▲ 1233 ▼ Garry Newman: The new Unity pricing would have cost him $410,000 of lifetime revenue (i.vgy.me) submitted 3 years ago by popcar2@programming.dev to c/gamedev@programming.dev 263 comments fedilink hide all child comments This is of course not including the yearly Unity subscription, where Unity Pro costs $2,040 per seat (although they may have Enterprise pricing) Absolutely ridiculous. Many Unity devs are saying they're switching engines on social media.
[–] bennieandthez@lemmygrad.ml 100 points 3 years ago (3 children) This is exactly how you make FOSS more popular. permalink fedilink source hideshow 3 child comments replies: [–] jcg@halubilo.social 44 points 3 years ago (1 child) Yep, had an idea for a game and when I read all this stuff I decided to check out Godot again since the last time I did it wasn't in a great state yet. So far it's looking pretty good now! permalink fedilink source parent hideshow 1 child comment replies: [–] ICastFist@programming.dev 11 points 3 years ago Be sure to learn how to harness the power of the AnimationPlayer node. You can make function calls and all sorts of property changes at key points of any animation. So, instead of writing code to check if a certain animation has begun and doing something, you can just call a function at 0.0 (start) of that animation. I'm doing this to spawn projectiles from a bow shooting enemy, it works like a charm. permalink fedilink source parent [–] chic_luke@lemmy.world 2 points 3 years ago Yes this is very likely the best advertising Godot could ask for. permalink fedilink source parent
[–] jcg@halubilo.social 44 points 3 years ago (1 child) Yep, had an idea for a game and when I read all this stuff I decided to check out Godot again since the last time I did it wasn't in a great state yet. So far it's looking pretty good now! permalink fedilink source parent hideshow 1 child comment replies: [–] ICastFist@programming.dev 11 points 3 years ago Be sure to learn how to harness the power of the AnimationPlayer node. You can make function calls and all sorts of property changes at key points of any animation. So, instead of writing code to check if a certain animation has begun and doing something, you can just call a function at 0.0 (start) of that animation. I'm doing this to spawn projectiles from a bow shooting enemy, it works like a charm. permalink fedilink source parent
[–] ICastFist@programming.dev 11 points 3 years ago Be sure to learn how to harness the power of the AnimationPlayer node. You can make function calls and all sorts of property changes at key points of any animation. So, instead of writing code to check if a certain animation has begun and doing something, you can just call a function at 0.0 (start) of that animation. I'm doing this to spawn projectiles from a bow shooting enemy, it works like a charm. permalink fedilink source parent
[–] chic_luke@lemmy.world 2 points 3 years ago Yes this is very likely the best advertising Godot could ask for. permalink fedilink source parent