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Unity Engine ToS change makes cloud-based SpatialOS games illegal

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71–80 of 277 posts

Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal

#71
Its stuff like this that make me glad I spread client work over Unity and my own studios (important) projects on our own engine (c++). I want to be able to play/port my games in 40+ years. Who knows what else a private company like Unity will introduce in coming years.

Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal

#72
post #37

> You may not directly or indirectly distribute the Unity Software, including the runtime portion of the Unity Software (the “Unity Runtime”), or your Project Content (if it incorporates the Unity Runtime) by means of streaming or broadcasting so that any portion of the Unity Software is primarily executed on or simulated by the cloud or a remote server and transmitted over the Internet or other network to end user d…

I dunno this seems clear enough to me - they don't want you circumventing the terms of your license by running the game on a single machine and streaming it to many players. Each game instance requires a separate license.

I'm sure this isn't intended to stop you from running your game's central multiplayer server. It's just to make sure you pay an appropriate licensing fee for Unity.

Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal

#73
post #18

In September and January of last year Unity raised a considerable amount of cash [0]. It seems like VCs want their growth number up and Unity has a very clear plan to run their engine in the cloud to create artificial growth by being the sole vendor of Unity Multiplayer Hosting. This is the shadiest move I’ve seen in the Industry, even worst than MongoDB. [0] https://www.crunchbase.com/organization/unity-technologies

What did MongoDB do?

[deleted]

Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal

#74

Godot is a game engine licensed with the MIT license. Unity just proved that free != yours.

Godot is also behind the curve on content pipeline tools. I love it to death, but I would never be able to convince anyone outside hobbyists to use it because it has no goddamn FBX support, or an easy ECS framework.

Hopefully some of the Unity exodus helps Godot along with more contributors.

Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal

#77
post #37

> You may not directly or indirectly distribute the Unity Software, including the runtime portion of the Unity Software (the “Unity Runtime”), or your Project Content (if it incorporates the Unity Runtime) by means of streaming or broadcasting so that any portion of the Unity Software is primarily executed on or simulated by the cloud or a remote server and transmitted over the Internet or other network to end user d…

That reads to me like you can still have servers, just without them using the Unity runtime. Is using the Unity runtime for servers common? The multiplayer Unity games that I know of don't do that.

The whole point of SpatialOS is that it executes Unity runtime in the cloud. You create regular unity objects and they execute somewhere in the cloud.

Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal

#78
post #37

> You may not directly or indirectly distribute the Unity Software, including the runtime portion of the Unity Software (the “Unity Runtime”), or your Project Content (if it incorporates the Unity Runtime) by means of streaming or broadcasting so that any portion of the Unity Software is primarily executed on or simulated by the cloud or a remote server and transmitted over the Internet or other network to end user d…

It's more vague without it.

After all, you can distribute the runtime to customers. You can run the editor as a developer.

How many license-seats should you purchase to run a headless server? How many customers are being licensed to use that server?

Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal

#79
SpatialOS streaming Unity seems broadly equivalent to AWS hosting MongoDB. Especially in that it undermines Unity’s (i.e. Mongo’s) ability to sell a hosted equivalent product (whether or not that exists yet) and it leverages some of Unity’s value into rent for Improbable. Now there’s a difference in that SpatialOS is adding meaningful value - but it’s not necessarily their’s to take.

Ultimately this is Unity’s platform and they control it and its future direction. I suspect that more value can be delivered to both parties if they reach an agreement - SpatialOS is really cool! What we’re seeing here is presumably a strong negotiation tactic from Unity - they want to continue to own the relationship with their own customers - hopefully we’ll see some kind of agreement in the future.

Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal

#80

Earlier quoted context omitted.

Godot is also behind the curve on content pipeline tools. I love it to death, but I would never be able to convince anyone outside hobbyists to use it because it has no goddamn FBX support, or an easy ECS framework.

Hopefully some of the Unity exodus helps Godot along with more contributors.

The issue, of course, is most of the people using Unity are using it because they don't have the ability (or time) to write the functionality Unity provides themselves.
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