of dollars
             | per day). They jokingly told that the reason for high CPU
             | numbers was their "anti-retention" model, where people get
             | so bored by their game that they would literally click ads
             | to escape into another game!
             | 
             | That talk was hilarious, here's the link:
             | https://youtu.be/E8Lhqri8tZk
        
           | wongarsu wrote:
           | Free mobile games are full of ads for microtransaction-driven
           | mobile games.
        
           | bluescrn wrote:
           | The ads in smaller games push players away from those games,
           | while pushing ever more players into the F2P megahits that
           | are perpetually at the top of the store charts and still rake
           | in millions per day (and therefore have great big advertising
           | budgets).
           | 
           | There's little point trying to enter the mobile game market
           | at this point.
        
           | paulryanrogers wrote:
           | Perhaps by making games ad supported where there otherwise
           | would've been pay first or subscription based
        
         | CobrastanJorji wrote:
         | I think the idea was to try and say "by hooking this into an ad
         | platform, you'll get useful analytics like adoption rates, even
         | if you're not serving ads," but the writer couldn't quite sell
         | themselves to it.
         | 
         | I'm gonna guess there was a first draft of the doc that was
         | basically "this is only about ads," but then someone who
         | reviewed the doc said "this sounds terrible, explain how it's
         | more than just ads," so they added a "this isn't just about
         | ads" section and tried to come up with a list of bullet points,
         | but they had very limited success because it wasn't true.
        
       | yolo123 wrote:
       | For those who are considering other engines, try Godot Engine.
       | It's open source and free to use. https://godotengine.org/
        
         | radiKal07 wrote:
         | No consoles support
        
           | klaussilveira wrote:
           | It does support consoles: https://docs.godotengine.org/en/lat
           | est/tutorials/platform/co...
           | 
           | > In other words, there is no engine that is legally allowed
           | to distribute console export templates without requiring the
           | user to prove that they are a licensed console developer.
           | Doing so would violate the console manufacturer's NDA.
           | 
           | Just not out in the public.
        
             | WillPostForFood wrote:
             | From the page you linked:
             | 
             |  _Console ports of Godot are offered by third-party
             | companies (which have ported Godot on their own)._
             | 
             | Maybe it is semantics but it Sounds more like no console
             | support. You pay a third party to port your game to
             | consoles. Perhaps those third parties have built support
             | into Godot, but as you said, it is not public, and not
             | accessible to you other than as a paid service.
        
               | techdragon wrote:
               | It's about commercial contracts and NDAs and that sort of
               | thing. You can't share the console SDKs, so you can't
               | ship the features with the rest of the code due to
               | contract reasons, so after your done, you share for a
               | nominal fee (because contract/business reasons) the
               | bindings between Godot and the console SDk, and then the
               | studio who wants their game on console still has to get
               | all the console SDk contract stuff done before they can
               | actually build and test a console version.
               | 
               | I've looked into it with both Unreal, Unity, and a couple
               | random engines that advertised their explicit support for
               | various consoles... there is always some business
               | contract stuff with the console owner company before
               | you'll ever be able to compile for the console, and then
               | depending on the engine there is sometimes a deal you'll
               | have to cut with the company that built the console
               | specific code/middleware/port/shim/adapter/etc ... no
               | game engine ships out of the box with a "build for
               | XBox/Switch/PlayStation button" even in Unreal you'll
               | need the platform SDK installed and wired up which is
               | documented from the Unreal side, but not provided, you
               | have to get all the other half from the console vendor.
        
               | throwuxiytayq wrote:
               | ...no console support, then.
               | 
               | > no game engine ships out of the box with a "build for
               | XBox/Switch/PlayStation button"
               | 
               | Nobody's putting the bar this high. I just want console
               | support, I don't care much if I need to log in to
               | Nintendo's website to download it. I'll need to go there
               | to publish the game _either way_.
               | 
               | > in Unreal you'll need the platform SDK installed and
               | wired up which is documented from the Unreal side, but
               | not provided, you have to get all the other half from the
               | console vendor.
               | 
               | Sounds absolutely fantastic, can I get that for Godot?
        
               | ajdude wrote:
               | > no game engine ships out of the box with a "build for
               | XBox/Switch/PlayStation button"
               | 
               | It looks like GameMaker Studio's Enterprise version does
               | this, albeit for 2d games (and it's $800/year).
               | 
               | https://gamemaker.io/en/blog/export-with-gamemaker
               | 
               | https://gamemaker.io/en/blog/nintendo-switch-now-
               | available
        
               | ThatPlayer wrote:
               | Sure but the lack of transparent pricing is not
               | appealing. As far as I can tell Unreal's Playstation/Xbox
               | support is free on the engine side once you sign the
               | console SDK stuff. Unity's comes with their Unity Pro
               | subscription, which has a known price.
               | 
               | How much does the console Godot engine cost me?
        
           | datavirtue wrote:
           | There are other issues. By all means, try it out!
        
       | japhib wrote:
       | This, right after laying off HUNDREDS of staff ...
       | 
       | Source: https://kotaku.com/unity-ironsource-merger-ad-tech-
       | layoffs-1...
        
       | taken_username wrote:
       | It seems acquisition and merger wave of failed SPACs is started.
       | I think we will see many of these in the upcoming months.
        
         | Schweigi wrote:
         | IronSource went public last year via SPAC at over $10B of
         | market cap. The merger or rather aquisition? happens now at
         | $4B. Definitely a big loss for many of the investors and most
         | likely a lot of the employees who couldn't get out fast enough.
        
           | phendrenad2 wrote:
           | Still, if you're going to catch a falling knife, best to do
           | so before it hits the floor.
        
             | drusepth wrote:
             | A falling knife has no handle. It's always best to catch
             | the knife after it's settled on the ground. ;)
        
       | stephc_int13 wrote:
       | Why is it adverstised as a merge and not an acquisition?
       | 
       | ironSource is a much smaller company than Unity, if I am not
       | mistaken.
        
         | bigtones wrote:
         | They're just labelling it a merger for optics - it's absolutely
         | an acquisition with one party buying the other.
        
           | mmacvicarprett wrote:
           | As of today, unity is worth 10-12bi, Ironsrc intended to go
           | public at around 11bi last year, now they are being acquired
           | at 4.4bi. Ironsrc main competitor, AppLovin is worth 12bi.
           | Ironsrc 2021 revenue was 553m, Unity revenue was 1.1bi.
           | However, Ironsrc had a net income of 21m and Unity had a net
           | loss of 531m. Both hold around 0.7bi and 1bi in cash
           | respectively.
           | 
           | So is Ironsrc much smaller? I do not think so.
        
           | thsbrown wrote:
           | I agree, however I'm curious what the incentive for calling
           | it a merge is? Is it part of the deal with ironSource?
           | 
           | Do they, for some reason think that merge sounds better then
           | acquired? Because I'm in the camp that acquired would be more
           | appealing.
        
             | datavirtue wrote:
             | Merger sounds much better to the employees of Iron source.
        
               | techdragon wrote:
               | Does anyone there actually care about that... based on
               | the history behind the company (well documented by other
               | commentators on this story here) I can't imagine
               | management give a flying fuck about anything or anyone,
               | except the money.
        
               | Jasper_ wrote:
               | This whole press release was written for the executives
               | of both companies, maybe the shareholders, but certainly
               | not the employees, and definitely not the public.
        
           | psyc wrote:
           | The optics are atrocious for Unity.
        
           | kareemsabri wrote:
           | But a merger is a different thing. Can you just say you're a
           | merger if you're not _merging_ two entities to form a new
           | entity?
        
       | xg15 wrote:
       | Alright, "temporary challenges due to macroeconomic factors" will
       | definitely go on this year's bullshit shortlist.
        
       | drusepth wrote:
       | Been using Unity for almost 2 years. Had no wavering when Unreal
       | demoed lumen, metahumans, etc, nor when Unity doubled down on
       | mobile games (even though it's not my market). I've always liked
       | how Unity doesn't respond to what other engines are doing and
       | instead has just forged forward with what they've always worked
       | toward; it's always been ol' reliable in terms of functionality
       | and future.
       | 
       | However, I don't know how to interpret this in any other way than
       | an exit plan for Unity. It's not an aquisition of ironSource, but
       | a merger; this alone is a big change, but the release itself
       | paints a clear picture of a complete reversal for unity: rather
       | than being a capable dev tool for all platforms + non-games, it
       | looks like they're now going to focus entirely on mobile and non-
       | game applications? That's finally enough for me to consider a new
       | engine (probably Unreal, maybe Godot).
       | 
       | I'm not inherently against whatever this hand-wavy solution to
       | "first create; then monetize" is they're proposing, even though
       | it'll 100% result in more low-effort, highly-monetized games that
       | already plague the industry. I still have a lot of faith in Unity
       | as a company and a paradigm pivot like this _could_ result in
       | something new if they play their cards right but... this being a
       | merger puts a big question mark on what cards they 'll have left
       | to play when merging their deck with ironSource.
       | 
       | In short: there's a small chance this news will be very good
       | long-term, but a high chance this news will turn out very bad for
       | the future of Unity and unity devs that don't want to work with
       | the kind of scammy monetization ironSource is known for.
        
