ça fait un moment que je n'arrive à démarrer (ou à peine) aucun projet perso et la j'ai envie de bosser sur un proto de jeu avec #godot que je n'ai encore jamais utilisé (je connais #unity3d entre autres) et aussi j'aimerais bien bossé sur un strava like à base d'#activitypub en #rust que je ne connais pas non plus (tout en sachant que je ne pas un dev backend aussi :)) ..... bref ... voila quoi :)
#Unity volume field plugins and #Blender template project are posted! Point Array (to create the cubic grid for capturing vector data) and Delivery (to output the .vf binary file format) are ready for early-access testing, so to speak. Check out the downloads and documentation on GitHub.
I'm trying to learn to develop multiplayer games in Unity, using the project from Binary Lunar's excellent tutorial:
If I simultaneously run a local build on my machine (which happens to be a Linux box) and run the game within the Unity editor, I can create a host in one and a client in the other. They play together happily.
I also made a MacOS build and downloaded it on a separate machine. I can run the game there and create a host.
Strangely, if I then try to create a client from the other machine (either the local Linux build or within the editor), I get this message:
[Netcode] Cannot start Host while an instance is already running
Unity.Netcode.NetworkLog:LogWarning (string) (at ./Library/PackageCachefirstname.lastname@example.org/Runtime/Logging/NetworkLog.cs:28)
Unity.Netcode.NetworkManager:CanStart (Unity.Netcode.NetworkManager/StartType) (at ./Library/PackageCacheemail@example.com/Runtime/Core/NetworkManager.cs:697)
Unity.Netcode.NetworkManager:StartHost () (at ./Library/PackageCachefirstname.lastname@example.org/Runtime/Core/NetworkManager.cs:830)
NetworkUI/<>c:<Awake>b__4_0 () (at Assets/Scripts/NetworkUI.cs:20)
UnityEngine.EventSystems.EventSystem:Update () (at ./Library/PackageCacheemail@example.com/Runtime/EventSystem/EventSystem.cs:530)
This only happens if there is an instance running on the Mac!
Of course, the only time you would want to create a client is if there is another instance (a host) running. It's as if the game running on the Mac and the one running in the Unity editor think they're the same program, and therefore refuse to make a "second" network connection.
What can I do about this?
Now that I know how to use multiple passes in the same #Unity3D shader file ... I'm just adding them in willy-nilly to debug stuff ...
While the #Unity3d runtime fee fiasco is mostly behind us, the fallout continues. Including a surprising appearance of a huge (the biggest?) Unity creator and some hints about #GodotEngine in their future.
After discovering a bug in my patron AI code, I realized that a bunch of booleans flags and if/else statements are a terrible way to implement my NPCBrain. Rewrote it all as a StateMachine and its so much easier to debug now that I can easily tell exactly what state they are in, and what code can be running!
After baffling myself for a while over how completely I'd messed up the Y/Z-up conversions for importing, generating, and exporting, I finally have a working #Blender3D pipeline! I can import #Unity3D .vf (volume field) files, modify or create new volumes in #Blender, and export to #Unity for use in particle animations. No #Houdini needed.
There are now discussions on how to improve C# support in the future, as well as some of the problems that exist today.
🌳 Designing a nature-inspired world? Let "Low Poly Nature" amplify your creativity! Here's a hint of grass, rocks, and bushes – but we're boasting 800+ models. Available for #Unity3D, #UnrealEngine, and #Blender. Dive in! 🍂
Some Q's for your wise minds:
👉Do you yuse assets from itch.io ?
👉What's ur opinion about it?
👉Does it work?
Does it worth the effort?🤔
Some Q's for your wise minds:
👉Do you yuse assets from itch.io ?
👉What's ur opinion about it?
👉Does it work?
Does it worth the effort?🤔
Oh, I'm sure the Unity folks can just whip up another long-standing user group in no time.
Maybe an "open letter" will get the ball rolling on that.
"Unity Dev Group Dissolves After 13 Years Over 'Completely Eroded' Company Trust"
Heh, someone's making a Tycoon game clearly skewering #Unity3D, and it looks great.
