Earlier quoted context omitted.
"Clicking EULA" might not be enforceable in many countries.
Like which?
Unity’s new pricing: A wake-up call on the importance of open source
171–180 of 733 posts
Re: Unity’s new pricing: A wake-up call on the importance of open source
#172This is written based on my quite poor understanding of the game business. I am sincerely wanting to learn more about how it works and how the new license structure impact developers. My questions below might be idiotic. (but not intentionally so) I have no idea how many apps reach above 200.000 installs total or $200.000 income per year. How common is it for apps to meet the minimum requirements when the fees kick i…
Re: Unity’s new pricing: A wake-up call on the importance of open source
#173>> While Unreal engine currently does not have terms like Unity’s, there’s nothing stopping them from doing something similar. In fact if Unity manages to get away with this it seems likely they will follow suit. Unreal has licenses which allow you to use one version of their engine FOREVER and they cannot revoke that license. So the author didn't fully research this. It is true that for NEWER version Epic can change…
For a 5% cut. Add that on top of taxes and steam and you’re basically an employee.
Re: Unity’s new pricing: A wake-up call on the importance of open source
#174Earlier quoted context omitted.
> Except that with Godot at least you could work on it yourself if you wanted to. let me play the devil's advocate - unreal's source is available (despite it not being actual opensource licensed). This means if Epic ever abandons unreal, you could theoretically also just make the changes you need to support whatever your project required - as long as you didn't distribute those changes (except perhaps the run-time? N…
>This means if Epic ever abandons unreal, you could theoretically also just make the changes you need to support whatever your project required - as long as you didn't distribute those changes No it doesn't, you still don't own the code so you can't just modify it and use it to develop games.
Re: Unity’s new pricing: A wake-up call on the importance of open source
#175Earlier quoted context omitted.
> Except that with Godot at least you could work on it yourself if you wanted to. let me play the devil's advocate - unreal's source is available (despite it not being actual opensource licensed). This means if Epic ever abandons unreal, you could theoretically also just make the changes you need to support whatever your project required - as long as you didn't distribute those changes (except perhaps the run-time? N…
>This means if Epic ever abandons unreal, you could theoretically also just make the changes you need to support whatever your project required - as long as you didn't distribute those changes No it doesn't, you still don't own the code so you can't just modify it and use it to develop games.
The key difference between proprietary and Free Software is not actually that you can or cannot modify the source, it's that you are guaranteed access to the source in order to modify it or not. Since you usually cannot access the source of proprietary software, you usually have no legal way to modify the source for your computing.
Re: Unity’s new pricing: A wake-up call on the importance of open source
#176Earlier quoted context omitted.
Except you can because of unreal’s perpetual license. You’d just have to use the same pricing attached to the version of source you use
If you'd amended the source, then it wouldn't be the same version and the license would be invalid. If you want to use the perpetual license, you can't do anything with the source.
https://www.unrealengine.com/en-US/eula/unreal
> 2. How You Can Use the Licensed Technology
> Epic grants you a non-exclusive, non-transferable, non-sublicensable license to privately use, reproduce, display, perform, and modify the Licensed Technology in accordance with the terms of this Agreement (the “License”). This means that as long as you are not violating this Agreement or applicable law, you can privately use the Licensed Technology however you want. If you want to share the Licensed Technology or anything you make with it, Sections 3 and 4 below address when and how you can do that.
In section 3/4 it goes to that you can compile your game and give the output to outsiders if you pay the roylaties when applicable or share them royalty free on epics github (basically you make a pr to merge your stuff upstream) or on unreal marketplace (sell it)
Re: Unity’s new pricing: A wake-up call on the importance of open source
#177Seems to me, the bit where all these game frameworks get a bit tricky is when you want to target iOS. Apple keeps moving the goalposts (you must use some version of Xcode, or you must target some version of iOS) and so the open-source frameworks have to constantly faff about to support the latest apple things. A few years ago I was building using LibGDX which used RoboVM to target iOS but then Xamarin bought RoboVM a…
Epic released statements through their attorney's that they would consider the public version of Unreal a dead product if they lost the ability to maintain ios.
Re: Unity’s new pricing: A wake-up call on the importance of open source
#178Earlier quoted context omitted.
Except you can because of unreal’s perpetual license. You’d just have to use the same pricing attached to the version of source you use
If you'd amended the source, then it wouldn't be the same version and the license would be invalid. If you want to use the perpetual license, you can't do anything with the source.
Re: Unity’s new pricing: A wake-up call on the importance of open source
#179I kinda feel bad for Unity. The company is in a bad place finacially. They're burning almost $1 billion a year and they have no good solutions to this. Either they try to increase pricing and piss off their customers, or they cut costs (which they've been doing with mass layoffs) and risk losing ground to other game engineers like Unreal. For years the only thing really holding the company a float was their valuation…
Honestly, if they just added revenue share like Unreal does and tweaked their subscriptions a little, the backlash wouldn't have been nearly as bad. The uproar is a combination of a really badly announced system and details that don't seem to be ironed out properly leaving devs ripe for abuse. Plus you have one of the most tight knit communities of artists who all reacted almost as one to this announcement and have e…
Unity have not proposed a fee on retroactive sales. They have proposed a from-this-point-forward fee that applies to new sales/installs of any game made with Unity, including new sales/installs of back catalog games.
Re: Unity’s new pricing: A wake-up call on the importance of open source
#180Earlier quoted context omitted.
You can access the source code to unreal engine when you get a license, but the terms are not by any stretch of the imagination open source. You wouldn't be able to freely share your modifications for instance.
You don't have to get a "license" (at least in the sense of paying anything), IIRC you just connect your EGS account to your Github account, accept an EULA (which technically is a "license" I guess) and then have read access to the Unreal Engine GH repositories. (currently there seem to be around half a million users with access)