       | throwawaycuriou wrote:
       | I don't recognize this company anymore. What a gibberish
       | announcement. Their game engine is hardly discussed. Apparently
       | the future is ads on mobile apps.
        
         | vvillena wrote:
         | Not the future. It's the present, and the reason behind this
         | acquisition.
         | 
         | I agree, it's a bit sad to see.
        
           | thsbrown wrote:
           | As a game developer with a released mobile game made with
           | Unity I'll admit I had very mixed feelings about the news.
           | 
           | On one end it makes me wonder if Unity has it's priorities
           | straight. On the other, I think there is definitely a lot of
           | room for improvement with their own ad solution. Not too
           | mention in order to fund any further improvements in the
           | engine Unity needs to make money. Given that they produce no
           | games of their own, it makes sense that they are expanding
           | and improving their suite of services in order to bring in
           | more revenue.
           | 
           | At least that's my hope. Unity has been in a rocky place for
           | a while now (straddling the line between what it is and what
           | it wants to be) and I think news like this combined with the
           | layoffs can lead many to wonder if Unity is still committed
           | to making a world class game engine that can grow with them
           | for years to come.
        
             | Jensson wrote:
             | > Unity has been in a rocky place for a while now
             | (straddling the line between what it is and what it wants
             | to be)
             | 
             | Yeah, they tried to compete with Unreal for some reason,
             | and of course they lost. And when doing so they made the
             | engine worse for small creators. For example it got a lot
             | slower after they changed the asset database in the 2019.3
             | version, it feels horrible to use after that and just
             | creating a new project now takes minutes.
        
               | jayd16 wrote:
               | As a game dev and not a small creator I'd say Unity feels
               | far more consistent and bug free, both editor and
               | runtime. I can't say it's much faster but I wouldn't say
               | it's slower.
        
               | Jensson wrote:
               | I profiled this before and after the change using the
               | same code files, the asset reload time is definitely much
               | slower, and asset reloads also triggers a lot of times
               | unnecessarily, often it reloads assets once when you
               | select the editor window, and then it triggers another
               | reload when you hit play, and then it triggers another
               | reload when you end play, effectively reloading the code
               | three times every time you change anything and test. This
               | doesn't always happen, but it never happened before the
               | change for the same code, maybe you can work around it
               | but it isn't obvious what is causing it. The engine isn't
               | slower, but the editor is much slower.
               | 
               | It might be that this improved some things for larger
               | teams, but for the projects I've worked on it was a huge
               | downgrade. Unity marketing said this change would speed
               | things up for large projects, but for small projects with
               | small assets and mostly code things got much much slower
               | than before, which was my point that when they try to
               | compete with unreal they are making the editor worse for
               | smaller creators.
               | 
               | I'm not the only one experiencing problems, here is a
               | thread:
               | 
               | https://forum.unity.com/threads/assetdatabase-v2-refresh-
               | sig...
               | 
               | Wasn't fixed last time I checked. Might be fixed in some
               | beta release.
        
               | jayd16 wrote:
               | What do you mean by a reload, exactly? If the asset isn't
               | changed it won't be re-imported. If you're seeing
               | erroneous reimports, then that is something you can track
               | explicitly.
               | 
               | If you're talking about code compiles or script reloads,
               | that's not really what the asset database deals with.
               | (Although you can script imports so its not entirely
               | unrelated).
               | 
               | That said, they did a lot of work to allow you to handle
               | larger projects with (albeit manual) incremental
               | compilations with asmdefs and the like.
               | 
               | I'm also pretty sure they also didn't add more code
               | reload points, they just added load bars for when they
               | did the code reloads. If you don't want the code to
               | refresh automatically, you can just turn it off.
        
               | Jensson wrote:
               | > If you're talking about code compiles or script
               | reloads, that's not really what the asset database deals
               | with.
               | 
               | Editor profiler says the asset database v2's
               | AssetDatabase.Refresh calls a function named roughly
               | ~"reload all assemblies". That happens every time you add
               | an empty line to a default code file and at many other
               | times. This didn't happen before, and that is where it
               | spends most of its time.
               | 
               | > That said, they did a lot of work to allow you to
               | handle larger projects with (albeit manual) incremental
               | compilations with asmdefs and the like.
               | 
               | I haven't been able to work around this with asmdefs, if
               | you use an assembly then changing any file in it trigger
               | the above mentioned code reload.
               | 
               | > I'm also pretty sure they also didn't add more code
               | reload points, they just added load bars for when they
               | did the code reloads.
               | 
               | Editor is unresponsive for longer. I know they added more
               | bars, but it is hard to mistake an edit/play cycle taking
               | a second in 2019.1 and then taking 10 seconds in 2020.3
               | in the same project.
               | 
               | > If you don't want the code to refresh automatically,
               | you can just turn it off.
               | 
               | I want things to reload automatically, disabling that is
               | not a fix.
        
               | Pulcinella wrote:
               | It feels like they tried to compete with Unreal in the
               | same way that Apple tries to enter gaming: very half-
               | hearted attempts that they think are very serious. With
               | Apple it's "hey look we are a serious gaming platform.
               | Look we have 3 new APIs just to support gaming and we
               | paid a AA/AAA developer to port their game eventually"
               | and with Unity it's "Hey we can compete with Unreal. Look
               | we even have new render pipelines with some of the
               | features Unreal has and we bought Weta for some reason.
               | Look we even put out a demo that barely works that we
               | will never update showing just how graphically advanced
               | Unity can be." They both think these meager attempts are
               | actually some great effort when it actually requires
               | large investments of time and money to get where they say
               | they want to go. E.g. Microsoft buying their way into the
               | console market with the original Xbox. Basically just
               | hemorrhaging money for an entire console generation so
               | they could finally compete the next generation with the
               | 360.
        
               | sorry_outta_gas wrote:
               | microsoft could afford it though
        
               | Narishma wrote:
               | And Apple can't?
        
               | chipotle_coyote wrote:
               | Apple's gaming "strategy" -- air quotes seem mandatory --
               | continues to baffle me. It's as if every year or two they
               | put more pieces into place for a future that never comes.
               | 
               | (I'll believe they're serious about gaming when they
               | release their own port of Vulkan.)
        
       | datalopers wrote:
       | IronSource is known for leveraging their ad network and
       | installers to distribute spam, malware, and adware bundlers. What
       | the fuck Unity.
       | 
       | [1] https://www.benedelman.org/news-021815/
       | 
       | [2] https://blog.infostruction.com/2018/10/26/adware-empire-
       | iron...
        
         | moralestapia wrote:
         | >IronSource is known for leveraging their ad network and
         | installers to distribute spam, malware, and adware bundlers.
         | What the fuck Unity.
         | 
         | Big company that makes money, wants to make even more money. Is
         | this a new thing for you?
        
         | returnInfinity wrote:
         | So its flash player all over again?
        
         | failrate wrote:
         | Oh, yeah, Unity is in the "PE folks are wearing your
         | organization as a skin suit" phase.
        
           | munificent wrote:
           | What an absolutely perfect turn of phrase.
        
           | edmcnulty101 wrote:
           | Thats funny
        
           | PoignardAzur wrote:
           | "PE folks"?
        
             | umeshunni wrote:
             | Private Equity
        
             | potatochup wrote:
             | Private Equity
        
         | kinnth wrote:
         | I'd say that's almost all mobile ad networks, as it's not the
         | network themselves but the ads.
         | 
         | This is good for both companies as Irnsrc gets deeper down the
         | stack in terms of data and targeting and unity gets more spend
         | flowing into their systems increasing their efficiency.
         | 
         | Too bad the IDFA issue is slowly killing all forms of
         | performance advertising. Unity should be looking to buy studios
         | akin to Unreal IMO.
        
         | bdefore wrote:
         | In the second link above, a Bing ad is presented to download
         | Chrome while describing a domain of "www.google.com" but when
         | clicked takes the user to googleonline2018.com ... maybe my
         | expectations are out of date, but how is that possible? The
         | otherwise excellent article doesn't explain.
         | 
         | edit: was the second, not first link. this one:
         | https://blog.infostruction.com/2018/10/26/adware-empire-iron...
        
           | franga2000 wrote:
           | What do you mean by "describing"? If you mean the thingy in
           | the bottom of your screen when you hover over a link, this is
           | trivial to fake and Google itself is the largest user of this
           | "feature". In a Google search, right click a link and copy
           | it, then paste it somewhere. It will be a long ugly
           | google.com tracking URL, even though what your browser showed
           | you in the hover display was the link to the actual website.
        
             | AinderS wrote:
             | > the thingy in the bottom of your screen when you hover
             | over a link, this is trivial to fake
             | 
             | Sounds like a security flaw. Why don't browsers patch it?
        
               | Liru wrote:
               | Because the company that most benefits from it existing
               | also makes the world's most used browser.
        
