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Choice of Strategy Unity

Discussion in 'General Discussion' started by gghitman69, Apr 8, 2020.

  1. gghitman69

    gghitman69

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    Hello I do not understand the strategy of Unity to reinvent the wheel instead of catching its competitors.
    Why spend thousands of dollars (visual scripting or visual effect ...) as it already exists in the asset store?.
    why not have them redeemed to perfect and to focus on something else?
    why always implement new console or media that are developing (Stadia ...)?
     
  2. Those don't exist in the asset store. Majority of Unity's work is the engine under everything in the Asset Store.
    And you ask why? Just take a look at random threads in this very forums. A lot of "well, it took long enough to update XYZ systems", "why do we need to wait for XYZ update for this many years?".
    Not to mention that if they didn't update the engine they Unity as a software would fall so back behind, everyone would leave to other engines with more modern features and more easy of use.

    Because they aren't perfect. That's why.

    So make up your mind, what is the problem? They do a lot update or they do new things? BTW, the number of target platforms is kind of the signature of Unity. So it would be very hard to imagine Unity not to keep up with the new platforms.
     
  3. sxa

    sxa

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    Your failure to understand the strategy of Unity doesnt mean the strategy is wrong. But if you're a game-engine development expert and business strategy guru, you're welcome to start your own game engine, do things differently, and prove me wrong. Until then, UT seem to be making about $300 million a year with their strategy, so they might just stick to it despite you.
    As for your other 'points' :

    Catching competitors sometimes involves reinventing the wheel. The competitors reinvent their wheels, that's how software gets better over time. If you're happy with Unity 3, though, please keep using it.
    The visual scripting UT have developed (for DOTS) doesnt exist in the asset store.
    You're contradicting yourself because the competitors have visual scripting and visual effects

    Some questions for you, while you're asking a massively successful hundreds-of-millions--of-dollars-revenue-per-year company why its doing what's doing:

    Why do you think 'catching the competitors' means people have to pay for assets to get basic features like visual effects?
    Dont you think that a large multi-platform game engine company relying on a small unrelated asset companies for core features like 'visual effects' would perhaps be a risky strategy?
    Why shouldn't a game engine company develop their game engine for as many game platforms as possible? You dont think its beating the competitors to support more game platforms than they do?
     
  4. gghitman69

    gghitman69

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    you have to grieve offense but are shadergraph and are better amplifies shader editor
    it flabby and make visual graph already exists are plenty store the asset
    his example are looking long and unity even finished
    add Platform development that does this is not perhaps walk it concentrate on is a waste of time and money
    Google Traduction
     
  5. Murgilod

    Murgilod

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    You know they're not going to exist in their current state forever, yeah? Shadergraph will likely see continual updates, as will the upcoming visual scripting tools, etc.
     
    Ryiah likes this.
  6. gghitman69

    gghitman69

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    they have integrated well textmeshpro and others?
     
  7. Murgilod

    Murgilod

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    Yes? TextMeshPro integration has been pretty fantastic for a while now. It's considered one of the most mature packages.
     
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  8. Ryiah

    Ryiah

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    Meanwhile we've had many tools appear on the Asset Store, receive support for a couple of years from the developer, and then disappear because the developer either had real life issues come up that prevented them from spending time on the asset, lost support due to everyone choosing the official tool over theirs, or simply lost interest.

    Amplify Shaders, an example mentioned by the OP, wasn't the first node-based shader editor. Shader Forge predated it by a good while. It was a solid shader editor too. Yet it's now effectively dead in the water. Open source now but only occasional bug fixes and no one pays it any attention.
     
    Last edited: Apr 8, 2020
  9. Murgilod

    Murgilod

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    Yeah, at this point I only trust things from a select few companies and developers, and only if they come with source access.
     
  10. Kiwasi

    Kiwasi

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    This one is easy. Unity's biggest sales pitch is that they support every single platform that exists. I bet if I looked in the platform options, I'd find my toaster there somewhere.

    Which is it? Visual scripting is one of the things that the competitors have. So by developing visual scripting, Unity is catching the competitors.

    In general asset store items are built on top of the core engine. Unity believes that by modifying the core engine, they can get a better result. Sometimes they do simply buy and integrate existing solutions. Other times they need to do a deeper rework.