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dtgreene: * Terraria uses FNA for its Mac and Linux ports, so Terraria's developer does need it to stick around. This could easily explain the choice of FNA as a donation target.
* Crystal Project also uses FNA, as do some other games including (not on GOG but DRM-free elsewhere) Celeste.
A couple other GOG games relying on FNA:
- Bastion
- Capsized
- Cryptark
- Dust: An Elysian Tale
- Gnomoria
- Hacknet
- Reus
- Rogue Legacy
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Orkhepaj: Another awesome decision:
Unity Denies Planned Parenthood as Charity

Unity is becoming the best engine
I disagree about your "awesome" decision. The charity you mention provides essential reproductive health care services that often other providers in the area don't provide.

Also, Unity apparently has been rather stagnant in its development for some years now, and reportedly the editor has some bugs..
Pushing aside Orkhepaj aside for a moment or 3000 years, I wonder what Jeff Vogel thinks of all this news? He's never been especially speedy on his blog, but hey. I imagine a guy who has consistently developed his own games for over 20 years must have some thoughts on the matter.
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Darvond: Pushing aside Orkhepaj aside for a moment or 3000 years, I wonder what Jeff Vogel thinks of all this news? He's never been especially speedy on his blog, but hey. I imagine a guy who has consistently developed his own games for over 20 years must have some thoughts on the matter.
Look at this video. The full talk is great, but you could probably be interested in one of the last questions Jeff answers, around minute 57:25:

https://youtu.be/stxVBJem3Rs?t=3444
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murcielago: Look at this video. The full talk is great, but you could probably be interested in one of the last questions Jeff answers, around minute 57:25:

https://youtu.be/stxVBJem3Rs?t=3444
I've seen that before, and even shared it to others, I just wanna hear his "I WARNED YOU/TOLD YOU SO" speech.
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Darvond: ...I just wanna hear his "I WARNED YOU/TOLD YOU SO" speech.
Cliffski's Longer Perspective... on his Positech blog (linked to previously) comes pretty close.

OK, he doesn't quite have the weight of Jeff Vogel, but who does? :D
Unity modified their pricing model. I think it's a bit too late since a lot of developers have left and from those that stayed a good number will leave them ASAP (i.e. when they finish their current project with Unity).
Our Unity Personal plan will remain free and there will be no Runtime Fee for games built on Unity Personal. We will be increasing the cap from $100,000 to $200,000 and we will remove the requirement to use the Made with Unity splash screen.

No game with less than $1 million in trailing 12-month revenue will be subject to the fee.

For those creators on Unity Pro and Unity Enterprise, we are also making changes based on your feedback.

The Runtime Fee policy will only apply beginning with the next LTS version of Unity shipping in 2024 and beyond. Your games that are currently shipped and the projects you are currently working on will not be included – unless you choose to upgrade them to this new version of Unity.

We will make sure that you can stay on the terms applicable for the version of Unity editor you are using – as long as you keep using that version.

For games that are subject to the runtime fee, we are giving you a choice of either a 2.5% revenue share or the calculated amount based on the number of new people engaging with your game each month. Both of these numbers are self-reported from data you already have available. You will always be billed the lesser amount.
https://blog.unity.com/news/open-letter-on-runtime-fee
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Veki: Unity modified their pricing model. I think it's a bit too late since a lot of developers have left and from those that stayed a good number will leave them ASAP (i.e. when they finish their current project with Unity).

Our Unity Personal plan will remain free and there will be no Runtime Fee for games built on Unity Personal. We will be increasing the cap from $100,000 to $200,000 and we will remove the requirement to use the Made with Unity splash screen.

No game with less than $1 million in trailing 12-month revenue will be subject to the fee.

For those creators on Unity Pro and Unity Enterprise, we are also making changes based on your feedback.

The Runtime Fee policy will only apply beginning with the next LTS version of Unity shipping in 2024 and beyond. Your games that are currently shipped and the projects you are currently working on will not be included – unless you choose to upgrade them to this new version of Unity.

We will make sure that you can stay on the terms applicable for the version of Unity editor you are using – as long as you keep using that version.

