• @gravitas_deficiency@sh.itjust.works
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    9510 months ago

    That’s not an apology.

    And if we’re talking about apologies and corrective action: the only real way forward is a completely fresh executive team at Unity. Anything short of that means they’re simply going to try this all again in a slightly different fashion once focus on their clusterfuck dies down.

      • @gravitas_deficiency@sh.itjust.works
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        510 months ago

        A trifecta of VC and PE firms own a majority share or Unity’s shares. Those guys love a monetization scheme, which is all this is. The board’s not going anywhere.

    • @millie@lemmy.film
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      10 months ago

      The real question is whether or not people will continue to use Unity. Apologies mean less than nothing in a case like this regardless of whether or not they’re sincere. This is a company that’s shown their cards. Why give them business when you can go elsewhere?

      Personally, this has made me start looking more into Godot. I’ve got a project I’m going to be working on that I was going to do in Unreal, but this Unity stuff has made me skeptical of tying my creative output to any one company that can’t be easily replaced. Getting that wrapped up with a proprietary platform that comes with licensing that might change just seems like a bad idea now. Maybe Unreal is okay today, but what about down the road? Why start building into a system that there’s no guarantee won’t enshittify a few years down the road?

      I’d like to get my major mechanical stuff squared away and develop a visual style and then tell more stories without reinventing the wheel every time. Once I’ve got my assets built on top of an engine, I’d rather add to it over time than arbitrarily scrap it every few years. Updating and refactoring is all well and good, but I’m not in it to code the same system over and over.

      That makes Godot look pretty appealing, and any closed source corporate offering look pretty shady.