(as a fun bonus, apparently it's being made in #Godot) https://store.steampowered.com/app/2613830/Install_Fee_Tycoon/
Announcing the next chapter in our _____ game engine for #Unity3d game developers series.
Today we look at the Stride Game Engine for Unity developers.
Stride is a free and open source C# powered 3D game engine.
@consolegrl It's saddening to see this is just a small patch for those who didn't couldn't move engines could continue to use Unity and release their game, but to finally answer your question. I am awfully watchful. I got spoiled by #godotengine but if I stick to #unity3d for #TheDreamersPrincess, it very well might be the last project indie project I make with Unity.
While I like Unity and used it for the last 7 years, there ARE Greener pastures with less finicky foundations.
The allure of a campfire in the forest - where stories are born. Bring your narratives to life with our Low Poly Nature scenes. 🌳🔥🌜
Unity gibt nach: Unity gibt seine umstrittene Runtime Fee zwar nicht komplett auf, doch das neue Bezahlmodell kommt Entwickler:innen stark entgegen. Das Vertrauen dürfte trotzdem erstmal ruiniert sein.
The Best of Synty #GameDev Assets Bundle is on now.
Thoughts on the Unity fiasco.
According to an Ars Technica article a Unity exec is looking to "earn back trust" and I have opinions...
Words, especially from company representatives, are worthless. Only actions count. Actions that show the company won't be pulling another fast one is what will earn trust. Even with immediate changes it will take time before I consider long-term use of Unity again.
We break down costs in 5 different scenarios.
It might shock you to find out which #gamedev are hardest hit by Unity changes!
While some trust will likely be permanently lost with many devs regardless.. On first glance, the new Unity policy seems.. entirely reasonable!
Shame it took that unprecedented backlash to get us there, but hey.. Also shows the power of the game dev community "united" (lol)
It's nice that #Unity3D walked back to terms that don't apply unless you use their latest engine, but that's the take-away: you need to not use their latest anymore. Finish your game. Find another engine. This is just an escape clause.
Anyone who sticks with them will get screwed the next time their c-suite wants to goose their stock price.
If you can find a way to keep making games on old Unity versions, that works too probably. But. You'll hit issues if you want to target consoles. There is no porting path for most (any?) Unity versions more than 2 years old at time of port.
EDIT: (but really even old versions, they already changed their minds once on that, so assuming they won't again is foolish- find a new engine after you finish out current projects)
While it's good to see Unity walk back some of their planned pricing changes and to see them being apologetic... eh. The fact that it ever got to this point at all says so much about where Unity is these days.
I'm sure they'll blindside everyone with more fees and such in the future. I'd much rather see open source projects like Godot get much needed attention and funds for development instead of slamming it all into the same place.
Two awesome @MonoGame announcements, caused indirectly by the #Unity3d tire fire
1- MonoGame are forming a non-profit to guide and project the open source game framework
2- The awesome @ReLogicGames are also donating $100,000, plus 1K per month!
Are you a #unity developer looking for a new game engine (...for reasons).
If you are developing a 2D or 2.5D game, especially for mobile or web, you absolutely must check out the Defold game engine.
Defold for Unity Developers:
#gamedev #unity3d #defold
Since last week, Godot Engine attracts more and more game devs & studios.
Curious about how this will impact glTF ecosystem, as the engine recommends glTF for exchange format.
Import SVG shapes, and render them in perfect scalable precision! Think TextMeshPro for images.
To celebrate, here's a free #unityassetstore voucher: ASV-LPPY-QAUX-KLTR-RH4N-9DME
Keep in mind that this is still a bit of a beta, because I want to see the extremely cursed SVG files people come up with so I can best make them work. For this reason, I am providing it at a discount from the eventual final price, compounded with a launch discount for the first two weeks!
Yes, terrible timing (waves at the general happenings), but hopefully an useful tool. I am working on a free Godot port, but it's some ways away still.
