[HN Gopher] Unity plan pricing and packaging updates
       ___________________________________________________________________
        
       Unity plan pricing and packaging updates
        
       Author : aschearer
       Score  : 336 points
       Date   : 2023-09-12 13:55 UTC (9 hours ago)
        
 (HTM) web link (blog.unity.com)
 (TXT) w3m dump (blog.unity.com)
        
       | matt3210 wrote:
       | Using small sandboxes with randomized hardware IDs, a malicious
       | actor could really mess things up
        
       | jsharpe wrote:
       | Charging a monthly fee on game installs is absolutely wild,
       | considering that most games on Steam are one-time purchases. The
       | personal fee (for first world countries) is $0.20 / month. If you
       | charged $10 for the game, you'd be losing money after only 50
       | months (around 4 years).
        
         | [deleted]
        
         | NoahKAndrews wrote:
         | It looks to be per-install, not per-month-installed.
        
           | delfinom wrote:
           | Yea there seems to be some moronic wording on Unity's part,
           | either they actually intended to originally charge per month
           | or some other nonsense.
           | 
           | It seems they will just bill monthly on the net gain in
           | installs.
           | 
           | They still avoid the topic of defining how a install is
           | tracked (do reinstalls count?) and so far on their forum have
           | not replied to it.
        
             | tapland wrote:
             | It seems pretty clear in the "Detailed FAQ"
             | 
             | > We are introducing a Unity Runtime Fee that applies to
             | certain Unity subscription plans based on per-game installs
             | across any Unity-supported game platform.
             | 
             | > An install is defined as the installation and
             | initialization of a project on an end user's device.
             | 
             | > Each time a game is downloaded, Unity's runtime code is
             | also installed. The Unity Runtime Fee goes towards the
             | continued investment in that code to support the billions
             | of devices served every month.
        
               | kwanbix wrote:
               | So if BuyerX installs the game, I get charged, he then
               | re-formats his hard drive, and re-install, I get charged
               | again, if he goes to another of his machines and install,
               | I get charged again? Crazy.
        
               | subsistence234 wrote:
               | And a weirdo who hates a developer could keep auto-
               | reinstalling (or just re-triggering the "new install"
               | signal to unity servers) 1000 times per day, every day.
        
             | gambiting wrote:
             | They will most likely use hardware ID to track installs. So
             | if you reinstall the game on the same machine it won't
             | count, if you install it on a different one it will. Unless
             | they let you bind it to some internal ID and track it that
             | way.
        
               | nullifidian wrote:
               | >if you install it on a different one it will.
               | 
               | Making the developer pay for user's hardware upgrades is
               | still insane.
        
               | gambiting wrote:
               | On PC the only upgrade that would generate a new hardware
               | ID would be a complete mobo replacement and that's
               | somewhat rare. Upgrading your CPU/GPU/RAM does not
               | regenerate the hardware ID.
        
               | nullifidian wrote:
               | >Upgrading your CPU
               | 
               | On the recent Intel platforms upgrading your CPU required
               | upgrading your mobo too, and there are many people who
               | upgrade almost every generation, i.e. 1-2 years.
               | Burdening game developers with this is unjust. The engine
               | fee should be tied to the game's purchase, or game
               | related purchases(DLC, other paid content).
               | 
               | AMD also promised (iirc) that the AM5 will only be good
               | for 2 generations.
        
               | gambiting wrote:
               | I'm aware. Yet I am prepared to wager that the number of
               | people who upgrade their own mobo(instead of buying a
               | whole new pc/laptop) is absolutely insignificant on the
               | scale of the market.
        
               | optionalsquid wrote:
               | That makes me wonder: How would they count legitimate vs
               | pirate installs? Would the developer be on the hook for
               | both?
        
               | yalok wrote:
               | Accessing those identifiers violates App Store and Play
               | Store rules for some categories of apps (kids app eg)
        
               | gambiting wrote:
               | I was talking about PC specifically. Android and IOS
               | don't have that problem because you'd use the app
               | store/play store token to verify installation.
        
               | anonymousab wrote:
               | > They will most likely use hardware ID to track
               | installs. So if you reinstall the game on the same
               | machine it won't count
               | 
               | Pretty trivial for a malicious user to spoof, but I
               | wouldn't be surprised if it's something that calculates a
               | new hardware id for trivial changes as we see so often
               | with "don't install this on more than 1 computer" DRM
               | implementations.
        
               | hightrix wrote:
               | There was some clarification on twitter, I couldn't find
               | the direct link to the tweet without a login.
               | 
               | https://forum.unity.com/attachments/upload_2023-9-13_1-49
               | -36...
        
               | duped wrote:
               | Unless you get crafty, machine identifiers aren't stable
               | on Windows and will change with updates. So if you update
               | windows and reinstall an app, a lot of naive software
               | will detect that as a fresh install on a fresh machine.
               | 
               | That would really suck for a small Unity dev to get
               | screwed by a Windows update that forces reinstall of
               | their users' game libraries - which isn't that uncommon.
        
           | monsieurbanana wrote:
           | I still refuse to believe that's the right interpretation.
           | That can't be real. Are you really going to owe more to Unity
           | every time a user uninstall/reinstalls your game? If they
           | want to play in their main PC and their Steamdeck?
           | 
           | Completely abolishes the incentive of pushing free updates
           | too. You don't want to make new great features that would
           | push people to re-download your game.
        
             | NoahKAndrews wrote:
             | Their FAQ page makes it crystal-clear
        
               | Nullabillity wrote:
               | From the FAQ:
               | 
               | > We are introducing a Unity Runtime Fee that applies to
               | certain Unity subscription plans based on per-game
               | installs across any Unity-supported game platform.
               | Creators only pay once per download.
               | 
               | > An install is defined as the installation and
               | initialization of a project on an end user's device.
               | 
               | The FAQ clarifies absolutely nothing.
        
             | NoahKAndrews wrote:
             | I wonder if it actually applies to updates. I doubt that.
        
               | AuryGlenz wrote:
               | No, but people might reinstall en masse when you have a
               | nice free update.
        
         | dmoy wrote:
         | It's not monthly, but it is worded terribly in the table.
         | 
         | Still bonkers for a cheap mobile game.
        
       | tiptup300 wrote:
       | Anyone else miss XNA?
       | 
       | There's MonoGame, but man, it's really a mess, they're still
       | using Microsoft.XNA.Game;
       | 
       | And I always have a hell of a time getting it hooked into Visual
       | Studio.
       | 
       | Recently started a C# project that renders using DirectX onto
       | Windows SDK window.
       | 
       | Hopefully I can continue along with that.
        
       | pavlov wrote:
       | Last year Unity merged with IronSource, a mobile app ad network.
       | 
       | The writing was on the wall then. These "pricing upgrades" today
       | are designed to drive more adoption of Unity's ad network.
       | Popular free games will have to start showing ads via Unity to
       | pay for the new runtime distribution fee.
        
         | nugget wrote:
         | Most of the talent from IronSource has left or checked out, and
         | they started to slip in competitiveness and lose clients as a
         | result. This pricing model seems designed to slow those losses,
         | but if it increases developer adoption of Godot or another
         | rival platform (other than Unreal), it seems like Unity is
         | playing with fire here.
        
         | Kerbonut wrote:
         | They are literally disincentivizing installation of games made
         | by their engine, hilarious.
        
           | BonitaPersona wrote:
           | Well, this is in line with their wonderful incentive for devs
           | to pay to REMOVE the mandatory Unity logo.
           | 
           | This has made +10 years of high-quality, unforgettable, GOTY
           | games made in Unity to not have the logo, while all the
           | humble, low-quality, full of free-asset-store assets,
           | practice projects of newbies, show the Unity logo first and
           | foremost.
           | 
           | Literally attaching your brand recognition to the projects
           | exactly opposite of the ones you want your brand to be
           | recognized with.
        
       | Explore3003 wrote:
       | Between this and the 30% commission charged by Game Stores, is
       | there any profit left in gamedev anymore?
        
         | BonitaPersona wrote:
         | If you want income, either you
         | 
         | - cross your fingers for a deal with a major (Xbox game pass,
         | Epic exclusivity) - cross your fingers for a deal with one of
         | the smaller ones that will do proper guidance and marketing
         | (devolver, deck13, new blood, Annapurna, team17, etc) - cross
         | your fingers for big streamers to dedicate at least a few hours
         | to your game - make an extremely niche, moated game that will
         | for sure attract a specific fanbase that buys everything on
         | that niche. And cross your fingers that a competitor doesn't
         | launch around the same date. - make an addictive gachapon
         | filled casual mobile game, and burn money in ads
         | 
         | Only one of these doesn't have you crossing your fingers. (I'm
         | half joking please don't take this too seriously)
        
       | stephc_int13 wrote:
       | I am not a fan of Unity, but this pricing style don't offend me.
       | 
       | Per install fixed cost is a good way to avoid the race to the
       | bottom and then the F2P nightmare that still plague the mobile
       | gaming market.
       | 
       | Before Apple invented the $.99 pricing tier, most mobile games
       | were sold for $7-$20 and it was, IMO, a much better market.
        
         | gs17 wrote:
         | If it only applied to games sold for profit (or with
         | microtransactions) it would be okay, but basing it on installs
         | leads to things like that a Unity developer should avoid
         | including their game in a charity bundle unless they mostly
         | want to donate to Unity. E.g. Fanatical's Stand With Ukraine
         | Charity Bundle would have cost each developer ~$2000 if they
         | were on a Personal/Plus plan. It's not a huge amount, but Unity
         | does not deserve it.
        
         | YurgenJurgensen wrote:
         | Was this true? I recall back when the first wave of App Store
         | games were coming out, the general feeling among mobile players
         | was "You buy your $40 game, and I'll buy 40 $1 games and we'll
         | see who has more fun." So I think mobile games were always dirt
         | cheap.
         | 
         | Nowadays, of course, the $40 game is $70+Battle Pass+Digital
         | Deluxe Upgrade+Day 1 DLC and the $1 game is free but contains a
         | hypnotoad that will mind control you into spending $400 a month
         | gambling for jpegs.
        
           | stephc_int13 wrote:
           | Mobile gaming was not a big market but it was already there
           | before the iPhone. My company and quite a few others were
           | making games for this market.
           | 
           | Dirt cheap games appeared "thanks" to Apple.
        
         | ncr100 wrote:
         | So you feel this applies healthy economic pressure, and his
         | appropriate for applying across all markets?
         | 
         | Like I kind of get where you're going... Increasing
         | expectations so products must be high quality and guaranteed to
         | be profitable. Although that's still a little wishful. And so
         | it might not be realistic.
         | 
         | I personally think this will actually suffocate certain
         | segments of the software market. It's like the insurance donut
         | hole here in the United States where if you're between certain
         | ages you don't qualify for Medicare and you still are paying
         | for it and so you risk going into extremely high insurance cost
         | zone, just because your age happens to be like 58 years old.
        
       | matt3210 wrote:
       | People keep saying this is not a monthly charge per install. The
       | header clearly says "standard monthly rate" with various per
       | install charges. An I not interpreting this correctly?
        
         | dcow wrote:
         | Billed monthly for net gain in installs.
        
         | starburst wrote:
         | It is bad phrasing, I think they meant each month you need to
         | pay X for the installs of the month. You pay only once per
         | install.
         | 
         | Also what is an install? Why not go with "user", someone
         | installing the game 5 times is gonna cost 1$?
         | 
         | Terrible communication all around form Unity.
        
           | gs17 wrote:
           | Not just "what is an install?" but "how do they detect
           | installs?" Does every Unity game have always-online DRM
           | included now? Will pirates count, so Unity demands a share of
           | money you didn't make? If you give out an open beta to the
           | public, do those development versions count as installs?
           | 
           | Unsurprisingly, the FAQ does not answer much.
        
             | starburst wrote:
             | Or what about games made on previous version of the engine?
             | They certainly didn't include a phone home to Unity but
             | still according to the pricing on January 1st any new
             | installs of old games is going to have a cost at that
             | point...
             | 
             | Web Games? So every single person that open the web page is
             | going to cost me 0.20$?
        
               | gs17 wrote:
               | >So every single person that open the web page is going
               | to cost me 0.20$?
               | 
               | That's what they're saying, "each time a qualifying game
               | or app is downloaded by an end user". And they have an
               | incentive to count multiple downloads as multiple
               | "installs".
        
       | [deleted]
        
       | LarsDu88 wrote:
       | Boy, this is demoralizing. Unity needs to make money, but they
       | just gave folks a great reason on the lower end a reason to
       | switch to the completely free Godot which: - Will soon reach
       | performance parity - Now supports C# - Is less bloated - Is FOSS
       | 
       | Unity did have some great and useful libraries for doing things
       | like animation rigging and editor customization. RIP
        
       | gsuuon wrote:
       | I wonder if this is an attempt to motivate Unity developers to
       | produce higher quality (or at least, higher retention) games?
       | This seems to heavily favor desktop experiences that are paid
       | upfront and mobile games with high retention, while it would more
       | or less kills hyper-casuals with low retention.
        
       | moogly wrote:
       | https://twitter.com/stephentotilo/status/1701679721027633280
       | 
       | "I got some clarifications from Unity regarding their plan to
       | charge developers per game install (after clearing thresholds)
       | 
       | - If a player deletes a game and re-installs it, that's 2
       | installs, 2 charges
       | 
       | - Same if they install on 2 devices
       | 
       | - Charity games/bundles exempted from fees"
        
       | kmeisthax wrote:
       | Oh boy. Anyone remember a decade ago when Adobe tried to charge a
       | revshare for cross-compiled 3d engine code on Flash Player and it
       | pushed everyone out of Flash development and to Unity?
       | 
       | Also, this continues my pet peeve of disguising bad news with
       | neutral headlines. If they had made anything cheaper they would
       | have put it in the headline. "Updates" means "price increases".
        
         | [deleted]
        
       | bnewton149 wrote:
       | I've enjoyed using Unity for the last 6 years but this is a deal
       | breaker. It's just wrong and makes one wonder what other policies
       | they're considering.
       | 
       | After taking some time to mourn I plan on looking into Godot. I
       | expect to take a big productivity hit but at least I won't be
       | continuing to invest my time into working on a platform that is
       | so anti-dev.
        
         | ncr100 wrote:
         | What's super crappy about this is all the plugins, I've
         | invested mega money in c# Unity specific asset store assets and
         | now switching platforms is extra painful, vendor lock-in and
         | all that. Foolish me.
        
           | stuckinhell wrote:
           | I'm looking into chatgpt to convert my libraries to godot.
        
             | norwalkbear wrote:
             | Is that working? I'd pay for an automated tool to help
             | convert my unity stuff into Godot right now.
        
               | stuckinhell wrote:
               | It's not automated, but I'm able to make surprisingly
               | progress while not knowing much about godot.
               | 
               | You'll need to do some prompt engineering and must have
               | chatgpt4 to get good results.
        
       | raytopia wrote:
       | Similar to when GameMaker: Studio switched to a subscription
       | model Unity is about to shed a lot of users but will probably
       | make mire money then it ever has.
       | 
       | Also this seems to be targeting the mobile market more than other
       | markets because of how large install bases are on that platform.
       | 100M+ users for each popular mobile game * 0.01-0.02 = a lot of
       | money for Unity.
        
         | matt3210 wrote:
         | This is effectively a 20% charge on a 1$ game. I'm sure the
         | studios will pass this charge on to the customers so it won't
         | matter much to them.
        
           | dns_snek wrote:
           | If their sales margin is the same, but fewer users buy and
           | install their game because it's now 20% more expensive, that
           | reduces their overall profit which definitely matters to
           | them.
        
       | hanniabu wrote:
       | TIL you pay more the more your game is used. I thought these were
       | just normal subscription pricing. I guess it's only a matter of
       | time before this type of thing will be introduced into code
       | editors like VSC and you need to pay based on how much your
       | program is used. Middlemen rent seekers are a cancer.
        
       | ponytech wrote:
       | Godot is announcing a new funding program on the same day!
       | https://godotengine.org/article/godot-developer-fund/
       | Coincidence?
        
       | jay_kyburz wrote:
       | We were paid a fixed price by Microsoft to be in Gamepass and at
       | the time we had no idea how many installs there would be.
       | 
       | We had over X million downloads of Void Bastards.
       | 
       | I wonder how many people are scrambling to pull the game out of
       | Gamepass right now :)
       | 
       | Update: I updated my comment to hide the install numbers in case
       | there was some rule that prevents developers sharing those
       | numbers.
        
       | matt3210 wrote:
       | Does this apply to existing games? I can see a lot of companies
       | running on margins going it of business here.
       | 
       | I wonder if this entire fee will be passed directly to the
       | customer
        
         | [deleted]
        
         | 6581 wrote:
         | According to the FAQ, it does apply to existing games.
        
           | matt3210 wrote:
           | Ouch
        
       | matt3210 wrote:
       | If we save 0.2 per install by having Unity ads, does this mean
       | the other ad sources drive less income? This effectively means
       | the saved amount by using Unity ads is offset by the lost income
       | from the no longer used original ad source.
        
       | CaliforniaKarl wrote:
       | The blog post: https://blog.unity.com/news/plan-pricing-and-
       | packaging-updat...
       | 
       | You are likely already paying a recurring cost to Unity, as per
       | https://unity.com/pricing: Excluding the free Student & Personal
       | tiers, the starting list price is $2,040 per year per user (for
       | Unity Pro), going up to $4,950 per year per user for the top tier
       | (Unity Industry).
       | 
       | So, this is a new charge, which becomes active when the following
       | conditions are met for a particular game:
       | 
       | * # of installs, over the life of the game, passes 200k
       | (Personal) or 1MM (Pro/Enterprise). * Revenue, over the last 12
       | months, passes $200k (Personal) or 1MM (Pro/Enterprise).
       | 
       | Once both of those thresholds have been met, then you get charged
       | a flat fee per install over the threshold. So, if you meet the
       | Revenue amount, and you've had 200k/1MM installs, your next
       | install requires you to pay a fee to Unity.
       | 
       | This is all covered in the table at
       | https://unity.com/sites/default/files/2023-09/NewFeeTable.pn...
       | 
       | For games that are not being distributed through a channel
       | (Steam, GoG, console/app store, etc.), this is going to be really
       | annoying to track and report on. This is also going to be
       | annoying for games that are distributed through multiple
       | channels. Unity's probably going to get into the auditing game at
       | some point; a la Microsoft, Oracle, etc.
        
