Unity, it’s been a while
Before the Unity debacle in September, I had been taking a much-needed break to deal with my personal life. Just as I was starting to settle back into my game dev groove, the Unity Runtime Fee news broke out. Now, I'm not one to post personal stuff on here, but coming back after everything that has happened without briefly addressing it felt off, to say the least. I’ll keep it short.
I was baffled by Unity’s news—being a long-time supporter who had always felt inspired by the Unity Engine, it was a painful thing to watch. Like many, I considered my choices with other game engines as a backup plan. I tried Gadot and GdScript and actually loved them a ton.
I had previously tried Unreal Engine, gave it another try, and found it even more enticing than the last time I booted it up.
During this chaotic time, developers united against what was happening. In the end, I am glad Unity backpedaled their choice, but it left a sense of uncertainty about its future. That being said, I trust the power our community has to keep things in check should another chaotic volley strike. I am also looking forward to seeing how Unity handles the feedback it has received. Unity does have some amazing people behind the scenes that actually care about the game dev community, despite all the heated words addressed as a whole.
Ultimately, I will stick with Unity for the foreseeable future. It’s a wonderful tool at the end of the day. However, my path moving forward is to become engine agnostic—I have always been beyond interested in adding other tools to my repertoire, and I will be doing just that. Moving forward, I will keep documenting my Unity projects, and someday I will be adding Unreal and Gadot projects as well. I’m a developer through and through, regardless of the tools I use, and I will continue to create proudly and passionately.