I’m confused. I’ve never licensed a game engine, but I figure you’d write what charges you pay into the contract, and as far as I know, you can’t just add additional charges in later without renegotiating the contract. At least, you’d have no way to enforce those. So I’m sort of at a loss how this is even supposed to work.
The game engine is licensed as a subscription. When January 1st rolls around and the dev’s meed to renew their subscription it will have these new terms. Their options are to accept this or to never update their games again.
Makes sense. I hope the unity guys come to their senses. This whole thing seems rather self-destructive on the company’s part. Unity is far from being a monopoly, with one competitor being free and open source (Godot). And pulling stunts like these, even if you walk them back later, does not engender trust.
Come on. I don’t expect the average person to be an expert at this, but a professional animator should understand that the human face is a bit more complex than Mr. Potato Head. You don’t just slap a grin on there and call it a day. It’s not like this is some groundbreaking experiment, and nobody has ever tried to animate a face before.
I heard a lot of complaints from people that tge camera is way too close when you talk to someone and their dead eyes look weird. And it's true, but i find it way worse that EVERYONE just stares at you. If you walk by their eyes are glued to yours. It's such a strange thing.
Well fuck me, apparently. The Adobe and Sibelius fees already break me, and I’ve invested enough in Unity assets (not to mention the learning curve) to get a game close to preproduction, and this could drive me out.
I’m a tiny Dev just trying to break into VR, console, and mobile by myself, and am dirt poor with no support, just my knowledge and talent. I’m working on three beta projects, but this makes me scared to continue on Unity.
I’m a good designer and developer with industry experience, but my health has forced me into smaller Indy projects. I put all my eggs in Unity’s basket and now it feels like they’re ditching me just at the point I was ready for production.
You might wait at least a few weeks before throwing everything down - There’s been a lot of backlash, so much that Unity might walk this back or change it entirely.
The problem is they keep changing the license terms every 6-12 months and the changes have always been retroactive. I think they've changed it about once every year for the last 5 years and this year they did it twice. Games often take years to make and that means you might have no idea what the terms are going to be by the time you're ready to release.
So lets say they walk this back. What about next time?
It doesn’t seem right that they can retroactively change their terms and just decide you owe them money. I’m guessing this is legal since they are doing it anyways?
It's really no different than a service upping their subscription fee or a grocery store raising the price of eggs. There's no law that says the price will remain the same forever. You can of course add it to the terms of a contract, but it's at your (in this case Unity's) own discretion.
The main difference is that if you built your product on their platform, you don’t have the option to pick a different vendor for what you’ve already built like you would for subscriptions or eggs. It feels much more akin to extortion to me.
You built your product on their platform and agreed to the terms they set. Thats a level of commitment you put in. Them changing it afterwards is forcing you to agree to new terms that you wouldn’t agree to if you weren’t forced.
If the issue is using their servers, or keeping the runtime code updates, there should at least be the option of self hosting or locking into an older version.
Having said all that, I know very little about vendor contracts and don’t doubt you when you say legally its the same as any other price change. It feels different because of the lack of choice.
Oh, I’ll keep going, for sure! (…with one eye on developments.) But now I also need to prepare contingencies if their licensing goes the way of Avid, Adobe, and most recently Reddit and the bird one.
Something major might have to change and I can’t be blindsided by it, so I have to carve out time to deal with this, anyhow.
It’s not like nobody warned you Unity was bad, they’ve been hounding developers forever. I’ve personally been warning people to not touch unity and instead use the vastly superior Unreal Engine, ever since the UDK days. This isn’t the fall of Unity, it’s mid descent.
Sometimes it seems to me that almost everything that isn’t FOSS/non-profit goes down the shitter these days in the name of profit. It really does feel like the only way to avoid getting fucked over is to completely ditch commercial stuff.
They pushed this change with the always online dev kit. I believe the price change is a smoke screen for the other changes. Soon they might step back on this decision.
It shines in 2D where Unity falters, yes. But it’s perfectly capable of doing 3D competently. It’s shaders and lightning pipelines that are a bit rough on the edges, but that can be overcome with time with more brainpower coming in to contribute. The scripting is also far more robust than the hodgepodge that Unity tries to pass off as C#. The great advantage is that Godot is a non-profit foundation with a transparent governance model. Not a predatory venture capitalist behemoth like Unity.
Godot is a passable engine. It doesn't have a massive pile of money behind it, but it'll generally do most things adequately.
Honestly - and I may be biased as I'm a AAA dev who works with the engine - Unreal is really the way to go. Reasonable pricing on a powerful engine. The main issue is that it's bloated as hell and there's a learning curve... but if you're an indie, it's just as usable as Unity. Plus if you wanted to get into AAA development someday, Unreal is super popular and used everywhere.
It’s been really great for 2d, 4.0 made it really good for 3d, and it’s even decent for general GUI applications, as an engine it feels ready for wider adoption to me.
I think it’s not up to Unreal quality, but for the vast majority of indie games I believe it’s enough.
Curious if some of the many internal AAA engines out there might start to get shopped around as a new alternate to UE. Sony, Ubisoft, and Microsoft all have a few in house engines that at least on paper seem viable for branching out — the biggest obstacle would be support, I suspect. Which isn’t a trivial obstacle, to be clear.
idTech is due for a resurgence. Maybe Valve could even get a revival in usage of Source.
Riccitiello also came under fire in 2022 for referring to developers who don’t focus on microtransactions as the “biggest f*cking idiots” before apologizing.
Classic CEO brainrot. There’s more to life than just maximizing profit.
Maybe this will be the kick in the rear that gets people to drop them enmasse. I’d definitely explore the other options for any new projects I was starting.
Even if they drop this fee, is it really worth the headache in the future when they try something again?
No, Unity has always been an inferior engine to others such as Unreal Engine, Lumberyard, Blender, etc. In fact, the Unreal Engine 3 UDK became free well over a decade ago, and it’s basically Unity if Unity weren’t the scummy corporate vampires they’ve always been.
I’m sorry but Blender game engine was pretty cumbersome to use. It was officially dropped awhile ago and last I heard it was picked up by the community
Seriously. If they were changing the terms going forward, that’d at least be defensible, but trying to make it apply to everything that’s ever been made is just nonsensical.
Even then it would be pretty bad for a lot of devs. If you’ve been developing a game in unity for years, you can’t just easily change engines just because they’ve changed the rules of using their engine.
I agree with you; they’d have to give plenty of notice that the changes were coming and maybe even offer exemptions for developers who can show they were working on something significantly before the announcement… I don’t think there’s any way they could reasonably do it that would avoid all backlash, but this just seems like the absolute worst way to handle it.
Any future installs starting on January 1. It does, however, mean that many developers will be more or less forced to pull their games off of storefronts, if it actually goes through. It also means that if you bought a Unity game in the past, you’re costing the developer money every time you install it (again, if this actually goes through - I can’t imagine they won’t backpedal.)
The real issue with this isn’t the policy itself, which I would bet money won’t actually be enacted, but the fact that Unity (thinks they) can just unilaterally and retroactively change their policies. If this actually held up in court, which I think is a tenuous possibility at best (but I am not a lawyer so take that with a grain of salt), it sets an awful, awful precedent.
If they can change the terms of games already released and ask for a % per install, what’s stopping them from just asking for 100% and saying suck it bitches.
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