It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
Gersen: That they charge based on the number of copies sold I could understand but charge based on the number of time the game is installed ? Why not based on the number of time the game is started while they are at it.
Or how many minutes you play?
/sarcasm

We don't want to charge for fraudulent installs (install bombs, piracy, etc.)
There will not be an embedded (*edit: but comes as extra dll?) "phone home" mechanism
Unity hasn't actually completely figured out how to count installs yet. Whatever the solution is, it will be conservative. It will potentially/probably undercount installs, but definitely not overcount.
thats hard to believe. werent they talking about their fraud detection system from mobile that they want to use for their runtime now too to detect legit installs? that cannot work w/o fingerprnting in some form .. and now we add abit of hypothesis: (from a reddit post here https://www.reddit.com/r/godot/comments/16hkki3/the_bombshell_that_everyone_missed_its_not_the/?rdt=41709)

"With Unity's intent to track installs the implication is that they'll turn all unity games into SPYWARE. They'll need to be extracting machine IDs and send that data to themselves through the installation.

That's the goal on its on. IronSource, which merged with Unity, is known to extract and sell data. The point of the "installation fee" isn't to price Unity, but to create a justification to turn Unity into profitable spyware. If they wanted more revenue they could just increase the pricing in a less convoluted way."
Post edited September 14, 2023 by timesink
avatar
sanscript: This is great! Now people will move to Unreal and it will have complete monopoly on creating A²-A³ games. Even better, a lot of Unity games might be "abandoned" now. Yes, finally!

Goodby and don't let the door hit you on your way out!

Yoohoo, come here you Unreal beast!
avatar
neumi5694: How good is Unreal Engine for 2D games? Unity is great for them.
I'm thinking that Godot might actually turn out better in this case.

(Then again, I don't have experience with either Unity or Unreal.)

avatar
Cavalary: And, going further, might it be a publicity stunt, in the any publicity is good publicity sense? It got everybody talking about Unity, and may well lead to a boost in sales of Unity games... And then they may actually go back on it and paint themselves as those who listen to their users. What if that'd be the plan all along? Or at least going for it both ways, carefully monitor the data and stick to this idea if things will die down or go back on it if the short-term benefits of the publicity and longer-term damage from the backlash will outweigh the estimated long-term benefits of the new policy.
It is making people talk about Godot more.
Post edited September 14, 2023 by dtgreene
avatar
eric5h5: I'd normally assume this is some kind of troll, but you seem to be firmly convinced of your own ignorance. This is like arguing with a flat-earther, and just as pointless.
I found this old video by Casey Muratori saying something similar probably better than I can articulate it. https://www.youtube.com/watch?v=fQeqsn7JJWA


avatar
dtgreene: This is why I have a policy of no non-open-source dependencies for any games or other personal projects of mine. (Excluding things like libc, but even that is open source on Linux.)
Understandable.
Post edited September 14, 2023 by EverNightX
avatar
sanscript: This is great! Now people will move to Unreal and it will have complete monopoly on creating A²-A³ games. Even better, a lot of Unity games might be "abandoned" now. Yes, finally!

Goodby and don't let the door hit you on your way out!

Yoohoo, come here you Unreal beast!
avatar
neumi5694: How good is Unreal Engine for 2D games? Unity is great for them.
avatar
sanscript: This is great! Now people will move to Unreal and it will have complete monopoly on creating A²-A³ games. Even better, a lot of Unity games might be "abandoned" now. Yes, finally!

Goodby and don't let the door hit you on your way out!

Yoohoo, come here you Unreal beast!
avatar
neumi5694: How good is Unreal Engine for 2D games? Unity is great for them.
Judging by games like Octopath Traveler, Octopath Traveler II, Octopath Traveler: Champions of the Continent on mobile, Indivisible, Hollow Knight, Blasphemous, Owlboy, and other similar titles, the answer seems clear to me that Unreal is an excellent engine for creating 2D games.

When there is demand for it, Epic will certainly provide a fresh set of tools and plugins to facilitate the development of 2D games using their engine. They could also decide to resume work on an already existing plugin called Paper 2D, which is a fine tool, even though it was abandoned because the sole developer was reassigned to work on Fortnite.

Time will tell, and I wouldn't shed a tear if the Unity engine were to cease to exist. They could shift their focus to the creation of AI tools for game development if they decide to sell off or discontinue their engine business, given that they see this as the future. It sure gave their shares a fair boost. Well, good luck if the models for new AI services and tools are going to be as outlandish as the recently updated MAU-based pricing model and the upcoming runtime fees charge.
Post edited September 14, 2023 by Mori_Yuki
avatar
Mori_Yuki: Judging by games like Octopath Traveler, Octopath Traveler II, Octopath Traveler: Champions of the Continent on mobile, Indivisible, Hollow Knight, Blasphemous, Owlboy, and other similar titles, the answer seems clear to me that Unreal is an excellent engine for creating 2D games.
Hollow Knight uses Unity, not Unreal.
avatar
Mori_Yuki: Judging by games like Octopath Traveler, Octopath Traveler II, Octopath Traveler: Champions of the Continent on mobile, Indivisible, Hollow Knight, Blasphemous, Owlboy, and other similar titles, the answer seems clear to me that Unreal is an excellent engine for creating 2D games.
avatar
dtgreene: Hollow Knight uses Unity, not Unreal.
And Owlboy is build on top of XNA.
For Indivisible I do not recognize the engine, but it does not look like Unreal Engine either.
Oh, and according to Wikipedia Blasphemous is built with Unity.

