Unity announced a new fee structure today, and developers are none too happy. “We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user,” the company wrote in a blog post announcing the change.
This is a great opportunity to tell people about Godot, a free open source engine that has been killing it lately.
Shoutout to Bevy as well. It’s not as user friendly or polished as Godot but it’s a lot more powerful. If you’re a talented game dev I’m sure you could do some amazing things with Bevy.
Bevy is a very different kind of beast. It’s basically “here’s the ECS, have fun!” while it rides into the sunset.
My next project will use bevy, but mostly because its API is so ridiculously small that I can map it entirely into my own engine (which then exposes the ECS through my own API). That would be a lifetime’s task with Unity (don’t know enough about Godot to say definitely, but I bet it’s the same, since it has the same architecture).
To be fair it does have a huge plugin ecosystem that handles most of the common use cases, so it’s a bit more than just an ECS, but the docs have some pretty big gaps in them so you could be excused for thinking it’s more bare bones than it is.
how are the AR applications for Godot?
I would have used it if they didn’t focus so much on their own GDScript instead of keeping C# support.
But Godot 4 has excellent C# support?
Only for Godot 3, not 4?
Edit: Godot 4 supports C#, but only for desktop games, not web, android and iOS.