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As a longtime Unity dev, I've pretty much relegated any future Unity projects to non-commercial/only Personal license solo dev projects. I'd love to move my commercial project to another engine but that is not currently feasible. I'm thinking of switching to web dev options possibly.

That being said, some of the suggestions here for 3d alternatives are lacking. Unreal is not comparable to Unity for 3d. The engine is too bloated for smaller projects and larger projects rely on C++ engineers who know their shit to fix some of the internal issues with Unreal.

You don't need these massive binaries for your indie game that Unreal exports. You can make an entire game in BP, but that is not a scalable solution (C++ is 100x faster than BP). Don't get me wrong, Unreal is a great engine. I'm saying that I don't think it's a good option for most indies.

While Unity is still the best option for 3d small-to-medium scale projects IMO, it depends entirely on what the project needs. If your 3d assets don't have that much in terms of needs, then Godot is fine. Or whatever other 3d engine you want to use, but Unreal would be overkill IMO.

I'll agree with you on the binaries and bloat for the most part, but it is often exagerated. There are some great resources for stripping down UE5 now, and indie projects I've helped on have been able to get down to almost nothing, and run on mobile/Steam Deck/Switch with great performance.

BP performance is actually comparible to C++ in most tasks that indie games require, and plugins have made up for a lot, like sorting algorithms and anything that iterates over large arrays every frame. Also UE5 C++ can be learned by anyone coming from C# and is fast for dev with hot recompile.

#Unity is probably trying to extract as much money as possible from their customers before their brand tanks. With UE taking the lead, and Godot on the rise - #Unity is scrambling to take as much money as possible before they collapse and are bought. I can’t imagine choosing them for a game now.

1 person signed up for a personal account with a work email. 1 person signed up for a personal account with a personal email but put their company name. 1 person is a contractor that probably opened other contract projects without signing out. And two work at an old address he admitted not updating.

So you should pay extra because you work at the same office building as another company? Most companies in cities like Stockholm share buildings with other companies, even prominent developers as Avalanche (Rage 2, Just Cause series) and Paradox(strategy games) shared the same building …

I didn’t say they should pay extra. And Dean didn’t say they were in the same building. He said they are at the exact address where his studio formerly existed. Unity assumed it was the same company. And I’ll say again, I wish Unity wasn’t so quick to terminate their users account.

No he didn’t say exact address, he said that their _accountant_ that received their mail was located at the same location as the other company (likely referring to a building). Now if the accountants were handling the other company as well, their business address (not the one given to Unity)

That isn't the issue, it is Unity acting worse than Adobe or Autodesk, which is impressive. Usually when these things happen the company will simply reach out, instead they choose to go scorched earth and loose a client. Trust takes years to build and Unity does not care, that's the point.

Oh yeah I agree with you. I think this happened at my former studio too before we had an IT dept to do regular software audits. My previous comment was about the Reddit title. I don’t believe it was scraped data.

None of it seems like scraped info. Just info the users entered themselves into their Unity profiles. Still Unity can handle this better and immediately start with terminations.

That's assuming a little too much for comfort I think. Especially the two employees from the same address but another company, which is just a legitimate situation whether they changed the address or not. And for the others I'd like some specific evidence from Unity included in the email.

Unreal Bp/C++ isn't much more difficult than C# if you already have experience, and Godot ain't so bad when you get over the idiosyncrasies. Good luck!

I think it is Unity that needs help. Whenever an indie asks, "Should I use Unreal or Unity?", I now tell them to use Godot, then UE5 when/if they are ready, anything but Unity. Sadly that's not possible for so many who already have projects or are in production or have already shipped.

What more is there to say Unity executives haven't heard before? Warning devs not to use Unity is the best we can do anymore, backlash is the only thing that seems to really get through. There are simply better tools that don't come with the business risk. 🤷‍♂️

This is not the first, second, or third time this happens. If you need fancy graphics, use Unreal, and make sure you get a git clone of the engine stashed away somewhere. If you want to opt out of owned platforms, use Godot. If you want to live in software engineer paradise, use Bevy.

Yeah, done that a couple of times! For very simple games it's alright, but once you need "an art path" and "animation" and "physics" and maybe even "3d," the only valid reason to roll your own is if you want to practice programming, not to ship a game...

And if you want a suggestion out of left field: Roblox gives you networking/multiplayer and physics and monetization and publishing for free! And haven't yet tried to squeeze their creators.