Current Events > Unity plans to start charging devs per install

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Intro2Logic
09/12/23 12:41:04 PM
#1:


https://blog.unity.com/news/plan-pricing-and-packaging-updates

Here are some screencaps from Bluesky that explain why this is a bad idea
https://gamefaqs.gamespot.com/a/user_image/2/8/5/AAc3zuAAE1ZV.jpg
https://gamefaqs.gamespot.com/a/user_image/2/8/6/AAc3zuAAE1ZW.jpg

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uwnim
09/12/23 12:46:17 PM
#2:


So like if a game made the sales goals to trigger this, you could just keep installing and uninstalling the game to cost the devs money?

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TheGoldenEel
09/12/23 12:51:59 PM
#3:


RIP unity

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SauI_Goodman
09/12/23 12:52:32 PM
#4:


no idea what this is glad it doesn't matter to me

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MarcoRubio
09/12/23 1:07:58 PM
#5:


Good

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#6
Post #6 was unavailable or deleted.
BakonBitz
09/12/23 1:10:44 PM
#7:


SauI_Goodman posted...
no idea what this is glad it doesn't matter to me
Essentially if a game earns 200k a year in sales and reaches the same amount of installs lifetime, Unity starts charging the dev everytime the game gets a new download/install. They even encourage devs putting in microtransactions to provide a steady revenue with this put into place.

No other game engine is doing this, so I imagine every dev is gonna drop Unity in favor of something else. I guess it won't be a problem if you're trying to learn game dev and you won't be earning that much or getting that popular.

Edit: I think the worst thing about this is that it's a retroactive change, so anyone currently making bank with Unity-made games will now get charged.

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Questionmarktarius
09/12/23 1:54:06 PM
#8:


Monthly rate, huh?
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Funkydog
09/12/23 1:55:44 PM
#9:


RIP all those 'adult games' made in unity.

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Axiom
09/12/23 1:57:19 PM
#10:


That sounds pretty slimy and an easy way to chase your customers off. Hopefully a number cruncher somewhere is going to tell them how stupid it is
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Were_Wyrm
09/12/23 1:59:03 PM
#11:


So what happens if I just set my firewall to not allow Unity's trackers?

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voldothegr8
09/12/23 2:06:20 PM
#12:


Read this whole topic and still don't quite understand what Unity is or who owns it.

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Questionmarktarius
09/12/23 2:08:30 PM
#13:


Axiom posted...
Hopefully a number cruncher somewhere is going to tell them how stupid it is
Some number-cruncher already told them they could make a million bajillion dollars just off of games already in the wild.
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TheGoldenEel
09/12/23 2:24:28 PM
#14:


[LFAQs-redacted-quote]

I mean, it will probably push a lot of smaller indies away from unity

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Trumpo
09/12/23 2:25:59 PM
#15:


RIP indie studios

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SHRlKE
09/12/23 2:28:25 PM
#16:


How much does Unity currently cost? Charing per install of a game seems awful if true.

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Doom_Art
09/12/23 2:43:17 PM
#17:


SHRlKE posted...
How much does Unity currently cost? Charing per install of a game seems awful if true.
right now it only charges a percentage of your overall profit if you make over a certain threshold

i think it's 5% over $200,000?

Haven't worked in Unity in years and damn glad I left it behind.

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Robot2600
09/12/23 2:48:19 PM
#18:


Fuck unity. Better off using unreal engine.

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mehmeh1
09/12/23 2:51:08 PM
#19:


Pokemon BDSP and P5S are made in unity, so wonder if TPC or Atlus will do something

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GuerrillaSoldier
09/12/23 2:51:23 PM
#20:


yikes


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BakonBitz
09/12/23 2:52:04 PM
#21:


Robot2600 posted...
Fuck unity. Better off using unreal engine.
Yeah, I'm kinda thinking I should just jump to Unreal if I want to learn how to seriously make games. I suppose there's Godot for an easier time, but I don't really want to waste time learning multiple engines.

