So, Unity is charging game developers per video game install now... angielski

So today Unity announced changes in how they are going to monetize their game engine, and it is, rightfully might I add, poorly recievedHere is how much youtuber Dani would have to pay unity if they consider his games to gain over $200k in revenue Dani’s hypothetical unity payments

Now I don’t know how much tracking crackers and re-packers remove from the games getting cracked, but if unity were to count cracked games as a valid install (and they will count every install of a game they are aware of), thn piracy could seriously bankrupt indie devs. Like, not just losing them revenue, but actively losing them money. While piracy is already in an ethical grey area, I think that is just a bit too much. So, I want to raise awareness of this, and with it I have 2 questions to ask:

  • Do the people that crack games make sure to remove the ability of unity tracking cracked installs?
  • If the answer to the previous question is “no”, how do we make them aware of the fact that it is probably for the better if they do this?
Pulp,

Unity is the worst.

SquishyPandaDev,
@SquishyPandaDev@yiffit.net avatar

Hey boss Unreal is eating some of our market shares, what should we do?

Boss: Isn’t obvious, we drive the company off the cliff. Duh

God executives are the dumbest mother fuckers

BruceTwarzen,

It's actually remarkable.

alignedchaos,

Not dumb, just selfish, contemptuous of their users, and willing to destroy anything they have legal rights to for a cash grab.

Serdan,

Same guy: kotaku.com/unity-john-riccitiello-monetization-mo…

Hindsight is 20/20, but maybe devs should have seen this coming 😑

SquishyPandaDev,
@SquishyPandaDev@yiffit.net avatar

The problem, from what I understand, is that the fees apply retroactive. So your 2018 Unity game will now have to start paying

Serdan,

That’s my understanding as well. You could have a game on Steam that you haven’t even updated in years, and then you suddenly have to start paying for new installs from existing owners.

Actually, it’s potentially even worse. You could have a game that you released and then later removed from every storefront, but if people keep installing it, Unity will demand payment.

lickmysword,

I hope game developers can shift to different game engines! Can’t imagine how difficult that could be since I don’t even know more than some basic python.

admin,

It’s pretty much a “develop from zero” situation. You can import assets, but will probably have to at least fix them up. If you are lucky, the two engines use the same language, but probably not. For example Unity uses C# while UE5 uses C++. And then you didn’t even get to the parts where you actually use use the engine. Everything that touches the capabilities of the specific game engine need to be rewritten. That is off the top of my head: interaction, physics engine usage, collision engine usage, AI stuff etc.

Sethayy,

Godot also supports c# but 90% of the functions would be editor calls (maybe someone could make a translator)

riquisimo,

Probably difficult difficult limes difficult. Like rebuilding a wood frame house into a concrete block house.

You can reuse parts (doors, windows, etc) but not everything comes apart easily, and it’s still a lot of work reassembling things. Even the parts you should be able to reuse, you may end up replacing since they don’t “disassemble” easily.

redcalcium,

Maybe not for their current games, but for their future games.

Serdan,

Still sucks if you’ve got a team that’s really good at Unity, but yeah

ZILtoid1991,
@ZILtoid1991@kbin.social avatar

It's usually quite difficult, since most other engines use C++, which is pretty different from C# in many aspects. My engine (PixelPerfectEngine - 2D game engine primarily aimed at retro pixelart games, link: https://github.com/ZILtoid1991/pixelperfectengine ) is written in D, which is much closer to C# in a lot of aspects, however my engine is far less capable than Unity, still needs a lot of development, and also has it's own quirks that make some features inconveinent to implement or add.

Serdan,

How does your engine compare to MonoGame?

ZILtoid1991,
@ZILtoid1991@kbin.social avatar

Mine is quite minimalistic, and relies for the D runtime and standard library (or other D libraries) for many things. Also my engine is primarily geared towards retro pixelart games, and works as such. Currently, the CPU renders to a low-res texture (as seen in emulators), which is then stretched to a higher resolution, later on it'll replaced by custom shaders that do color lookup and render directly to a texture (which is quite complicated, simpler methods would cause easily misalignable pixels, thus defeating the engine's purpose, even if some likes the "smooth" scaling from other engines).

Lojcs,

I just run all games behind a firewall. Hopefully that blocks unity from learning about steam installs too.

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