Oh, that just happened. We didn't have established processes for promotions for a very long time. The company was a tiny startup when I joined (quite literally in the cellar of the company founder's place), with a really flat hierarchy and no distinction in seniority.
At the point when the company started to set up a formal process for promotions, I had already been there for so long, that I was considered one of the most experienced people, and that's how I ended up being filed under "senior coders" in the employee list basically since that category existed... It also was a bit weird, as that happened to coincide with all the COVID lockdown chaos, and I never had a formal promotion talk, just an email with an amandment to my contract, which I didn't even read too carefully, so I didn't realize at first that this was not just the yearly pay increase 😉.
Oh, and believe me, the impostor syndrome is strong with me. I would not have promoted me to that role.
That's a nope for me. Even with the recent changes, what they offer is less attractive than the competition, especially since their previous move gutted their one true edge, the asset store.
There are non-FOSS alternatives to Unity. For tinkerers, sure, it doesn't matter. But if you plan on releasing a product, the licensing of your engine starts to matter a lot more. The question should really be, is there trust left in Unity? Even using a less powerful or more expensive engine, might be a better option across your product lifetime, depending on the licensing terms or them being changed retroactively (that really should be fucking illegal, but oh well).
Not necessarily. I went with Unreal. It's a great engine and at least you know where you stand with them. I'd love Godot to make both obsolete, but it'll take time to mature to that level.
Honestly, I am prejudiced against Godot. I might have switched to it a while back, but the community is so annoyingly aggressive about telling people they use it.
Like, how do you know if someone uses Godot? Don't worry, they will tell you.
I played with Unity a bit and have a pretty fleshed out game idea. I can do the dev side on my own with placeholder assets when I finally have the time to sit down and do it, but there's no way I'm doing Unity after the way they treated their customers. Same with Unreal because of my distaste for Epic.
@BrikoX Not me. Now that they have told the world that their terms of service only bind their customers and not Unity, how can they ever be trusted again? Every word that you agree to when licensing under Unity must be considered a lie; you're really just agreeing to whatever they say at any point in the future, forever.
Never forget, every Unity demo we've seen has a ton of custom tools.
For example, in "The Book of the Dead" they had all these custom tools, even some obscure AO tech for trees that didn’t work when I downloaded it. I remember complaining about it on their forums. Unlike Unreal, Unity’s never really “what you see is what you get”. Don’t get me wrong, I liked the short film, but Unity has always been like that, kind of "faking" the real capabilities of the engine. From an investor’s point of view, though, I guess it's good marketing.
Absolutely, it's a flashy demo, but it's hard to overlook Unity's recent controversies. Trust takes a while to rebuild, especially when business practices are involved. On the other hand, if Unity 6 can really streamline workflows and deliver on performance, devs might give it another shot. Guess it's a wait-and-see situation, right?