Is actually any of the listed games build on top of Unreal Engine?
Post edited September 14, 2023 by vv221
avatar
dtgreene: Hollow Knight uses Unity, not Unreal.
avatar
vv221: And Owlboy is build on top of XNA.
For Indivisible I do not recognize the engine, but it does not look like Unreal Engine either.
Oh, and according to Wikipedia Blasphemous is built with Unity.

Is actually any of the listed games build on top of Unreal Engine?
The Octopath Traveler games are made with UE, I played them myself, and I thought the others were also. Obviously, they were not. My bad, sorry.
avatar
Gersen: That they charge based on the number of copies sold I could understand but charge based on the number of time the game is installed ? Why not based on the number of time the game is started while they are at it.
good idea , maybe it should check how many seconds it is running while at it :P
Imagine you get financially punished because you're successfull with your games (retroactively).
That's the whole point I am getting out of this total fuck up.
avatar
Mori_Yuki: Time will tell, and I wouldn't shed a tear if the Unity engine were to cease to exist.
I don't think much will change. The new price model only affects those who are making serious money with Unity and they have the means to pay for it.

It's not a 'per installation' fee anyway. The installations are counted and once a certain number is reached and the game generates enough money, only then one has to pay for it.

But I am not happy with the runtime phoning home to say that it was installed. But then again I don't know if UE does the same or not.
For what I know the "phone home" thing cannot be done without the end user consent, that's why unity say they will use some secret proprietary algorithm that only they know to calculate installation count (they already said they will use aggregate data with a proprietary way to guess number and that unity games will not phone home, it is not my guess) ... Of course they will guess the number and bill on that invented number.

This and the change of TOS for people that do not use the last version and even for those that published a game a long time ago makes space for a lot of class action lawsuit... And best part is the old tos prohibited to apply new tos for people that did not agree with it.

I don't think they can get away with changing a contract with a developer that did not agree with the new tos using an old version, I don't think it is legal at all (even under the new tos) to charge people based on nothing numbers.

The most probable thing is that they will go back in a few days creating a unreal like fee (that's still bad compared to the previous one), the second most probable thing is that they will go bankrupt, be bough by someone else and still not apply does terms. I don't really think most developers will stick around to understand if the situation will solve, nobody can trust them anymore.
So it is not true that nothing will change. Even people that right now are not effected by this will not stick to unity, nobody can feel safe with a business partner that can change the rules anytime no matter how much time ago and under what tos you agreed to... Even if now you need to make a lot of money there is no reason to trust them with the tos or even with the install counter (that can still ruin you even if you make a lot because they cannot technically say if it is a first install or not)
Post edited September 14, 2023 by LiefLayer
avatar
neumi5694: I don't think much will change. The new price model only affects those who are making serious money with Unity and they have the means to pay for it.

It's not a 'per installation' fee anyway. The installations are counted and once a certain number is reached and the game generates enough money, only then one has to pay for it.
200k of *revenue* is "serious money"? Lol.

And yes it is a per-installation fee.
Post edited September 14, 2023 by clarry
avatar
clarry: 200k of *revenue* is "serious money"? Lol.

And yes it is a per-installation fee.
With Unity pro it's 1 million. Someone actually using a program to make money should always go pro.

But yes, if I was a freelancer and would make 200k every year with this engine, I would happily pay for it.
What would be your sweet spot? When would you become willing to pay for a tool you use to earn money?

From what I read, 1 million installations is needed, that's not really 'per installation'. They count the installation, but they group them. The prices are not constant, they vary from 0.125 to 0.150 (with pro it can go down to 0.01), which is a good indicator for clusters to be billed and not single licences. But ok, that's my interpretation. Maybe the dev does get a 12.5 cent bill after 8 years, when someone installst the long dead game.

Also they changed their statement and only count one installation per device. This still hurts devs who have a lot of pirated copies around of course.
Post edited September 14, 2023 by neumi5694
Are there some notable 3D Unity games, kinda the best you can make with it currently?

I saw the earlier long lists of Unity games on Steam but couldn't recognize most of the games, apart from (was it) Xenonauts 2 or such. They seemed mostly 2D or at least isometric games.

I know it is hard to technologically compete with Unreal Engine now as it has some nanonites shit and AI and whatever to automatically generate foliage out of your ass in real time etc., but I'm just wondering what are the best looking (3D) Unity games at the moment.

Apart from Unreal Engine, what are the best third-party engines to develop AAA-level 3D games, preferably cross-platform ie. also latest consoles (because that is how most AAA titles are released nowadays, both consoles and PC)? I guess we can leave out REDEngine as CDPR is ditching it, and any in-house engines which are not available for other development studios (free of charge, or for money) are irrelevant too.

It is kinda shame CDPR is now abandoning REDEngine, as this latest development might have increased its popularity as well... but apparently CDPR just felt they just don't have enough power to develop it, to keep it in the race with Unreal Engine. They rather concebtrate on making games, rather than game engines.

Is Valve still developing and maintaining some 3D game engine? Is Source still a thing? Just wondering as Valve itself doesn't seem to develop games much anymore, they are more concentrating on running the Steam store.
Post edited September 14, 2023 by timppu