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NoxObscuras
09/12/23 2:57:23 PM
#22:


It's per install? That's idiotic as hell. They're gonna force every dev to abandon them if they stick with that.

voldothegr8 posted...
Read this whole topic and still don't quite understand what Unity is or who owns it.
It's a graphics engine that game developers can use to create their games. It helps them render the characters, objects, backgrounds etc using the engines resources, instead of developers having to manually create all of that themselves

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AceMos
09/12/23 3:00:45 PM
#23:


wow this is evil

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Trelve
09/12/23 3:01:02 PM
#24:


So one particularly devilish customer could buy a game and spend all day installing and uninstalling the game just to cost the company money?
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AceMos
09/12/23 3:01:20 PM
#25:


Trelve posted...
So one particularly devilish customer could buy a game and spend all day installing and uninstalling the game just to cost the company money?
sounds like it

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Tmaster148
09/12/23 3:02:18 PM
#26:


BakonBitz posted...
No other game engine is doing this, so I imagine every dev is gonna drop Unity in favor of something else. I guess it won't be a problem if you're trying to learn game dev and you won't be earning that much or getting that popular.

I see no reason you would learn game dev on Unity with these changes. Might as well learn on Unreal Engine, Godot, Renpy, etc where you are free to publish games using their engine without worry that you may have to pay more money to the engine's owners later.

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UnholyMudcrab
09/12/23 3:02:22 PM
#27:


Trelve posted...
So one particularly devilish customer could buy a game and spend all day installing and uninstalling the game just to cost the company money?
Someone could just use an install/uninstall script and take the manual work out of it

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BakonBitz
09/12/23 3:06:27 PM
#28:


Tmaster148 posted...
I see no reason you would learn game dev on Unity with these changes. Might as well learn on Unreal Engine, Godot, Renpy, etc where you are free to publish games using their engine without worry that you may have to pay more money to the engine's owners later.
Yeah, that's a good point. Better to not waste time learning an engine you're gonna ditch afterwards, just use a different one altogether.

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Smashingpmkns
09/12/23 3:07:19 PM
#29:


Uh what happens if a Unity game gets released on gamepass?

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BakonBitz
09/12/23 3:09:17 PM
#30:


Smashingpmkns posted...
Uh what happens if a Unity game gets released on gamepass?
Well...tough luck for the devs I guess.

Hell, we don't even know if pirated copies counts towards the install rate.

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Trumble
09/12/23 3:12:07 PM
#31:


Glad I used MonoGame for my recent projects.

Not that any of them are sell-worthy anyway. The two notable ones, one is unfinished and honestly I'm not that happy with how it was going, might reboot the whole idea if I do stick with it; the other is a clone of a classic game (Lemmings 3D) so not really something I can sell, unless I reskin it completely.

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GuerrillaSoldier
09/12/23 3:14:20 PM
#32:


well, reading through it, there are thresholds. they won't just take anyone's money. you need to reach certain amounts, based on the different license tier you have.

still extremely slimy. you also get less fees if you sign up for their services. so it's basically forcing sign ups to their additional bs.

let's be honest, if you're working on your own game, you're not going to hit those thresholds unless you're lucky or (somehow) have great marketing (lol). it's not going to affect tons of indie studios, but a lot will be hit. major studios are fucked. overall it's just nasty though and i hope they reconsider this bs.


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Enclave
09/12/23 3:15:32 PM
#33:


mehmeh1 posted...
Pokemon BDSP and P5S are made in unity, so wonder if TPC or Atlus will do something

You can bet your ass that The Pokemon Company and SEGA have negotiated a special deal and will be completely unaffected by this.

Anyways, it's not specifically every install it's every install on new hardware. Still outrageous of course and I'd be VERY curious how Unity determines an install on new hardware.

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Trumble
09/12/23 3:16:37 PM
#34:


Enclave posted...
You can bet your ass that The Pokemon Company and SEGA have negotiated a special deal and will be completely unaffected by this.

Anyways, it's not specifically every install it's every install on new hardware. Still outrageous of course and I'd be VERY curious how Unity determines an install on new hardware.
Seems like you could loophole that by providing the game only via streaming...

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Tmaster148
09/12/23 3:17:28 PM
#35:


Enclave posted...
You can bet your ass that The Pokemon Company and SEGA have negotiated a special deal and will be completely unaffected by this.

Anyways, it's not specifically every install it's every install on new hardware. Still outrageous of course and I'd be VERY curious how Unity determines an install on new hardware.

Likely via the MAC address

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AsucaHayashi
09/12/23 3:19:31 PM
#36:


somebody needs to break down what's special about each engine.

if you showed me 10 random clips of 3d video games, i wouldn't be able to tell one engine from another.

except for capcom since they apparently have the "resident evil" engine xd

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Questionmarktarius
09/12/23 3:19:36 PM
#37:


Seems like all you need to do is set up a temporary proxy to India for the runtime install, and save a bucket of money.

