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To give some credit, he did what they brought him in to do: bring in more investment, grow them fast and get them to an IPO so they could cash out their stock. In the process, they made Unity free (just about everything you need, unless you just have to have a custom logo), which was after I'd paid six thousand dollars over the years for Unity Pro, and this is why $100k-license engines like Unreal and CryEngine (if anyone still cares) are now free.

Nevertheless, I wasn't excited about him taking over, and the last several years have confirmed my preconception (obnoxious press interviews, sexual harassment allegations...). The last straw for me was when they introduced their publishing service, with partners including a piracy site that already "published" several dozen copies of my game. So I deleted my Unity account over two years ago (funny story,even  if you delete your Unity account, your apps with Unity Ads will still display ads generating revenue for Unity, and Google Play users who don't like seeing any ads in a free app will still complain vociferously).

Unity is a big and dominant company, so their product is not going away anytime soon, and they have a lot of really sharp developers, some of who have even reached out to help when I complained on twitter, but again, it's a big company, so it's a mixed bag - some of their staff I'll be happy not to deal with again. And they remind me of Google in how they introduce new services only to lose interest a few months later.

But dropping Unity was a personal decision, not a business decision. It took me six months to port the game I licensed into Unity (and a couple of years for it to really be complete) which involved getting the original game running enough to integrate an FBX exporter, then manually reconstructing all the scenes in the Unity editor and debugging all the coordinate differences (different scale, swapped UVs...) and then of course writing all the code in Unityscript (and later rewriting it all in C#), and since I dropped Unity, I have yet to port anything from my old projects into a new engine or start a new project from scratch. Every engine is different, which is a good thing, but that means you're talking different scripting or programming languages, different APIs, different paradigms (e.g. Unity uses a component system while Godot is more object-oriented).