Now imagine what would occur if one of those success story developers ended up using your product! I found a graph on What can we learn from the 1,600 highest earning indie developers on Steam? () that showcases company revenue in numbers from a steam survey. You would get 10_000$ yearly or 833$ monthly, that's equivalent to ≈39 to 56 people paying for your service, at the price of the Rider IDE monthly, especially when a company will pay consistently, where an indie or solo otherwise wouldn't!Īnd this is only if they generate 100_000$! Your business model is practically designed for big enterprises, now imagine if you had a company that generated 100_000 a year and you took 10%. In case you do try it out, we should have the permanent free tier before your free trial runs out (7days), so you'll be able to continue using it.Ĭlick to expand.I honestly think you guys should implement a percentage based approach, and make indies or the free tier unlimited as we already have agreed upon. But with Unity's ToS/ Distribution License, I believe we're not allowed to decompile or modify in the way we'd need to.Īs a small aside, I'd love to hear if you have an feedback on the existing asset. If Unity would grant us access to use the burst compiler, I'm sure we could integrate it seamlessly. Eg you might add a compile flag around the attribute, so that you can easily disable it if you're working not currently working on performance. We'll fix it up so BurstCompile/BurstIgnore attributes are taken into account and give a more descriptive error/warning.Īs a quick workaround, you could consider removing the attribute in the editor if you need to quickly iterate. Of course you can still edit other functions, even if they're in the same file or assembly as the burst compiled function. DOTS andīurst compiled functions are unfortunately incompatible, edits to a function won't apply, it'll just be ignored. I can guarantee that our solution has exact compatibility with the default C# compiler. UPDATE: We recently changed our pricing options, including a cheaper one-time purchase pricing model for individuals and small teams! See the pricing page on our website for more videoĬlick to expand.Hey. You can get it on the Unity Asset Store (Unity Verified Solution) or on our webite Our solution does not involve waiting for Unity to compile, nor a Domain Reload all your in-game state stays exactly the way it is. That's why we created this extension - to allow for much quicker interactions and iterations.Īfter several years of using the product in our studio (40 people), we can confidently say that we have a hot reload product that just works - even on massive and complex projects. ![]() ![]() Our project is currently 2M+ lines of code, and even with months of work our biggest assembly still takes ~45s to compile, not counting startup of the game (~15s), and getting back to where you were (easily ~30s) The developers in our studio used to struggle daily with very slow iteration times.
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