https://blogs.unity3d.com/2019/01/10/our-response-to-improba...
Unity Engine ToS change makes cloud-based SpatialOS games illegal
241–250 of 277 posts
Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal
#242Earlier quoted context omitted.
I don't know why people are still using unity instead of UE4 except for historical reasons where users of the engine are hesitant to switch and have to relearn some things. Unity is not open source, it does not come with batteries included (so you end up buying a bunch of poorly maintained unity assets/plugins to do stuff that UE4 does out of the box), and I think they're struggling as a company more than people real…
Well, I've used both extensively, and they are good at different things. Unreal is far better IF you fit cleanly into one of their templates (first person, third person, etc). Superior renderer with great built-in post effects, FAR better multiplayer support, better materials/shader editor. However, if you try to do something substantially different than they have imagined, it can get ugly very fast. The C++ used is…
Ue4 has the source available, so you definitely can integrate your preferred scripting language.
Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal
#243Earlier quoted context omitted.
For a lot of us we started with it, and once you know it, if it meets your needs, switching doesn't make sense. Does now though [walks into corner growling] :/
Did so many people use SpatialOS?
Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal
#244Earlier quoted context omitted.
There will be higher skilled devs who are using Unity that are appalled by this business practice and will want to move to a more open platform.
Unless there's an incentive for them to share their contributions back to Godot (like a paid plugin store, of which at least one is in development) they won't stay. And no, I am not talking about the Asset Library.
Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal
#245Earlier quoted context omitted.
In fairness, that's easy for a guy sitting on Fortnite to say. That said, I do agree with his point. Unity should consider making these new TOS provisions apply from today forward instead of making them apply to everything . (That probably won't happen, because it would kneecap their upcoming cloud offerings, but I think ideally that's how it should work.)
A retroactively-changeable EULA sounds totally radioactive and not doing that seems more like table stakes than a luxury. But I guess that's what we get with a game engine specifically aimed at less-professional developers.
Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal
#246> 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 don't know why people are still using unity instead of UE4 except for historical reasons where users of the engine are hesitant to switch and have to relearn some things. Unity is not open source, it does not come with batteries included (so you end up buying a bunch of poorly maintained unity assets/plugins to do stuff that UE4 does out of the box), and I think they're struggling as a company more than people real…
Especially C#7, and the support of the latest 7.3 in the most recent Unity.
C# is my favorite of the common primarily OOP languages. I would take a LISP any day... See Arcadia.
Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal
#247Earlier quoted context omitted.
A retroactively-changeable EULA sounds totally radioactive and not doing that seems more like table stakes than a luxury. But I guess that's what we get with a game engine specifically aimed at less-professional developers.
IANAL but really, is this enforceable, for code already downloaded, used and deployed in compliance with the license at that time?
> By doing so, you, the Licensee, agree to all terms and conditions of this Agreement or in the accompanying documentation. You should read this Agreement carefully before the Start Date. If you do not agree with the terms and conditions set forth in this Agreement you are not authorized to use the CRYENGINE.
> You agree to check www.cryengine.com periodically for new information and terms that govern your use of CRYENGINE. Crytek may modify this Agreement at any time. Crytek will inform you about revisions to this Agreement by email and/or by a notice on our home page and/or during log in. Revisions to terms affecting existing CRYENGINE shall be effective thirty (30) days after posting at www.cryengine.com If you do not agree with the new terms your only remedy is to stop using CRYENGINE.
...
> If your register your Game later than June 30, 2018 then this current Agreement shall apply (no matter which CRYENGINE version you use);
...
[0] https://github.com/CRYTEK/CRYENGINE/blob/release/LICENSE.md
Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal
#248Earlier quoted context omitted.
Somehow I always had the impression Unity was a heavy C# moloch and Unreal was a fast C++ racecar. Interesting.
It's not about the language, C# is generally fine if you know how to work the GC (which admittedly many people don't). The kind of C++ that is used for game code in UE4 isn't exactly "zero-overhead" either and it also uses garbage collection. Plus, on mobile C# in Unity is translated to C++ anyway. My guess is that the difference is negligible in most cases. What really makes the difference is that Unity has light-we…
Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal
#249Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal
#250> 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.