Notably the mess they have made of DOTS seems to have been partially responsible for sinking Cities Skylines 2.
Just points to a mess at the leadership level. Their failed relicensing debacle shows the poor level of judgement of the C suite.
"The cause for unnecessary geometry is both the lack of simplified LOD variants for many of the game’s meshes, as well as the simplistic and seemingly untuned culling implementation. And the reason why the game has its own culling implementation instead of using Unity’s built in solution (which should at least in theory be much more advanced) is because Colossal Order had to implement quite a lot of the graphics side themselves because Unity’s integration between DOTS and HDRP is still very much a work in progress and arguably unsuitable for most actual games"
It's looking like there was no plan beyond that, once Riccitiello sailed off into the sunset with his loot.
They bet too much, too hard, in all the wrong places. And tried lock-in and pricing out the indies. They should've done the Adobe thing and let those college kids pirate.
Dunno, very expected from this angle.
While a lot of concepts are transferrable between engines, if you've got a team of experienced C#/Unity developers who haven't touched UE, switching to C++/UE is likely to cost a lot of time/money. A new engine can still be a steep learning curve for experienced game developers. You might be able to pick up the basics over a weekend, but reaching expert levels of knowledge takes years.
That cost increases further if it means restarting a project from scratch rather than building on top of an existing codebase (which will likely include not just the game itself, but also an assortment of tools built within Unity for building content and improving workflows).
Unity's killer feature for many is still its C# support. If you're a small team or solo developer who doesn't need AAA levels of performance, it can be a big time-saver over working with C++.
DOTS had a much troubled development cycle; most of what was promised was eventually abandoned, and the key people were laid off. Anyone that bought into it is now stuck in the hybrid-DOTS limbo, where they have to invest substantial amount of time into making the engine features work.
Even if the user insists on being a little bit weird. Perhaps especially so.
We like to chase the most difficult customers. It forces us to have the best products.
The real issue with Unity is that they don't double down on DOTS + HDRP/URP. I have not opened the editor for a few months but last time I worked in Unity the legacy render pipeline was still the default and documentation around DOTS and HDRP was somewhat lacking which is a shame because when you get it working, it works super well.
> Unity will shut down offices in 14 locations such as Berlin and Singapore, pending employee consultation in some countries, and significantly reduce its office footprint for the remaining offices, including in San Francisco and Bellevue, Washington.
> Unity will no longer mandate that employees work from offices three a days a week and will reduce "full in-office services" to three days a week in most locations, the company said.
After which Unity did nothing to take the proposed products into the marketplace.
The way to commercialize WETA stuff would be to make new product teams and basically redo much of the work with professional software devs and figure out where the original VFX R&D had gaps - and it always has massive gaps.
Unity just went nuts with wacky acquisitions the last couple years and this was one of them.
Man, what did I even get laid off for if they were gonna cut off their billion dollar acquisition anyway? Thought they'd at least leverage that talent and tech to properly compete with Unreal in the Film space. But alas. More unfulfilled dreams.
Unity's only advantage is the huge community and the tons of stuff in their store and the huge number of tutorials.
Anyway, I am glad I exited game de few years ago and I am much happier doing web development and microservices.
Some more discussion over here: https://news.ycombinator.com/item?id=38452493
there are slack channels practically devoted to political bickering
i was disgusted with what I saw there (outside of my own engineering team which was actually quite decent with the exception of one person) and left within 3 months
What kind of political bickering? Internal company politics or government/social/identity politics?
You know, the people directly responsible for the company's situation? Accountability? No?
Now, if the reason for layoffs is due directly to poor decisions by someone who should not have reasonably made that decision given the variables in front of them, that person should probably be terminated. But layoffs can occur for all manner of reasons. If you are in the business of making feather hats, and suddenly feather hats go out of style because of shifts in market demand, how can you fire the business leader? Not everything is in the control of management. Management comes in every day, sees the situation before them, and makes the best decisions they can to grow the business.
Yes
> The people directly responsible for the company's situation?
Yes
> Accountability?
Some.
> No?
Bruh, I just said yes.