               | AinderS wrote:
               | What about other browsers?
        
               | franga2000 wrote:
               | Short of preventing JS from triggering redirects, I don't
               | see a way they could, and that's a pretty important
               | feature in modern web apps.
        
               | antiframe wrote:
               | I tested it in Firefox and Chrome. While they both
               | display a spoofed URL in the status bar when hovered,
               | they differ if you right-click the link. In Chrome,
               | nothing changes. In Firefox the status bar string changes
               | to the actual, not spoofed URL.
               | 
               | At least in Firefox, one can check easily what the actual
               | URL is before clicking without having to copy-paste
               | elsewhere.
        
             | antiframe wrote:
             | Interesting. I had not known that. I tested it in Firefox
             | and Chrome. While they both display a spoofed URL in the
             | status bar when hovered, they differ if you right-click the
             | link. In Chrome, nothing changes. In Firefox the status bar
             | string changes to the actual, not spoofed URL.
             | 
             | At least in Firefox, one can check easily what the actual
             | URL is before clicking without having to copy-paste
             | elsewhere.
        
               | kyle-rb wrote:
               | I'm seeing that Firefox behavior in Chrome.
               | 
               | It seems to rewrite the link when it gets a mousedown
               | event. Once I right-click, or if I left-click and then
               | drag (to avoid an actual page navigation), the new
               | hovered URL is the google.com/<tracking> version.
               | 
               | Also this only seems to apply to search ads/promoted
               | results. Organic search results don't get rewritten, and
               | copying and pasting a link address gives me the expected
               | destination URL.
        
             | bdefore wrote:
             | Sorry i misstated, it was the article at the second link
             | from post i responded to. first image of that post, under
             | where it says 'Get Chrome - Download Chrome Today' there is
             | a green text that shows www.google.com. I thought that was
             | enforced by the search engine and not able to be
             | manipulated.
             | 
             | At the risk of insinuating too much, there is a concerning
             | incentive for Bing to provide corrupt links to Chrome.
        
               | kyle-rb wrote:
               | That definitely seems like a major flaw with Bing's
               | search ads. They should be either deriving that green
               | domain name, or verifying it matches the link, or at
               | least verifying that you own that domain.
               | 
               | I can't find a current Bing search ad whose green domain
               | name doesn't match the domain of the destination of the
               | link. Hopefully they've fixed this by now.
        
         | eli_gottlieb wrote:
         | Oh well, there's always Godot.
        
         | linspace wrote:
         | What a pity Epic is not publicly traded, I just checked if it
         | was possible to buy stock
        
         | JyB wrote:
         | > What the fuck Unity.
         | 
         | Quite right
        
         | bdefore wrote:
         | Unity has learned all the wrong lessons. Their success was
         | largely from the verdant asset store and the asset developers
         | who augmented a creaky platform with wonderful and useful tools
         | to shorten development time. They never figured out how to
         | maintain sane compatibility for these tools version to version,
         | nor a way to sustain and compensate these authors. Which brings
         | us to today: a shady acquisition to sneak malware tech into
         | games while they continue to neglect the community that made
         | them who they are.
        
           | mordae wrote:
           | Good times for Godot, nice!
        
             | extrememacaroni wrote:
             | People keep bringing up Godot but there's no way around the
             | fact that it feels like some guy's homebrew engine through
             | and through, especially once you try to use the native C++
             | side. But you don't really need to get that far to realize
             | how janky it is. You can't even delete assets that may or
             | may not be used in scenes without running into errors and
             | warnings that may be benign but eat away at your trust that
             | things will still work fine later down the line.
             | 
             | The GUI tools are atrocious compared to Unity's and they
             | fail at the most important thing: make sure that when you
             | play the game the GUI looks exactly the same as in the
             | designer. There's also some weird jank with the GUI, where
             | you have to reload the scene to see some changes being
             | applied (like, imagine setting some property in, say, a
             | winform, and having to close and reopen the winform's
             | editor to see it actually having an effect, wtf) but I
             | don't think it's limited to the GUI, I forgot what those
             | were exactly. But there's no indication that you need to
             | reload the scene, you google the problem and the answer is
             | "reload the scene".
             | 
             | There's a loooooooong way to go for Godot to reach Unity's
             | level. They'd have to essentially become the next Blender,
             | which I use as the benchmark for open source community
             | driven projects.
             | 
             | Godot == Unity at home.
             | 
             | The best thing about it is that you have access to the
             | source for free, so you can fix bugs yourself. "We may run
             | into issues three years down the line with the project but
             | at least we can fix them ourselves". How attractive this
             | sounds to you depends, I assume serious developers who want
             | to build large games for profit, will choose either Unity
             | or Unreal because they're expected to work better overall.
        
               | hesdeadjim wrote:
               | This * 1000.
               | 
               | I'd love to meet a single person on this site who has
               | used Godot to ship a commercial game of any note. Ship a
               | Godot game on macOS 11+/iOS 13+/tvOS
               | 13+/PC/Linux/Switch/PS4/PS5/Xbox and then come tell me
               | how it went. Godot is basically completely unproven for a
               | game requiring this level of release support.
               | 
               | I feel like a Unity apologist sometimes, but what options
               | are there? If your studio doesn't have high level
               | competency with Unreal, committing to a project using it
               | adds an immense amount of risk.
               | 
               | This merger is a real kick in the gut for me, but I'm all
               | in with Unity and I can't afford to bet my studio on an
               | Unreal switch without _major_ partner financial support.
        
               | nrjames wrote:
               | Not a game, but my understanding is that the 3D elements
               | and renderings of traffic in the Tesla (and Tesla app) is
               | made with Godot.
        
               | [deleted]
        
               | omoikane wrote:
               | Maybe not the best example, but Sonic Colors had Godot in
               | it:
               | 
               | https://www.reddit.com/r/linux_gaming/comments/pi1ioo/son
               | ic_...
               | 
               | https://twitter.com/falessandrelli/status/143385695747621
               | 684...
        
               | SXX wrote:
               | For the time being Godot going to be PC-first game engine
               | and our 10-people studio dont have any issues building
               | for Windows/macOS/Linux. Test imports for web work
               | amazingly well, but we dont need it.
               | 
               | Lack of console support is just limitation of what can be
               | done with open source code since even SDKs for consoles
               | are under NDA. I guess if you building project for
               | consoles then you have to look elsewhere.
               | 
               | You are not wrong in any way. At the same time there are
               | plenty of small teams that can work with Godot and build
               | some fun games using it.
        
               | extrememacaroni wrote:
               | The lack of console support comes especially from the
               | fact that there's no company behind godot itself that can
               | become a licensed Nintendo developer for example.
               | 
               | There are other companies that can port your godot games
               | to consoles and publish them, but in the stores the games
               | will be listed as theirs not yours. If you're an indie
               | without a publisher, that's probably not a big deal.
               | Although it would be if it were me, I'd want the game to
               | be listed under my own name, not someone else's,
               | especially if a player might start to avoid games
               | published by X because they played games they did not
               | like in the past. But if you're already backed by a
               | publisher, that will probably not fly.
        
               | SXX wrote:
               | I will just add a note about publishers: if your project
               | is not using Unreal / Unity most huge publishers just
               | wont be interested. It has nothing to do with Godot
               | console support or anything else about Godot itself.
               | 
               | Basically all big publishers have their own pipeline and
               | in-house teams for porting / QA / certification and it's
               | all built around Unity or Unreal. So it's all about
               | market share.
               | 
               | So yeah choosing Godot will certainly limit your options
               | in terms of what publishers might fund your project.
        
               | georgeecollins wrote:
               | I think all the reservations about Godot are valid, but
               | let me offer my perspective. In 1996-1997 I remember
               | meeting with Epic to evaluate their engine in develop for
               | a game a AAA game at Activision. I remember in the late
               | aughts (like 09?) being asked to evaluate Unity for a VC
               | that was considering investments and wondering how much
               | commercial developers would actually use it.
               | 
               | These engines are all risky until they aren't. And Godot
               | certainly seems at the tipping point of adoption. Also,
               | all game engines have strengths and weaknesses so that
               | you would want to use Unity or Unreal in many particular
               | cases for a long time. But Godot also has some strengths,
               | not the least of which is that it is open source.
               | 
               | The key thing I would watch is the transition to 4.0 and
               | Vulkan. That seems like a point at which they can either
               | pick up momentum or lose it. The SDK problem for consoles
               | can easily be solved by contractors / middleware if there
               | is enough good games to make it worth the time to bother.
        
               | boredtofears wrote:
               | What is it about the 4.0/vulkan transition that you view
               | as being important?
        
