Unity Can Get Fucked
garry.net
garry.net
(I say “retroactive” here because the change will be applied to existing pricing plans on existing products that developers already budgeted for)
Outer Wilds is developed in Unity, for example.
Other commentary from other devs: https://news.ycombinator.com/item?id=37493028
I think Facepunch is one of the indie studios uniquely poised to do this. Garry spent years working on modding the source engine, adding features to the point where it's like a new engine on top of the source renderer
If they need custom stuff, build it for Godot instead.
If Godot can become the Blender of game engines, game developers will be in a much better place.
Rust in Rust
I also keep making jokes about running a Rust server on an Oxide rack... only a matter of time, I think, hahah.
There are, btw, project conversion tools like the Utu Plugin (Unity to Unreal Project Converter; see i.e. https://youtu.be/34qx5Ac8cZo) and some other frameworks on GitHub that might at least help in some rudimentary conversions in a switch from Unity to Unreal. That is, if going full Rust is a bit of a stretch and taking the joke too far.
One door closes, another one opens.
What’s practically involved?
(I've done it before on a project I spent a few months on in unity and moved it manually to godot in a week or so)
Someone could make some real income fine tuning a model and making it a service.
I think it'll be similar to the 3D modelling space: big shops tend to use Cinema 4D/Zbrush/whatever they're using nowadays, and everyone else uses Blender.