It was THIS close to becoming a demo
Until you make 200k you don’t get charged. So you’re likely fine to release it and if it’s successful port it to a different engine before you hit that.
no idea how much time and work it might take, the hype could die down in-between if it’s a long time
This is why it’s best to write your game to be engine agnostic with integration points.
But It does feel like a waste of effort until something like this happens.
Can you show me a single engine agnostic game? I don’t see how that’s even remotely feasible
I guess it would be doable by trying to write a bunch of wrappers around engine specific stuff, but holy shit development would be… ugh. Slow and ultimately a confusing mess to maintain still
Imagine not writing your game in assembly
Roller Coaster Tycoon.
Pff i write my game with 1’s & 0’s in a text editor
So just release it as a demo then? Pay per install doesn’t apply to literally everything built in Unity.
Doesn’t it tho? I thought everything that looks like a download gets billed like a download…
It only kicks in after you make a certain revenue with the game (200k USD for Unity Personal and 1Million USD for Unity Pro). So if revenue is 0, it will never kick in.
Ah, OK well now I know. Wasn’t too sure about that.
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I’ve been living under a rock. What’s going on with unity?
They want to charge the developer a fee for each install of any game made with their engine
silksong?
Make like 10 “versions” that people can choose from. So it’s harder to get to the individual download threshold.
Should’ve used godot