         | crtasm wrote:
         | > this is going to be really annoying to track and report on.
         | 
         | I imagine they could expand on their existing analytics
         | platform, which I believe is already forced into any release
         | from Unity Personal?
         | 
         | https://docs.unity3d.com/Manual/com.unity.services.analytics...
        
       | Animats wrote:
       | > We will also add cloud-based asset storage...
       | 
       | So your game is dependent on their servers, and they can kill
       | your game?
        
         | gs17 wrote:
         | I wouldn't be surprised if the way they determine installs adds
         | an extra layer of DRM that requires an internet connection too,
         | killing all Unity games if the company ever goes under.
        
       | droptablemain wrote:
       | Does this mean the developer has to pay a license fee if someone
       | acquires and plays their game in a "non-standard" way?
        
         | ncr100 wrote:
         | Yes, so far there has been no clarification by unity about
         | pirate installs or malicious competitors faking the unique
         | installation API called to the Unity backend.
         | 
         | Ripe for fraud.
         | 
         | If unity is malicious they could actually set up farms
         | artificially inflating installation counts and generating a
         | little extra profit.
        
           | squeaky-clean wrote:
           | I am 100% going to do this with an old laptop of mine. Is it
           | even "fraud" if I just want to test my SSD longevity by
           | constantly installing and uninstalling a game?
        
             | ncr100 wrote:
             | Only if there's a contract between you and whatever other
             | entity is doing this kind of per install behavior tracking.
        
       | danShumway wrote:
       | They're also introducing new DRM requirements for the editor
       | (https://unity.com/pricing-updates):
       | 
       | > Starting in November, Unity Personal users will get a new sign-
       | in and online user experience. Users will need to be signed into
       | the Hub with their Unity ID and connect to the internet to use
       | Unity. If the internet connection is lost, users can continue
       | using Unity for up to 3 days while offline. More details to come,
       | when this change takes effect.
       | 
       | Notably, Adobe Creative Cloud requires you to check in every 30
       | days to validate licenses. I feel like it takes some work to come
       | up with a DRM scheme for a development tool that is more onerous
       | than Adobe's restrictions, but what do I know?
       | 
       | I certainly have never left a demo laptop unplugged for a week
       | and then set up a demo quickly without Internet access and needed
       | to make a quick change in my engine. That never happens to indie
       | developers, so locking down the editor until they reestablish an
       | Internet connection totally won't be a problem for them. /s
        
         | Animats wrote:
         | > I certainly have never left a demo laptop unplugged for a
         | week
         | 
         | Right. I had a demo laptop turned off for most of a year, and
         | when I turned it back on, it took half an hour while Windows
         | updated. All laptops are now on Linux.
        
         | appplication wrote:
         | > Notably, Adobe Creative Cloud requires you to check in every
         | 30 days to validate licenses. I feel like it takes some work to
         | come up with a DRM scheme for a development tool that is more
         | onerous than Adobe's restrictions, but what do I know?
         | 
         | JetBrains license server is 48 or 72 hours and won't even let
         | you open the app in any way if you have no connection.
        
         | squeaky-clean wrote:
         | I've resisted moving to Godot because I already know Unity so
         | well, but I guess they've finally forced me to switch.
        
           | sytse wrote:
           | I think GoDot will become very popular as an alternative and
           | started a company around it. Ramatak released the first pre-
           | release of their mobile studio for GoDot two weeks ago
           | https://twitter.com/RamatakInc/status/1696914278861656397
        
           | j1mmie wrote:
           | I will move as soon as possible. Unfortunately I've got a
           | two-year old project I'm about to launch. Can't rewrite it
           | now. This is really not great
        
             | johnnyanmac wrote:
             | Don't drop all the eggs you already have. But if you can
             | look into a new basket after launch, then Unity sure is
             | giving you a good reason to shop around.
        
           | giyokun wrote:
           | Welcome to the party!
        
           | danShumway wrote:
           | Godot just announced a new developer funding platform today
           | for donations, which apparently takes a smaller cut per-
           | donation than Patreon does.
           | 
           | It's optional (Godot is free), but if any developers who are
           | considering switching from Unity want to see Godot
           | development accelerated, consider kicking the project a few
           | dollars a month: https://godotengine.org/article/godot-
           | developer-fund/
        
         | EA-3167 wrote:
         | But wait, there's more!!!
         | 
         | https://twitter.com/JohnDraisey/status/1701620078419251255
         | 
         | > They eliminated Unity Plus subscriptions as of today, Plus
         | members are being switched to Pro automatically. Be careful not
         | to have auto-renew on your account if you can't afford the
         | price. And this is with just 2 people on my team with project
         | access.
         | 
         | I mean... Jesus.
        
           | throwaway4577 wrote:
           | According to the article, it won't be automatic, and won't be
           | a higher price at least for the first year.
           | 
           | > Finally, Unity Plus is being retired for new subscribers
           | effective today, September 12, 2023, to simplify the number
           | of plans we offer. Existing subscribers do not need to take
           | immediate action and will receive an email mid-October with
           | an offer to upgrade to Unity Pro, for one year, at the
           | current Unity Plus price.
        
           | qwytw wrote:
           | That seems unlikely. I mean why would they list Unity Plus
           | per install pricing in their table if they were doing that?
        
           | [deleted]
        
       | Borealid wrote:
       | Perhaps missed in the discussion so far is that the Unity
       | Personal license (the one that's free up to a certain sales
       | volume) will now require an always-on Internet connection to use.
       | 
       | That's a change from the past, and the FAQ doesn't provide a
       | reason why. My guess would be analytics over licensing, but who
       | knows really.
        
         | daveoc64 wrote:
         | > Perhaps missed in the discussion so far is that the Unity
         | Personal license (the one that's free up to a certain sales
         | volume) will now require an always-on Internet connection to
         | use.
         | 
         | Is that really such a problem? It looks like it'll work offline
         | for up to 3 days.
         | 
         | Will there many people doing game dev that can't go online once
         | every 3 days in 2024?
        
         | grogenaut wrote:
         | They got bought by an ad company, and have mainly been
         | investing in ads and the 17th render pipeline internally so you
         | can see where this is going: always on internet to deliver
         | UHDQSRP ads
        
           | hightrix wrote:
           | Sounds like I need to start a betting pool as to when ads
           | will come to the editor.
           | 
           | Ugh, this whole thing is so frustrating. I'd love to cancel
           | our unity projects and port to godot or unreal, but that's
           | just not possible in the near term.
           | 
           | Unity is doing everything they can to push devs away.
        
       | lowbloodsugar wrote:
       | Unity spent $4.4BN to merge with an Ad Tech company. How is
       | anyone surprised about this change?
        
       | cheeseomlit wrote:
       | I don't understand, is this as absolutely insane as it seems? Am
       | I reading this wrong? They're charging the game developer 20
       | cents every time a user installs the game? I must be missing
       | something here.
        
         | JoeOfTexas wrote:
         | its bonkers, considering most games fail lol, no way some
         | college student is going to pay that
        
           | stuckinhell wrote:
           | a college student wouldn't pay anything until they are making
           | money
        
           | no_wizard wrote:
           | They have thresholds based on revenue and install counts. You
           | have to meet both before you pay anything.
           | 
           | After reading the FAQ though I'm not sure it's a good deal.
           | 
           | It also seems like you 100% have to enable spyware
        
           | cheeseomlit wrote:
           | You're telling me. I've been working on a Unity project for
           | several years and now I'm on the verge of scrapping the whole
           | thing and starting over in Godot because of these fucking MBA
           | parasites. I should've known better than to trust a publicly
           | traded company with anything ever.
        
             | cptcobalt wrote:
             | Godot is reasonably better than Unity, especially with
             | Godot 4 and onward. A bit of a learning curve, but that's
             | the same with any engine. You can certainly prototype and
             | ship more quickly with Godot than Unreal.
        
               | KronisLV wrote:
               | > Godot is reasonably better than Unity, especially with
               | Godot 4 and onward.
               | 
               | I actually made a post explaining how the only terrain
               | plugin available at the time didn't really work well in
               | neither Godot 3, nor Godot 4:
               | https://blog.kronis.dev/articles/terrains-in-godot-not-
               | quite...
               | 
               | Then, a while later, a new plugin came out that's made by
               | the community, which seems to address some of my
               | concerns: https://www.youtube.com/watch?v=NwJEXOglBrQ
               | (video by Gamefromscratch)
               | 
               | To me, it feels like Godot has a pretty nice future ahead
               | of it. I'll probably stick with Unity for the time being,
               | since I don't actually expect any of my small game
               | projects to ever get big, so the change in pricing
               | doesn't really affect me at the time. But in the future?
               | Maybe I'll go back to Godot, even their C# support is
               | getting much nicer now!
        
           | meheleventyone wrote:
           | You need to meet minimums in terms of revenue and installs so
           | for college students it'd be a success problem. It's still
           | going to put a load of people off because who needs the added
           | worry and reporting involved!
        
           | jsharpe wrote:
           | College students don't have to, since they don't meet this
           | criteria to be charged the monthly fee: "Those that have made
           | $200,000 USD or more in the last 12 months AND have at least
           | 200,000 lifetime game installs."
           | 
           | That said, wow. Charging a monthly fee on game installs is
           | absolutely wild. The personal fee (for first world countries)
           | is $0.20 / month. If you charged $10 for the game, you'd be
           | losing money after only 50 months (around 4 years).
        
             | meheleventyone wrote:
             | You're reading it wrong the monthly bit refers to the
             | reporting/billing period and volume discounts. So each
             | month you pay for the installs past the thresholds that
             | month.
        
             | marcosdumay wrote:
             | They managed to create a price that inviabilizes both ads-
             | for-playing (and the more devious variants, like pay-for-
             | win and lottery) and upfront paid games. That's just
             | amazing, and will probably become a case study somewhere
             | after the company fails.
        
         | ceeam wrote:
         | 20 cents MONTHLY
        
           | r053bud wrote:
           | From the FAQ: "Creators only pay once per download."
        
           | berkle4455 wrote:
           | Surely that's not right... it's gotta be first install is 20
           | cents. 20 cents per install is egregious but a recurring
           | license is financially unsustainable.
        
           | flutas wrote:
           | It's only once per install. I agree that it's worded very
           | badly though.
           | 
           | > What is the Unity Runtime Fee?
           | 
           | > (...) Creators only pay once per download.
           | 
           | https://unity.com/pricing-updates
        
             | ceeam wrote:
             | https://unity.com/sites/default/files/2023-09/NewFeeTable.p
             | n...
             | 
             | Why does it say "monthly rate" if it's not a monthly rate?
        
               | semanticist wrote:
               | Because the pro and enterprise plans give you a price
               | break based on the number of installs per month.
        
               | flutas wrote:
               | Maybe because it's paid monthly no matter what, as
               | opposed to yearly plans?
               | 
               | > You will be invoiced monthly based on the month's
               | install data. Invoicing will be the same method as for
               | your Unity plan subscriptions, though it will be monthly
               | regardless of your Unity plan payment cycle.
               | 
               | I'm assuming that $0.20 is paid every time it's
               | downloaded based on their wording, so that could
               | introduce a new way to harm competitors. Buy their game
               | and uninstall / reinstall on loop?
        
         | stuckinhell wrote:
         | Unity wants to get into the premium space and shake off the
         | shovelware engine stigma.
        
         | [deleted]
        
         | flutas wrote:
         | > They're charging the game developer 20 cents every time a
         | user installs the game?
         | 
         | Yup, but don't worry. You can get a discount if you use Unity's
         | ad network![0]
         | 
         | This whole thing seems...short sighted.
         | 
         | [0]: https://unity.com/pricing-updates "Can I get a discount on
         | the Unity Runtime Fee?"
        
           | [deleted]
        
           | TeaDude wrote:
           | I can't believe that they're encouraging MORE Unity games to
           | be riddled with ads. Isn't that the (admittedly unfair but
           | true for the mobile market) stereotype?
        
             | mrguyorama wrote:
             | Mobile users put up with even directly "pay to win"
             | mechanics and blatant gacha bullshit. They seem unwilling
             | or unable, for whatever reason, to even conceive of a
             | different paradigm. "Mobile gaming", read mobile
             | unregulated casinos where you can never withdraw, are the
             | biggest and most profitable gaming sector.
             | 
             | Don't worry, companies like EA are looking at that market,
             | licking their chops, and continue to try and push such
             | concepts as gacha into what used to be perfectly fine video
             | games, and plenty of consumers eat up any excuse just so
             | they don't have to go a year without the exact same
             | videogame as last year but worse.
        
             | pavlov wrote:
             | Unity merged with an ad network last year.
             | 
             | The engine now exists as a vehicle to show more ads, since
             | that's the primary revenue source of the company.
        
               | hightrix wrote:
               | Ads are a technological cancer that seem to have no cure
               | in sight.
               | 
               | It is really frustrating how ads have ruined so many good
               | products/platforms.
        
         | wpietri wrote:
         | Yes, but the developer has to have made $200k over the last 12
         | months and had 200k installs. So if you hit both minimums and
         | have made $1/install, they'd like 20% of that. Unless you're in
         | an emerging market, in which case it's 2%.
         | 
         | Is that insane? I'm not a game developer, but it seems like
         | it's in the ballpark of what the app stores are charging, and
         | with a structure that's actually enforceable at reasonable cost
         | from Unity's perspective.
        
           | jsharpe wrote:
           | They want 20% of that, PER MONTH.
        
             | wpietri wrote:
             | Sorry, where does it say per month? I don't see that.
        
               | jsharpe wrote:
               | "Standard monthly rate" above that section of the fee
               | table.
        
               | wpietri wrote:
               | Ah, I see what you're saying, but in the linked FAQ it
               | says, "Creators only pay once per download."
        
               | [deleted]
        
               | semanticist wrote:
               | That just references that the fee is charged monthly and
               | for pro/entprise plans based on monthly install numbers.
               | 
               | But you're at least the second person just in this
               | discussion to make that mistake, so they probably need to
               | reword that table!
        
           | flutas wrote:
           | > it seems like it's in the ballpark of what the app stores
           | are charging
           | 
           | But now that's on top of the app store fee. So, using your
           | example and the "standard (aka 30%)" app store fee, after
           | that 200k cliff, the game makes $0.50 for every $1 sale. That
           | is going to drive people away from using Unity on mobile
           | games imo. Who cares about a $0.20 fee for a $70 (rip $60)
           | game, but for a $1 game where 30% of your rev is already
           | gone... it changes the dynamics.
           | 
           | Maybe that's what they want though? Maybe they are trying to
           | use this to angle as Unity is a "serious" engine now?
        
             | wpietri wrote:
             | Yeah, the case that interest me is mobile games with a high
             | install/revenue ratio. If I install a popular game, try it
             | out for 3 minutes, and decide it's not for me, then am I
             | costing some indie developer $0.20 even though there's no
             | revenue?
             | 
             | My guess is that the answer there is in this bit:
             | "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.
             | This program enables deeper partnership with Unity to
             | succeed across the entire game lifecycle. Please reach out
             | to your account manager to learn more."
             | 
             | My guess is that as long as Unity is getting a slice of
             | your ads, you don't have to worry about per-install fees.
             | So this may be more about driving free-to-play mobile devs
             | to use their ad services.
             | 
             | Depending on how the legalese is worded, we might also see
             | the comeback of demo versions and paid versions. So the
             | free version has lots of installs but zero revenue, and the
             | $0.20 bite only comes out of things you're charging for.
        
           | danShumway wrote:
           | > it seems like it's in the ballpark of what the app stores
           | are charging
           | 
           | Are there any app stores that charge developers per
           | _install_? It 's only per-purchase/transaction, right? The
           | principle behind that is you don't get charged except as part
           | of a transaction where you're making money. If a user
           | downloads your app for free or pirates it or doesn't make any
           | transactions, you don't pay anything.
           | 
           | What Unity is saying that if I buy a new phone and re-
           | download my apps, that should cost the developers money. That
           | seems like a very different situation to me.
        
             | wpietri wrote:
             | I get the concern, but app stores can do that because the
             | money flows through them. Unity says they're shifting away
             | from revenue shares, presumably because they can't track
             | purchase revenue and are tired of having a bunch of small
             | fights with people who have every incentive to hide revenue
             | from them.
        
               | indymike wrote:
               | > Unity says they're shifting away from revenue shares,
               | presumably because they can't track purchase revenue and
               | are tired of having a bunch of small fights with people
               | who have every incentive to hide revenue from them.
               | 
               | So now they are charging developers for something users
               | have an incentive to try to do without paying the
               | developer.
        
               | danShumway wrote:
               | > presumably because they can't track purchase revenue
               | 
               | So tracking installs and distinguishing between pirated
               | and legit copies, and fingerprinting consumer hardware,
               | and dealing with malicious or troll installs is going to
               | be something they're somehow better at?
               | 
               | I can't prove Unity's motivations, but I can quote
               | directly from their article:
               | 
               | > 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. This program enables deeper partnership with Unity
               | to succeed across the entire game lifecycle. Please reach
               | out to your account manager to learn more.
               | 
               | and I think it's reasonable to at least entertain that
               | it's not enforcement trouble that's causing them to
               | create this policy. Not for the least reason being that
               | they still have a revenue requirement sitting in front of
               | this policy, and they still need to engage in the exact
               | same accounting and fights to figure out which companies
               | have made $200,000 so they can start charging them per-
               | install.
        
               | wpietri wrote:
               | I have no inside knowledge and am not a game developer.
               | So I'm just guessing here. But yes, I believe tracking
               | installs, which have published app store numbers and are
               | instrumentable by them, is much easier than tracking
               | revenue.
               | 
               | Note that nobody here really cares about total precision.
               | Especially not their major customers who have negotiating
               | power and who end up paying $0.01 per install. They're
               | going to miss x% of the installs and have y% of spurious
               | extras, and whether or not this approach advantages one
               | side or the other is going to depend on a lot of factors
               | down in the noise. If there's a large enough error it's
               | going to end up as one more factor in the conversation
               | with the account rep I'm sure they'll be having anyway.
               | 
               | > they still need to engage in the exact same accounting
               | and fights
               | 
               | No, I think these are very different fights. A rev share
               | means that every month everybody has to have the fight
               | about what the actual revenue numbers are. I expect the
               | way this work is that Unity will be tracking every game
               | and looking at their app store metrics. If in their
               | opinion they think you're making enough money to be worth
               | squeezing, they're going to have an account rep call you.
               | And if you don't engage, eventually they bring in the
               | lawyers. So it's a one-time pain versus a monthly pain.
               | Then the fight's just about install numbers, which are
               | published and which I'd guess they have the ability to
               | check on via instrumentation.
        
