> We are the collective voice of the game development industry—developers, game designers, artists, and business minds. Passionate about our craft, we've invested years in shaping an industry that touches the lives of millions worldwide. Clearly the "our craft" is "business minds" and the problem with increased Unity fees is that their add business is at risk despite all these "business minds" invested years to shape…
Our Craft = Coding what the resident psychologist came up with that will have the greatest likelihood of addicting players to buy our loot boxes.
Game developers turning off all IronSource and Unity Ads monetization
101–110 of 154 posts
Re: Game developers turning off all IronSource and Unity Ads monetization
#102I’m feeling some sort of fatigue related to community hostile actions and campaigns against them. Twitter, reddit, unity, I’m sure there were others too. On the bright side, issues like this bring more attention and appreciation to open platforms.
The problem is seeing yourself as part of a “community”. You’re the customer/user of a business. They owe you nothing other than what you’ve paid for.
People also do have the prerogative to buy from somewhere else, you know. It's up to the company if they'd like to keep customers or not.
Re: Game developers turning off all IronSource and Unity Ads monetization
#103Earlier quoted context omitted.
Our Craft = Coding what the resident psychologist came up with that will have the greatest likelihood of addicting players to buy our loot boxes.
I am wondering at what point will governments step up and regulate social media, loot boxing, and other such digital-based addictive things just as they regulate other addictive things like drugs, alcohol, and gambling?
Re: Game developers turning off all IronSource and Unity Ads monetization
#104Earlier quoted context omitted.
Funny, because Google denied my Hole genre game that was real multiplayer. Their reason was that it was too similar to Hole.io, which was single player.
Is competition not allowed in the marketplace? That seems weird.
Re: Game developers turning off all IronSource and Unity Ads monetization
#105Id recommend anyone who can to move to https://godotengine.org/ and give it an honest try
Re: Game developers turning off all IronSource and Unity Ads monetization
#106Re: Game developers turning off all IronSource and Unity Ads monetization
#107Re: Game developers turning off all IronSource and Unity Ads monetization
#108Id recommend anyone who can to move to https://godotengine.org/ and give it an honest try
I'd recommend trying to make a game "from scratch", using only libraries, instead of an "engine", if you haven't done it before, and have only used fully-featured game engines. it's good to learn how to solve problems using structs and pointers and memory, instead of thinking only in high-level primitives like Entities and Components and Prefabs and Scenes and Nodes. not only will you level up your knowledge of how c…
Making it from scratch takes enormous amount of (expensive) more to make any graphically competitive game.
Sure, you can make 2D games even with vector graphics, but when you need anything more realistic without making every asset or 3d animations with collision checks manually yourself, you are in trouble and never deliver your game without AAA budget.
There is a reason why game engines exists. They solve very difficult problems, in tested, reusable scenarios, providing cross-platform support out of the box.
If your libraries calculate collisions, velocities etc. all or even add ray tracing, they are already engines.
Re: Game developers turning off all IronSource and Unity Ads monetization
#109Earlier quoted context omitted.
I'd recommend trying to make a game "from scratch", using only libraries, instead of an "engine", if you haven't done it before, and have only used fully-featured game engines. it's good to learn how to solve problems using structs and pointers and memory, instead of thinking only in high-level primitives like Entities and Components and Prefabs and Scenes and Nodes. not only will you level up your knowledge of how c…
> (if any downvoters could explain why they find this post to be disagreeable, I'd love to hear it.) Making it from scratch takes enormous amount of (expensive) more to make any graphically competitive game. Sure, you can make 2D games even with vector graphics, but when you need anything more realistic without making every asset or 3d animations with collision checks manually yourself, you are in trouble and never d…
Re: Game developers turning off all IronSource and Unity Ads monetization
#110Earlier quoted context omitted.
In EU it's indeed illegal and in 90% of EU countries it won't even go to court. But they can probably force you to not upgrade anything cause of licensing of the new software or if you upgrade they'll make you pay fees from that moment onwards. But in US im pretty sure it is open for the legal battle that will cost tons of cash for both sides.
Not to be that guy, but do you have a source for this? As scummy as what they're doing is, it's also completely typical for damned near 100% of companies to reserve the right to be scummy. They all have a clause in their terms that states, 'We can do whatever we want, whenever we want, for any reason we want. If you don't like it, your only recourse is to stop using the software.' I'd love for this to be true, but I'…
Also every country can have different interpretation (It is possible that some countries are very limited and you have to try EU level help) In some cases its even illegal to write non-competition into your contract without providing payment for the time of this being in-place ( there were tons of cases when contract was voided by that and I have even one of my contract ended on my account after single lawyer visit cause of this :] )
I would assume Unity won't even try to enforce it in EU.
But ofc. after update its over and games not yet released can most likely be forced to pay.