Switching to another #GameEngine can be like learning another language. Apart from things like "material" and "camera", most of the terminology doesn't transfer. Someone compiled a phrasebook mapping #Unity3D terms to those of #Godot, #Unreal, #CryEngine, #Open3D, #GameMakerStudio, and #BabylonJS.
After reports @AppLovin was being targeted as part of Unity's new (and much loved...) Unity Runtime Fee, AppLovin have hit back.
Moving from #unity3d to another engine but don't want to leave your assets behind?
We look at the legality of using asset store assets in different game engines.
Godot is not the new Unity - The anatomy of a Godot API call
I never have been and especially now probably never will be a #Unity3D customer so this is strictly armchair expertise, but
I'm thinking the only acceptable Unity statement would be something along the lines of "meet our new CEO and executive suite. Firing the last ones would have given them a golden parachute, and the next best options are felonies, so they work for the janitor now."
So SkateBIRD is 2 today! Technically as of last Saturday, but whatever weekends don't count heh.
It's on sale on Steam and stuff of course, so go grab it if you want, but mostly just- YAY! Pretty happy with where it ended up.
We've finished all the content and putting it to bed, now the bird can snooze. Not because of what #Unity3D is doing but GOSH am I glad that train didn't hit us so that was lucky. Anyways YAY.
Anyone who believes the #Unity3D retraction and stays on their tech is, well, a fool.
Capping at 4% of your rev is an arbitrary number based on appearing lower than Unreal because optics. They can change it. They will.
They don't know your revenue either, unless you tell them (don't tell them), meaning this is more navel gazing into a proprietary AI model then they try to shake you down.
We've got you covered with Utu!
I have always had some problems following flowchart-type constructs and that is the reason why I have always liked the more code-near approach to game development than the flowcharts.
Now that I have to swap from #Unity3D due it's bad management, I'm facing new challenges with it's UI and different kind of IDE.
Oh the dev's life
Unity developers are mad as hell and aren't going to take it anymore. They are fighting back in the only way they can, buy hitting Unity in the wallet.
Here's a thing I'm discovering that is a little annoying writing with Godot and for vr in particular:
Unlike Unity3d, when the game is running/testing you can't see the running-scene in the scene-editor.
Which means if you want to look at the thing you've just changed you gotta put the headset on for sures. Can't just point the scene-editor's camera at it to make the observation, coz that'll just be showing the unedited base scene not the running remote one.
If the changes you're making are a long way from the player start-point, or you're doing VR stuff so need to put the magic hat on to see what's happening, that can be midly annoying compared to Unity.
In the past 4 weeks I've released 4 new packs of #gameassets for free (CC0 licensed)! 🥳 + there's more on the way!
If you like these, please spread the word in your #gamedev communities. I rely on your support to be able to make these for free❤️
You can find everything here : https://kaylousberg.itch.io :)
There are now the first game devs that started to protest Unity by disabling ads by Unity/IronSource:
Oh gooood, this whole #Unity3D blowout?
It literally happened because of that shitty Iron Source buy-out that everyone was pissed about. The call to add this fee literally came from the Iron Source side of the business, and it only exists to "kill AppLovin" (a rival ad provider that is better). https://mobilegamer.biz/unity-is-offering-a-runtime-fee-waiver-if-you-switch-to-levelplay-as-it-tries-to-kill-applovin/
Unity's actions don't just hurt devs, they hurt content creators, asset makers, teaching and tutorial makers. Kenney and others walking away from Unity is a bold step and I hope Unity realizes how much of the indie support ecosystem is being destroyed by this. #unity3d
Unity is trapped in an enshittify-or-die scenario of its own making.
A summary of the timeline of how Unity got here:
Unity went IPO in September 2020 at a price around $68. Within three months, the share price rose approximately 240%. Right on cue the post-IPO sell-off occurred: initial speculators cashed-in, which naturally precipitated a share price plunge.
But that didn't matter to the bean-counters at Unity because they had a huge sack of IPO cash and could on a shopping-spree. Unity committed to a series of Mergers & Acquisitions, for example, in November 2021 they bought Weta Digital for $1.6 Billion.