               | georgeecollins wrote:
               | I like the engine but I don't think it is super
               | competitive in 3d. For example, to use it on Quest you
               | have to use GLES2, which is missing a number of features.
               | Quest 2 is a mobile GPU, so you aren't going to be state
               | of the art but I have seen more games that seem to
               | squeeze more performance out using Unreal on that
               | platform. Hopefully the switch to Vulkan will help them
               | get better 3d performance on mobile gpus.
               | 
               | There are a ton of changes in the works from Godot 3. to
               | 4. One of the biggest problems with Unity, in my
               | experience is compatibility as the engine moves forward
               | in versions. You always see projects that are stuck on
               | older versions of Unity because the team doesn't have the
               | time to make the changes so it works with the new
               | version. In general I haven't seen that as a big issue
               | for Godot. Code for old versions seems to run on new
               | versions. But I have never seen a jump as big as the one
               | to 4.0. The question I am wondering is will they be able
               | to make that many changes to the engine and have it be
               | reasonable to transition projects.
        
               | boredtofears wrote:
               | They can't be universally true can it? I know Hades is
               | built on a basically in-house engine, and I think it
               | released on all platforms simultaneously... then again
               | that studio might not even qualify as "indie" especially
               | now... are custom engines like that really that rare
               | nowadays?
        
               | Jensson wrote:
               | Supergiant games doesn't have a publisher, they publish
               | it themselves so they can do whatever they want. I don't
               | really consider them indie, to me "indie" is when the
               | people developing it are also the people funding
               | development, meaning people make choices without worrying
               | about what others opinions.
               | 
               | As for self made engines, if you make it yourself then
               | that is a risk. If you make it in unity or unreal then
               | the publisher knows they can easily find people to help
               | you ship it if there are problems, but for a self made
               | engine it could be unsalvageable.
        
               | hesdeadjim wrote:
               | And don't get me wrong, I am 100% cheering Godot on long-
               | term. Same with the Bevy ECS.
               | 
               | Options are great, it's just that the first adopters have
               | to pay the hardest price when they want to ship a game
               | using it. If I were doing the indie thing still, I'd
               | consider Godot.
        
               | CJefferson wrote:
               | Have you actually released a game using Godot? If so, can
               | you share a link?
        
               | SXX wrote:
               | Link is in my profile. Our game gonna be released this
               | year after ~3 years in development. It's fully funded by
               | a publisher and close to gold master.
               | 
               | Feel free to ask whatever about development process :-)
        
               | dagmx wrote:
               | For what it's worth, Godot is actually used quite a bit
               | for gambling machine games. I've got a few friends who
               | work for companies in that space doing the art.
        
               | gg2222 wrote:
               | I second this opinion. As a (non-hobbyist) game
               | developer, I started my current game with Godot, but
               | after running into many issues including performance
               | which was the final dealbreaker, I decided to port the
               | whole game to Unity.
               | 
               | Finally I could focus on developing the game rather than
               | running into engine related issues and limitations and
               | having access to all the time saving assets in the Asset
               | Store was (literally) game changing. Having the Asset
               | Store is a whole new world. And as a dev with funds,
               | paying for assets to save weeks of time was a no brainer.
               | 
               | Back to Godot, yes deleting stuff in Godot is pretty
               | scary cause there is (or at least was) no way to know
               | what effects/errors it could cause.
               | 
               | GUI system (at least last time I used it) was very
               | unfortunately not well designed making it extremely hard
               | to get consistent positionings. I feel it's so bad that
               | just using HTML+CSS would be better cause then it would
               | be possible to confidently put things and keep them where
               | you want to.
               | 
               | And yes, overall as someone who has also used the C++
               | side, it does feel like some guy's homebrew engine. I
               | felt things weren't as solidly designed as they could be.
               | And this is talking about foundational stuff.
               | 
               | The C++ source code is really not modern C++ (or you
               | could call it anti-modern C++).
               | 
               | I would not advise anyone to develop a game on it if your
               | livelihood depended on your game's success.
               | 
               | Of course people can and will prove me wrong by still
               | powering through and creating a successful game with it,
               | but your time is better spent using a more mature engine
               | like Unity or Unreal.
               | 
               | Even if you want to get your hands dirty and help fix
               | bugs or add features to the engine, there is no guarantee
               | that your PR will be merged.
               | 
               | Game development is probably the most riskiest type of
               | software development already business-wise. No need to up
               | your risk.
               | 
               | Of course if you are a hobby indie dev and do it just for
               | the enjoyment of building things, then no problem.
               | 
               | As for Godot's future ... well it's been many, many
               | years, but if I understand correctly they're mainly still
               | working on 3D rendering features. There are tons of other
               | areas that are still the same with the same limitations
               | as they were years (5 years+) ago. I think with not so
               | solid foundation and the pace of development, it will
               | take many many years if ever to catch up to Unity.
               | 
               | I do like the way Godot engine does some things and I do
               | hope for it's success as competition is always good. I
               | just don't have much faith in it from what I've seen. I
               | do hope I will be proven wrong though.
        
               | [deleted]
        
               | brundolf wrote:
               | > You can't even [common action] without running into
               | errors and warnings that may be benign but eat away at
               | your trust that things will still work fine later down
               | the line.
               | 
               | To be fair, in my experience this is par for the course
               | in Unity too
        
               | noobermin wrote:
               | Caveat, this is a meta post. I'm not a gamedev (not
               | professionally at least), and don't have experience in
               | either.
               | 
               | This reminds me of something I rant about often, linux
               | naysayers on HN. Because of them, I tried buying a
               | macbook in 2015 and had some of my most frustrating
               | experiences in my life, culminating in a talk for a
               | national conference I had to redo on a friends windows
               | laptop in half an hour because it failed to display on
               | the projector. Turns out the HN crowd who kept saying
               | "mac is unix like linux but better since it's not a
               | bazaar open source mess" aren't always right after all.
               | 
               | People have some bad experiences with X product where X
               | product is often open source and being open source
               | explains the bad experiences. However, when Y product
               | also offers similar bad experiences (and even worse ones)
               | but they paper over it in their minds because "it just
               | happens" although it's probably just because they're used
               | to it. Repeat for photoshop and gimp (my SO is an
               | animator and adobe products crashing is a common
               | experience, as is redoing work in case a save was
               | forgotten), linux and mac, etc.
               | 
               | Anyway, I'm not a gamedev, I just see a similar pattern
               | and it's hard not to notice.
        
               | entropicdrifter wrote:
               | As a Linux user on my daily drivers and a Mac user on my
               | work-issued machine, I agree with this sentiment
               | completely. Linux has weird issues a good amount of the
               | time if you're trying to do unusual stuff, but so do
               | Windows and Mac, and on those platforms you're less
               | equipped to pop the hood and fix the underlying issue.
        
               | sfteus wrote:
               | I have to agree with this. I moved off Windows into Linux
               | as a daily driver mainly due to issues with docker
               | support (pre WSL2, but even that had filesystem issues
               | the last time I tried to used it). I recently accepted a
               | new position that provided a Mac M1 and it's just a
               | generally frustrating experience comparatively.
               | Specifically, anything that involving keyboard directed
               | window management is either non-existent or flaky at
               | best, and a ton of functionality that it just
               | inconsistent with the rest of the OS / applications (why
               | is a separate fullscreen the default functionality, and
               | why can you no longer Alt-Tab + Cmd + Tilde to a window
               | that's been made fullscreen if you have a second non-
               | fullscreen window open?).
               | 
               | Maybe my flow just isn't compatible with the OS (it feels
               | very visual + mouse oriented), but between a previous ~2
               | year stint with another Mac-only job and these ~3 months,
               | about the only thing I have to say that's positive about
               | the OS is the spaces feature.
               | 
               | And like you mentioned, even when I had an ambiguous
               | error on Linux, there was usually enough information to
               | find a similar enough problem online to at least narrow
               | down what I should investigate.
        
               | lostdog wrote:
               | Yeah, Mac's UI of spaces/desktops is so busted that it
               | usually takes me a couple tries to get the window I want.
               | I've also watched another user lose track of every window
               | that goes fullscreen.
        
               | light_hue_1 wrote:
               | I'm surprised you would say that Godot has more bugs than
               | Unity. Unity is an endless fountain of bugs that keeps on
               | giving when you least expect it.
               | 
               | Godot does lack some features. But that depends entirely
               | on the kind of game you're aiming for. The 2D market like
               | RimWorld could easily move to Godot.
               | 
               | On that note. UI skinning isn't a feature that's lacking
               | in Godot. https://docs.godotengine.org/en/stable/tutorial
               | s/ui/gui_skin... If you easily implement that screenshot
               | what prevents anyone from matching any designer's dreams?
        
               | SXX wrote:
               | > The 2D market like RimWorld could easily move to Godot.
               | 
               | I really all for Godot and our team have positive
               | experience with it, but I think that it's will be hard to
               | mantain game that is heavy on simulation with a lot of
               | moving parts. Might be Godot 4.x will get improved
               | profiler, but for now it's really lacking.
               | 
               | So unless you move everything into C++ I dont think
               | you'll manage good performance in Dwarf-Fortress-like
               | simulation game. Though might be I overeastimate how much
               | simulation / physics game like RimWorld require.
        