Or, go the DirectX / .Net route, and insist end-users install the runtime themselves.
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TheGoldenEel
09/12/23 3:25:47 PM
#38:


AsucaHayashi posted...
somebody needs to break down what's special about each engine.

if you showed me 10 random clips of 3d video games, i wouldn't be able to tell one engine from another.

except for capcom since they apparently have the "resident evil" engine xd
sort of hard to explain to people without some knowledge of programming

a game engine is essentially a package of pre-written code that is used to streamline and simplify the process of writing code for a game

so there are already pre written pieces of code for basic game things like character controller and movement, and depending on the engine youre using it may auto generate a lot of the necessary background code for you

the benefit of using an engine like Unity is that a lot of that stuff is very complex, especially physics calculations. The reason why a bigger developer might want to create their own engine is to fine tune things like that, as well as not have to pay fees, but that is prohibitively expensive for small and hobbyist developers

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Powdered_Toast
09/12/23 3:27:31 PM
#39:


BakonBitz posted...
Essentially if a game earns 200k a year in sales and reaches the same amount of installs lifetime, Unity starts charging the dev everytime the game gets a new download/install. They even encourage devs putting in microtransactions to provide a steady revenue with this put into place.
The owner said a while back that anyone not filling a game with shitty microtransactions was an idiot, right? Did many people move away from Unity when that happened?

Also this makes me think of that 4chan post where the guy pirates a game 1,000,000 times, causing the developer to lose 60 million dollars and bankrupting them, but for real.

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TheGoldenEel
09/12/23 3:29:27 PM
#40:


The threshold thing makes no sense. It should be bracketed like taxes

199,999 installs = no fees, 200,000 installs, 20c per install? Thats insane

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BakonBitz
09/12/23 3:43:31 PM
#41:


Enclave posted...
Anyways, it's not specifically every install it's every install on new hardware. Still outrageous of course and I'd be VERY curious how Unity determines an install on new hardware.
According to Unity themselves it's every install. Bundles and charity stuff are exempt from this though, so Indie Humble Bundles are safe.

https://twitter.com/stephentotilo/status/1701679721027633280?s=20

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Questionmarktarius
09/12/23 3:47:21 PM
#42:


TheGoldenEel posted...
199,999 installs = no fees, 200,000 installs, 20c per install? Thats insane
This is how "limited edition" downloads happen.
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mario2000
09/12/23 3:48:29 PM
#43:


rip Unity

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TheGoldenEel
09/12/23 4:03:59 PM
#44:


make no mistake, this will be devastating for indie game development and indie gaming. Many beloved games like Hollow Knight, Subnautica, Ori & the Blind Forest, Cities: Skylines, Cuphead, Fall Guys, Genshin Impact, Pillars of Eternity, Beat Saber, Monument Valley, Among Us, etc were made in Unity, and starting in 2024 this change makes every install of these games a liability

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ProfessorKukui
09/12/23 4:07:29 PM
#45:


2023 when corporations go full shitass

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ellis123
09/12/23 4:10:18 PM
#46:


TheGoldenEel posted...
Genshin Impact
LOL.

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Xerun
09/12/23 4:15:56 PM
#47:


TheGoldenEel posted...
The threshold thing makes no sense. It should be bracketed like taxes

199,999 installs = no fees, 200,000 installs, 20c per install? Thats insane


my understanding is

you have to have made $200K revenue + 200,000 installs in a 12 month period. And then its only installs after 200,000. So if you sold a game for $1 and made 200,001 installs youd pay the fee then once for the one install over 200,000.

But that was always the case with Unity since they took no fees until you made a certain revenue amount. And even then you can subscribe to Unity Pro if you are going to hit that amount to reduce your fees

still monumentally stupid

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Questionmarktarius
09/12/23 4:18:34 PM
#48:


Xerun posted...
But that was always the case with Unity since they took no fees until you made a certain revenue amount.
Any middleware vendor that insists on knowing your revenue is already overreaching.

A tablesaw manufacturer would never get away with this, why should a graphics library?
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Xerun
09/12/23 4:21:25 PM
#49:


Questionmarktarius posted...
Any middleware vendor that insists on knowing your revenue is already overreaching.

A tablesaw manufacturer would never get away with this, why should a graphics library?


Unreal Engine is no different in this case. I believe theres is 5% over $1m

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Ivynn
09/12/23 4:22:15 PM
#50:


Well that's dumb.

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