Unity merges with IronSource
blog.unity.com
blog.unity.com
[1] https://www.benedelman.org/news-021815/
[2] https://blog.infostruction.com/2018/10/26/adware-empire-iron...
IronSource doesn't even have that as an excuse
Can't decide if that makes it better or worse x)
Suppose someone thinks that if they hold a job there and perform their duties less effectively than their replacement would, they are reducing the company's effectiveness at accomplishing their harmful goal. If I can come up with that on the spot without even having any cognitive dissonance to self-justify, I imagine that at least some employees can come up with something at good or better.
The people who write the code aren't the problem, they're a symptom
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.
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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
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.
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):
??
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?
Mmmokay.... We of course use some basic physics for collisions detection, but everything else is mostly animated sprites and a lot of code. There are a lot of game mechanics and they all implemented without any visual scripting.
And even with Godot scene editor is solid I simply don't have to touch that much since all basic objects were implemented long ago and it's mostly duplicating with some editing for integrating new visual content.
95% of time I spend working on gameplay code and here Godot own code editor UX is very lacking compared to almost everything else. So here VSCode comes.
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.
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.
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.
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.
https://www.reddit.com/r/linux_gaming/comments/pi1ioo/sonic_...
https://twitter.com/falessandrelli/status/143385695747621684...
To be fair, in my experience this is par for the course in Unity too
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.
What situation would possibly require you to redo a presentation because it can't display on a projector? PowerPoint is cross-platform and Keynote can export to PowerPoint. This seems like hyperbole.
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.
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.
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.
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/tutorials/ui/gui_skin... If you easily implement that screenshot what prevents anyone from matching any designer's dreams?
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.
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?
One quit because the new render was so performance intensive, an rtx 2080 super was min spec for the lightest of scenes to achieve 60fps.
Another because he became the last engineer on his team after all the others quit and moved elsewhere at Amazon.
Even hoping open source saves it is unlikely, as it's only in name. The CI and infrastructure to meaningfully develop it open source does not exist.
As a final nail, the install process takes over two hours, which is just not competitive.
Godot is C#
A scene graph and an ECS are basically polar opposites, arbitrarily heterogeneous object trees to facilitate genaral manipulation vs. rigorously organizing data to facilitate good performance. Please explain what you mean.
I suggest an exercise to understand the value of abstraction: a remake of a Commodore 64 game using JavaScript (Canvas to simply draw pixels, nothing fancy).
Any interesting, practical, examples?
I've only slightly dabbled in game engines, and have only been exposed to ECS and scene graphs, so I was asking for other methods, since they don't seem to be nearly as popular. Searching gives me results, but I can't qualify them, so maybe aren't "interesting" to actual game devs. I added "practical" because this is HN, where sometimes theoretical tangents take hold. :)
But thanks!
There are kinds of games where simply having a input handling function, logic tick function and draw function executed in a big loop is pretty much all you need, and I assume that's what GP is talking about. I like to write games this way on game jams and it serves me well.
OTOH, there are also kinds of games that I simply wouldn't dare to write this way without figuring a solid abstraction out first, and things like ECS can often fit pretty well for that.
Microsoft why couldn't you have bought Unity...
edit: was the second, not first link. this one: https://blog.infostruction.com/2018/10/26/adware-empire-iron...
Sounds like a security flaw. Why don't browsers patch it?
At least in Firefox, one can check easily what the actual URL is before clicking without having to copy-paste elsewhere.
At the risk of insinuating too much, there is a concerning incentive for Bing to provide corrupt links to Chrome.
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.
At least in Firefox, one can check easily what the actual URL is before clicking without having to copy-paste elsewhere.
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.
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.
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...
I simply don't see why I should be able to buy ad that shows "google.com".
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.
This century's motto
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.
Quite right
Actually a lot of open source project and contributors need our support.
Big company that makes money, wants to make even more money. Is this a new thing for you?
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.
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.