               | danShumway wrote:
               | > So it's a one-time pain versus a monthly pain.
               | 
               | I disagree, these requirements refresh regularly and are
               | applied per-game (note, I'm not saying that Unity is
               | charging per-month, I'm pointing out that if you make
               | $200,000 one year and $180,000 the next year, you dip
               | back under the threshold and don't have to pay.)
               | 
               | This is still going to be a continual fight. Sure, I buy
               | that you save some effort for studios that are clearly
               | over the threshold, but it sounds like you're primarily
               | talking about smaller companies anyway, and (correct me
               | if I'm wrong) I don't see how it would be harder for a
               | company to say "last year our 5 games each only made
               | $190,000, it was a slow year for us".
               | 
               | > They're going to miss x% of the installs and have y% of
               | spurious extras, and whether or not this approach
               | advantages one side or the other is going to depend on a
               | lot of factors down in the noise. If there's a large
               | enough error it's going to end up as one more factor in
               | the conversation with the account rep I'm sure they'll be
               | having anyway.
               | 
               | > Then the fight's just about install numbers, which are
               | published and which I'd guess they have the ability to
               | check on via instrumentation.
               | 
               | I don't think these statements agree with each other. In
               | any situation where it's simple to check install numbers
               | (ie, Steam) -- Steam will also be tracking revenue. Where
               | sales numbers are hard to track would be across multiple
               | storefronts where... I mean, installs are also going to
               | be hard to track. Unless they're planning to require an
               | Internet connection for installing GoG games and Itch
               | games because those installs aren't otherwise tracked.
               | But I feel like that's going to be an issue for users if
               | they do. Tracking revenue on a platform like GoG should
               | be significantly easier than tracking installs, GoG has
               | very little infrastructure I'm aware of to track installs
               | of DRM free games.
               | 
               | I'm not an accountant, I don't want to make a serious
               | claim, I could be wrong about the complexity, but it
               | sounds like there is still going to be fighting over what
               | installs failed, what was and wasn't pirated, etc... is
               | that fight easier to have than "how much revenue did you
               | take in?" :shrug:
               | 
               | Also bear in mind that this is not "you cross the
               | threshold and then pay us for all installs", it's "you
               | cross the threshold and pay us for installs _after that
               | point_. " So it's not just enough to ask if a company is
               | making $200,000. When did they hit $200,000 in the
               | current calendar year? How many installs happened
               | specifically after that point? You still have to have
               | that conversation with the company's accountants and you
               | still have to try and confirm dates. And you have to do
               | that yearly, and if you're already going to companies
               | yearly and working with their accountants per-game to
               | figure out when exactly installs start costing money... I
               | don't know, again I'm not an accountant. I see that as a
               | similarly complicated problem. Maybe I'm wrong.
               | 
               | ----
               | 
               | My take is that Unity isn't saying that this makes their
               | accounting easier, they're saying that it's going to
               | encourage more "deep collaboration" with developers who
               | purchase additional services, and that it supports the
               | "continued investment" of the runtime. I'm inclined to
               | believe the motivations that they're saying publicly. I'm
               | sure that if they're pressed they won't reject a framing
               | of accounting/ease of use, but it strikes me that it's
               | not the motivation they're leading with. But I can't read
               | their mind.
        
               | jay_kyburz wrote:
               | The FAQ suggests that once you cross the install
               | threshold, you keep paying. The thresholds are "lifetime"
               | 
               | >The Unity Runtime Fee will apply to this game, as it
               | surpasses the $1M revenue and 1M lifetime install
               | thresholds for Unity Pro. Let's look at the game's
               | installs from the last month: Prior month installs
               | (Standard fee countries) - 200K Prior month installs
               | (Emerging market fee countries) - 100K
               | 
               | The fee for install activity is $23.5K USD, calculated as
               | follows: (100K x $0.15 (first tier for standard fee
               | countries)) + (100K x $0.075 (second tier for standard
               | fee countries)) + (100K x $0.01 (fee for emerging market
               | countries)) = $23.5K USD
        
               | danShumway wrote:
               | Wait, that can't be right, it would be ludicrous. Once a
               | game passes the threshold it pays per-install
               | permanently? That's so wildly horrible of a pricing model
               | that I just have to assume that's not what they intend,
               | even a completely out-of-touch exec should be able to see
               | the problems with that.
               | 
               | Have a game that's profitable enough to pass the
               | threshold and then interest drops off? You're suddenly
               | incentivized to completely take it off of the market and
               | remove the game from people's libraries since you'll keep
               | racking up fees from installs even if no one ever buys
               | another copy.
               | 
               | I'm not denying that the quote does seem to imply what
               | you're saying, but I have to believe that's a misprint or
               | bad writing on their part, the implications of the
               | threshold being lifetime sales are so bad. The policy is
               | bad, but there's no way Unity is _that_ comically out of
               | touch, is there?
        
               | strobe wrote:
               | their terms also not about game profits. Let's say in
               | case if $300k spent on Ads to get 200k+ installs and as
               | result you made only $200k back as in-apps payments
               | Revenue from game (so your profit is loss of
               | $100k+fees+taxes) then Unity will demand you to pay them
               | $40k+ just to cover installs amount and you almost won't
               | have control to stop new charges because even if you will
               | shutdown a game then some installs continue to happen
               | from various pirate sources or some small app stores.
               | 
               | It looks completely insane terms for lot of mobile games
               | where monetization is huge challenge and difference
               | between profitable game and company bankruptcy measured
               | in cents per user.
        
             | charcircuit wrote:
             | >Are there any app stores that charge developers per
             | install?
             | 
             | Ad platforms. It's common especially for mobile games to
             | have a monetary rate where you pay per install.
        
               | danShumway wrote:
               | I would not categorize an ad platform as an app store.
               | Plenty of streaming services and content licensing models
               | charge per-stream/impression as well, but I feel that's a
               | pretty separate category.
               | 
               | I'd be open to more clarification if there's something
               | I'm missing, but I still don't think this is comparable
               | to app store fees.
        
               | charcircuit wrote:
               | It's the only thing I can think of that also charges on a
               | per install basis.
        
               | hobs wrote:
               | Don't forget malware for your botnet!
        
               | danShumway wrote:
               | Do stuff like DDoS attack services or botnets charge per-
               | install instead of directly for usage or compute time?
               | Honestly kinda predatory pricing if that's the case.
               | Seems a little problematic.
               | 
               | /j
        
       | teruakohatu wrote:
       | Will this end free game giveaways as free wil not cost the dev?
        
       | readyplayernull wrote:
       | > cloud-based asset storage
       | 
       | Last time I checked their storage limit was around 40GB, that's
       | too little unless you are making 2D casual games. I'm making a 3D
       | shooter that takes 300GB+.
        
       | tomnipotent wrote:
       | The amount of outrage from people with no P&L or game development
       | experience in this thread is unreal.
       | 
       | Let's look at fictional scenario for Vampire Survivors, and model
       | 5M units sold in the first 12 months at $4.99 per sale. We'll
       | also assume a Unity Enterprise plan.                   Units
       | Sold:   5,000,000         Gross Sales:  $24,950,000
       | Steam Fees:         $0-10M (30%): $3,000,000         $10M+ (25%):
       | $3,737,500         Total:        $6,737,500              Unity
       | Fees:         0-100,000:    $12,500         100-500k:     $24,000
       | 500k-1MM:     $10,000         1MM-4MM:      $30,000
       | Total:        $76,500              Net Sales:    $18,136,000
       | 
       | I can't be certain exactly how Unity is planning to accrue
       | installs when determining installs over threshold, so treating it
       | like brackets.
       | 
       | So in this fictional scenario, the Unity fee is 0.3% of gross or
       | 0.47% after Steam takes its cut.
       | 
       | Even if we assume the average consumer downloads the game 1.2
       | times, that's still only $20k more. The bigger issue is how
       | thresholds accrue, since that could push more installs into
       | costlier lower threshold brackets.
       | 
       | I'm not sure I see the outrage.
        
         | starburst wrote:
         | Don't forget Mobile or f2p gaming, Unity has a huge market
         | share there and the margin are really low, adding ~0.20$ per
         | user when most will makes you 0$ doesn't make sense at all.
         | 
         | Going with % of profit does.
         | 
         | Also it is quite unfair to cheaper games, indie 5$ games pay a
         | much bigger share than a 40$ / 70$ game
        
           | tomnipotent wrote:
           | Unity isn't responsible for a bad business model. If you
           | can't turn a profit after the fee structure, then don't
           | choose Unity.
        
             | mrguyorama wrote:
             | Remember: It's impossible to criticize a business for
             | unilaterally altering previously existing deals (this
             | change is retroactive) because you should have been able to
             | see in the future and know ahead of time that this change
             | would hurt your business and thus Unity was the wrong
             | choice.
        
             | ncr100 wrote:
             | It's a poorly marketed price change. And the way it's being
             | rolled out is harmful.
             | 
             | Along the lines of CEO John Riccitiello infamously saying
             | developers who don't monetize are effing idiots:
             | https://www.theverge.com/2022/7/18/23269218/unity-ceo-
             | john-r...
        
               | [deleted]
        
               | asmor wrote:
               | He was the person that turned EA into a microtransaction
               | and arguably live-service game pioneer. For the worse.
               | 
               | "If you are six hours into playing Battlefield, you run
               | out of ammo on your clip, and we ask you for a dollar to
               | reload, you're really not very price sensitive at that
               | time".[1]
               | 
               | [1]: https://www.youtube.com/watch?v=ZR6-u8OIJTE
        
             | MissingAFew wrote:
             | >don't choose Unity
             | 
             | Sounds good to me!
        
             | NotGMan wrote:
             | The problem with that logic is that all mobile devs will
             | leave Unity -> even less money for Unity.
             | 
             | You cannot be onsided in business: both parties have to
             | profit.
             | 
             | If one parties is screwing the other party one party will
             | say "goodbye, we will take our money elsewhere".
        
             | anonymousab wrote:
             | > If you can't turn a profit after the fee structure, then
             | don't choose Unity.
             | 
             | You've got the order wrong. This is about people who
             | already chose Unity, and then they changed the fee
             | structure. Changing engines is beyond nontrivial for a
             | project in flight.
        
             | 3seashells wrote:
             | The free market recommends open source.
        
             | starburst wrote:
             | Easy to say to mobile games studios that have ben using
             | Unity for the last 10 years (or where in the process of
             | releasing a game after multiple years of development) and
             | didn't have to pay that tax before.
             | 
             | Also this will apply to every games made on Unity, so if
             | you have a hugely popular game just above the threshold but
             | make less than 0.20$ per user you effectively need to
             | shutdown it down.
             | 
             | It isn't "bad business model" either, there is definitely a
             | market for games where the revenue per user is less than
             | 0.20$ (or whatever number).
             | 
             | Going with % of revenue is the sensible decision, just like
             | Unreal does...
        
             | danShumway wrote:
             | > Unity isn't responsible for a bad business model. If you
             | can't turn a profit after the fee structure, then don't
             | choose Unity.
             | 
             | What? Unity is in fact responsible for the fee structure,
             | _they made it_. It 's not a force of nature, you don't get
             | to change the business model under people's feet and then
             | say, "huh, real irresponsible of you to choose a business
             | model that doesn't work because we broke it; not our fault,
             | you should have planned for us changing your revenue
             | structure." Especially since as far as I can tell, Unity is
             | retroactively applying this change onto existing games
             | already on the marketplace.
             | 
             | God didn't make the business model bad, Unity did. And when
             | those games launched, they launched under a different
             | business model than what Unity is proposing. It is in fact
             | not their fault that they didn't have the psychic ability
             | to consider, "what if Unity randomly decides in the future
             | to charge us every time a user installs one of our free
             | games even if they only play it for 30 seconds?"
        
               | tomnipotent wrote:
               | > God didn't make the business model bad, Unity did
               | 
               | No, the developer that chose Unity made the bad business
               | model.
               | 
               | If I buy a Porsche in order to do Uber, it's not Uber's
               | fault that I'm going to lose money.
        
               | 3seashells wrote:
               | If you buy a Honda civic that gets upgraded to a Porsche
               | deliverator mid delivery..
        
               | danShumway wrote:
               | It's the developer's fault that they didn't magically
               | guess what Unity's terms were going to be in the future?
               | Be serious.
               | 
               | This is absolutely Unity's fault. If you buy a car to use
               | Uber, and then half a year later Uber decides that your
               | brand of car is no longer eligible to drive or that it
               | needs to use a different fee structure, then it is Uber's
               | fault that you are losing money.
               | 
               | If you launch an ad-supported game in 2020 under a
               | revenue share and in 2023 Unity decides that it's bored
               | of revenue shares and it wants you to start paying per
               | install, it is Unity's fault that you are losing money.
               | There just is no way to spin it otherwise. Are you
               | seriously trying to blame developers right now for not
               | being psychic?
               | 
               | I guarantee 100% that if we were having a conversation
               | about Unity a year ago and someone said "I don't know if
               | I should use Unity because what if they charge for
               | installs in the future" you would have been making fun of
               | that developer for having that concern. I promise you
               | that a year ago you would not have predicted this change
               | and you would have dismissed concerns about a theoretical
               | structural change away from revenue shares as
               | fearmongering.
               | 
               | > If I buy a Porsche in order to do Uber, it's not Uber's
               | fault that I'm going to lose money.
               | 
               | Also once again, Unity's pricing model is not a natural
               | consequence of the laws of physics. It's made up, Unity
               | made it. The reason you'll lose money driving a porche
               | for Uber is because the car will physically degrade, not
               | because a bunch of board members at Uber got together and
               | thought, "how can we extract more revenue from porsche
               | owners?" Unity's revenue model is not the natural result
               | of entropy, they decided to make it what it is.
        
               | tomnipotent wrote:
               | If a company makes a product, say physical goods, and the
               | price of manufacturing goes up but the company doesn't
               | increase consumer prices in response, is it the
               | manufacturers fault?
               | 
               | > you would have been making fun of that developer for
               | having that concern
               | 
               | What a ridiculous statement, thinking you can somehow
               | figure out how I'd reply "100%" just from reading this
               | thread. You haven't provided anything so far in this
               | conversation that has pushed the conversation forward,
               | other than some ad-hominems. Great job.
               | 
               | > It's made up
               | 
               | All pricing models are made up.
        
               | danShumway wrote:
               | > What a ridiculous statement, thinking you can somehow
               | figure out how I'd reply "100%" just from reading this
               | thread.
               | 
               | Am I wrong? :) I mean, feel free to prove me wrong, were
               | you a year ago thinking about the possibility of Unity
               | dropping a revenue share model completely? Was that a
               | conversation anyone was having anywhere at all? Forget
               | about your personal response, you might not have been
               | thinking about Unity at all a year ago. Fine. Can you
               | find a thread, anywhere at all, advising mobile
               | developers not to use Unity because they might abandon
               | revenue sharing?
               | 
               | I mean, apparently this is a thing they should have
               | considered, right? So do you have an example of anyone,
               | anywhere, considering it?
               | 
               | The closest I can think of is the general advice to game
               | developers not to use proprietary tools period, but I
               | don't think that's what you're suggesting given you're
               | not on here now saying that nobody should use Unity
               | because of the power imbalance.
               | 
               | > If a company makes a product, say physical goods, and
               | the price of manufacturing goes up but the company
               | doesn't increase consumer prices in response, is it the
               | manufacturers fault?
               | 
               | Nothing physically has changed to force Unity to change
               | prices, nor is Unity claiming that's the case. Also yes,
               | in a scenario where you have an agreement with a company
               | and the company changes the underlying prices of that
               | agreement without warning, you would be correct in saying
               | that it is certainly more the supplier's "fault" that a
               | company goes out of business than the company owner. You
               | might claim that the supplier didn't have a choice, but
               | it would be ridiculous to claim that it's the buyer's
               | fault that the prices changed.
               | 
               | And again, I have to keep saying this: there is nothing
               | physical going on here and Unity the company itself is
               | not claiming that they're changing their pricing model in
               | order to cover new costs. Analogies to material costs
               | don't really apply here.
               | 
               | > All pricing models are made up.
               | 
               | Yep. That's... that's what I said. And if you're asking
               | "who's fault is it that the pricing model is what it is"
               | it's probably the fault of the person who _created the
               | pricing model_.
               | 
               | "Who's fault is it that this book has these words in it?
               | The author's?"
               | 
               | "No, it's the readers' fault!"
               | 
               | Come on.
        
               | tomnipotent wrote:
               | > Am I wrong? I mean, feel free to prove me wrong
               | 
               | Can you prove you're right?
               | 
               | > I mean, apparently this is a thing they should have
               | considered, right?
               | 
               | I'm unaware of any business that doesn't consider pricing
               | changes to strategic costs as future liabilities,
               | especially when you don't have a contract with fixed
               | terms. I don't see any evidence that Unity made
               | guarantees that it's historical prices would remain
               | consistent into the future. They're a public for-profit
               | company, not a charity.
               | 
               | > Nothing physically has changed to force Unity to change
               | prices
               | 
               | So not only can you predict what I would say, you have
               | some sort of insights into Unity's cost structures and
               | what it requires for them to keep Unity updated and
               | competitive?
               | 
               | > but it would be ridiculous to claim that it's the
               | buyer's fault that the prices changed.
               | 
               | It's not ridiculous to blame the seller that doesn't
               | increase their pricing to keep a tenable margin. If my
               | costs of goods increase but I keep my prices the same,
               | it's my fault.
        
