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Re:Unity plan pricing and packaging updates by kriro on Tuesday September 12, 2023 @02:53PM (#37485966)
Disagree. Unity is pretty strong on mobile and multi-plattform. Enough to survive on this alone (imo). I also think Blueprints is already a strong competitor for the share of users who find C++ too complicated (non-programers and people who have only dabbled in scripting). I think for "traditional programers" the difference between C++ and C# isn't big enough to make a difference and frankly people with a gamedev background probably prefer C++.

That being said as a non mobile guy who occasionally dabbles in engine stuff I'll be migrating to Unreal for good now. I haven't been a paying customer for a while now but I used to pay for Unity back in the super early days of AR.

Or I guess take another serious look at Godot :D

Re:Unity plan pricing and packaging updates by ummonk on Tuesday September 12, 2023 @05:47PM (#37488961)
Mobile is the kind of use case where the pricing changes will be massively impactful though. If you're selling a non-mobile game for $10+ then you can just eat the per-install fee, but if you're shipping a free to play app or a $1 app? The per install fee could make your business model nonviable.
Re:Unity plan pricing and packaging updates by Fire-Dragon-DoL on Tuesday September 12, 2023 @11:37PM (#37491905)
I mean, knowing c++ and c#, I am always terrified about the former. There is an enormous set of things that shouldn't be touched and a whole set of gotchas in managing headers, writing macros, templates. Granted none of the two are used at my day to day job.