If you simply want to develop "standard" games, this might not be important to you. But if you are a .NET developer and you want to integrate anything from the .NET ecosytem, Stride is what you want.
Also, Stride has probably the best shader system in the world.
Plus you need to use a PC to develop.
Now I'm thinking Unity assets could be adapted to work with Stride since both use C#. If so, switching from Unity to Stride won't be so bad.
Yea, some kind of converter for unity assets would be cool. But 3d assets should already work... And with other things from the Unity asset store you could run into licensing issue. But I don't know the details about that, might even vary from asset to asset.
Stride has pretty good written docs, for an open-source project. And there are quite some video tutorials on the docs page too. And there is also: https://doc.stride3d.net/4.0/en/manual/stride-for-unity-deve...
For example, if there's a nifty networking library for Unity and I adapted to use it somewhere else, as long as I don't resell the library, I should be fine. Practically I can't imagine an asset store author suing you for using the asset in a non-unity project.
I do vastly prefer a single language engine like Stride, versus Godot which supports visual scripting, GD script, and C#.
What's the name of the networking library you mentioned? I'm interested in that myself...
https://github.com/proyecto26/RestClient
I strongly suspect this could be ported over to work in stride.
If that's too slow for you, just edit the website here and make a PR with the info you were looking for: https://github.com/stride3d/stride-website
Rather than encourage me to change it, why don't you? You seem to know a lot more about it than I do for starters. In the time you engaged with me, you could have submitted the PR yourself and thanked me for the feedback. Herein lies why the project likely hasn't caught on—not enough focus on contributing.
And as I said, someone is already working on a website refresh.
I'm not sure from what sources your personal assessment comes from, but from what I know about the project, it's incorrect.
Here's the source for it apparently dying: https://news.ycombinator.com/item?id=32303373
And this is what I'm saying: I personally don't see the value in contributing to it if people already involved with it who know far more than me, have demonstrated this to me when asking them a question, would rather give me the link to do a PR than do it themselves. All this wasted energy that could have gone into the project. It says it all really, and I don't say that to be snarky, but there's a reason that Godot has exploded in popularity, and that's likely because the community just gets things done instead of discussing things to a fault.
This is pretty weird.
Then again, in regards to the engine itself dying, I feel like this is inevitable for many of the projects out there. For example, there was the Xenko engine which was later renamed to Stride: https://www.stride3d.net/
It's actually a nice project, has lots of great features and feels like it should be a more open alternative to Unity, whilst being similarly easy to use. However, compare the attention it is getting in comparison to something like Godot:
On OpenCollective, Stride has an estimated annual budget of around 12k USD, whereas Godot gets around 15k USD per month on Patreon. Stride has a bit under 100 contributors, Godot has almost 2000. Godot gets hype on various game development subreddits regularly, yet Stride gets no such love.Ergo, it's probably pretty easy to draw a trajectory of what the next 10 years might bring for either, with one probably getting more features and development and becoming a mainstay of the indie scene, when compared to the other.
But the great thing is that if whatever engine you use has an open license, you cannot have it be taken away from you (as long as you have all of the actual executables and don't depend on external services).