               | entropicdrifter wrote:
               | Personally, as a professional programmer who's interested
               | in developing a Dwarf-Fortress-like sim game as a side
               | project, I've been keeping an eye on Bevy as an open-
               | source game engine that would likely have good
               | performance for a sim game with lots of moving parts.
               | Being a Rust-based ECS game engine lends itself to a lot
               | of potential for heavy parallelization, which you'd need
               | to maximize that sort of number crunching performance on
               | a modern CPU
        
               | Jensson wrote:
               | You can implement the heavy stuff in C++/Rust, compile it
               | to a dll and import it into whatever engine you want. The
               | hardest part about making a game like dwarf fortress is
               | to implement a good UI, making it run fast is much easier
               | and shouldn't be a priority when selecting engine. Game
               | engine performance is mostly about rendering and not your
               | custom simulation code.
        
               | Macha wrote:
               | I mean, there's rimworld for an example of "dwarf
               | fortress with better UI but slower simulation".
               | Commercially it's worked out for them, but I do find
               | myself wishing for the scale of DF when playing rimworld.
               | The new game UI does warn you away from even the larger
               | map sizes they do have implemented though.
        
               | Jensson wrote:
               | Rimworld implemented their simulation using unity
               | objects, if they wanted to increase scale they could
               | rewrite it to run the simulations in custom code and thus
               | run just as fast as dwarf fortress. Or faster if you
               | parallelize it well. Then they could just look at the
               | world state and render that every frame, which is super
               | cheap since its just a bunch of 2d objects and a bit of
               | text.
        
               | light_hue_1 wrote:
               | > I think that it's will be hard to mantain game that is
               | heavy on simulation with a lot of moving parts... C++
               | 
               | I don't see why that would be. Godot has bindings for all
               | sorts of languages including C#. Why would it be any
               | harder to write C# code with Godot bindings than C# code
               | with Unity bindings?
        
               | SXX wrote:
               | Problem is not to write GDScript or C# code in Godot, but
               | profiling and performance optimizations: toolset of the
               | engine is really lacking in this area so it's really hard
               | to find out what are major bottlenecks are and what is
               | eating most of frame time.
               | 
               | Godot profiler for their "scripting" be it GDScript or C#
               | is a dumpster fire. If you have a lot of objects and non-
               | obvious performance drops it's really hard to find them.
               | 
               | In case you use C++ you will be able to use mature
               | profilers for C++ projects like built-in one in Visual
               | Studio or Xcode, Valgrind on Linux or some 3rd-party
               | solution like Intel XE Studio. All of them are just
               | 10000% better than what Godot have at this moment.
        
               | light_hue_1 wrote:
               | > Godot profiler for their "scripting" be it GDScript or
               | C# is a dumpster fire. ... In case you use C++ you will
               | be able to use mature profilers
               | 
               | Why couldn't you use your regular mature C# profiler like
               | you do anywhere else? It's officially supported. Both the
               | mono profiler and JetBrains work.
               | 
               | > In case you use C++ you will be able to use mature
               | profilers for C++ projects like built-in one in Visual
               | Studio or Xcode, Valgrind on Linux or some 3rd-party
               | solution like Intel XE Studio. All of them are just
               | 10000% better than what Godot have at this moment.
               | 
               | You can do exactly that right now. Use the C++ profiler
               | to find hotspots in Godot and the C# profiler to find
               | hotspots in your code.
        
               | SXX wrote:
               | I can easily answer both of your questions. Because I
               | obviously want to know how much time exactly game code
               | takes together: both engine and "scripting". Using weird
               | combinations of two different profilers is not a good day
               | to work on code. Both Unreal and Unity have proper usable
               | profilers and Godot doesnt.
               | 
               | Also unfortunately our project is usingGDScript and there
               | is no profiler for it.
        
               | SXX wrote:
               | Okay I will share some of my own experience over almost 2
               | years working with Godot / GDScript. We're building 2D
               | pixel art game for Steam. We're fully funded by publisher
               | and have a team of 10 people with 3 programmers. We have
               | around 100KLOC codebase with a lot of game mechanics.
               | 
               | Primary downside of using Godot for commercial
               | development is lack of official console support.
               | Everything else will vary from project to project since
               | every game is different. Godot have bunch of weird
               | limitations, lack of proper virtual filesystem (e.g
               | boost::filesystem anyone?), really shitty profiler, some
               | weak UI / UX in editor some of which can be easily
               | compansated by using VSCode.
               | 
               | At the same time I can certainly say that you can make
               | proper commercial game using Godot. Engine is stable,
               | performance is not the best, but okay. Will it work for
               | everyone? Probably not, but again it works for us.
               | 
               | PS: I also glad to advertise few Godot projects that are
               | not mine, but I find them really enjoyable (check profile
               | if you curios about project I work on):
               | 
               | https://store.steampowered.com/app/1637320/Dome_Keeper/
               | 
               | https://store.steampowered.com/app/1953670/Quetzal/
        
               | uwuemu wrote:
               | > some weak UI / UX in editor some of which can be easily
               | compansated by using VSCode
               | 
               | ??
               | 
               | What exactly can be compensated for with a code editor?
               | 75% of the value of a "modern engine" is in its tools...
               | with something like Unreal it may be close to 90%. Level
               | editors, object browsers, geometry editing, animation
               | editors, rigging, particle editors, material and UV
               | editors, physics/navigation/ai system and their
               | editors... the list goes on and on. Gameplay code is
               | something you'll either do in visual scripting (UE
               | blueprint) or in an external IDE. Any engine-level coding
               | will be done in an external C++ IDE (Visual Studio).
               | So... I can't imagine what exactly VSCode compensates
               | for?
        
               | cain wrote:
               | The limitations of Godot's in-engine text editor can be
               | compensated by a more powerful external editor: VScode,
               | emacs, vim, etc. An example would be the lack of
               | remappable keybindings: this can be overcome by using an
               | external editor.
        
               | EamonnMR wrote:
               | But the strength of Godit's native scripting is its
               | integration with the rest of the editor. Can the vscode
               | plugin match that?
               | 
               | I find the Godot native editor annoying (and it lacks vi
               | keys!) amd clunky and long for multiple tabs but it
               | increases productivity enough that I wouldn't give it up.
        
               | cain wrote:
               | I can't speak to the strengths of the VScode plugin, but
               | if it's anything like the emacs gdscript plugin (which I
               | use with Spacemacs + vi keybindings), then the
               | integration is very tight. I get just as much completion
               | as I do in the in-engine editor, I can
               | run/debug/breakpoint etc. I've been using it for ~2
               | years.
        
               | johnnyanmac wrote:
               | > I assume serious developers who want to build large
               | games for profit, will choose either Unity or Unreal
               | because they're expected to work better overall.
               | 
               | they'd ultimately choose them because of support more
               | than jank, to be honest. They care less about the ability
               | to fix a bug 3 years down the line than the ability to
               | phone up engine experts they don't have to directly hire
               | to fix it for them.
               | 
               | I'm assuming Godot doesn't have such support past
               | enthusiast forums.
        
               | hesdeadjim wrote:
               | Yep, I bought enterprise support for my studio for
               | exactly this reason.
               | 
               | Great example: Apple updates Xcode to 14, which includes
               | some undocumented change to Clang that ends up completely
               | breaking Burst static initialization. Unity's fault?
               | Nope. But they fixed it quickly. When Godot breaks, glfh,
               | that's on you.
        
               | Pulcinella wrote:
               | Is this something that happened or an example of
               | something the could happen? I mainly target Apple's
               | platforms and while moves like this don't leave me
               | feeling confident about Unity, the acrimony and legal
               | battles between Apple and Epic (and Epic's level of
               | support for development on Max, especially ARM Mac)leaves
               | me feeling even less confident about switching to Unreal.
        
               | darkteflon wrote:
               | I think Epic's doing a pretty reasonable job of
               | distinguishing between Apple, and people that develop on
               | its engine on Apple machines. The 5.0.2 release, for
               | example, had loads of MacOS-specific fixes. There are
               | compromises versus developing on Windows, of course - you
               | lose hardware Lumen, for example. No native AS support
               | either yet, but it runs okay through Rosetta depending on
               | what you're doing.
        
               | [deleted]
        
               | hesdeadjim wrote:
               | Yep, real: https://forum.unity.com/threads/burst-
               | xcode-13-3-builds-for-...
        
             | adamrezich wrote:
             | but also, maybe it's a good time to try dropping the scene
             | graph/ECS way of doing things--there _are_ other ways to
             | make video games!
        
               | JoeyJoJoJr wrote:
               | I'm a big fan of immediate mode rendering. Unfortunately
               | not a lot of engines/tools/libraries support this way of
               | working.
        
               | nomel wrote:
               | > there are other ways to make video games!
               | 
               | Any interesting, practical, examples?
        
               | adamrezich wrote:
               | I'm having trouble understanding the question--there's
               | plenty of open-source games that do not use ECS or a
               | Unity-style scene graph. this mode of thinking being the
               | default is relatively recent in the history of video game
               | development. if you've never tried something like that
               | before, PICO-8 might be a good starting point. this blog
               | post might also prove useful:
               | https://www.gamedev.net/blogs/entry/2265481-oop-is-dead-
               | long...
        