For games that are subject to the runtime fee, we are giving you a choice of either a 2.5% revenue share or the calculated amount based on the number of new people engaging with your game each month. Both of these numbers are self-reported from data you already have available. You will always be billed the lesser amount.
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Veki: https://blog.unity.com/news/open-letter-on-runtime-fee
One helluva lot better than the original proposal at least. However, like you, I believe it may be too little too late. Trust is a tough nut to crack, and when you have it and then lose it... it's even tougher to crack a second time.
It's...better, but fails to address some fundamental issues.

1) The install issue ("runtime fee", whatever they want to call it) is something they will. Not. Drop. It's bizarre. If they're going to have the option of rev share anyway, just do that instead of having this weird "you can do rev share or installs" thing. Installs cannot and never will work, just drop it already. Nobody will choose that. The fact that they refuse to drop it suggests they intend to lean into that in the future; this is just to get people used to it over time.

2) "We will make sure that you can stay on the terms applicable for the version of Unity editor you are using" is good on the surface but seems a little vague. I don't see the words "legally guarantee" there, which is what would be required if they're serious about regaining trust.

3) Another thing nobody talks about much is that they're changing the editor so that it's always online, and will only work for 3 days without phoning home. They've now extended that to 30 days, however it's still always online and doesn't actually fix this rather invasive DRM. I mean it's always had DRM, but the "phone home" thing is new and not something I consider acceptable.

There's one good thing from the FAQ, at least:
Does the Unity Runtime phone home by default?

It does not, unless you have hardware stats enabled.
So, put some pressure on Unity devs to not collect hardware stats, I guess.
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Veki: Unity modified their pricing model. I think it's a bit too late since a lot of developers have left and from those that stayed a good number will leave them ASAP (i.e. when they finish their current project with Unity). https://blog.unity.com/news/open-letter-on-runtime-fee
So the teal deer is, "Pay our tax anyways, you stupid peasant", which doesn't solve anything.

I hope John R and the rest of his merry C-Suite [redacted].

For those who want the long of it, here's a forumite doing a fantastic writeup.

The short gist: It's not a comeback, it's a desperation pass..
Post edited September 23, 2023 by Darvond
The good part is some games that are shipping now or in the near future don't need to worry about it anymore
AND many people like me can take some times to port everything possible to Godot without running away.
Still, I don't trust them at all for the future.
I'll still use Godot in the future, that's for sure.

Also about the editor drm (not the game drm because they addressed that, and you can still ship games without drm
"Does the Unity Runtime phone home by default?

It does not, unless you have hardware stats enabled.") since Unity was already sort of drm-locked (a lot of things are already locked under a connection) a 30 days offline is sort of ok... still once you try Godot no reason to go back unless you are almost shipping your game.

PS. The only reason why I was using it is because when I started (Unity 3.5) there was not really another game engine that I could use for free, so easy and complete... But now there is Godot (and 4.2 will get Android export too using c#).
Post edited September 23, 2023 by LiefLayer
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Darvond: ...I just wanna hear his "I WARNED YOU/TOLD YOU SO" speech.
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AstralWanderer: Cliffski's Longer Perspective... on his Positech blog (linked to previously) comes pretty close.

OK, he doesn't quite have the weight of Jeff Vogel, but who does? :D
His points apply to multiple tech "partners" out there...

And with the recent trend on this e-store of "poor guys"
while trackers, ads, trusted partners, whatnot sh*t growing
I'd like Point #6 resonating aloud here. I know, pipe dreams

Personally, I learned the Enshittification term

A good reading, definitely. Thanks for sharing AstralWanderer!
HARK! I COME BEARING NEWS!
Extra!
https://twitter.com/Wario64/status/1711480255624417549
Former Unity CEO John Ricaletto has been ousted from his potion.

It's still a sinking ship, but hey!
Post edited October 10, 2023 by Darvond
I doubt Riccitiello was the only bad apple, the whole board of directors was probably on board with the fees and tracking, but it's a step in the right direction :P
Fuck, that's terrible news.

I liked him where he was, you know, sorta contained.

Now he's on the prowl again and there's no telling where he'll end up.

Here's hoping he won't end up at From, else we'll all be receiving invoices for retroactive use of bonfires.