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Unity silently removed clause that let you use TOS from version you shipped with

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Re: Unity silently removed clause that let you use TOS from version you shipped with

#13
post #10

Every now and again I see someone on this site saying things along the lines of "it's a shame that programmers in general are so unwilling to pay for quality tools", and I feel myself tempted to agree. Then something like this comes along and it becomes clear why it's so important that everything we rely on is, at the least, free from "I changed the deal" events.

This is the problem of "electrionicification" of everything. Oh, sorry, you need to sign a new EULA to use your cyber-hammer is the first thing every company would try if they could get away with it.

Re: Unity silently removed clause that let you use TOS from version you shipped with

#14

It seems no company is shy of the inevitable enshitification when they get to a certain size

If I understand correctly, Unity got bought out by a company that makes malware, and these decisions have been made by a former EA guy. Truly a match made in hell.

The ea guy has been CEO of Unity for 10 years. And Unity is the one that bought/merged with that malware company

Re: Unity silently removed clause that let you use TOS from version you shipped with

#15
post #10

Every now and again I see someone on this site saying things along the lines of "it's a shame that programmers in general are so unwilling to pay for quality tools", and I feel myself tempted to agree. Then something like this comes along and it becomes clear why it's so important that everything we rely on is, at the least, free from "I changed the deal" events.

TBH it is kind of amazing we don’t regulate these change of terms more strongly.

As you rightly point out it is causing a justifiable lack of trust in things you actually pay for which is going to be very counter productive.

Re: Unity silently removed clause that let you use TOS from version you shipped with

#16
post #10

Every now and again I see someone on this site saying things along the lines of "it's a shame that programmers in general are so unwilling to pay for quality tools", and I feel myself tempted to agree. Then something like this comes along and it becomes clear why it's so important that everything we rely on is, at the least, free from "I changed the deal" events.

I think the solution is a model like JetBrains. You pay a subscription to get upgrades, but in effect you're just automatically buying perpetual licenses.

Re: Unity silently removed clause that let you use TOS from version you shipped with

#18
so basically using unity has become a legal/risk liability especially for smaller studios ....

they are probably spending a non small amount of money on legal, marketing and other consulting ... how can you still f*-up that bad

like has there been a single company in history which charged per install (!= per license) and had long term success (and wasn't a monopoly)

Re: Unity silently removed clause that let you use TOS from version you shipped with

#19

All this BS just reinforces the feeling I have that corporate executives have zero knowledge of the company they run. How did unity leadership misjudge their market by so much?

At, and beyond, a certain size, a lot of companies (but not all of course) end up full of self-serving "yes people".. Business- and money-focused people who joined the company after it took off with success, intent on "hitching a ride" for their own career growth..

(Inherently there's nothing wrong with this motivation, but I've found the kinds of people who seek out these opportunities tend to be of a certain type as described here)

Those people eventually drive out the passionate and user-focused creators who were initially responsible for the innovation and success, as they focus solely on value extraction and pleasing/supporting the executive leadership.

What happens next is.. this kind of enshittification.

Re: Unity silently removed clause that let you use TOS from version you shipped with

#20

The first comment of this FAQ thread is also talking about this. https://forum.unity.com/threads/unity-plan-pricing-and-packa... The FAQ is worth reading on its own (and very hard to believe as a Unity game dev, honestly, WTF).

"Q: If a user reinstalls/redownloads a game / changes their hardware, will that count as multiple installs? A: Yes. The creator will need to pay for all future installs. The reason is that Unity doesn’t receive end-player information, just aggregate data."

Bonkers

edit?: Am i reading it right that they want to retroactively charge developers extra fees for previous installs?

I think this text i am quoting below is what they're really trying to do. They know the their new system is unreasonable. They want to force devs to use their advertising service.

"Qualifying customers may be eligible for credits toward the Unity Runtime Fee based on the adoption of Unity services beyond the Editor, such as Unity Gaming Services or Unity LevelPlay mediation for mobile ad-supported games. "

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