             | ensignavenger wrote:
             | Another option that is still young (young as an Open Source
             | project, but has a lot of historic development behind it)
             | is O3DE (https://www.o3de.org/) I think this has a lot of
             | potential if it gets enough attention and development.
        
               | fyrn- wrote:
        
           | sauntheninja wrote:
           | The compatibility between versions has always bit me when
           | trying to learn unity. I find a tutorial on a short game and
           | when I try to open that in Unity its incompatible with a
           | newer version and you have to then go browse unity forums for
           | an answer
        
           | BoorishBears wrote:
           | I'd argue the asset store was the beginning of the (very
           | slow) end.
           | 
           | Before the asset store Unity's community was a hotbed of
           | openly shared innovation.
           | 
           | The moment Unity gave people an easy way to slap together
           | what would have been a quick post to the forums with a
           | webplayer link, some code samples and a few paragraphs
           | explaining it... into a paid package that sells for $5...
           | that ended quickly.
           | 
           | And the worst part is, the skillset to manage a paid library
           | is not the same one needed to develop some cool tech! There
           | are so _so_ many packages on the asset store that are
           | practically abandoned, or poorly suited for integration into
           | someone else 's codebase (some people have no issue with
           | warnings everywhere in their code for example...), or are
           | poorly documented, or will break on any platform that wasn't
           | the original dev's personal machine. The list goes on.
           | 
           | -
           | 
           | I don't have anything against indie game devs making money, I
           | know the struggle of slaving away at something and ending up
           | broke for your trouble... but I really wish the asset store
           | had been restricted to game assets like 3D models, sounds,
           | etc.
           | 
           | It's not like people wouldn't be able to sell their code then
           | either. It's just before the asset store if you wanted to
           | create a paid distributed library, the inertia you'd have to
           | overcome was a pretty good filter against low-effort
           | attempts. There were still successful libraries that were
           | worked on full time and sold as products
        
           | SXX wrote:
           | You could guess how Unity will end up after John Riccitiello
           | became it's CEO. After all Electronic Arts was one of most
           | hated anti-consumer companies ever.
        
         | m463 wrote:
         | Unity is pretty screwed up too.
         | 
         | GOG.com sells games that do not have DRM and are generally not
         | evil.
         | 
         | But the unity games on the platform - they all phone home and
         | send back detailed telemetry on what you do in-game. (I also
         | know paradox games are a mess too)
         | 
         | Thankfully the GOG terms allow you to install and run the games
         | offline without requiring these shenanigans to play your game.
         | 
         | I'm not versed on all the multiplayer subtleties.
        
         | shmatt wrote:
         | I've interviewed IronSource employees who showed me their work.
         | I was pretty shocked at how purely evil the products intent was
         | (malware wrapped installers for popular Windows applications).
         | And this is in Israel, so you regularly interview people from
         | NSO and similar companies, but at least they can claim to be
         | part of "The War On Terror".
         | 
         | IronSource doesn't even have that as an excuse
        
           | weatherlite wrote:
        
           | m3kw9 wrote:
           | Any relation to IronDome?
        
           | rmbyrro wrote:
           | Depending on who you ask, it's actually "war for terror"
        
           | jacooper wrote:
           | > And this is in Israel, so you regularly interview people
           | from NSO and similar companies, but at least they can claim
           | to be part of "The War On Terror".
           | 
           | Help empowering the Apartheid occupation would be a more
           | accurate reason.
        
           | andrepd wrote:
           | > but at least they can claim to be part of "The War On
           | Terror".
           | 
           | Can't decide if that makes it better or worse x)
        
             | golemiprague wrote:
             | Terror might not be the main issue in Israel these days as
             | it was for example around 2000 but it still happens and the
             | reason it doesn't happen as much is partly due to those
             | efforts. The main issue is that there are still entities in
             | the region openly claiming that they want to destroy the
             | country and turn it into another Arab country, most of the
             | military efforts are against this threat. There is no need
             | to judge it cynically as if we are talking now about the US
             | or some European country going half way across the world to
             | destroy some countries as part of the "war on terror".
        
               | stelonix wrote:
               | There are still entities in the region oppressed by the
               | Israel regime too, human beings whose land has been
               | taken, journalists, children, civilians in general
               | murdered by their army, a belligerent stance on their
               | neighbors, known nuclear weapons... The list could go on
               | and on, but there's no way to put Israel on some noble
               | pedestal, it's a powerful first world nuclear power
               | oppressing people on their doorsteps.
        
               | alternatetwo wrote:
               | Let's also not forget that the Mossad murdered an
               | innocent civilian by shooting him 13 times in front of
               | his pregnant wife in Norway:
               | https://en.m.wikipedia.org/wiki/Lillehammer_affair
        
               | throwaway894345 wrote:
               | Who are the angels in the region? Which other countries
               | in the region tolerate women, LGBT, and Jews?
        
             | mort96 wrote:
             | Well, at least it opens the possibility that the employee
             | _thinks_ they're fighting the good fight, even if they're
             | misguided. You can imagine the kind of person who thinks
             | they're making the world a better place by working on
             | technology to "fight terrorism". I don't think there exists
             | a single person who genuinely thinks they're making the
             | world a better place by installing malware onto innocent
             | users' computers to earn money; you know for a fact that
             | the employees who work on that stuff are morally bankrupt.
        
             | atwood22 wrote:
             | "Not only is this work evil, it also involves wasting 8
             | trillion dollars and killing civilians"
        
         | progbits wrote:
         | Slightly off topic: in [2] the first screenshot showing
         | "download chrome" query in Bing - do I understand right that
         | the green "google.com" text is not the actual domain of the ad
         | link?
         | 
         | I couldn't reproduce this, Bing no longer shows me ads
         | annotated that way. But that seems like a strange feature to
         | let the ad owner present custom domain name...
        
           | ev1 wrote:
           | You can usually pick what domain you want to show up there
           | when you buy an ad. It's common so you can use obnoxious
           | chains of tracking links redirecting into each other and not
           | show up as emjcd.com
        
             | progbits wrote:
             | Sure (I mean that is shady but whatever) but at least it
             | would seem logical to verify the redirect chain ends up on
             | that domain or better yet (since the redirects could change
             | later) only allow the domain if ownership has been verified
             | though DNS or similar.
             | 
             | I simply don't see why I should be able to buy ad that
             | shows "google.com".
        
               | ouid wrote:
               | >That is shady but whatever
               | 
               | This century's motto
        
               | ziml77 wrote:
               | That's fucking insane that it's allowed.
               | 
               | But if the ability to override the domain is truly that
               | important, then there needs to be manual vetting of the
               | ad buyer and the target domain. I'm sure you could
               | automate it with signed TXT records, but I think there
               | should still be a human in the chain to at least double-
               | check everything.
        
         | sorry_outta_gas wrote:
         | thank the gods for godot and other projects
        
           | acomjean wrote:
           | I wouldn't bring gods into it and consider thanking all the
           | Godot contributors.
           | 
           | Actually a lot of open source project and contributors need
           | our support.
        
       | yomkippur wrote:
       | Unreal Engine having a field day with this one. Honestly I'm
       | super disappointed in Unity and I regret having purchased so many
       | plugins on their store that I never even used.
       | 
       | Soon we will only have Unreal Engine dominating the scene as
       | Unity essentially just signed their own demise.
        
       | zomglings wrote:
       | Guys relax, check the date, it's April... oh :(
        
       | neals wrote:
       | IronSource is pure evil. Godot is starting to look more and more
       | interesting ...
        
         | surmoi wrote:
         | I worked for too long on mobile games, ads mediation company
         | are indeed the worst, IronSource included. It's a nightmare to
         | work with their black box SDKs, and god knows what they do in
         | that, in addition to tracking and showing ads (do you know some
         | ads can take up more than 200MB ? That's sometimes more than
         | the game I worked on...)
         | 
         | I hope this will incite more developers to look into open
         | source game engine such as Godot and find better way to
         | monetize games than ads.
        
           | bdefore wrote:
           | I feel like there's room to innovate on monetizing gaming
           | hobby projects without ads. And that Kickstarter and Early
           | Access have polluted the well by asking for a one-time
           | payment for an unknown final quality.
           | 
           | I'd be more inclined for something more of Patreon
           | subscription model, with a game loop that had a very overt
           | 'Hey if you enjoyed this latest update, consider becoming a
           | supporter. If I get xxx supporters this month I'll keep
           | making more cool stuff' with a clear connection to what would
           | come. Regular monthly updates so long as monthly supporters
           | exceeded a certain number.
        
             | surmoi wrote:
             | I like this approach, I often thought of having it
             | integrated into a game directly. Players could browse and
             | select to sponsor from a few features I'd plan to integrate
             | and thus allow them to have some say on what they'd like to
             | see first as a community.
        
       | wokwokwok wrote:
       | This is an ad platform, like unity ads.
       | 
       | https://developers.is.com/ironsource-mobile/unity/unity-plug...
        
       | Kye wrote:
       | This is going to be like what happened to SourceForge.
        
