|
Yeah, and everyone will be back to Unity in a month. People need to make a living, y'know. They need to make games/assets NOW, not in 3 years once those engines are ready. For example, I see my Twitter timeline full of people slowly realizing that Godot is not Unity 2, and complaining about the UX, GDScript, C# and performance problems. So, they either have to live on that hill and contribute to Godot (And sometimes these problems are by design! Godot is made to be slow so it can have more usability, just check out the creator's Twitter), or, y'know, they can (And will) just go back to Unity and keep making stuff, even if they at any moment they'll put a knife on your throat. |
This is the reason people were already fed up with it, this license change just pushed some over the top.
The trajectory of this project is not good at the moment and that is as much of a problem for users as the recent events.
I started a project 3 years ago and none of the features I based it on shipped with production quality in the meanwhile (and that was the assumption when going in back then, that this will eventually be fixed while development of the game was going on).
Godot is certainly not optimal, that is what people are discussing. The C# and expert userbase was missing. But the fact that people are raising these points meens that they see it worth to comment on. If Godot leadership takes the hint, they might bring their project to a trajectory which allows serious projects to give it a shot. So this time now will be critical. For both, Unity and their competitors.
I think none of the conversations and comments put out there are surprising. But I would argue that if people already had the motivation to switch, they might just go to Unreal if Godot gives them not enough performance. Or stay with Godot if their project is simple enough to be not effected.