Unity-gigaya项目停止维护,恐迎近来最大信任危机

Unity恐迎近年来最大的信任危机,Unity官方人员在Unity论坛中发布一则消息,消息称“gigaya项目将停止维护”。

 2022-03-24 Unity官方发布了一款完整产品生命周期的示例游戏《Gigaya》。

 2022-06-23 Unity官方在B站上重点介绍了Unity技术运用重点,首次透露解谜冒险游戏中的玩法。

2022-07-14 Unity官方人员在Unity论坛中发布一则消息,消息称“gigaya项目将停止维护”。

 

这则消息一发布,在Unity论坛中 一下子就炸开了锅,因为它还没有完成,并且一些系统还存在问题,官方又没有计划完成它。这让Unity开发者不得不怀疑是否因为技术问题导致项目无法完成。另外一名 Unity的开发者网友声称  “gigaya的取消绝对会导致行业内的一次重大的信任危机,即Unity官方自己都没有自信用自己的引擎开发出一款高品质的游戏。”

我也想讲个玩笑,Unity开始发现自己的引擎并不好用。

原文:

 

Hello everyone,

We would like to share an update about the Gigaya project with you.

As part of recent structural changes, we decided to stop the production of Gigaya. Gigaya will remain as an internal resource at Unity but there are currently no active plans to publish it.

It served its purpose as a source of product feedback during its active development and will continue to provide value as an internal resource. Any further learnings would have been minimal during the additional required time to get it to the finish line and would have been disproportionate to the necessary investment.

Gigaya was conceptualized as an internal production to generate first-hand product feedback, as well as a learning resource for our users. To release it as a sample project would have required a thorough cleanup and optimizations in its current stage.

We appreciate that this would have been helpful to some of you, but considering the remaining development effort against putting more focus on the evolution and improvement of the tools we are shipping to you, it did not seem like a well-justified way to spend our R&D resources. In the end, Gigaya replicated the struggles of game production (albeit at a small scale), which made it valuable for internal validation while also making it labor intensive and costly to be turned into a clean and organized example of best practices

Please feel free to ask any related questions in this thread and we will do our best to answer them where we can.

翻译:

大家好,

 

我们想与您分享Gigaya项目的最新信息。

 

作为最近结构变化的一部分,我们决定停止Gigaya的生产。Gigaya将继续作为Unity的内部资源,但目前没有发布它的积极计划。

 

在其积极开发过程中,它作为产品反馈的来源发挥了作用,并将继续作为内部资源提供价值。在到达终点线所需的额外时间内,任何进一步的学习都是最少的,与必要的投资不成比例。

 

Gigaya被概念化为一个内部产品,以产生第一手产品反馈,同时也是我们用户的学习资源。要将其作为示例项目发布,需要在其当前阶段进行彻底的清理和优化。

 

我们很感激这会对你们中的一些人有所帮助,但考虑到剩余的开发工作不会将更多的注意力放在我们交付给你们的工具的演变和改进上,这似乎不是一种合理的方式来花费我们的研发资源。最终,Gigaya复制了游戏制作的困境(尽管规模很小),这使得它对于内部验证很有价值,同时也使得它成为一个干净且有组织的最佳实践示例需要耗费大量人力和成本

来源:Unity forum

以上消息是否可以说明 gigaya项目团队解散,裁员的消息属实?好像是如此哦。

早在此前6.30日 Unity官方公布一则公告 称裁员占比4%,人数高达200人,缘由是公司内部管理不善。

各位开发者你们怎么看呢?


作者:Miracle
来源:麦瑞克博客
链接:https://www.unitymake.com/archives/unity/1435
本博客所有文章除特别声明外,均采用CC BY-NC-SA 4.0许可协议,转载请注明!
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Unity-gigaya项目停止维护,恐迎近来最大信任危机
Unity恐迎近年来最大的信任危机,Unity官方人员在Unity论坛中发布一则消息,消息称“gigaya项目将停止维护”。  2022-03-24 Unity官方发布了一款完整产品生命周……
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