       | mathverse wrote:
       | There's so many israeli software companies I have never heard of.
       | It is truly a startup nation.
        
         | capableweb wrote:
         | Do you know particularly few Israeli companies compared to lets
         | say South African or Polish companies? Wouldn't that just mean
         | it's not a "startup nation" as if it was, you would have heard
         | about those companies? Your reasoning here seems backwards.
        
           | CharlesW wrote:
           | > _Do you know particularly few Israeli companies compared to
           | lets say South African or Polish companies?_
           | 
           | "Startup nation" has been a well-known nickname for Israel
           | for some time. On a per-capita basis, Israel excels at both
           | the number of startups created and the amount of capital that
           | they attract.
           | 
           | "A striking conclusion is that on a per capita basis, capital
           | flows into Israel were a whopping 28 times more than those in
           | the U.S." -- https://www.inc.com/peter-cohan/why-israel-
           | drew-28-times-mor...
        
           | mathverse wrote:
           | Bad wording on my part but there's a lot of israeli companies
           | i have never heard of on top of THAT MANY i have.
           | 
           | There's prominent israeli startups and unicorns you usually
           | know about like Wix or some old ones like (ICQ/Mirabilis) and
           | then there's a myriad of small ones you stumble upon because
           | they are in your domain area like logz.io.
           | 
           | But then you hear about a company with like 1k employees and
           | you are like...wth.
        
         | keewee7 wrote:
         | They also have many hardware companies. It's almost an annual
         | thing that some megacorp buys an Israeli hardware or
         | semiconductor company.
         | 
         | We used to have a good hardware startup ecosystem in Denmark
         | because former Giga employees had more money than they knew
         | what to do with after Intel bought Giga in 2000. However it
         | slowly burned out for some reason. Maybe the 2008 crisis had
         | something to do with it.
        
       | jakearmitage wrote:
       | If anyone is looking for a Unity alternative, the guys at rbfx
       | are doing a great job revamping the old Urho3D codebase:
       | https://github.com/rbfx/rbfx
       | 
       | It has good C# scripting support, a nice editor and modern
       | rendering pipeline.
        
       | shadowgovt wrote:
       | Unity is the most popular game engine on Steam and has majority
       | share of the mobile game market.
       | 
       | The fact that _they_ can 't survive two years of a pandemic
       | without losing hundreds of employees and accepting a merger is
       | indicative of the relative illness of the entire game tool
       | service industry. This is a decades-old company that didn't have
       | enough war-chest to float a few bad years.
       | 
       | Given these market realities, one should not expect quality of
       | life in the games industry to improve without unionization or
       | government intervention.
        
         | thsbrown wrote:
         | This is just a guess but I think the main issue with unity is
         | that the majority of the games released with it float under
         | their 100,000 revenue target in order for them to get a piece
         | of the pie.
         | 
         | I believe this is why they are rapidly expanding their backend
         | services and ads network in order to try to eke out profit in
         | other ways.
         | 
         | [1] https://unity3d.com/unity/activation/personal
        
           | thaumasiotes wrote:
           | > I think the main issue with unity is that the majority of
           | the games released with it float under their 100,000 revenue
           | target
           | 
           | Those games don't _cost_ them anything, though. You 'd have
           | to explain trouble in terms of games doing worse during the
           | last few years than they were historically, which is the
           | opposite of the truth.
        
             | thsbrown wrote:
             | I see your point and I think it's a good one, but could
             | them being a public company and their stock price
             | plummeting not also affect their bottom line?
             | 
             | I genuinely am curious here, as I'm not well versed in how
             | a companies stock price can affect their internal
             | financials and ability to run the company without laying
             | people off .
        
         | thaumasiotes wrote:
         | > The fact that they can't survive two years of a pandemic
         | without losing hundreds of employees and accepting a merger is
         | indicative of the relative illness of the entire game tool
         | service industry. This is a decades-old company that didn't
         | have enough war-chest to float a few bad years.
         | 
         | Bad years? I thought the pandemic was unusually _good_ for at-
         | home entertainment.
        
           | adoga wrote:
           | Worked for a mobile game company in 2020 and 2021. Can
           | confirm that 2020 was a very good year revenue wise, if not
           | dying off a little bit towards the end of 2021
        
       | abbabon wrote:
       | I, for one, am happy for this merger / acquisition.
       | 
       | As a mobile games developer, I feel that Unity as a _game engine_
       | has lost its way in the last few years, and the recent
       | acquisitions reflect that. Instead of capitalizing on its merits
       | and strengths - an easy-to-bootstrap multi-platform engine which
       | is _perfect_ for mobile development - Unity has opted to try and
       | compete in the AAA /AAA-like market against Unreal. The recent
       | announcments and the features actually being delivered from Unity
       | support that strategic transition, and this leaves the engine in
       | a state of constant conflict with itself.
       | 
       | Ask anyone who tried to integrate a 3rd party advertisment engine
       | into their game and you'll understand why including a 'default'
       | or an easy-to-bootstrap advertising and user-acquisition tool is
       | a good move. This will hopefully streamline what is nowadays a
       | less than ideal process. That is, if the merger will be
       | capitalized upon instead of just serving the stock owners.
        
         | bitwize wrote:
         | Maybe it's different now, but in the past I associated Unity
         | mobile games with my phone running very hot.
        
           | tomc1985 wrote:
           | Unity games run horribly on desktop.... how they think its
           | legit a good mobile engine is beyond me
           | 
           | Like, Valheim runs like ass, all things considered.
           | Battletech takes up like 50gb for a game without more than a
           | couple of cutscenes and a camera that sits in the sky, and
           | takes forever to load. Graveyard Keeper -- a PIXEL ART 2d
           | game -- is for some reason made in Unity, and it takes way
           | too long to load a couple of megabytes worth of textures
        
             | Ace777 wrote:
             | By that same metric, you've got hollow knight, ori,
             | hearthstone and many more that are very good though.
        
           | porcc wrote:
           | Funny to think that the developers who haven't paid for the
           | ability to remove the splash screen are also the ones likely
           | to have optimized their games poorly
        
           | surmoi wrote:
           | That's because very often mobile games are not developed with
           | performances in mind or when they are, they'll use everything
           | the device can give, often pushing it into throttling mode,
           | because mobiles are not made to be run at sustain load for a
           | long time.
           | 
           | Mobile is the most constrained platform to develop on if you
           | want to actually have an optimized game, especially when
           | supporting most Android devices.
        
         | bdefore wrote:
         | It's confounding to me. AAA/AA has always been an unhelpful
         | designation. Much of PC gaming's recent hallmarks have used
         | Unity to great success, for example Hollow Knight. Developers
         | used to proclaim their games were based on Unity almost akin to
         | a badge of honor. That honor is diluted by Unity's pursuit of
         | the indie mobile gaming space which is tarnished with
         | microtransactions and ads.
         | 
         | Blockbuster titles may pull in more revenue. But they also can
         | fail spectacularly. Is there a financial window for a tightly
         | focused indie-game engine like Unity? I don't know. But it's
         | hard not to see Unity's arc rhyming with the story of other VC-
         | soaked growth-chasing operations.
        
           | techdragon wrote:
           | Unity was never that great of an engine and tooling. I've
           | only come across one extremely specific circumstance where it
           | was technically the superior choice. Where it gained
           | mindshare was its licensing deals before Unreal changed
           | theirs. It grew with the mobile gaming boom and in order to
           | keep growing they tried to grow to compete with the AAA/AA
           | engines (most of which are either Unreal, in house and studio
           | exclusive, or completely custom) and barely made it... I say
           | barely because based on my experience and the conversations
           | I've had, anyone who built a technically impressive game with
           | Unity has probably built 80% of it themselves because the
           | stuff that shipped with unity wasn't up to the job. Unity
           | survived because after a boom in developer mindshare courtesy
           | of mobile games, lots of familiar developers were available
           | to recruit for larger Unity projects where they got to spend
           | their time reimplementing more and more of the entire game
           | engine themselves on top of Unity because it didn't really
           | give anyone enough to build more than the simplest of games.
           | 
           | I'm not saying it's broken or shit, it did deliver a working
           | engine. Just that the entire marketing hype and ecosystem
           | built on top of it was a technical house of cards held
           | together by the suffering of the developers using it.
           | 
           | It's the MongoDB of game engines, "worse is better" ...
           | because we spent most of the money on marketing, because
           | marketing gets sales via our content marketplace before
           | people can really discover how bad it is, and by then they're
           | fighting the sunk cost fallacy of the money they spent in the
           | content store... just good old classic MBA "apathetic evil"
           | ... nothing special.
        
         | kensai wrote:
         | The future is also AR/VR applications, not only mobile games.
         | But I wonder how they will monetise those.
        
         | psyc wrote:
         | If it had been an acquisition, I wouldn't have given it much
         | thought. Maybe a pause, if I read some of the comments here
         | about IronSource's reputation.
         | 
         | A MERGER sends an entirely different message. Two messages.
         | One, that unity is in dire straights, and two, that they've
         | lost their sense of direction completely, given who they merged
         | with.
        
