this post was submitted on 13 Sep 2023
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RIP Unity

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[–] [email protected] 34 points 1 year ago* (last edited 1 year ago) (4 children)

Wow, so if I understood correctly, basically anything that's free (not counting demos or subscription services) is fucked. 200k installs is a lot of installs, but from what I've heard it's not hard to rack up a bunch of installs if a YouTuber or Twitch streamer picks up your game (if it's free). Additionally, it sounds like it's not taking into account things like piracy, which means anyone who pirates the game is fucking over the developer by potentially running up the number of installs the game has had. What a shitshow. I wonder how many larger devs like VRC will try to pivot away from unity. I know full well how hard it is to get away from an engine you've been developing on, but there's a number of games like VRC that could get taken offline if the devs can't pay the new royalty scheme. That's not even including all the games that could get delisted because the devs aren't making money on them anymore. Hell, it sounds like under this scheme, even a game that's no longer offically available could run up a dev's bill.

Rip unity indeed.

Edit: I was curious about what kinda nutjob would make a move like this. Good ol' John Riccitiello. Good ol' John "game devs are idiots for not having microtransactions" Riccitiello. I had hoped he'd died and gone to hell after he got booted from EA, but nope! Apparently he's still alive and kicking. Good ol' John Riceroni. What an amazing man, that John Tortellini.

[–] [email protected] 16 points 1 year ago* (last edited 1 year ago)

That John dude sounds like the scum of the earth.

Update: yep! On top of the microtransactions thing, he's apparently also a big proponent of replacing humans with AI, calls the Metaverse "the next version of the internet" and dumped 2000 of his shares in Unity ahead of the announcement, which smells of insider trading to me..

[–] [email protected] 9 points 1 year ago* (last edited 1 year ago)

Only if the developer made more than $200k/yr:

Unity Personal and Unity Plus: The Unity Runtime Fee will apply to games made with Unity Personal and Unity Plus that have made $200,000 USD or more in the last 12 months AND have at least 200,000 lifetime installs.

See https://unity.com/pricing-updates.

[–] [email protected] 8 points 1 year ago* (last edited 1 year ago) (1 children)

A free game will never make 200k$ in a year, so I don't really see any issue here (?). Unless you are talking about free game with in-game purchase. Then yeah, someone who would download the game without doing any purchase after the threshold is met would be a net loss for the devs.

[–] [email protected] 13 points 1 year ago (1 children)

Yeah, the commenter above you is saying 200k installs, and you're saying $200k money.

[–] [email protected] 13 points 1 year ago* (last edited 1 year ago)

I understood that, but you need to reach both thresholds (200k downloads AND 200k $) to have to pay fees per install, so the number of install doesn't matter for a free game.

[–] [email protected] 1 points 1 year ago (1 children)

ELI5 how does it work with pirated games? I figured that steam/epic/Xbox store servers are connecting with Unity servers to provide the user with all the necessary files, but if I’m pirating then I’m just getting files from other users and it’s not connecting to the unity servers in any way.

[–] [email protected] 1 points 1 year ago

They're likely using the analytics features that're baked into unity. So the game is probably phoning home to unity and saying, "hi, I've been installed!"