Good way to get noticed and juice the share price, right? Unsurprisingly, around this time there was another bubbly-looking share-price peak at around $200. This sparked another sell-off, which tanked the share price, and now it looks like it isn't bouncing back.
For the past 18 months, Unity's share price has languished around $25-40. Sure, the company is worth $14 Billion, but it's unprofitable, bleeding $900 Million a year.
To survive, Unity needs to embark on a programme of laying-off staff, reducing the quality of their product, and hiking-up prices they charge their game-developer customers — yaaaay, enshittification! *party balloons cascade from the ceiling*
Notably, the CEO of Unity hasn't bought any shares this year, but has sold a bunch on a couple of occasions this year, including a sell-off just last week. It's almost as though he knew that the party is over and he was about to deliver some news that he hoped could save the company but would more likely be taken by games developer as as a sign of impending catastrophe.
Just subscribed to the #GodotEngine Titanium 100 EUR donor tier.
After months prototyping with all engines, I settled down with #Unity in March. But now I feel absolutely disgusted and betrayed, I cannot trust that company anymore. So let's hope for a better future without companies like #Unity3D and with a healthier FOSS ecosystem.
👉 Fund: https://fund.godotengine.org/
⚠️ My donation is sponsored by my own course "Ultimate Godot UI Masterclass", currently 80% off! https://bit.ly/GodotUI
#Poll: for those using #Unity3D to make #Games (#IndieDevs but also everyone else):
Since #UnityEngine seems to really make abdurd pricing structure changes, what are your going to do?
:boost_requested: :boost_ok: :boost_animated:
#IndieDevelopers #IndieGames #GameDevs #plzBoost #tech #Software #GameEngine #GameEngines #Development #Games #GameDev #Developers #Windows #Linux #macOS #ConsoleGames
The "Oh No, #Unity has Done it Again" Sale!
My #GodotEngine course "Ultimate Godot User Interfaces Course (Game GUI and Inventory Systems)" is 80% off for the 1st time ever!
10h of content. Learn how to create complex data driven UI, dynamic systems w/ database of items & custom resources &+! #Godot :godot:
👉 Available on itch, DRM-free: https://splitpainter.itch.io/dynamic-inventory-system-and-ui-with-godot-course
ℹ️ The Dynamic Inventory System built in the course is open-source: https://github.com/alfredbaudisch/GodotDynamicInventorySystem #GameDev #Unity3D
#unity #unity3d really shat the bed, and speaking as a full-time #panda3d simp, now seems like a good time to simp hard and get some people to see the light. It's battle-tested for #MMORPG and #VR by #Disney back in the day (#BSD3 now). Use #python to write your #3D games so you don't waste another minute on #compiling. Has -all- the features, from skeletal animation and glsl to a robust shader pipeline to collisions and physics. Not to mention amazing community! #gamedev http://panda3d.org
I see toots by game devs experiencing the consequences of being dependent on a powerful proprietary vendor #Unity3D Take it or leave it. If you choose a #FreeSoftware game engine like #Godot you can have more influence on development and are not confronted with licensing constraints. Please take this opportunity to reconsider which future you support.
Wow... I don't want to be -too- dramatic but this actually could be the end for #Unity3d.
Fuck this is going to do a number on the talk I'm preparing for #GCAP2023.
If you haven't seen the news, they changed from 'pay a subscription for the editor' to 'pay per user install'.
Leaving aside the massive and obvious insider trading by their top brass this is deadly for devs. Once you've sold more than the threshold, you have to pay unity per install... not per user, per install... including reinstalls, forever.
This means that if you release a game, that causes controversy... people can do far worse than reviewbomb it. They can actually just fucking bankrupt you by making a script that installs the game, deletes it, runs it and reinstalls it.
For devs, pulling your game from sale isn't even a viable recourse as users who've already bought the game can still cost you money.
I've used the engine for over half my career but with these changes I have to say... if there's a chance you'll possibly break the payment threshold... it's too dangerous to use.
Once again. Fuck you John Ricchatello, you sank pandemic and now you're sinking Unity.