I don’t want to minimize the fact that Ironsource is awful, and given current trends in management it’s probably best to drop Unity as soon as convenient, but the engine will not magically transform into a virus overnight. I can stick with 2020 for as long as it's viable, if I need to. Right now I have a fully-functional, mostly-easy-to-work-with RPG model built in Unity that I am hesitant to throw away without a good solid alternative, and I don't really need the latest versions of Unity anyway. I am more likely to look at other options for my next project, but even then, there is still a lot that I would need to rewrite to make it work. I have a number of issues with Unity and this merger is one of them, so I am not opposed to finding alternatives, but the alternatives don't seem to be ready yet, and I don't think uprooting my current project is worth the effort and risk. So that's one example of what would be involved. Then even once it's working, I now have to deal with editing and referencing a few hundred JSON files, instead of working with that data natively in the inspector like I do now. Then I would have to migrate hundreds of scriptable objects specific to this project into JSON files, some of which would reference other JSON files that in turn reference still other JSON files. Most would probably have to be converted to JSON files, so I would have to convert the corresponding classes and my content management code to populate from JSON instead of just referencing a scriptable object in the editor. I would have to find an alternative implementation for each specific use case. To give one concrete example, none of them seem to have a clear equivalent to scriptable objects as far as I can tell, which I use very heavily for a variety of purposes (custom assets in Flax might get part of the way there, but not all of the way, I think). Moving all of that to a new engine would be a huge effort and setback, much more than a few days. At this point, I am mostly in drag-and-drop mode for creating content, except for the occasional small feature that I need to code. By content, I mean all of the monsters, items, map data and so on that are specific to this game. I first developed this for my previous game, refined and expanded it for my current one, and intend to continue using it in the next one. ![]() that I have built up within Unity that support creating content for this game. By framework, I mean all of the scripts, prefabs, mechanics, UI, workflow, environment templates, etc. This is why everyone is saying to uninstall Unity because something bad will happen. ![]() This is why we know Unity and Ironsource will keep going on with the plans, Unity knows the problem and Unity did not care about the past behaviors until something bad happens. These risks and uncertainties include, but are not limited to the expected timing and likelihood of completion of the proposed transaction, including the timing, receipt and terms and conditions of any required governmental and regulatory approvals of the proposed transaction the occurrence of any event, change or other circumstances that could give rise to the termination of the merger agreement " "While Unity’s and ironSource’s management believe the assumptions underlying the forward-looking statements are reasonable, such information is necessarily subject to uncertainties and may involve certain risks, many of which are difficult to predict and are beyond management’s control. Unity did predict this will happen, their blog says:
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