this post was submitted on 22 Sep 2023
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They're still scumbags though

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[–] [email protected] 310 points 1 year ago (17 children)

Nothing they do at this point will bring any of the goodwill back. They already messed up and no amount of walking it back is going to change the perception that they might just do it again at any moment

[–] [email protected] 114 points 1 year ago (4 children)

1,000%

I'm a year into developing my first game though and this means I don't have to abandon all the progress I've made. After I publish this game, all bets are off as to where I go...or should I say where I godot.

[–] [email protected] 42 points 1 year ago (2 children)

Have you explored what level of effort it would take for you to convert it to use another engine? There are a TON of tools people are making to assist with porting projects from Unity to any number of other engines. Sure, the tools won’t do 100% of the work, but by what I’ve been hearing, they take a HUGE amount of the tedium out of the process.

[–] [email protected] 26 points 1 year ago (1 children)

Yeah I have. There's a couple of promising programs that everyone should know about:

https://github.com/V-Sekai/unidot_importer

https://github.com/barcoderdev/unitypackage_godot

But for me, I'm too new to programming to pick up another language very quickly to do all the manual stuff right now. Anyone more skilled than me should definitely check those links out.

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

This isn't really useful for data heavy games such as the one I'm working on.

It doesn't help that Unity-specifc stuff seeps everywhere (stuff like floating point Maths, Vector classes, Time and so on) mainly because Unity themselves push people to go that way rather than use the .Net equivalents (which aren't quite equivalent).

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