               | danShumway wrote:
               | > Can you prove you're right?
               | 
               | :) I thought so.
               | 
               | The only people making arguments about future Unity
               | changes were Open Source weirdos like me who were warning
               | against proprietary software in general, and we were
               | regularly dismissed and called impractical. Nobody was
               | considering that Unity would drop revenue sharing as a
               | business model. If you go back and look at advice about
               | the mobile markets, this was not a concern on anybody's
               | mind.
               | 
               | Yes, people considered that pricing itself might change,
               | but professionals in industry were not advising about the
               | possibility of Unity changing away from a revenue share
               | model, nor was this ever coming up as a concern in
               | conversations about Unity's efforts to appeal to mobile
               | developers. It's actually fairly easy to tell what people
               | were thinking about Unity's pricing model given how
               | recent the change is -- you can just go back and look at
               | the many conversations people were having about engines.
               | 
               | I'll tell you what you won't see: you won't see a lot of
               | people floating the possibility of installation-based
               | pricing.
               | 
               | > I don't see any evidence that Unity made guarantees
               | that it's historical prices would remain consistent into
               | the future.
               | 
               | This isn't about a pricing change, it's about a change to
               | the entire pricing model.
               | 
               | Nonetheless, you raise a good point. Unity could make
               | arbitrary changes in the future as well. Doubtless, you
               | would agree that it's irresponsible for devs today to use
               | Unity under the current terms given that they have no
               | control over what Unity's future pricing will be and
               | given that pricing changes can be retroactively applied
               | to games that they release before those changes?
               | 
               | Certainly you'd advocate today for the same level of
               | responsibility and caution that you're arguing mobile
               | developers should have had in the past, right? We have no
               | idea what Unity's pricing model will be in 6 months,
               | there's no guarantees in the contract -- and like you
               | say, we need to consider that fact when building a
               | business. So it would be the height of irresponsibility
               | to advocate that everything is fine and the changes are
               | no big deal and developers should just continue to use
               | Unity.
               | 
               | Would you advise Unity developers today to decrease
               | reliance on the engine and to be extremely cautious about
               | building a business on top of a platform that can make
               | arbitrary changes to pricing structures and that can
               | apply those changes to existing products? Sure Vampire
               | Survivors is profitable now, but as you correctly point
               | out, there's nothing in the contract stopping Unity from
               | changing that in the future.
               | 
               | ----
               | 
               | > So not only can you predict what I would say, you have
               | some sort of insights into Unity's cost structures and
               | what it requires for them to keep Unity updated and
               | competitive?
               | 
               | Scary, right? I'm almost as psychic as you expect mobile
               | developers should have been. ;) In my case it's not magic
               | though, there's a trick to it. I get my information from
               | having being active in game development spaces for a
               | while and being familiar with the conversations that
               | professionals were having about engine choice, and also
               | from reading Unity's own press release and reading their
               | own supplied justifications for why they're making the
               | change.
               | 
               | ----
               | 
               | > If my costs of goods increase but I keep my prices the
               | same, it's my fault
               | 
               | For anyone unfamiliar with how F2P and ad-supported games
               | work, you can't just increase the cost of purchase for
               | them, that's not really a thing, ad-supported games don't
               | have a purchase cost to increase.
        
               | berkle4455 wrote:
               | You're arguing in bad faith, just stop, you've been a
               | total dick to the community and you keep digging this
               | hole deeper.
        
               | tomnipotent wrote:
               | > You're arguing in bad faith
               | 
               | Because I'm not throwing out low-effort "woe poor game
               | developer" vibes and am instead expecting more? I've
               | actually made effort to model how this could work, rather
               | than exclaiming "this is going to ruin indie game
               | developers!".
               | 
               | Bad faith is making unsubstantiated claims and then
               | getting mad when asked to back it up.
        
               | fzeroracer wrote:
               | Have you _actually_ worked on a game in any sense or
               | fashion?
        
               | tomnipotent wrote:
               | Yes, casual web games. Millions of units, high eight-
               | figure to low nine-figure in gross sales. Tens of
               | billions of online game sessions. I helped start an early
               | online gaming site called GameRival.com that's most
               | famous for Gold Miner and powering MySpace Games, and
               | later led engineering for Grab.com (before the domain was
               | sold off for taxis or whatever it is today).
               | 
               | I still run into Gold Miner clones at casinos even to
               | this day.
               | 
               | Have you?
        
               | danShumway wrote:
               | So what's particularly funny about this is that Unity has
               | since clarified that transmission of the runtime over the
               | web via streaming or browser plays counts as an install,
               | and your nine-figure sales compared to tens of billions
               | of sessions would have been impossible to do profitably
               | under these terms. And yet you're still on here defending
               | them and somehow forgot that the F2P genre existed when
               | doing your math.
               | 
               | If this is your background then this conversation is even
               | more ridiculous; you should understand what it means to
               | have more installs than profitable users because that was
               | literally your business model. So why are you having
               | trouble connecting the dots here about why developers
               | would be concerned about these changes? By your math you
               | were making pennies per-session. How are you having
               | trouble understanding why even a 2-3 cent additional cost
               | for each session would be a problem for that model?
        
               | tomnipotent wrote:
               | We didn't build our games on a platform that required
               | royalties. And when the tools we did use had unexpected
               | cost increases, like Macromedia Flash Communication
               | Server, we built our own to replace them.
               | 
               | Unexpected changes to supply chain happen. Cost of goods
               | go up, or sometimes even disappear altogether. That's
               | business. It's an absolute punch in the throat that Unity
               | has decided to apply these fees retroactively with so
               | little advance notice, but the onus is on the game
               | developers to adapt and change their models to the new
               | reality.
        
         | NotGMan wrote:
         | The problem is mobile.
         | 
         | What if you get 5M installs and fail to monetize it or if the
         | game isn't well suited to monetization?
         | 
         | And assume that you, beforehand, breached 200k, then
         | monetization drops for some reason.
         | 
         | Then you own unity ~85k$ and you so you go in net negative.
         | 
         | That is the real problem here.
        
           | meheleventyone wrote:
           | I'd suspect if you're doing those numbers that it'd be a
           | company that'd need to be on Pro licences anyway so the
           | thresholds would be much higher.
        
             | gs17 wrote:
             | What if you're just an indie who makes some random app game
             | that gets popular suddenly? Maybe you made the next Flappy
             | Bird but didn't monetize it quite well enough?
             | 
             | >a company that'd need to be on Pro licences anyway
             | 
             | They also got rid of the income threshold for Personal
             | licenses.
        
               | meheleventyone wrote:
               | I'd choose an engine without this silly install based
               | scheme. Which is what I expect most hobbyists and small
               | developers to do now.
               | 
               | The other route if the game was F2P or ad supported would
               | be to use a similar process to the big guys and soft-
               | launch to judge the product and monetization on a smaller
               | scale.
        
           | ncr100 wrote:
           | Unless my math is wrong it seems like a pretty onerous fee
           | for the case that your monetization starts failing.
           | 
           | Start with 5 million installs, and then your new installs are
           | another 5 million copies, which incurs a worst case
           | ($0.20/install) $1 million fee from Unity. You would still
           | have to have earned $200,000 (worst case you're personal
           | user) in the last 12 months.
           | 
           | So with this, you would gross -$800,000. And this is before
           | app store fees, taxes, payroll, and no accommodation for
           | pirate installs in the new plan.
           | 
           | I don't see the benefit to the developer. Mark Whitten CFO of
           | Unity, says the developers are excited about this. The 6 Plus
           | pages of 99%- comments on the unity forum shows a lot of
           | excitement, a lot of negative excitement from developers.
           | 
           | I don't see the value to many developers. It seems like a
           | huge mistake.
        
         | [deleted]
        
         | Quot wrote:
         | It seems disingenuous to pick one of the most popular games of
         | this year as an example when the pricing goes down with more
         | sales.
         | 
         | I would like to see that same breakdown for the much smaller
         | games that barely pass the sales threshold. That is the main
         | Unity audience. Vampire Survivors is a huge outlier that didn't
         | even start using Unity until after it became a massive hit.
         | 
         | https://www.rockpapershotgun.com/vampire-survivors-makes-its...
        
           | tomnipotent wrote:
           | Ok so the fees jump up to 1-3%, that's still reasonable.
        
             | tapland wrote:
             | No need to guess, worst case scenario is 10%.
        
               | tomnipotent wrote:
               | > worst case scenario is 10%
               | 
               | You seem to have pulled this number out of thin air, and
               | I cannot see a scenario where this is true.
               | 
               | Let's pretend you sell 300,000 units at $0.99 with the
               | Unity Personal Plan.                   Units: 300,000
               | Gross: $297,000         Unity Fee: $20,000
               | 
               | That puts unity at 6.7%. The issue isn't Unity, it's the
               | developers bad business model for charging $0.99 while
               | opting to use Unity.
        
               | tapland wrote:
               | > You seem to have pulled this number out of thin air,
               | and I cannot see a scenario where this is true.
               | 
               | Why? Could you explain why 300k units w/ $200k gross
               | would be impossible?
               | 
               | Is it not legal to sell unity games below $0.99 each,
               | maybe not even in other currencies?
               | 
               | I'd rather be enlightened than shit upon if there's a
               | reason I'm missing why the worst case scenario is 6.7%
               | and not the apparent 10%.
               | 
               | You could also add to that why 6.7% is now possible which
               | is more than 2x the 1-3% from earlier?
               | 
               | Why do you say you "pretend" in your numbers and accuse
               | me of pulling numbers out of thin air with the technical
               | worst case scenario?
        
               | tomnipotent wrote:
               | Steam and Epic both have a minimum price of $0.99, not
               | sure about Apple & Google App Stores. Credit card
               | processors have a minimum charge that makes lower prices
               | untenable.
               | 
               | > Why do you say you "pretend" in your numbers
               | 
               | Where did you pull 10%, happy to go over your math/model.
        
               | tapland wrote:
               | > Where did you pull 10%, happy to go over your
               | math/model.
               | 
               | The example numbers I posted would give 10%.
               | 
               | The pricing was easy enough that the 10% worst case could
               | easily be pulled from it.
               | 
               | I wouldn't trust the numbers from someone who needed a
               | model to go over to see that and I seriously thought you
               | were joking about not getting where the 10% worst case
               | was from.
        
               | tomnipotent wrote:
               | I wasn't considering F2P or ad-supported games, so my
               | mental model was seeing $0.99 as the pricing floor. If
               | you want to arbitrarily choose an ARPU, we could get that
               | percentage to any number we wanted to make a point.
        
               | danShumway wrote:
               | > If you want to arbitrarily choose an ARPU
               | 
               | From https://www.statista.com/statistics/263797/number-
               | of-applica...:
               | 
               | > As of July 2023, nearly 97 percent of apps in the
               | Google Play app store were freely available
               | 
               | I don't think "arbitrarily" is the right word to use
               | here. Your mental model might have been $0.99 as the
               | pricing floor, but that mental model does not represent
               | the reality of mobile app stores. Paid apps are a
               | minority on both iOS and Android, the dominant revenue
               | model for mobile games is to offer free
               | downloads/installs with advertising and in-app purchases.
        
               | [deleted]
        
               | mrguyorama wrote:
               | Worth noting you are ignoring the 30% that app stores
               | take off that gross, which Unity still counts against
               | you.
        
               | tomnipotent wrote:
               | That's not relevant to Unity's cut in this example, since
               | the percentage is based on gross.
        
               | mrguyorama wrote:
               | My point is that 30% makes the situation worse, because
               | it is not available to you to pay Unity's cut, so it's as
               | if you made 30% less revenue. IE Unity pricing kicks in
               | at $200k gross, but that's only $170k net, which is what
               | is available you as a business to pay Unity.
        
             | theknocker wrote:
             | [dead]
        
         | babypuncher wrote:
         | > Even if we assume the average consumer downloads the game 1.2
         | times, that's still only $20k more.
         | 
         | Charging the developer when a customer re-downloads a game they
         | already bought sounds incredibly asinine to me, no matter how
         | small the fee actually is. No download store charges for this
         | privilege, and they're the ones actually footing the bill for
         | the bandwidth and infrastructure to make that possible. Unity
         | is adding accounting complexity and fees for something they do
         | none of the legwork to provide.
        
           | danjoredd wrote:
           | Oh, but don't you know it's so small it can't POSSIBLY be a
           | predatory practice! Give the corporation all of your money
           | and be quiet, peon!/s
        
         | berkle4455 wrote:
         | [flagged]
        
         | ouraf wrote:
         | redo the math for an indie with Unity Personal and a sudden hit
         | with 250k sales                   Units Sold:   250000
         | Gross Sales:  $1 247 500              Steam Fees:
         | $0-10M (30%): $374 250              Unity Fees (personal or
         | plus):         250 000    :  $50 000              Net Sales:
         | 823 250
         | 
         | Now it's more or less 6%, and that's before development costs
         | and taxes.
         | 
         | It's a big bite for something that's impossible to code out of
         | the project.
         | 
         | Imagine if Oracle charged a dollar every time someone ran your
         | software the first time on the JRE in that machine.
         | installation on a new machine? pay again. Old customer
         | reinstalls the JRE? pay again. main executable or JRE update?
         | pay again.
         | 
         | Not so funny anymore.
        
           | tomnipotent wrote:
           | Except there's no fee for the first 200k installs, so the
           | Unity fee is only $10k for the 50k after the threshold.
           | 
           | You could also have saved $8k by upgrading to Unity Pro for
           | $2040, though of course you run the risk of paying for that
           | plan and not selling 250k units.
        
         | gamblor956 wrote:
         | Vampire Survivor wasn't developed with a Unity Enterprise
         | subscription, so it's irrelevant what their hypothetical cost
         | structure would have been if they had done something completely
         | different than what they actually did.
         | 
         | 5 million x $0.20 = $980,000 in Unity fees under 2023 pricing
         | vs. $2040 annual pro subscription under 2022 pricing (for
         | exceeding $100k in sales).
         | 
         | In other words, this is an instantaneous 480x fee increase,
         | without any corresponding increase in the value of the services
         | provided.
         | 
         | Do you understand why people are outraged now?
        
           | [deleted]
        
           | tomnipotent wrote:
           | > Vampire Survivors developer would have been using the Unity
           | Personal plan
           | 
           | So you think they would have left money on the table rather
           | than spend $4k to upgrade to Enterprise?
        
             | gamblor956 wrote:
             | Do you even know the history of Vampire Survivors?
             | 
             | The game's sales blew past the Unity threshold in _hours_
             | when it first became a hit. Yes, they would have switched
             | to Enterprise after that. And you know what? It would have
             | still been too late to prevent them from owing _several
             | multiples_ of what the Unity fee used to be.
        
         | [deleted]
        
         | matt3210 wrote:
         | Especially since the extra cost will certainly be passed onto
         | the customer anyway. That's a small bump for a 4.99 game, but a
         | 20% bump for a 1$ mobile game
        
         | adocomplete wrote:
         | Yup. Unity I believe is very fairly priced and even with these
         | changes the fees are very reasonable for what you get. And at
         | the end of the day, if you think it's too expensive, you're
         | free to build your own cross platform game engine from scratch.
        
         | anonymousab wrote:
         | The number of downloads or installs is not equal to the number
         | of purchases, and can be quite a lot larger, particularly for a
         | game with a free demo, steam refund "trial" shenanigans,
         | pirated copies, etc.
        
           | asmor wrote:
           | and depending on how unity does track an install, hardware
           | changes
        
             | mrguyorama wrote:
             | Or possibly reinstalls, or even something like the user
             | hitting the "generate new ad ID" button. Do they clarify
             | such situations?
        
               | anonymousab wrote:
               | On mobile, theoretically each new APK - every new update
               | to the game - could count as a new install.
               | 
               | I don't think they're that crazy, but I wouldn't be
               | surprised if JRR didn't even think that far.
        
         | fzeroracer wrote:
         | It seems like to me you're the one with little to no game
         | development experience given your repeated comments about
         | mobile games.
         | 
         | As an example where their new pricing scheme especially breaks
         | down: You actively _lose_ money (beyond just lost sales) for
         | including your game in things like charity bundles because
         | Unity will still ship you a bill for every install. This means
         | if you had a modest success the incentive is to never give away
         | your game even temporarily.
         | 
         | They also removed pricing levels that hobbyist developers used,
         | which means they also have to pay more in subscription fees (up
         | to $1k+ more) in addition to the fees above.
        
         | [deleted]
        
         | danjoredd wrote:
         | The outrage is that this pretty much kills hobbyist game devs
         | in Unity. Unity was great because it allowed small devs who
         | aren't seeking to make a profit to put stuff out there
         | relatively quickly. I used it myself all the time in college.
         | Now imagine a game you made...for free...goes viral and you
         | pass your threshold. Now you owe Unity a bunch of money.
         | 
         | Not every project needs to seek to make money. Sometimes you
         | want to put something out there for the sake of putting
         | something out there without worrying that you are going to need
         | to pay up for it.
         | 
         | While we are at it, I want to shill my personal favorite
         | engine...Godot. I know its fairly well known in the HN scene,
         | but I think that this should be a push to use more free and
         | open-source technology in game dev, rather than relying on a
         | bunch of corporate black boxes that can turn predatory at any
         | minute.
        
           | yesimahuman wrote:
           | Doesn't this only kick in if you've hit a revenue threshold,
           | which won't happen for a free game?
        
             | squeaky-clean wrote:
             | Free games generally have ads. The revenue calculation
             | isn't for sales revenue, it's for all revenue.
        
             | danjoredd wrote:
             | I must have misread it
        
             | gs17 wrote:
             | Correct, and it seems to be per game, which is better than
             | before, since it seems to allow Unity Personal for making
             | free/small things in any setting.
        
           | ncr100 wrote:
           | Yes, It seems harmful.
           | 
           | There are scenarios where the $ number goes negative, for
           | your net, for a modestly successful game .. is negative tens
           | of thousands of dollars.
           | 
           | There is no provision against software piracy, or
           | competitors/griefers artificially inflating your install
           | account.
        
             | tomnipotent wrote:
             | > There are scenarios where the $ number goes negative
             | 
             | Show me legitimate scenario where this is true.
        
               | anonymousab wrote:
               | Freemium games with millions of installs but maybe only a
               | couple hundred k of revenue. The model of "having a bunch
               | of users but only a couple of them pay money" or ad-
               | supported so the ARPU is really low is not uncommon, and
               | certainly more of a likely sweetspot for a smaller game
               | or studio to find themselves in.
        
           | tomnipotent wrote:
           | > hobbyist game devs in Unity
           | 
           | Is it a hobby if you're making more than $200k in a 12-month
           | period? Most hobbyists will likely be unaffected by this, and
           | those that are will see very small fees less than what Visa
           | charges to process a credit card transaction.
        
       | sammyoos wrote:
       | As a Unity developer, first this year our account manager told us
       | our yearly fees were about to double and now runtime fees. One of
       | the reasons we picked Unity was because of the fact they
       | advertised (loudly) about the lack of runtime fees.
        
