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Unity Engine ToS change makes cloud-based SpatialOS games illegal

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211–220 of 277 posts

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

#211
post #199

Earlier quoted context omitted.

Doesn't Unreal require you to code in C++? That's a big reason why I'd avoid it when I don't require maximum performance.

It also supports C#/.net and Blueprints (their own node-based language).

Wait do they? I wasn't aware that UE4 supported C#.

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

#212

The CEO of Unity is the former CEO of Electronic Arts. I do believe that he might be executing the same business practices on Unity's developers as EA did on their customers. The first time I saw their CEO choice I thought that this can't be good for the dev community around Unity. Here is a question, even though Unity is incorporated in the US, did anyone find the filings with the SEC? Or is it not required for and…

Who thought it was a good idea to hire's EA's ex-CEO?

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

#213
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.

It is. Even after suggesting otherwise to some senior friends who work on MMOs it seems they're locked into doing it for some reason probably just inertia and general fear of game companies to do things the right way and not the "easy" way.

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

#214

Earlier quoted context omitted.

This is about streaming games. There are other providers that do this that are allowed to: https://unity3d.com/legal/terms-of-service/software/authoriz...

Spatial OS is wholly different from game streaming. Here is the overview provided by one of Unity's streaming partners Genvid [0] "Genvid provides an easy to use SDK, with a C interface, which can be used to automatically capture your game content (audio and video), encode it properly (e.g. H264), and to stream it to a service (e.g. YouTube). It also provides routines to send additional game data to spectators (e.g.…

"SpatialOS is a cloud-based computational platform that lets you use many servers and engines to power a single world. The platform coordinates a swarm of micro-services called workers, which overlap and dynamically reorganize to power a huge, seamless world. The platform also lets you handle a huge number of concurrent players across different devices in one world"

I'm planning on releasing something like this, with Unity clients on the roadmap. I've no plans to run headless Unity instances on servers, however. Would Unity make my system "illegal?"

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

#215
post #47

Earlier quoted context omitted.

Do that, and your game will never ship - because developing your own engine is a beast of a timesink. The open source offerings are toys compared to Unity/Unreal.

Not necessarily. Many developers still write their own engines, they just don't usually make high-end graphical AAA type games. Even then it is possible, as Jonathan Blow proves.

Jonathan Blow was a hugely success indie developer prior to creating The Witness, and it had a multi-million dollar budget.

Also it's a great game, but I wouldn't say it's comparable graphically to a high end AAA game.

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

#216

Earlier quoted context omitted.

Not necessarily. Many developers still write their own engines, they just don't usually make high-end graphical AAA type games. Even then it is possible, as Jonathan Blow proves.

Jonathan Blow was a hugely success indie developer prior to creating The Witness, and it had a multi-million dollar budget. Also it's a great game, but I wouldn't say it's comparable graphically to a high end AAA game.

[deleted]

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

#217
post #70

Twitch streaming is pretty important to most gaming markets. This announcement sounds like it also has the result of making twitch streaming against the Unity TOS. > You may not [distribute Unity or your Unity Project Content via] 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…

I guess they're kicking Hearthstone off of Twitch

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

#218
post #164

Earlier quoted context omitted.

Unity is huge in mobile gaming. UE4 barely made a dent on mobile until the recent mobile release of Fortnite that is, which requires a fairly high-end device

Somehow I always had the impression Unity was a heavy C# moloch and Unreal was a fast C++ racecar. Interesting.

C# is just the scripting layer in Unity. It's a C++ engine just like Unreal.

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

#219
Improbable is very well funded, what are the odds they could take Unity to court over this? 500m raised is no small amount, I'm sure their investors want to protect it.

It seems like a Google/Java situation all over, where Improbable are building something to interact with Unity's API, and Unity is using a quasi-legal TOS to try stopping them.

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

#220
post #34

Improbable's response: https://improbable.io/company/news/2019/01/10/unity-blocks-s... "Worryingly, this change occurred during an open commercial negotiation with the company to find a way to do more together." So they had an ongoing negotiation and Unity just went ahead and made the change? Yikes. Also kudos to Improbable for setting up an emergency fund for partners affected by this.

It's funny, I worked for a company that was negotiating a license with improbable and they also changed the terms in the middle and left us hanging. I'm playing a very small violin right now.
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