           | hesdeadjim wrote:
           | Absolutely. A merger is terrifying. Who makes the calls now
           | on what teams get resources, what features get prioritized,
           | etc?
        
           | psyc wrote:
           | And TIL 'dire straits' is the correct usage, not a
           | stylization by the band like I always thought. Like
           | waterways.
        
         | yomkippur wrote:
         | A big reason why I stopped buying/playing mobile games was due
         | to the ads. I would be happy to just pay for a game and that'd
         | be the end of it but its driven a lot of people away from
         | mobile and towards PC gaming.
         | 
         | You may be celebrating this but you are just going to end up
         | with less people watching your ads or downloading your game.
        
           | Ace777 wrote:
           | Unity dev here. I loathe mobile ad-driven games as well, but
           | unfortunately Mobile dev is a numbers game. There is a
           | gargantuan pool of regular joe-type people to whom ad-driven
           | games are normality. Power users like you or I rarely play
           | these things.
           | 
           | It's all about optimizing the (user) funnel rather than the
           | fun. If you don't you're at odds with google/apple, the
           | platform operator, who usually promotes based on market
           | performance.
           | 
           | So even if I were to make a fun mobile game where you have no
           | advertisement or a t least a way to nuke the adverts, there's
           | no customer base specifically looking for that, and if there
           | was my game would be buried under a mountain of shit and i'd
           | have to manually buy users ... so that 95% of them never buy
           | the ad-free option...
           | 
           | Really the only option that prioritizes fun for mobile is
           | bringing in an external audience.
        
       | nurblieh wrote:
       | Press release tried so hard to not say "ads" that it's
       | conspicuous.
        
       | honkycat wrote:
       | So glad I ditched unity for unreal a year ago.
       | 
       | Instead of chasing the ecs waterfalls they should have been
       | iterating on their product... Or actually shipped one of their
       | next gen features within a reasonable timeline.
        
       | lencastre wrote:
       | So no more updating of Unity's base platform right?
        
       | PedroBatista wrote:
       | It's the end of the road for Unity. ( at least what most of us
       | think Unity still is, but it's not )
       | 
       | The technology was always more or less "fine". Unreal Engine
       | didn't "kill" Unity and it will not in the future.
       | 
       | For the better part of a decade, Unity tried to become not-sure-
       | what but way more than "just a game engine", and that's the
       | problem, I don't know exactly what and neither do they.
       | 
       | To be clear, Unity is not "dead" and will not be dead for a
       | while, but the writing is on the wall with this "merger".
       | 
       | I'm not sure how is Boeing and who is McDonnell Douglas but I
       | already wrote the off my mind.
        
         | stuckinhell wrote:
         | I don't think Unity will die until another Game engine adopts
         | something similar to C#.
         | 
         | A lot of indie teams don't want to write c++.
        
           | brundolf wrote:
           | Godot uses C#, and supports some other languages too I think
        
             | SXX wrote:
             | Godot uses both C# and Python-like GDScript. And majority
             | of addons likely gonna be in GDScript.
        
           | jayd16 wrote:
           | C# is really nice but I think Unity's mobile story is
           | probably what keeps devs there over something like Unreal.
        
             | bluescrn wrote:
             | Unity's been killing itself with it's own fragmentation.
             | Instead of upgrading existing systems, they've been
             | replacing entire systems but never reaching a point of
             | being able to deprecate/remove an old system.
             | 
             | So now there's 3 render pipelines, 3 UI systems, 3 physics
             | systems, 2 input systems, and so on.
             | 
             | This makes it harder for new developers to get started, and
             | it breaks a lot of the content on the Asset Store.
             | 
             | Just the HDRP/URP split alone is such a mess, with URP
             | feeling like the second-class system and missing important
             | features (while being the one designed to work on a wider
             | range of hardware). But HDRP is the render pipeline used
             | for shiny tech demos...
        
               | ratww wrote:
               | Yep, that's it. The engine used to be developer friendly,
               | now it's downright hostile due to fragmentation. Half of
               | it is deprecated, the other half is experimental and
               | feels second class. They keep piling stuff up, and
               | information is scattered. A modern project will have
               | three of four different ways of adding libraries or
               | third-party stuff. And the worst part: I might be totally
               | wrong, because they might have completely changed
               | everything since the last time I touched it.
        
           | pjmlp wrote:
           | Which is a bummer, given that since the XNA story, Microsoft
           | has decided to outsource to Unity the whole "how to do 3D in
           | .NET" story.
           | 
           | Given that the DirectX team is quite anti anything but C++,
           | as shown by all attempts that eventually were killed (Managed
           | Direct X, XNA), Unity's death would mean most shops would
           | just move into C++.
           | 
           | While C++20 is quite nice, it would be a pity if such
           | scenario would take place.
        
           | billconan wrote:
           | I'm kinda the opposite. I don't like to write C#.
           | 
           | Unreal Engine's build system is also based on C# as I
           | remember.
        
         | tomwojcik wrote:
         | > Unity tried to become not-sure-what but way more than "just a
         | game engine", and that's the problem
         | 
         | IIRC most of their revenue comes from Unity Ads, so they'd be
         | dead if it wasn't for this weird pivot. From the business POV,
         | not being "just a game engine" probably saved them.
        
           | dgb23 wrote:
           | Unity is arguably the most popular game engine and has a
           | large market place for plugins/extensions. It is almost
           | unbelievable that there isn't a viable strategy to expand and
           | refine the core product. My intuition here is that the
           | product was taken over by people who wanted fast, huge
           | financial growth, so they invested in what they saw as an
           | opportunity to do just that, while weakening the core product
           | and their image.
        
             | munificent wrote:
             | I think the key problem is that most game developers are
             | broke and most games are unsuccessful if they even ship.
             | 
             | The "picks and shovels" business model where you build
             | tools for customers who use them in their own enterprises
             | can be very successful. But it does require those customers
             | to be successful in their enterprises. (Or you can rely on
             | customers to be willing to pay out of pocket at a loss
             | because it's a hobby, as with music instruments.)
             | 
             | Without some kind of other monetization, Unity is
             | essentially selling picks and shovels to miners on a
             | mountain with almost no gold in it.
             | 
             | To be clear, I don't think this justifies what Unity is
             | doing. But they are clearly trying to be a $$$$ business in
             | a $ market, and are willing to sell their souls to get the
             | extra $$$.
        
               | darzu wrote:
               | What? The video games is nearly a $200 billion dollar
               | industry[0] and Unity is one if the most popular engines,
               | if not the most. How is that a "mountain with no gold"?
               | 
               | [0]
               | https://www.gamesindustry.biz/articles/2022-05-05-video-
               | game...
        
               | chowells wrote:
               | There's lots of money, but it doesn't go to developers.
               | The big profits go to publishers. If you're selling tools
               | to developers, you'd better hope they're able to pass the
               | cost along to the publisher. If they can't, they're not
               | going to be able to pay anything significant for your
               | tools.
        
               | foobiekr wrote:
               | That may be true, but you just need to look at Unity's
               | financials to see what fraction of the games market flows
               | to them. https://finance.yahoo.com/quote/U/key-
               | statistics?p=U
               | 
               | It's not _terrible_ but it's not great.
        
               | munificent wrote:
               | There's a lot of money in games, yes, but much of that
               | flows into large game studios using their own engines and
               | the production costs are also high.
               | 
               | Unity is primarily used by smaller game developers and
               | there is much less money available there.
        
               | pjmlp wrote:
               | Just like in any kind of arts, it might be worth
               | millions, but only for a selected few.
               | 
               | There are plenty of street performers that can hardly
               | play the rent.
        
               | [deleted]
        
               | [deleted]
        
               | yywwbbn wrote:
               | However most users of Unity don't make very much money if
               | any at all. So unless they switch to a revenue share
               | based model (instead of fixed license pricing) $200
               | billion is not that meaningful.
        
           | darzu wrote:
           | They could have hired less people and tried fewer risky non-
           | core investments. Plenty of tools-only companies survive well
           | indefinitely.
           | 
           | They got greedy. The grow into a unicorn or die trying
           | mentally is cancer to good technology.
        
           | georgeecollins wrote:
           | >> IIRC most of their revenue comes from Unity Ads
           | 
           | This was and is a really interesting business for them and I
           | still think it is a great way for them to grow.
           | 
           | Unity is so entrenched in the game business that if they were
           | seriously worried about profitability they could just raise
           | their prices and curtail investment and they would have a
           | solid business. Like many unicorns they have been favoring
           | growth. But at their core they have a solid product that
           | people who make a lot of money depend on. Yes, 99% of game
           | developer make zero or less, but its a huge industry and some
           | very profitable developers / publishers use Unity
           | extensively.
        
           | PedroBatista wrote:
           | > From the business POV, not being "just a game engine"
           | probably saved them.
           | 
           | I agree, but if they were a "game engine and everything
           | around games" instead of spreading focus and recourses all
           | over what they have been trying to do, my guess is they would
           | be in a very good position now.
        
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