       | Ekaros wrote:
       | I wonder if installs could be faked? So find a project that has
       | revenue of the 200k and then appear to install it couple million
       | times... Is this sort of scenario considered at all?
        
         | hightrix wrote:
         | I'm wondering the opposite. Could a developer block the phone
         | home call signifying a new install. I'm sure someone will try
         | it.
        
           | gs17 wrote:
           | I'm sure it'll be against their ToS and they'll ban your
           | account (which you now need to log in to at least once every
           | three days to use the editor).
        
             | YurgenJurgensen wrote:
             | The developer doing so would certainly result in bans
             | and/or lawsuits, but it's not inconceivable that if it is
             | something that relies on the installer being able to phone
             | home that people start building it into ad-blockers or
             | popularising some script to set the appropriate firewall
             | rules. And if this does go through, there's bound to be
             | thousands of people with the talent and influence to do so
             | and a desire to spite Unity.
        
               | hightrix wrote:
               | > there's bound to be thousands of people with the talent
               | and influence to do so and a desire to spite Unity.
               | 
               | There are at least a few of us here already. I imagine
               | the "hacks" will be released shortly after this is
               | available to the public.
        
       | matt3210 wrote:
       | Must have spyware in the runtime.
       | 
       | Watch your games get auto removed after the developer goes out of
       | business or doesn't pay RENT
        
       | berkle4455 wrote:
       | Epic and Roblox are going to be very happy with this news.
        
       | codingcodingboy wrote:
       | Money is not free anymore.
        
       | dagmx wrote:
       | IMHO this is yet another failure of leadership at Unity.
       | 
       | This will absolutely kill any incentive for the remaining indie
       | devs to use Unity with such a low floor and flat cost. Whereas
       | your game going temporarily viral would have been huge , now
       | it'll be a huge burden. Meanwhile Unreal is 5% after 1M.
       | 
       | A progressive fee would have at least made some sense.
       | 
       | As it is, Unity lags severely behind Unreal for both features and
       | sentiment. The big markets for Unity were indie and enterprise.
       | They'd ceded everything in the middle to Unreal.
       | 
       | Epic provide megagrant funding to Godot, in what I imagine is a
       | play to eat Unity from the bottom up. Unity will just accelerate
       | that.
       | 
       | And enterprise is fickle. They'll switch to something else as
       | soon as any project lead feels like it.
       | 
       | Imho this is one more step down the road to the death of Unity.
       | They have brilliant engineers led by very incompetent leadership.
        
         | qwytw wrote:
         | > Meanwhile Unreal is 5% after 1M.
         | 
         | Which is still more than Unity as long as you game costs more
         | than $5-20?
         | 
         | Of course this pretty much makes making any actually free (not
         | filled with ads free) games impossible.
         | 
         | Edit: If I understand correctly the install fee only kicks in
         | after $200k revenue? If so these pricing changes actually seem
         | pretty reasonable..
        
           | dagmx wrote:
           | But that's the crux of it. For Epic, you have to make several
           | times the amount. 200k of success is a lot more achievable
           | than 1M of success for an indie.
           | 
           | The issue is that, Unity are in a very odd place of the
           | market. They completely ceded high end gaming to Unreal. They
           | have reasonable alternatives like Godot on the other end. So
           | their main markets are:
           | 
           | 1. Enterprise - which is fickle
           | 
           | 2. Indie devs aspiring for success - who are going for cheap
           | 
           | 3. Mobile (which might include 2)
           | 
           | 4. A very few AAA games
           | 
           | I think this move will alienate a lot of their indie clients
           | in the hopes of getting more money from their higher end
           | clients. For those indie clients, hitting 200K of revenue is
           | a much closer dream than 1M of revenue, and they'll see that
           | Unreal gives them more "high end graphics".
           | 
           | So I understand Unity's position, I just think they're
           | alienating one of their biggest bases. Even if they don't
           | make money directly off of them, those are the people who
           | often advocate for use of Unity in other areas like
           | Enterprise.
        
           | bcrosby95 wrote:
           | Most Unity games are mobile apps. Some suits probably saw the
           | numbers on installs and saw dollar signs, but never thought
           | about if it was a viable pricing model for most of their
           | actual customers.
        
             | qwytw wrote:
             | > pricing model for most of their actual customers
             | 
             | I guess they don't really value customers who can only
             | generate $0.01-1.0 or less per install. Not saying it's
             | right but it's not like this group of developers is really
             | paying them that much anyway (and noncommercial games/apps
             | don't seem to be affected at al).
        
               | starburst wrote:
               | You'd be surprise how HUGE that market is and also
               | Unity's foothold as the engine of choices for those
               | games. So this makes this decision even more baffling
               | because instead of sharing the revenue these developers
               | will just change to a different engine (it's not like
               | that market will disappear, so if using Unity is
               | unprofitable or too big of a dent in the revenue, they
               | won't stop making those games, just use a different
               | engine)
        
               | qwytw wrote:
               | > instead of sharing the revenue
               | 
               | I'm sure one reason Unity did this is that are pretty
               | certain that many of those developers won't be willing to
               | share their revenue. In countries like China where even
               | relatively large studios would just pay for 1-5 licenses
               | for 100 employees forcing them to give you a share of
               | their revenue seems hardly possible.
        
               | starburst wrote:
               | They will have the same problem trying to get them to pay
               | per installs as well, whatever punishment can happens for
               | not paying their cost to install tax they can do the same
               | tactic for those not paying their revenue share.
        
               | qwytw wrote:
               | > They will have the same problem trying to get them to
               | pay per installs as well
               | 
               | If they are already clients and paying for Plus/Pro/etc.
               | subscriptions that shouldn't be too hard (much, much
               | easier anyway).
        
           | starburst wrote:
           | That is the problem, and what is completely baffling, games
           | that are sold at 70$ means they pay a ridiculously low fee
           | (%) compared to cheap or free to play mobile games where that
           | fee means it can render the game unprofitable and need to be
           | shutdown, yet with a reasonable % of the revenue they would
           | be able to be profitable and everyone makes money.
           | 
           | Big company selling big games will see this as a rounding
           | error in their revenue. Indies / small company will probably
           | need to shutdown some games because this won't be
           | profitable...
        
             | qwytw wrote:
             | > Indies / small company will probably need to shutdown
             | some games
             | 
             | Are they giving away their games for free (so this
             | shouldn't(?) affect them)?
             | 
             | Or or have about $1-2 revenue per user or less and over
             | overall $200k revenue?
        
               | starburst wrote:
               | Maybe you're not familiar with the economics of f2p
               | mobile games, but basically, the game is free, you get
               | maybe 100k installs and make back 25k$ (IAP, etc.) so
               | revenue of 0.25$ per user. But then you have to pay for
               | users acquisition (marketing to get installs) so the
               | actual revenue is more like 0.19$ per user (still
               | profitable!) BUT then I have to pay 0.20$ for any
               | installs regardless of it made any money, so I'm
               | effectively at a loss -0.01$ per user when I could've
               | been profitable.
               | 
               | I made up the number up but you get the idea. With a % of
               | revenue share (or at the very least do not count installs
               | that generated 0$ revenue) it could be a profitable game,
               | now it risks of being shutdown.
        
               | WillPostForFood wrote:
               | You wouldn't pay anything to Unity in that scenario - you
               | need 100k installs and 200k in revenue for the game
               | before the fee applies.
               | 
               | And the charge is incremental after the 100k and 200k in
               | revenue, so if you had 101k installs and 200k in revenue,
               | you'd only pay $15.
        
               | starburst wrote:
               | I'm going to use the Personal / Plus pricing instead of
               | Pro, on a f2p mobile game, but let's say you made 200k$
               | on the first 200k install, but only 20k$ on the next 200k
               | installs (for whatever reason, different market, whale
               | spending 10's of thousands $ skewing the data, etc.), you
               | owe Unity 40k$ and are now in the negative for those new
               | installs when you could've still turned a profit, albeit
               | less.
               | 
               | Of course Unity deserve to be paid and receive revenue,
               | I'm absolutely not against that and if you are on the Pro
               | subscription, it is only a concerned once you reach 1M$
               | which at this point means the project should be
               | profitable and manage to pay that tax (otherwise maybe
               | that project isn't commercially viable).
               | 
               | But it just feel very harsh for the mega popular indie
               | hit that have very low revenue per user you know... A %
               | of revenue would be better or at the very least only
               | count install that generated revenue or whatever...
        
               | qwytw wrote:
               | > but let's say you made 200k$ on the first 200k install,
               | but only 20k$ on the next 200k installs (for whatever
               | reason, different market, whale spending 10's of
               | thousands $ skewing the data, etc.), you owe Unity 40k$
               | and
               | 
               | And that point you should just switch to Pro and ust pay
               | ~2k per seat each year without install fees.
               | 
               | Of course I guess you need to think about that in
               | advance, but unless there is a massive spike in
               | popularity and your daily installs spike by 10000% or
               | something in a day (which is not that unthinkable) you
               | should be fine.
        
               | WillPostForFood wrote:
               | yes, you are correct in that scenario. It would be
               | nightmare. But the scenario seems like it would be rare.
               | And it is $200k revenue in the previous 12 months, not
               | lifetime. So the trailing 12 month revenue would start to
               | drop, probably under the 200k threshold.
               | 
               | But there are definitely gotcha scenarios, and tracking
               | installs is highly dubious.
        
               | qwytw wrote:
               | > 0.25$ per user
               | 
               | I assumed than US/CAN/etc. user would be worth much more
               | than that?
               | 
               | > marketing to get installs
               | 
               | Not sure how accurate, since this was on the first page I
               | googled:
               | 
               | "Average mobile app CPI - $0.93 (APAC), $1.03 (EMEA),
               | $0.34 (Latin America), $5.28 (North America)" but would
               | imply that those numbers are no realistic.
               | 
               | All Latin America and most Asian (outside Japan and SK)
               | and significant proportion of EMEA users would only cost
               | $0.02 per install. And the users you have to pay $0.20
               | for are likely to be generating significantly more ad/IAP
               | revenue for you than the rest.
               | 
               | But yeah, if you can't get to $1-2 even for NA/etc. users
               | are you're actually selling your game for $1-2 the 20
               | cent fee seems pretty extreme.
        
               | kevingadd wrote:
               | the average is skewed by games like Genshin Impact with
               | gross exploitative monetization, not to mention literal
               | casino games. So smaller developers with more reasonable
               | monetization are not getting anywhere close to those
               | averages and will be punished hard by these fees,
               | especially because it's per-install not per-user.
               | 
               | If a user installs your F2P mobile game on 2-3 devices
               | (not uncommon), you now owe 40-60 cents, not 20. Hope
               | your average revenue is good enough that you can afford
               | that after Apple/Google take their 30%.
        
               | qwytw wrote:
               | Average cost per install should be significantly lower
               | than 20 for most games (it's just 2 cents for most
               | country's in the world after all). However yeah it seems
               | pretty excessive.
               | 
               | I wouldn't be surprised if that 20 cent cost is just
               | there to encourage developers who'd have to pay to update
               | to pro (e.g. a seat for a year seems to be equal to about
               | 10k installs, but with pro you get extra 800k free
               | installs and increase your revenue limit by another 800k
               | so you'll likely won't even have to pay extra for users
               | at all)
        
               | starburst wrote:
               | Not sure I understand? I just made those number up to
               | give you an example, be it realistic or not hardly
               | matters. You get X per user and it cost you Y per user
               | and Unity take Z per user. Now `X - Y` is profitable but
               | `X - Y - Z` is not, that's it. If it was instead a % at
               | least it would still be profitable if only less, it
               | doesn't put the revenue per user in jeopardy of being in
               | the negative.
               | 
               | Plenty of games are profitable at scale with only a few
               | pennies per user.
        
               | [deleted]
        
               | qwytw wrote:
               | > I just made those number up to give you an example, be
               | it realistic or not hardly matters
               | 
               | That's pretty much the only thing that matters. there is
               | a huge difference whether they make $0.5, $1 or $2 etc
               | (and especially how much more do they make per user in a
               | "rich" country since Unity seems to think that they are
               | worth up to 10x more than everyone else.
               | 
               | > Plenty of games are profitable at scale with only a few
               | pennies per user.
               | 
               | Beyond a certain point (over 1 mill users) it will only
               | cost $0.01 per install. So this will affect 1-5
               | dev/worker studios with very low revenue per user. They
               | could still probably just pay ~2k for Unity Pro per seat
               | and stay under the 1 million revenue threshold.
               | 
               | To me it almost seems that the '$0.20 per install' is
               | only there to encourage developers to upgrade to pro if
               | they have more than a few hundred k. users.
               | 
               | > If it was instead a %
               | 
               | True, I'm not arguing that wouldn't be more fair. It
               | would be quite expensive to enforce and close to
               | impossible in certain cases. So I understand why Unity
               | chose to do this instead.
        
               | starburst wrote:
               | > That's pretty much the only thing that matters. there
               | is a huge difference whether they make $0.5, $1 or $2 etc
               | 
               | My point is those numbers can vary GREATLY from games to
               | games, and not only the revenue per user but the cost of
               | user acquisition as well. There isn't one truth, the
               | numbers I gave up could very well fit a real project.
               | 
               | Of course you would be pretty stupid to not subscribe to
               | Pro once you notice your game going to 200k. And let's be
               | real, at 1M$ threshold, if the Unity tax is what kill
               | your game, maybe there wasn't a market fit. But it just
               | feel such a bad and unfair way to generate revenue on
               | free to play games.
               | 
               | > So I understand why Unity chose to do this instead.
               | 
               | Other engines does it just fine, tracking installs
               | (without any false positive) seems a much bigger hassle
               | especially legal wise
        
               | qwytw wrote:
               | > Other engines does it just fine,
               | 
               | I'm not sure that's comparable or even true. No other
               | proprietary engine has as even remotely comparable market
               | share in the freemium/Ad/IAP-funded/shovelware mobile
               | game market.
               | 
               | Also Epic isn't trying to pay for 8000 employees
               | (especially not just with their engine revenue) or
               | service billion in debt accrued from (possibly
               | unnecessary) acquisitions. It feels to me that Unity
               | pushed themselves into a corner by increasing and don't
               | really have any choices but to try and maximize their
               | revenue any way they can.
               | 
               | e.g. Epic seems to have about 4000 employees and compared
               | to Fortnite Unreal seems to almost be just a side gig for
               | them.
               | 
               | Also let's be fair a 5% royalty would be much more likely
               | to scare off their best paying customers. And looking at
               | their current leadership and overall philosophy I find it
               | easy to understand why they might not care that much what
               | will happen to some indy/small developers who can't
               | afford/don't want to pay for Pro or have more than 1
               | million users but can't generate more than ~$0.2 - 0.5 in
               | profit per install.
        
               | starburst wrote:
               | I get that, but I feel like there must've been a much
               | better way to do so than with this proposal that seems to
               | have burn the last remaining goodwill that developers had
               | left in Unity and making sure most future projects won't
               | get done on Unity.
               | 
               | A lot of people have been thinking about switching for
               | years, Unity is becoming slower and slower with time,
               | more buggier, etc. I feel like this is the tipping point
               | where the number of developpers is going to go down, so
               | was it worth it? Maybe, maybe it was the correct
               | decision, time will tell.
               | 
               | I'll still continue to use it for on-going projects I
               | have and pay the tax no problem, but I won't pick it for
               | any project in the future personnaly because of how out
               | of touch and ridiculous I personaly feel this business
               | decision is (and other decisions they've made).
        
       | no_wizard wrote:
       | are they only counting unique installs or do developers pay with
       | any install? Like if i reimagined my machine and reinstall games
       | does that mean they have to pay the install fee again?
       | 
       | EDIT: The more I read the FAQ, the more I think this is a bad
       | deal
        
         | wpietri wrote:
         | Ooh, good question. Does Unity phone home when a game is
         | launched? If I were in Unity's shoes and trying to enforce this
         | cheaply, I'd either have it phone home so I could keep track of
         | how many active users a game has, or I'd just scrape data from
         | the app stores to see who's worth having a salesperson call up.
        
       | Zuiii wrote:
       | Ballsy to pull this stunt when Godot is so close to hitting
       | critical mass (see Bender). Is this them seeing the writing on
       | the wall and cashing in?
        
       | wpietri wrote:
       | I was looking at that table, which otherwise made great sense,
       | but struggling to understand why Unity Pro and Unity Enterprise
       | had cheaper per-install prices than Unity Personal. Part of the
       | answer is that they charge up-front monthly fees to use it:
       | 
       | https://unity.com/products/unity-pro
       | 
       | So I see $2040 per year per seat for Unity Pro. That doesn't
       | quite explain why the per-install costs decline with volume for
       | Pro/Enterprise licensees, but I suspect that's just that the
       | Pro/Enterprise are more sophisticated and have better negotiating
       | power.
        
         | meheleventyone wrote:
         | Presumably the Pro/Enterprise subscribers are more likely to
         | reach the thresholds as well so get charged for installs and
         | it's a carrot to get people to upgrade if you expect volume.
        
       | [deleted]
        
       | NotGMan wrote:
       | Oh boy...the mobile game studio who are already making little
       | money per install are gonna go crazy.
       | 
       | Unity right now is only massively used by 1) Indies 2) Mobile
       | game studios
       | 
       | They just made sure that all of those will switch tech.
       | 
       | Unreal Engine has a much better license because it says that
       | "it's not retroactively changable": so if you eg stay at Unreal
       | 5.2 forever no new epic changes to the license will apply to you
       | since the 5.2 license applies to you forever.
       | 
       | RIP unity.
       | 
       | Even if unity reverts this (which IMO they will due to backlash)
       | all new mobile studio game devs will move to some other engine.
        
         | [deleted]
        
       | m-p-3 wrote:
       | https://twitter.com/AggroCrabGames/status/170169103683230926...
       | 
       | I suspect this will significantly impact the Xbox GamePass lineup
       | soon once it takes effect.
       | 
       | Also, imagine that pirated copies or even multiple installs by
       | the same users counts into hitting that threshold. I could see a
       | malicious competitor pushing a lot of _installs_ to hit someone
       | else bottom-line and sink them financially with a minimum of risk
       | for them.
       | 
       | That new policy need to go back to the drawing board ASAP.
        
       | ambyra wrote:
       | I wonder if the old versions of the editor will still run without
       | the DRM additions in November.
        
