Oof. So they are doubling down rather than taking the feedback and making changes based upon it. I do not see much growth in Unity's future.
Unity rushes to clarify price increase plan, as game developers fume
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Re: Unity rushes to clarify price increase plan, as game developers fume
#12But, I've been a professional Unity dev for 10+ years and I have started learning Godot today; the reason is because I am very concerned about how would Unity possibly implement these policies? They would need to put secret analytics calling back to Unity servers in every build + secret killswitch they can trigger if you dont pay up.
That is the reason. Tbh I've been waiting for a good reason to hit the button and that was it.
Re: Unity rushes to clarify price increase plan, as game developers fume
#13How does this pricing scheme even make sense? Why do they think "installs" is a relevant metric? I could uninstall and reinstall a game 100,000 times. Would I single handedly cost the developers a ton of money?
They are apparently attempting to prevent that... but installs on 'separate devices' still count. So I'm sure someone will find a way to do precisely that.
Re: Unity rushes to clarify price increase plan, as game developers fume
#14Oof. So they are doubling down rather than taking the feedback and making changes based upon it. I do not see much growth in Unity's future.
Hopefully it spurs further investment in things like godot and bevy.
Re: Unity rushes to clarify price increase plan, as game developers fume
#15How does this pricing scheme even make sense? Why do they think "installs" is a relevant metric? I could uninstall and reinstall a game 100,000 times. Would I single handedly cost the developers a ton of money?
Re: Unity rushes to clarify price increase plan, as game developers fume
#16Re: Unity rushes to clarify price increase plan, as game developers fume
#17> Q: Does this affect WebGL and streamed games? > A: Games on all platforms are eligible for the fee but will only incur costs if both the install and revenue thresholds are crossed. Installs - which involves initialization of the runtime on a client device - are counted on all platforms the same way (WebGL and streaming included).
[1] https://forum.unity.com/threads/unity-plan-pricing-and-packa...
Re: Unity rushes to clarify price increase plan, as game developers fume
#18How does this pricing scheme even make sense? Why do they think "installs" is a relevant metric? I could uninstall and reinstall a game 100,000 times. Would I single handedly cost the developers a ton of money?
They claim to have developed proprietary code to handle this situation. They don't offer up a lot of details. https://x.com/unity/status/1701689241456021607
I imagine there will be a lot of disputes around billing, as in, ever single bill from this system.
Re: Unity rushes to clarify price increase plan, as game developers fume
#19> After initially telling Axios earlier Tuesday that a player installing a game, deleting it and installing it again would result in multiple fees, Unity's Whitten told Axios that the company would actually only charge for an initial installation. (A spokesperson told Axios that Unity had "regrouped" to discuss the issue.)
Re: Unity rushes to clarify price increase plan, as game developers fume
#20How does this pricing scheme even make sense? Why do they think "installs" is a relevant metric? I could uninstall and reinstall a game 100,000 times. Would I single handedly cost the developers a ton of money?
They are apparently attempting to prevent that... but installs on 'separate devices' still count. So I'm sure someone will find a way to do precisely that.
*edit: actually yeah, given that Unity is very heavily used in the walled gardens of mobile apps. this makes a lot of sense.