Unity has changed its pricing model, and game developers are pissed off::Unity has announced that starting on January 1st, 2024, it will implement a new pricing model that will charge developers based on how many times a game was installed.
From what I understand this change will retroactively apply to games released in the past as well. I think that’s a rather scummy move on Unity’s part. “I’ve altered the deal. Pray I don’t alter it further.”
And it’s not like game devs have been using a free product. They already pay for it through expensive licenses per developer.
If the justification on Unity’s part is true, that for each install of a Unity game the runtime environment needs to be downloaded from their servers, then maybe they should look into fixing that rather than nickle and diming their customers for each individual install (customers in this case being the game developers)
By why fix a problem when you can just charge more for a solution!? Jeeze it’s like you’ve never done a capitalism before.
If by “scummy” you mean “questionably legal” (obligatory IANAL), then yeah.
I also do anal!
I’m no legal expert, and I have no familiarity with Unity’s licensing terms. So I didn’t want to outright call what they are doing illegal.
For all I know they did technically have a clause in their licensing agreement that allows them to do this. But that wouldn’t make it any less of a scum move imo.It’ll be interesting to see what the lawyers will make of this.
Nothing is downloaded from Unity servers. This is an attempt at recouping money from developers making over 1M per year.
It’s not recouping if they were never owed it… This is a shakedown, pure and simple.
This is not the point I was trying to make. Replace “recoup” by whatever term you see fit I don’t think they are owed this money either. They are trying to cut on their quaterly losses tho, which are massives.
Yes, that’s what I said: they were never owed it.
According to the article, it’s not retroactively charged, but still bad if your game is about to come out and you haven’t accounted for this.
Other articles I have been reading on the topic do mention it:
Unity has also clarified the changes are “not retroactive or perpetual”, noting it will only “charge once for a new install” made after 1st January 2024. However, while it won’t be charging for previously made installs, fees do indeed apply to all games currently on the market, meaning should any existing player of an older game that exceeds Unity’s various thresholds decide to re-install it after 1st January, a charge will still be made.
When I say that it applies retroactively, I mean that it applies to games released in the past.
It’s true that they are not retroactively charging devs for past downloads. That would have been even worse.So if i want to ruin a developer, I only need to install and deinstall all day?
Unity walked back from charging per installation earlier today. Now they will be charging per device it is installed on.
It doesn’t solve the core problem, but it at least prevents install-bombing like you are suggestinghttps://www.eurogamer.net/unity-backtracks-slightly-on-plans-to-charge-developers-for-game-installs
My 100 VMs are just ripe with anticipation
Well, it makes it a bit harder to inflate the rates but not impossible.
Time to learn Godot.
Cruelty Squad uses Godot.
Many games use Godot. Sonic Colors Ultimate also uses Godot
Or check out Defold. Lightweight, fast, open source. It’s amazing especially for 2D stuff.
They expect Game Pass titles to have their bill footed by Microsoft.
There’s kicking the nest, and then there’s kicking the fucking queen bee.
Honestly the most credible theory I can come up with for why Unity is doing this is that it’s an attempt to force MS to acquire them to stop the effect this BS will have on gamepass and C#
Microsoft isn’t in a position to acquire any other significant gaming companies in the near term, imo.
Yeah, Microsoft isn’t going to blow up its shaky, but actual money maker Activision deal for a loser like Unity.
That’s actually an interesting theory, I don’t believe it, but would be cool. Feel like Microsoft would have enough backing too off against Epic.
Though, they are funding o3de right now.
I don’t get it…Unity just forced the entire development community to use Unreal. The pricing structure isn’t even close between the two.
At 200k downloads at 1$ a pop, unreal is still free…Unity is $40k.
That’s a 20% cut…on top of Apple/Google’s 30% cut. You only get 50% of the sticker price. That’s fucking criminal.
Can’t wait an indie developer to go bankrupt because the super secret algorithm counted updates as new installations and the developer gets billed multiple times for their whole player base.
Or a rival developer, troll, corporation, etc just runs a script to uninstall/reinstall someone else’s game over and over and over again costing them an insane amount of money.
Why bother actually installing? Just use a packet sniffer to find the data being sent to Unity and replay it in a loop. You could probably hit somewhere in the range of 100k-1M “installs” per minute.
This is the best summary I could come up with:
Popular video game engine Unity is making big changes to its pricing structure that’s causing confusion and anger among developers.
“We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user,” the company shared on its blog.
Also we believe that an initial install-based fee allows creators to keep the ongoing financial gains from player engagement, unlike a revenue share.”
Additionally, there’s the concern that malicious actors could use this information to run up charges by continuously downloading and redownloading games as a form of protest or griefing.
All those fears were seemingly confirmed when Stephen Totilo of Axios tweeted that Unity stated it would indeed charge a developer each time a game was redownloaded or downloaded to different devices.
An additional tweet from Totilo stated that Unity would implement fraud detection tools and allow developers to report potential cases of abuse.
The original article contains 989 words, the summary contains 153 words. Saved 85%. I’m a bot and I’m open source!
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Well, glad that I switched away from Unity in 2016. The competition by the Unreal Engine caused some really weird business decisions back then.