       | fidotron wrote:
       | Unity is a tragedy. They have managed to fumble the technical
       | aspects so much it drove people away, to the point they become
       | more valuable as part of an ad business than an engine one. Their
       | efforts outside the games industry don't appear to have as much
       | traction as they deserve either.
       | 
       | The question has already been "Why aren't you using Unreal?" and
       | that's just going to get harder.
       | 
       | Given the current VC taste for eliminating all things which count
       | against gross margins now might be a good time to be an engine
       | developer again.
        
         | everyone wrote:
         | I'm a game dev and Unreal is not a Unity replcement imo..
         | Making a game in Unity feels like making a game in XNA, you
         | just start writing code and can write your entire game from
         | scratch and can ignore most of Unity's features. Unreal on the
         | other hand feels like you are modding an existing game and you
         | must use their many existing systems and patterns. I'm moving
         | to Godot, it feels like the new Unity / XNA.
        
         | dleslie wrote:
         | The question is "Why aren't you using Godot?"
         | 
         | Unreal is just another vendor with a hand in your revenues.
        
           | fidotron wrote:
           | My last comment there is a hint that might happen, as this
           | shifts the calculus enough that for big casual players hiring
           | devs to work on godot makes more sense. However, those
           | players will also get preferential treatment anyway.
           | 
           | But everyone will be waiting for Godot to have the first
           | widespread hit before jumping in like that.
        
             | dleslie wrote:
             | Sonic Colors: Ultimate was recently released, and it's a
             | Godot game.
        
         | CSMastermind wrote:
         | > The question has already been "Why aren't you using Unreal?"
         | and that's just going to get harder.
         | 
         | Lack of Web and Mobile support
        
           | mthoms wrote:
           | Is Unreal known for having poor web and mobile support?
           | Genuinely curious.
        
             | starburst wrote:
             | Compared to unity, yes (especially for 2D stuff which is
             | more the norm on those platforms).
             | 
             | Unity is already imho pretty bloated but at least useable
             | and a sensible choice for both, Unreal is just too massive
             | and more suited for console 3D type of games.
        
           | fidotron wrote:
           | It really isn't the lack of mobile support, as Fortnite
           | shows, it is the fact Unity devs are cheaper and iteration
           | speed from code changes is faster, which in hypercasual type
           | stuff proves to be essential.
           | 
           | I tend to think the dev iteration speed is the core Unreal
           | weakness.
           | 
           | The problem Unity have created is if something can be made
           | with Unity it will get crowded out with clones in five
           | minutes.
        
             | wokwokwok wrote:
             | > in hypercasual type stuff...
             | 
             | Yes. Well.
             | 
             | The idea that developer iteration speed is actually an
             | indicator of project-completion-at-scale speed is really
             | only true at a trivial scale; you know, when you only have
             | developers. Maybe a handful of them. ..and like, one does-
             | everything artist.
             | 
             | When you have multiple different teams including _non_
             | developers working on actually building a significant game,
             | crafting levels, assets, etc. the iteration speed of your
             | handful of devs is really _really_ a drop in the ocean.
             | 
             | There are a lot of very powerful tools in unreal for
             | _teams_ , and they have consistently invested in tooling
             | (eg. File per actor) and real life production needs (eg.
             | LED stage support) with their customers.
             | 
             | Unity has invested in different areas, with a lot of
             | effort, and bluntly, nothing to show for it.
        
               | ido wrote:
               | really only true at a trivial scale
               | 
               | You seem to suggest this means it doesn't really matter?
               | I run a startup with 4 employees (only 2 of us are
               | developers). I care about stuff in this "trivial scale"
               | and a lot of other developers are like me.
               | 
               | It's not just hobbyists and students.
        
               | mrguyorama wrote:
               | >Unity has invested in different areas, with a lot of
               | effort, and bluntly, nothing to show for it.
               | 
               | Aren't they making shitloads on advertising?
        
               | Jensson wrote:
               | > at a trivial scale; you know, when you only have
               | developers. Maybe a handful of them. ..and like, one
               | does-everything artist.
               | 
               | And that includes most games.
        
             | andsoitis wrote:
             | How do you square what you say here with your prior comment
             | that unity is driving devs _away_?
        
             | CSMastermind wrote:
             | I did an evaluation earlier this year between the two. We
             | needed the 3d engine but also needed native phone features.
             | Meaning some screens of the app would be Unreal/Unity and
             | some would be native iOS.
             | 
             | We couldn't even get Unreal to build as an embeddable
             | library for a mobile app nor could we get it to build into
             | anything that would run in a web browser despite more than
             | a week of effort.
             | 
             | We had Unity working for both use cases in under a day.
        
         | Thaxll wrote:
         | Unreal is nowhere in the mobile space.
        
         | ceeam wrote:
         | > Why aren't you using Unreal?
         | 
         | C++. Sure, we can talk about Verse or even Skookum, but C# is
         | much easier. Still, if any big game engine would have something
         | like JS it would be even better for indie or small studios.
        
           | somenameforme wrote:
           | Unreal C++ is so heavily modded that it often doesn't really
           | feel like C++. Like I feel kind of odd the rare times I use
           | std:: anything. And Unreal C++ tends to be garbage
           | controlled, support reflection, and so on. The only real big
           | downsides are you have C++ compile times and generally poor
           | intellisense - though IDEs that specialize in Unreal, like
           | Rider, have seen exponential improvements on that front. And
           | for teams that are genuinely averse to C++, going 100%
           | Blueprint is also a completely viable option.
        
             | V1ndaar wrote:
             | For people scared off by C++ and who want faster recompile
             | times, check out the Nim bindings [0]. Check out his
             | Twitter/X account [1] for plenty of cool things it brings
             | to the table.
             | 
             | [0]: https://github.com/jmgomez/NimForUE
             | 
             | [1]: https://twitter.com/_jmgomez_
        
           | jimmaswell wrote:
           | Unity used to support JS but nobody used it. Why would I ever
           | pick such a weakly typed mess over C# for this use case?
        
             | fidotron wrote:
             | I've actually been writing an engine in JS (with the
             | exception of physics in WASM) partly to understand the
             | implications of doing it.
             | 
             | You do need to be disciplined, however, being able to
             | simply start extending random instances of other types
             | proves remarkably useful when developing.
             | 
             | I'm not sure such a thing would work well on a team.
        
               | jimmaswell wrote:
               | Probably not very good on a team, yeah. I actually have a
               | bit of a toy game engine for the browser/ThreeJS targeted
               | at making games similar to the Windows 95 screensaver.
               | Learned some good things like GLSL and shaders but
               | working in JS was definitely a bit of a slowdown when I'd
               | hit classes of bugs that wouldn't be possible in C#, even
               | with annotations helping me. But other times it was
               | convenient being able to pass stuff around without
               | writing up classes or structs for them as you alluded to.
               | 
               | Has a brief overview in its README if anyone wants to
               | check it out: https://github.com/ldyeax/MazeEngine
               | 
               | I have more expansive ideas for it but for now the main
               | demo is this silly museum. https://jimm.horse/maremuseum
               | 
               | It's a fun experiment in seeing what JS can do, it's cool
               | having it run natively on the web, and annotations get
               | you a lot of the way there, but in a context like Unity
               | I'd never pick it over C#. Typescript might be alright
               | but at that point why bother? C# has anonymous types,
               | tuples, and such today too.
        
             | kroltan wrote:
             | Because it was not JS, it was UnityScript which is what
             | happens when someone read "JavaScript: The Good Parts", and
             | thought the title was "... The Bad Parts" and threw all
             | those away and kept only the actual bad parts.
             | 
             | It was just about fine if you were doing very small
             | projects but quickly got very hairy, and their compiler was
             | full of bugs.
        
               | detuur wrote:
               | And to contrast, Godot's GDScript has been great for me
               | so far. I've been hacking at a personal project for a
               | couple of days now and I feel right at home in the
               | language, which feels right at home in the engine.
        
           | mentos wrote:
           | Blueprints Blueprints Blueprints
           | 
           | The name of the game is iteration speed. (I always think of
           | Paul Grahams story about beating out the competition using
           | Lisp.)
           | 
           | I've been working with UE since 2014, originally started in
           | UE4 C++ and avoided blueprints and kept everything in C++.
           | Was great 'for performance' and code diffs but now 10 years
           | later I'm 99% blueprint and only go down to C++ if the
           | performance requires it for the 1% of hot paths. My iteration
           | time in UE using blueprints makes me shutter to think of all
           | the time I spent waiting for C++ to compile.
        
             | _gabe_ wrote:
             | I just started using Unreal 5 to prototype a VR game (lots
             | of quirks but this engine is amazing). I've been writing
             | C++ for 5ish years now and am pretty comfortable with it.
             | I've also been slowly converting all the blueprints in the
             | VR template provided by Unreal to C++ for a few reasons and
             | was curious if these effect you.
             | 
             | I tried using blueprints for awhile, but it just feels so
             | cumbersome and time consuming. I can bang out 10 lines of
             | code basically as fast as I can think, but converting those
             | same 10 lines of code to blueprints often involves much
             | more time. You have to click around a bunch, rearrange the
             | routing wires, make it look readable, abstract a lot of
             | stuff into functions that usually don't need it just
             | because it helps condense the blueprints. Then the
             | blueprints end up sprawling a large area and are very
             | difficult to keep in my head at once (whereas it would
             | normally take less than a page of C++ code to write it out
             | and you can easily hold that in your head).
             | 
             | Basically, I was wondering if these downsides to blueprints
             | effect you much or if you've developed suitable
             | workarounds? I want to like blueprints, but the time it
             | takes to click around and make it readable is painful, in
             | my opinion, more painful than compile times for the C++.
        
               | mentos wrote:
               | Yea its unfair to taught Blueprints as the answer when
               | they have a serious learning curve.
               | 
               | It took me a while to build up enough experience where I
               | could become more expressive with Blueprints than C++.
               | The Lyra example has some good Blueprint hygiene worth
               | reviewing where they organize all variables underneath a
               | function call.. but until you have serious experience
               | with Blueprints they are going to feel like a cumbersome
               | mess.
               | 
               | My advice is to do what you feel most expressive with,
               | doing the thing you enjoy more will lead to more hours of
               | experience. Start with C++ and build up a good
               | understanding/mental model of the engine and then
               | eventually give Blueprints a try in a few more years and
               | you will see them in a new light.
        
             | bojo wrote:
             | Blueprints are fun to work with, but the amount of time it
             | takes to drag and drop nodes around to make the equivalent
             | of a for loop feels incredibly unproductive. The result
             | does look visually pleasing though!
        
               | throwaway4577 wrote:
               | Visually pleasing indeed.
               | https://blueprintsfromhell.tumblr.com/
        
       | MassiveBonk51 wrote:
       | Hmm.. I guess this is what motivates me to try Godot.
        
       | eljimmy wrote:
       | The claw of capitalism will always tighten its grip. Any software
       | company that goes public has this problem it seems.
        
       | garganzol wrote:
       | Many companies start as bright locomotives of the tomorrow world,
       | only to crumble into the valley of greed in the future. Unity is
       | not an exception, it seems. For them, it's so much easier to
       | raise prices and f%.k their customers than to truly innovate.
       | 
       | Innovation requires talent, efforts and pain - and that's a
       | scarcity, especially in the aging company which prefers an
       | illusionary comfort to the true freedom.
        
       | dindobre wrote:
       | So they basically tripled (4.5X actually) the cost of customizing
       | the splash screen, to an amount that for non US based customers
       | is a lot. I'm quite shocked, I was looking at godot with mild
       | interest but now I'm actively hoping it picks up, this kind of
       | changes are just insane and I'm guess things will get worse over
       | time.
       | 
       | And what about the install fees? Let's say my studio fails but
       | people keep installing because of piracy or any arbitrary reason,
       | am I going to get charged for the remaining of my life? It's just
       | a shocking move
        
         | ponytech wrote:
         | I feel the same. EUR1,877/year for removing the Unity logo on
         | splash screen is way too much for a small studio like us.
        
       | peteforde wrote:
       | This is brutal and devastating. They might as well have called
       | the post "Party time is over, our MBAs need to make some money
       | for our investors".
       | 
       | In my case, this would be the final straw after years of baffling
       | tech reorgs and broken promises, but I have such a massive sunk
       | cost investment in Unity store assets that I am effectively
       | locked in.
       | 
       | All of that said, I would put serious money on this getting at
       | least partially rolled back in the next few days. The blowback is
       | going to be big enough that the investors might tell the MBAs to
       | stop sacrificing their long-term profits for short-term gains.
        
         | namdnay wrote:
         | Is the drive to make money for investors specific to MBAs? If
         | your investors want their money back it seems reasonable to
         | find ways to give it to them?
        
       | Takennickname wrote:
       | Honestly this is hilarious.
        
       | damsta wrote:
       | How does the install tracking work exactly? Do they fingerprint
       | the device once you start a game?
        
       | KMnO4 wrote:
       | The pricing is a bit weird. Their criteria is based on gross
       | revenue of >=$200k. But instead of charging a percentage of that,
       | they charge per install at a rate of $0.20/install.
       | 
       | So if you made $200k off of 1M installs, you'll now pay $200k and
       | your total profit will be zero.
       | 
       | I guess the assumption is that each install will earn you
       | >>$0.20, but that's a very generous assumption. What about a F2P
       | game that has millions of installs but only a fraction support
       | the game with microtransactions?
       | 
       | There's definitely going to be some cases where studios will owe
       | more money to Unity than their game makes.
        
         | meheleventyone wrote:
         | I think you need to read the table again. If you have that
         | volume you shouldn't be on the most expensive per install plan.
         | And if you're on a higher plan you wouldn't qualify for the per
         | install pricing at all.
        
           | KMnO4 wrote:
           | Before this change, there would be no reason to spend
           | $2100/seat on Unity Pro. The Personal/Plus plans would be
           | more than sufficient for indie devs.
           | 
           | You're right, some studios are going to be forced to switch
           | to the Pro plan to save on per install pricing. That just
           | seems like a really frustrating forced upgrade.
        
             | krajzeg wrote:
             | In fact, the Plus plan is being removed completely. It's
             | only mentioned off-handedly in the last paragraph of the
             | article, but it's another giant change for indie devs (who
             | have no choice but to migrate from Plus to Pro).
             | 
             | They are offering a free upgrade from Plus to Pro for one
             | year, but that does nothing once that time elapses - you
             | have to pay the Pro fees or drop down to Personal, which is
             | not viable for most games.
        
             | grogenaut wrote:
             | Is they're cranking out that many sales and games is $2100
             | unfair?
        
               | yalok wrote:
               | Those are life time installs.
               | 
               | My game has been around for a few years and has over 500k
               | life time installs.
               | 
               | I May be getting very small install rate per month now,
               | but would still have to pay a lot.
        
               | WillPostForFood wrote:
               | You would only pay if your game made 200,000 in the last
               | 12 months. They aren't looking at lifetime revenue.
        
               | strobe wrote:
               | 'made 200,000' that doesn't meant that you able to get
               | any profits from that, and it lot of cases with 200k
               | revenue small game studios only loosing money
        
             | meheleventyone wrote:
             | In your presumed case the studio would already be breaking
             | Unity's terms to be using Personal or Plus as companies
             | making over $200,000 in the last 12 months need to have Pro
             | subscriptions! Dunno how flouted that is though.
        
         | DuctTapeAI wrote:
         | They've been pushing hard recently to get people to use their
         | ads platform, my bet is they're hoping to push "under-
         | monetized" games to run a ton of ads in order to make any
         | money. This kind of a pricing model forces games to think about
         | ads and monetization from the beginning instead of building a
         | large happy user base.
        
         | tomnipotent wrote:
         | > So if you made $200k off of 1M installs
         | 
         | Then you shouldn't be in the business of selling games with a
         | model that bad. Who is charging 20 cents for their games?
        
           | Mydayyy wrote:
           | His point stands tho. Think about mobile games, where games
           | are significantly cheaper (0.99EUR-5EUR). That install fee
           | will hit a lot different than for high priced desktop titles
           | (30EUR+). In addition think about the turnover in mobile
           | games.
           | 
           | The Unity Page does not mention free games with micro
           | transactions, but especially there the user turnover is way
           | higher. A lot of people will install it, play it for a few
           | minutes (or days) and remove it again. Will the developer pay
           | those install fees too?
           | 
           | This entire thing seems not really thought out.
           | 
           | I am also wondering what about trolls, who spoof HWID (or
           | whatever the unique install id is based of) and spam-install
           | it
        
             | unusualmonkey wrote:
             | Does unity want to support games where the vast majority
             | uninstall it within a few minuites?
             | 
             | Seems like having less of those games on Unity might
             | improve Unity's brand.
        
             | hightrix wrote:
             | > I am also wondering what about trolls, who spoof HWID (or
             | whatever the unique install id is based of) and spam-
             | install it
             | 
             | You don't even need to get that technical. It seems that
             | using a privacy respecting browser that blocks cookies and
             | fingerprinting techniques will identify a simple page
             | refresh as an install.
        
             | tomnipotent wrote:
             | > His point stands tho.
             | 
             | Except it doesn't. Selecting Unity as your game engine is a
             | business decision and part of your business model. If you
             | cannot make a profit in your game after the fee, it's not
             | Unity's fault that you have a bad business model.
        
               | BizarroLand wrote:
               | If you're just going to spam the same thought over and
               | over again then you should go to reddit where that lack
               | of originality is appreciated.
        
               | executesorder66 wrote:
               | Ah, this explains so much!
               | 
               | I once crapped out a game engine over a weekend using
               | python. I called it turdPy.
               | 
               | I released it under a commercial license of $20000 per
               | CPU thread per developer device per day to use. With an
               | additional 80-20 revenue share model (80% going to me)
               | once the devs sell their game.
               | 
               | I never got any customers, and I always wondered why. But
               | now I understand that it was because game studios simply
               | didn't have a good enough business model.
        
               | fzeroracer wrote:
               | What about the fact that Unity is changing their business
               | model and making it retroactive to fuck over people?
        
           | TillE wrote:
           | That's completely realistic for a F2P game.
        
       | gambiting wrote:
       | So I guess you can't make fully online games with unity anymore -
       | the runtime will have to connect with unity servers at least once
       | to report new installation.
        
         | gambiting wrote:
         | *offline
        
       | ravivyas wrote:
       | 20 cents per install is crazy.
       | 
       | Mobile games are already a risky business with success hard to
       | come by. Marketing costs for games has already gone up due to due
       | to ATT.
       | 
       | They are doing the classic chase current revenue while destroying
       | future revenue thing
        
       | madsbuch wrote:
       | This might be good for for Godot..
        