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 $$$$ business in a $ market, and are willing to sell their souls to get the extra $$$.
[0] https://www.gamesindustry.biz/articles/2022-05-05-video-game...
Unity is primarily used by smaller game developers and there is much less money available there.
It's not _terrible_ but it's not great.
There are plenty of street performers that can hardly play the rent.
They got greedy. The grow into a unicorn or die trying mentally is cancer to good technology.
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.
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.
A lot of indie teams don't want to write c++.
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...
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.
Unreal Engine's build system is also based on C# as I remember.
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.
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.
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_events/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
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/
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.
>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.
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!"
They will support all ad providers and auto-switch between them based on inventory/rates. (Ad Mediation)
They have other related services such as analytics, which Unity themselves have anyway.
Every time
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...
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?
That talk was hilarious, here’s the link: https://youtu.be/E8Lhqri8tZk
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.
There's little point trying to enter the mobile game market at this point.
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.
> 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
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.
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.
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.
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.
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.
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.
You may be celebrating this but you are just going to end up with less people watching your ads or downloading your game.
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.
Mobile is the most constrained platform to develop on if you want to actually have an optimized game, especially when supporting most Android devices.
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
I agree, it's a bit sad to see.
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.
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.
(I’ll believe they’re serious about gaming when they release their own port of Vulkan.)
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.
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.
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.
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.
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.
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.
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.
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.
https://developers.is.com/ironsource-mobile/unity/unity-plug...
ironSource is a much smaller company than Unity, if I am not mistaken.
So is Ironsrc much smaller? I do not think so.
Do they, for some reason think that merge sounds better then acquired? Because I'm in the camp that acquired would be more appealing.
(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)
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.
- 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)
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?
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.
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.
> 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.
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.
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.
> 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?
How much does the console Godot engine cost me?
It looks like GameMaker Studio's Enterprise version does this, albeit for 2d games (and it's $800/year).
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.
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.
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.
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.
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.
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.
This isn't really a good excuse for why core features have been rewritten 4x without a production release and with no legacy version available for the latest engine.
You left out MLAPI from your link and the FPS Multiplayer Sample NetCode
https://docs-multiplayer.unity3d.com/netcode/0.1.0/getting-s...
https://github.com/Unity-Technologies/FPSSample
> Uhhhh? The package is literally right there.
I mean actually release it in a way that's stable for teams working on a game. Not "This package is available as a preview, so it is not ready for production use."
The current roadmap plan is for Netcode for ECS to reach production way after Netcode for GameObjects.
Bolt is not Unity Visual Scripting. It's extremely similar but that only makes it more confusing. Bolt is a separate asset which is still maintained, the last update was a month ago.
> develop a "vnext" tool while still supporting a "legacy" tool
Except their only production level multiplayer library, UNet is not supported anymore. There is no official way to make multiplayer Unity games right now that isn't a preview package or deprecated.
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.
I'll take another look at Godot when it hits 4.0
Still not there for working on anything other than small toys or concepts yet, but once it's done it'll be great.
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.
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.
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.
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.
I don't think I've ever played a PC or console game that relied on ads for revenue (nor would I ever.)
Absolutely disgusting, I already doubt the value of yearly releases, as you basically pay for an updated roster, but this is just overreach.
Really hope they do something about making them easier to integrate and debug overall.
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.
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.
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.
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.
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 .
Bad years? I thought the pandemic was unusually good for at-home entertainment.
But the fact that 2020 and 2021 were historic boom years means that the description of Unity as just lacking the war chest to weather a couple of bad years is nonsense. These were great years, not bad years.
It has good C# scripting support, a nice editor and modern rendering pipeline.
Soon we will only have Unreal Engine dominating the scene as Unity essentially just signed their own demise.
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.
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.
"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...
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.
ironSource focuses on developing technologies for app
monetization and distribution, with its core products
focused on the app economy.Source: https://kotaku.com/unity-ironsource-merger-ad-tech-layoffs-1...
Why am I having trouble believing this...?