         | ncr100 wrote:
         | Yeah, there's like a small size studio, or studios where they
         | plan to not have like a very strong monetization curve, where
         | this makes sense.
         | 
         | This pricing change pressurizes modestly successful long tail
         | profits. And so I think yes competitor game engines that are
         | more progressive will be more popular for those segments.
        
         | ceeam wrote:
         | The big deal breaker with Godot was that any console (XBox/PS)
         | release was out of question.
        
           | 6581 wrote:
           | https://docs.godotengine.org/en/4.0/tutorials/platform/conso.
           | ..
        
           | amitmathew wrote:
           | W4 Games, which was founded by some of the Godot devs, also
           | recently announced console support:
           | https://w4games.com/2023/08/06/w4-games-
           | unveils-w4-consoles-....
        
       | consoomer wrote:
       | Unity has built a very impressive engine and runtime.
       | 
       | With that being said, I have never had the desire to use it (or
       | any other engine). Perhaps I'm a minority here, but I dislike
       | engines and I dislike the idea of "building my own engine."
       | 
       | I think you should set out to make the game. You begin by
       | creating a window. Then you draw some pixels or render a texture.
       | You add events and controls. You make the game logic and states.
       | Then you have a game. It can take as little as a hundred lines of
       | code to have a basic game up and running.
       | 
       | From there, you make the thing you want to create. No more, no
       | less.
        
         | dbrueck wrote:
         | To each his own, but it sounds like you're overlooking the
         | opportunity cost, which is potentially massive.
        
         | peteforde wrote:
         | That's fine for a hobby; specifically a hobby where you plan to
         | spend 90% of your available time reimplimenting crappy
         | equivalents to things you get on day one of using an engine. In
         | other words, a hobby project where the point is the exercise
         | and has no need to actually ship.
         | 
         | Just pray that you're never employed to be the #2 developer to
         | someone who built their own game without an engine. "Why would
         | there be documentation? Just follow my inner voice."
        
         | matt3210 wrote:
         | It's much harder than you make it out to be.
        
         | andersa wrote:
         | And by the time you actually ship something, 10 years have
         | passed.
        
         | Sohcahtoa82 wrote:
         | > You begin by creating a window. Then you draw some pixels or
         | render a texture. You add events and controls.
         | 
         | Yes, but without an engine, how do you make this all cross-
         | platform?
         | 
         | Using something like Unity, you can theoretically write your
         | program _once_ and it runs on damn near anything. Android, iOS,
         | Linux, Windows, PlayStation 4 /5, Switch, and more.
        
         | sovietmudkipz wrote:
         | Any advice on how to build a tender pipeline from scratch? Im
         | struggling learning how to implement interesting shaders as a
         | user. I couldn't imagine building a render pipeline engine on
         | top of writing shader code.
        
       | faefox wrote:
       | The ongoing enshittification of Unity is great news for Godot.
        
         | [deleted]
        
       | LarsDu88 wrote:
       | What product-market-fit does Unity have left?
       | 
       | If you're an indie studio making small 2d or basic 3d games, you
       | will use Godot If you're a big studio looking for AAA graphics
       | capability you will use Unreal.
       | 
       | There is no other reason to use Unity other than legacy asset
       | store purchases and existing project maintainence.
       | 
       | In 2-3 years those legacy projects will wrap up and Unity will be
       | dead in the water as a company, mark my words.
        
       | matt3210 wrote:
       | This being a monthly rate is insane. Does the game stop working
       | if the developer doesn't pay?
        
         | tomnipotent wrote:
         | Monthly is in regards to how Unity invoices, the fee is per-
         | install.
        
           | matt3210 wrote:
           | No, the table header says "monthly rate" of .20 per install.
           | Eg 10 installs is 2$ a month
        
             | gambiting wrote:
             | That's not correct. It's poorly worded, but fee is per
             | install per lifetime not per month.
        
               | matt3210 wrote:
               | Explain why my interpretation is incorrect, otherwise
               | I'll continue with it.
               | 
               | There's no other way to interpret "standard monthly rate
               | = 0.2"
        
               | tomnipotent wrote:
               | Read the FAQ, which would have taken less time then you
               | spent expressing your faux outrage on HN.
               | What is the Unity Runtime Fee?              We are
               | introducing a Unity Runtime Fee that         applies to
               | certain Unity subscription plans         based on per-
               | game installs across any Unity-supported         game
               | platform. Creators only pay once per download.
        
               | matt3210 wrote:
               | Makes sense, thanks for pointing it out. Also
               | 
               | Faux: made to look like something else that is usually
               | more valuable
               | 
               | Common mistake, no worries
        
               | dcow wrote:
               | At least you admit you were actually mad. Kudos.
        
               | meheleventyone wrote:
               | They're using faux totally acceptably!
               | 
               | https://www.merriam-webster.com/dictionary/faux
               | 
               | https://dictionary.cambridge.org/dictionary/english/faux
        
       | everyone wrote:
       | how do they plan to even track revenue and also installs? Also
       | what do they do if they say you are over the revenue or install
       | threshold and just tell them to fuck off? Can they remotely kill
       | your game???
        
       | tezza wrote:
       | No mention of WebGL installs
       | 
       | * Do WebGL plays count?
       | 
       | * This could bankrupt indies if too many people click the WebGL
       | games
       | 
       | * What Unity Version is this effective from?
       | 
       | * Will games made on prior versions of the editor be affected?
        
         | Karliss wrote:
         | > Do WebGL plays count?
         | 
         | According to https://unity.com/runtime-fee "distribution via
         | streaming or web browser is considered an install."
         | 
         | > Will games made on prior versions of the editor be affected?
         | 
         | From the FAQ https://unity.com/pricing-updates , "Will this fee
         | apply to games using Unity Runtime that are already on the
         | market on January 1, 2024?
         | 
         | Yes, the fee applies to eligible games currently in market that
         | continue to distribute the runtime".
         | 
         | So while it doesn't apply to any past downloads, it will apply
         | to any future downloads of previously released games.
        
       | GenericDev wrote:
       | Jesus christ. I'm so deep into my current game I'm hesitant to
       | move away. But this is bad...
       | 
       | I don't know what to do. I have a huge sunk-cost fallacy here.
       | 
       | I guess I'm going to ship it and pray, and then never use Unity
       | again.
       | 
       | Jesus christ, what were they thinking?
       | 
       | Fuck Unity.
        
         | gs17 wrote:
         | What is your monetization model for your game? It might not be
         | a huge issue if you know you'll get way more than $0.20 per
         | user. If you were selling a game for $10, this is minor. If
         | you're making a f2p game where there's no guaranteed income and
         | most of your players will not spend a dime, it's a lot riskier.
         | I'd worry about the install counts getting spoofed by angry
         | players, but that seems like a bigger liability for Unity than
         | developers.
        
       | ddxv wrote:
       | "Once a game passes the revenue and install thresholds, the
       | studio would pay a small flat fee for each install (see the table
       | below)."
       | 
       | This was not clear to me at first based on their table which
       | currently shows 1-1000 installs as falling into the $0.20, but
       | it's in fact actually the installs AFTER passing the threshold I
       | believe. So assuming it was installs, it would be install 200,001
       | - 201,000 that would be charged $0.20?
        
       | vnorilo wrote:
       | They hint that the install fee can be discounted if other Unity
       | services (read: their ad network) are used by the game in
       | question.
       | 
       | I think it's a play to force f2p games to use their ad mediator
       | as the install fee will effectively raise the cost-per-install
       | for anyone using competing ad networks.
       | 
       | Vampire squids doing vampire squid things. I'd expect them to get
       | sued, and at least in the EU it seems likely to be difficult to
       | defend.
        
       | starburst wrote:
       | This cannot be right, how can this makes sense with mobile
       | gaming? Unity has a HUGE market share there, so they know the
       | number. How can free games ensure a 0.20$ per install? Why not go
       | with X% of the revenue?
        
         | gambiting wrote:
         | How do free games pay for unity licencing right now?
        
           | starburst wrote:
           | Free with splash screen, or Plus / Pro subscription to remove
           | splash screen.
           | 
           | I don't disagree that Unity need to make money, but they
           | should go the Unreal route with % of profit or something.
           | 
           | Tons of games don't even make back 0.20$ per user (mobile or
           | f2p), what's going to happens to those? Force to close
           | because they cannot pay the rent?
        
         | grogenaut wrote:
         | Because they can more easily track the former than the latter?
         | The latter would be show me your books.
        
           | starburst wrote:
           | That's how Unreal does it, 5% over 1M or something. Installs
           | tracking has it own problem in itself, like pirated copies or
           | offline, etc.
        
       | Aeglen wrote:
       | Time to switch to Godot for my design-stage mobile game. The fact
       | that they even came up with this, and worded it so poorly, reeks
       | of incompetence.
        
       | bcrosby95 wrote:
       | They also recently changed the pricing structure of their cloud
       | build - they charge per minute used now. For whatever reason it
       | takes their service 60 minutes to build our iOS game, which costs
       | us around $4. It was kinda tolerable when we weren't getting
       | charged per minute, but now it's just stupid to pay more money
       | because their builds are slow as hell.
       | 
       | We're kinda busy right now so we're paying the fee, but buying a
       | mac mini for builds is definitely on our TODO list now, and once
       | there's some slack in our schedule that will be done.
       | 
       | We've also wasted weeks of time debugging bugs in their cloud
       | system in the past, some of which were mysteriously fixed and
       | they had no clue why. So I'm not even sure we've saved much time
       | over just having our own in house build server.
        
         | hightrix wrote:
         | If you haven't looked into it yet, GitHub Actions is relatively
         | easy to setup for Unity builds and, for us, it cut build times
         | more than in half (60+ min to ~20min). GHA isn't cheaper per
         | minute, but it is much faster and you can output things like
         | Code Coverage.
        
         | Fraterkes wrote:
         | I haven't written a lot in compiled languages, so maybe this is
         | a dumb question, but are you actually saying that it takes an
         | hour to compile your unity project? I thought that only
         | happened with huge c++ codebases. How do you get any creative
         | work done without quick iteration?
        
           | bcrosby95 wrote:
           | If you want to test locally, you can just hit the "play"
           | button in the Unity editor and it all happens pretty fast. We
           | use this for building something you can install on an
           | iOS/android device, or for putting up on the web for webgl.
        
           | rahkiin wrote:
           | Distribution builds, especially to consoles, need full shader
           | compilation of all variants in the build. This can take
           | hours. For some pc games they also can prebuild some shaders
           | for common hardware to speed up loading times.
        
       | binarynate wrote:
       | Commenters here are overreacting due to misunderstandings:
       | 
       | - the per-install fee doesn't kick in until you've passed BOTH
       | the annual game revenue and install thresholds (i.e. >$200k
       | annual revenue on the game and >200k lifetime unique downloads)
       | 
       | - the fee isn't monthly, it's per unique download (poor wording
       | in Unity's chart)
       | 
       | - you only pay the fee on the number of downloads _over_ the
       | threshold
       | 
       | This new pricing will actually _decrease_ the price of using
       | Unity for many developers. Before, if your company 's total
       | annual revenue was >$100k, you had to buy a paid Unity license no
       | matter what. Now those company's can use Unity totally free until
       | their game reaches $200k annual revenue and 200k lifetime
       | downloads.
       | 
       | This licensing scheme is actually very similar to licensing the
       | AVC/H.264 video codec from Via LA (for example, if you want to
       | ship a build of Chromium with MP4 enabled). In their case,
       | licensees self report the number of units they've distributed per
       | year and pay a small fee on the number of units over 100k. If you
       | ship under 100k units, there is no fee.
        
         | [deleted]
        
         | gs17 wrote:
         | I do appreciate that if you make something that's always free,
         | no matter who you work for you don't need to worry about which
         | license to use, and by making it revenue for the last 12 months
         | we don't need to worry about every dev taking down all their
         | old Unity games to avoid fees. But it's still not a great deal.
         | Even if they somehow can exclude pirated copies and malicious
         | reinstalls, there's still plenty of absurd scenarios with it.
         | 
         | A developer decides to make their game that was a hit almost a
         | year ago free? Now they might have to pay Unity more than the
         | $200k they made on the game earlier!
         | 
         | Or if they throw it in a charity bundle, they get punished for
         | their attempt to help people in need!
        
         | procflora wrote:
         | I think a lot of people are just fundamentally rejecting the
         | structure of a deal like that. The numbers will matter a lot to
         | individual org's decisions but at least to me the emotional
         | reaction here is unrelated to the specifics of the thresholds
         | and rates. It's just "game engine company should not be doing
         | that."
         | 
         | Probably true since it doesn't appear like they're a game
         | engine company any more. The enshittification machine is
         | rumbling to life.
        
       | appstorelottery wrote:
       | I've been developing in Unity since it was a two man company.
       | Deep down when EA ex CEO took it over I knew it was all downhill
       | from there... I'd subscribed yearly to the Unity licence for 14
       | years! Certified Unity Expert. Flew to EU for conferences. I
       | remember saying to the founders in the day they should raise
       | money and grow the company (I was the random guy using Unity for
       | window displays and other business applications, running the
       | water shader for 24 hours and seeing it degrade etc.). I made a
       | great living out of Unity, particularly in the Wind Energy
       | industry. It speaks volumes to me about big-capitalism that it's
       | gone this way... but to be fair - the product was so fragmented
       | towards the end - multiple versions to choose from for a new
       | project - LTS builds. It honestly became a nightmare to develop
       | in for me. I lost the joy of making stuff work... Unity 2015 was
       | probably the peak for me...
       | 
       | These days I'm doing WebGL and ThreeJS is not fun either with
       | upgrades, depreciated functions.
       | 
       | The whole ecosystem is a mess these days. I need to shave my
       | beard.
        
       | pixelbyindex wrote:
       | I haven't seen it mentioned here yet, but for anyone wondering:
       | 
       | "How will Unity track installs?"
       | 
       | > We leverage our own proprietary data model, so you can
       | appreciate that we won't go into a lot of detail, but we believe
       | it gives an accurate determination of the number of times the
       | runtime is distributed for a given project.[1]
       | 
       | [1] https://x.com/unity/status/1701689241456021607?s=20
        
         | armchairhacker wrote:
         | Someone's going to break the system, "install" random games
         | 1,000-1,000,000 times, and Unity's going to have to salvage
         | some metrics and defend their accuracy in court and public.
        
         | pixelbyindex wrote:
         | Also, from the unity forums:
         | 
         | > 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.
         | 
         | https://forum.unity.com/threads/unity-plan-pricing-and-packa...
        
           | abracadaniel wrote:
           | So a subreddit could band together and bankrupt a developer
           | by buying their games and scripting an uninstall/reinstall
           | process.
        
       | bilekas wrote:
       | > We chose this because each time a game is downloaded, the Unity
       | Runtime is also installed. Also we believe that an initial
       | install-based fee allows creators to keep the ongoing financial
       | gains from player engagement, unlike a revenue share.
       | 
       | I'm sorry but maybe I'm missing something obvious.. Why are they
       | making this seem preferable to developers? Also what does the
       | runtime being installed have anything to do with the cost to
       | Unity? This is mind blowing, i have to missing something.
        
         | oddevan wrote:
         | It's not a "cost to Unity" thing. It's a "you're using _our_
         | code and we 're _entitled_ to our share " thing.
        
           | bilekas wrote:
           | This really is mind blowing, I used to play games like
           | Subnautica and think how impressive it was that it was made
           | on Unity. It was advertising of the engine/framework in
           | itself!
        
       | CodeL wrote:
       | Unity's new pricing model seems to be a double-edged sword. On
       | one hand, it aims to monetize successful games more effectively,
       | but on the other, it risks alienating indie developers and those
       | in the mobile gaming space. Coupled with the introduction of new
       | DRM requirements, Unity might be walking a tightrope between
       | innovation and alienation. As the gaming industry evolves, it
       | will be interesting to see if Unity's gamble pays off or if
       | developers start looking elsewhere, especially towards engines
       | like Unreal that offer different advantages.
        
       | bodge5000 wrote:
       | A great move by Unity. Sometimes I find myself missing features
       | from Unity after moving to Godot; a general purpose, strongly
       | typed programming language and live editor changes whilst the
       | game is running are my biggest examples, but thanks to these
       | changes I'll never look back longingly at Unity again. Good work
       | team!
       | 
       | Funnily enough the changes have also made me look back into
       | Unreal, I hear they have a proper Linux editor now and that their
       | flavour of C++ is a bit nicer than I expected. I doubt I'll
       | switch from Godot anytime soon, but worth a look.
       | 
       | EDIT: I see the point being made a lot that this won't affect
       | many smaller devs as they'll never make enough money to meet the
       | threshold, however it seems to me that if your choice of engine
       | makes you hope your project _isn 't_ successful, then it might be
       | time to choose a different engine. Unreal engine devs hope their
       | game will make enough to qualify for the revenue share, not
       | because the revenue share is a good thing for them, but because
       | it means if they're making that kind of money it won't be a
       | problem.
        
       | sovietmudkipz wrote:
       | I wonder if this will impact game.ci
        
       | [deleted]
        
       | yalok wrote:
       | This is incredibly painful for indie devs.
       | 
       | My app is totally free, done as a charity/side project for
       | disadvantaged kids.
       | 
       | I've been paying for their Plus plan - $35 a month. Now it will
       | have to be $185 a month, or my app would have to have Unity
       | splash screen...
       | 
       | Very sad.
       | 
       | Would have to figure out another engine to move to, preferably
       | that has good native Web support as well. Any recommendations?
        
         | nullifidian wrote:
         | >My app is totally free, done as a charity/side project for
         | disadvantaged kids.
         | 
         | I assume you haven't made "$200,000 USD or more in the last 12
         | months" from it, so you can relax.
        
           | yalok wrote:
           | but the splash screen... - will make my app look like some
           | demo...
        
         | pixelbyindex wrote:
         | Everyone on HN has been suggesting GoDot. I have also spent
         | lots of time with Unity, but recently spent about 5-10 hours
         | playing around with GoDot. Some thoughts:
         | 
         | - I strongly dislike the name and logo
         | 
         | - It feels very foreign at first, but easy to pick up
         | 
         | - It appears to me that it is production ready
         | 
         | - Migrating an existing unity project would be an absolute
         | nightmare
         | 
         | - Publishing to consoles looks tricky, but I haven't been far
         | down that path yet
         | 
         | I am going to be spending more time with it now, because I have
         | been growing less and less happy with unity over the last 2+
         | years. The proverbial straw has now found it's seat upon the
         | camel's back
        
       | gavanwilhite wrote:
       | Killing the Plus plan is the worst part about this. The cheapest
       | paid tier is now $2000 / year, putting it out of range for side
       | projects.
        
         | pavon wrote:
         | Were the benefits of Plus over Personal worth the price? My
         | impression was that most people bought because they went over
         | the threshold which has now been eliminated for Personal.
        
           | gavanwilhite wrote:
           | Splash screen removal, access to support, etc. Generally all
           | the benefits that come with paying for a thing, rather than
           | being on a tier that the company is trying to get you off of.
        
           | dindobre wrote:
           | Removing the splash screen, guess I'm supposed to fork X
           | thousand dollars yearly given it's about 2K per seat now,
           | jesus christ
        
       | ponytech wrote:
       | I had been thinking about this for sometime but now it is time to
       | switch to an alternative game engine. Thank you Unity for helping
       | making my mind up.
        
       | jakobson14 wrote:
       | Making me feel a lot more like using godot, or writing my own
       | engine.
        
       | Kapura wrote:
       | It's a shame Unity seems so intent on making itself unattractive
       | to developers. I prefer writing c# to c++, and I think Unity's
       | onboarding experience is much better than Unreal. But when it
       | comes to a non-solo-development effort, when you need to start
       | thinking about businesses and numbers and all the things that
       | aren't making the game, Epic has made Unreal attractive, and
       | partnerships with the Epic Games Store can boost that value even
       | further.
       | 
       | Unity's recent moves to me speak to a fear that they've more-or-
       | less hit their market saturation point, and now they're looking
       | to extract more from the developers who live in their slice of
       | the pie. I fear this will make that slice shrink, which will
       | create more fear, and then the problem spirals.
        
         | kalupa wrote:
         | I wonder if this shift away from developer happiness is due to
         | Unity now being beholden to a new master: the stockholders
        
           | badRNG wrote:
           | Yet another victim of enshittification this year. Tech sector
           | has been hit especially hard.
        
             | depereo wrote:
             | Turns out money isn't free.
        
         | golergka wrote:
         | How is Unreal's mobile gaming situation? I haven't worked in
         | mobile game development for a few years, but at least through
         | the 2010s, Unity was an undisputed king of free-to-play mobile
         | games for studios who weren't rich enough to develop their own
         | engines.
        
           | pnw wrote:
           | Unreal has limited traction on mobile, which is now >50% of
           | the gaming market. It's likely one of the reasons Unity
           | thinks they can get away with this. The last number I saw had
           | Unity above 50% share with Unreal under 15%.
           | 
           | It's difficult to champion high end features for your engine
           | but keep it suitable for low end smart phones. Epic made a
           | good attempt to win mobile devs back in the Infinity Blade
           | days, but given their recent focus (not to mention lawsuits
           | against Apple and Google), it seems they intentionally
           | decided to deprioritize mobile and focus on PC and console.
        
         | AuryGlenz wrote:
         | If Unreal (natively) adopted C# that would absolutely be a
         | killing blow to Unity, to the point where I'm amazed they
         | haven't done it.
        
           | sBqQu3U0wH wrote:
           | I don't mind C++, but can you delete the script file without
           | closing the editor yet? It was such a turn off for me at the
           | time that I abandoned all intentions of ever learning to use
           | Unreal Engine.
        
           | mentos wrote:
           | I was super excited for Garry Newman's project to bring C# to
           | UE but never transpired: https://sbox.facepunch.com/news/dev-
           | blog-2
           | 
           | Maybe ChatGPT6 can port the UE C++ codebase to C# and we can
           | call it UE6
        
             | bpye wrote:
             | There was also Mono UE [0] - which was being developed by
             | some of the Xamarin folks.
             | 
             | I've not played around with any game development for a long
             | while - does C# end up popular here just because people are
             | familiar with Unity? I definitely get that C++ is not the
             | most productive language - though improving perhaps.
             | 
             | Simply loading the .NET Core CLR is not difficult [1] - but
             | unless things have changed since I last tried binding C++
             | interfaces to C# is time consuming, especially if you want
             | to be able to implement an interface in managed code.
             | 
             | [0] - https://mono-ue.github.io/
             | 
             | [1] - https://learn.microsoft.com/en-
             | us/dotnet/core/tutorials/netc...
        
               | kevingadd wrote:
               | Part of C#'s popularity with indies is due to the legacy
               | of XNA. Thousands, probably tens or even hundreds of
               | thousands of indies got started with XNA and released
               | games using it, so it's natural to stay on C# whether you
               | move to FNA, MonoGame, Unity or Godot
        
           | Kapura wrote:
           | I don't think that's true, and I don't think the juice would
           | be worth the squeeze. Unreal's flavour of C++ is heavily
           | managed, relying on preprocessing of header files to create
           | garbage collecting pointers and a whole heap of other things
           | you don't think you're signing up for when you think about a
           | C++ codebase. There is no simple place to begin if you're
           | trying to make it C# friendly.
           | 
           | But most of my issues have been with engine philosophy, where
           | Unreal has bent over backwards to expose things to their
           | visual scripting language. It feels like every single feature
           | has a mandate to work in a blueprint tech demo, and as a
           | result few of them are pleasant to code against and almost
           | none of them work together coherently. These are not issues
           | that depend on the language used.
        
           | kkukshtel wrote:
           | I've been tracking this (Epic Megagrant awarded!) project for
           | a while that attempts to do very much that:
           | https://github.com/nxrighthere/UnrealCLR
           | 
           | I'm also surprised though they haven't just gone and added C#
           | support as a first class option, it seems like such an
           | obvious win.
        
           | kriro wrote:
           | Disagree. Unity is pretty strong on mobile and multi-
           | plattform. Enough to survive on this alone (imo). I also
           | think Blueprints is already a strong competitor for the share
           | of users who find C++ too complicated (non-programers and
           | people who have only dabbled in scripting). I think for
           | "traditional programers" the difference between C++ and C#
           | isn't big enough to make a difference and frankly people with
           | a gamedev background probably prefer C++.
           | 
           | That being said as a non mobile guy who occasionally dabbles
           | in engine stuff I'll be migrating to Unreal for good now. I
           | haven't been a paying customer for a while now but I used to
           | pay for Unity back in the super early days of AR.
           | 
           | Or I guess take another serious look at Godot :D
        
             | ummonk wrote:
             | Mobile is the kind of use case where the pricing changes
             | will be massively impactful though. If you're selling a
             | non-mobile game for $10+ then you can just eat the per-
             | install fee, but if you're shipping a free to play app or a
             | $1 app? The per install fee could make your business model
             | nonviable.
        
           | abrolhos wrote:
           | >> [...] I'm amazed they haven't done it.
           | 
           | Never interfere with an enemy while he's in the process of
           | destroying himself.
        
           | kevingadd wrote:
           | There was C# support for Unreal (contributed by the Mono
           | maintainers) at one point but Epic actively blocked it. They
           | want everyone on C++ and nothing else
        
             | msk-lywenn wrote:
             | They gave UnrealCLR an epic megagrant. How can you say they
             | "actively blocked it" ?
        
           | dgellow wrote:
           | Honestly, Unreal C++ isn't that bad or hardcore. It's fairly
           | high level, and Unreal APIs are pretty well designed. You
           | spend way more time dealing with Unreal specific stuff and
           | your game objects than dealing with C++ issues.
        
           | matt3210 wrote:
           | C++ is a much better language than c#, what's your reasoning
           | here?
        
             | bilekas wrote:
             | Better is relative. And it's just a different type of tool.
             | To be honest I know many more better engineers who
             | primarily work with dotnet over CPP. The learning curve for
             | CPP is higher because the ability to shoot yourself in the
             | foot with CPP is higher. It's neither better or worse. Just
             | a different tool in a toolbox.
        
             | fnordpiglet wrote:
             | I think a lot of people find the learning curve of c++
             | fairly extreme, especially when considering the amount of
             | knowledge to do idiomatic programming in c++ required to
             | "do things elegantly." C# and related languages tend to
             | have idioms baked in closer to the syntax and grammar. My
             | view of c++ after 30 years of it is it's great if you've
             | got 10 years experience programming it within a team of
             | seasoned c++ programmers who shows you the ropes. Even then
             | I think rust is the language I wished for all these years
             | (albeit not for game dev yet). Finally, for the reasons
             | rust isn't great for game dev, c# and ilk generally have
             | excellent reflective and dynamic natures making them sort
             | of the sweatpants and old T-shirt language for game
             | programming.
             | 
             | That said, it locks you into using stuff like mono and
             | stuff for cross platform which makes me a sad.
        
               | whoisthemachine wrote:
               | > That said, it locks you into using stuff like mono and
               | stuff for cross platform which makes me a sad.
               | 
               | Microsoft's .Net Core runtime (now just .Net) has
               | supported Linux and MacOS since 2016, so this information
               | has been out of date for 7+ years.
               | 
               | https://devblogs.microsoft.com/dotnet/announcing-net-
               | core-1-...
        
               | fnordpiglet wrote:
               | Oh thanks! I stand corrected. Good to see.
        
             | Qwertious wrote:
             | Define "better language". If you don't need performance
             | then C# can make your life much easier.
        
               | kroltan wrote:
               | The new versions of C# can compile ahead-of-time, and
               | have expanding support for value types and pointer-like
               | semantics, so you're not stuck with the Java-y OOP For
               | Everything paradigm if it doesn't fit your requirements.
               | 
               | The standard libraries are still an allocation party, of
               | course, but that can be supplemented in an engine
               | context.
        
               | Thaxll wrote:
               | Famous last words, even with the optimization in the
               | latests net core clr, it's nowhere close to C++.
        
               | kevingadd wrote:
               | This is a pretty wild generalization to make. It's not
               | hard to contrive scenarios where C++ with its notoriously
               | slow stdlib (despised by game developers) is going to be
               | slower than C# with its JIT doing runtime optimizations
               | like guarded devirtualization.
        
               | sha90 wrote:
               | Citation needed? Raw speed is likely similar; the cost
               | overhead comes from GC cycles and the general approach to
               | managing memory primarily in the heap vs stack, although
               | C# can stackalloc if you're really diligent. Note that
               | this is the same problem that blazing fast alternatives
               | like Go have at competing with C/C++. These languages are
               | mostly equivalent to C/C++ in speed, but lose the
               | benchmark shootouts because of GC.
        
             | sha90 wrote:
             | Keep in mind that in addition to the "learning curve"
             | arguments, there is also the functional developer
             | ergonomics of things like live reload (where you can
             | maintain memory state) that are simply not possible to do
             | with C++ without heavy limitations or customized tooling.
             | 
             | Being able to fix a bug without resetting memory state is a
             | huge ergonomic advantage in game development where
             | generating the right memory state can be incredibly complex
             | and depend on a ton of very specific and hard-to-reproduce
             | factors. Not to mention recompiling and restarting a game
             | can be incredibly slow.
        
               | fxtentacle wrote:
               | "Being able to fix a bug without resetting memory state
               | is a huge ergonomic advantage in game development"
               | 
               | Visual Studio works with UE and calls that "Edit and
               | Continue" and it works in C++, too.
        
               | sha90 wrote:
               | Yes, but it has many known limitations and isn't nearly
               | as reliable as a runtime that has a full GC and
               | virtualization optionality, which you really need in
               | order to fully track what state can be evicted and what
               | needs to stay.
        
         | ActionHank wrote:
         | I've been eyeing out UnrealCLR, it looks really promising!
        
           | WillPostForFood wrote:
           | Unfortunately it looks dead - last release was over a year
           | ago, commits tapering off.
        
         | qwytw wrote:
         | Isn't Unreal still significantly more expensive with the 5%
         | royalty at least as long as your game costs more than $5-10?
         | 
         | Edit: am I wrong (mathematically?)
        
           | namrog84 wrote:
           | I think unreal 5% only takes effect after your first 1
           | million in revenue
        
             | qwytw wrote:
             | I guess it depends then.
             | 
             | Looking at their per install pricing if you have large
             | number of users but very low revenue per user it would
             | certainly make sense to upgrade to Pro where you would only
             | pay ~$2k for each seat as long as you make less than 1
             | million per year. Which doesen't seem that unreasonable.
        
           | NohatCoder wrote:
           | The problem is that Unity has a lot of customers that make
           | freemium/ad supported/low cost (mobile) games. $0.20 per
           | install is absurd when most players are gone after less than
           | an hour of playtime.
           | 
           | Of course if you sell games at $60 a piece it is not a whole
           | lot, and the regular seat pricing of Unity is most likely a
           | far greater expense.
        
             | qwytw wrote:
             | > $0.20 per install is absurd
             | 
             | Yeah, it almost seems to me that the $0.20 is there to
             | force to encourage plus subscribers to Pro.
             | 
             | Which probably was a poor choice marketing wise since most
             | people will just see a single number and not pay much
             | attention at anything else.
             | 
             | Also it's only $0.2 fore a specific list of countries (US,
             | CAN, AU, NZ, JP, SK and some richer EU countries).
             | Everywhere else it's $0.02
             | 
             | I don't personally like this whole business model that
             | much, but financially it seems to be pretty reasonable (I
             | guess as long as you can somewhat predict your expected
             | install count in advance which might not be that easy in
             | some cases).
        
             | gsuuon wrote:
             | This does look pretty bad for hyper-casual and casual Unity
             | devs. The total earning per install could easily drop into
             | the negative and even with the $200k revenue buffer, it'd
             | be easy to end up with almost nothing. I imagine these
             | folks will just shut their game down around the $200k mark
             | if they see their LTV hovering at or below $0.20.
        
               | qwytw wrote:
               | > shut their game down around the $200k
               | 
               | Wouldn't upgrading to Pro be a better option? Yearly
               | subscription for a seat seems to be worth about 10k $0.2.
               | 
               | Also you're cost per install is almost certainly going to
               | be significantly below $0.2 because every install outside
               | of:
               | 
               | "United States, Australia, Austria, Belgium, Canada,
               | Denmark, Finland, France, Germany, Ireland, Japan,
               | Netherlands, New Zealand, Norway, Sweden, Switzerland,
               | South Korea, and the United Kingdom" (I wonder how did
               | they create this list, e.g. Spain and Italy seem to have
               | a comparable or even higher cost-per-click than Sweden ,
               | Austria, Finland etc.)
               | 
               | will cost just $0.02
        
               | gsuuon wrote:
               | You're right, upgrading to pro would be better at
               | $2k/seat/yr which gets you a much larger million dollar
               | buffer. Also, I'm noticing that the revenue thresholds
               | seem to be per-game not per org - so actually, the new
               | pricing isn't that bad!
        
       | nullifidian wrote:
       | "We are introducing a Unity Runtime Fee that is based upon each
       | time a qualifying game is downloaded by an end user. We chose
       | this because each time a game is downloaded, the Unity Runtime is
       | also installed."
       | 
       | This reads as something insane. If a player replays a game on
       | steam, redownloads it, the developer still pays for the
       | installation? I know people who redownload games all the time,
       | like tens of times over the span of several years. I hope it's
       | imprecise language and only the initial install/download is
       | counted.
       | 
       | I hope these changes (whatever they actually are) won't push game
       | developers towards developing games that milk users more, with
       | loot boxes, in-game currency, cosmetics etc, and away from stand
       | alone you-pay-once games, single player or multiplayer, only to
       | be able to pay for the ongoing engine fees.
        
         | [deleted]
        
         | larsiusprime wrote:
         | Reading this on the face of it...
         | 
         | - What about pirated copies?
         | 
         | - What about maliciously installed copies? (4chan: "alright
         | frens, time to install-bomb <gamewehate.exe>! Remember to click
         | the IP address rotation button each time!"
        
           | danjoredd wrote:
           | I posted this update in a discord server and that was the
           | first thing a friend of mine said. Said "Great, lets
           | reinstall [game they don't like but I won't name here] over
           | and over again!"
           | 
           | There is a real risk of this happening.
        
             | mrguyorama wrote:
             | I have spare SSD drives I'm willing to burn out. Fuck
             | review bombing, this is definitely the way to go to
             | disincentivize bad game publisher behavior.
        
               | hightrix wrote:
               | You probably wouldn't need to install the entire game,
               | possibly just install the first bits and then cancel. I'm
               | sure our wonderful friends over at 4chan and other places
               | full of honorable, upstanding citizens will come up with
               | some interesting ideas.
        
           | teraflop wrote:
           | And even if you assume they only charge for legitimate,
           | authorized installations -- what about free demos? This seems
           | to create a massive disincentive to make those available.
        
             | gs17 wrote:
             | I think demos would be fine, if you create a separate
             | project for the demo. It's effectively a separate game with
             | no revenue. Development builds, on the other hand, would be
             | the same game.
        
               | Karliss wrote:
               | Information provided by Unity says that they can merge
               | numbers for multiple games if they decided that they are
               | sufficiently similar. So clever tricks of making separate
               | game will not work. It depends on how greedy they are
               | whether Unity will apply this rule to demos.
        
         | justinclift wrote:
         | Yeah, there are definitely games on Steam I've played and
         | deleted many, many times over the years.
         | 
         | Eufloria is a good example (for me), as I've played that one on
         | several different machines over a few years. Probably played
         | and deleted it more then 20 or 30 times overall. And will
         | likely keep on doing more too.
        
           | strictnein wrote:
           | Easily reinstalled Stellaris 15-20 times, because otherwise
           | I'll keep playing just a little bit more until the sun comes
           | up.
        
             | [deleted]
        
         | ncr100 wrote:
         | Yeah the core problem with that billing logic is that there is
         | no value to the developer.
         | 
         | Unity is assuming that there is "success" due to an
         | installation. That's a inconsistent assertion. And so, there
         | are flaws with this billing approach.
        
           | nullifidian wrote:
           | Yup, it makes free-to-play games with high installation
           | numbers and less exploitative mechanics that result in $200k
           | (or over $1mil with the pro subscription iiuc) yearly income
           | either non-viable, or much less viable using this engine.
           | 
           | They are also seemingly making Unity games online-only for
           | the DRM/accounting purposes.
        
       | [deleted]
        
       | tekronis wrote:
       | GamesFromScratch has commented on this:
       | https://www.youtube.com/watch?v=LlPOn0nAOeo
        
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