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So they are applying retroactively, so they will make a ton of money only from Mihoyo games (Genshin impact and Honkai Star Rail)
Make an impressive Fortnite clone to finance your engine.Got to remember Unity is losing a lot of money for years. They are basically subsidizing all the studios making games where the current licensing fees and extra software tool fees (I had to google it) arent enough. Thats why they are adding this 20 cent fee.
By the sounds of it, it seems like before this new fee a studio can use Unity for free as long as you dont hit a certain threshold of sales. But once you hit a higher tier or add on premium services then you got fees. It looks like whatever revenue they get now isnt enough. The company has been losing $100s of million per year for years.
If this new fee isnt a good idea, what other ideas are there to raise more revenue to offset costs while keeping this service widely available for free or cheap for devs?
Unity clarified aspects of their new policy. I found this bit interesting:
I wonder if MS, Sony, etc. are onboard with this and, if not, what could Unity do about it?
Normally I'm all in on supporting devs... however in this case I'm not entirely sure the meltdowns are actually warranted.
The fees charged are pretty miniscule outside of mass volume cases, and if you're using a third-party engine I don't think its unreasonable for devs to actually pay something for it. I mean, I agree that its ill-thought out in terms of how poorly worded the new system is in terms of describing situations where exclusions* are warranted, such as charity bundling, demo's etc.
That being said, it is a decent deterrent for situations where the dev is actively gaming Unity's system to line their own pockets. Its bad for asset flippers for instance so they can't just shit out zero-effort trash without paying for the only part of the work that is of value. Similarly it appears to close a loophole wherein devs can sell a game as f2p and attempt to make cash from aggressively predatory monetization that the middleware provider has no share in.
I know I'm probably going to get roasted for this, but fuck it. I think a lot of modern indies simply do not understand how easy they have it compared to devs of yesteryear. Sure, kick Unity to the kerb if you don't like the deal, but given these payments don't kick in til over a million units and go from $0.15 per install down to $0.005 on the "emerging market monthly rate" it doesn't seem that extreme versus the cost of rolling your own multi-platform engine and tool-chain.
*The unity page specifically mentions discretionary exclusion is possible.
If this new fee isnt a good idea, what other ideas are there to raise more revenue to offset costs while keeping this service widely available for free or cheap for devs?
This is such an ignorant take. Please educate yourself.hahahahaha. Get fucked Unity, please go down in flames. Time for all the Indie Unity Devs make the jump/migrate their games to UE5.
This is such an ignorant take. Please educate yourself.
I was in the same boat until I learned it was per install and not per sale. Unity can take a cut in sales like unreal, they deserve it, the engine is incredible and they have to monetize, the problem is the side effects of this method that are plenty and way too drastic.Normally I'm all in on supporting devs... however in this case I'm not entirely sure the meltdowns are actually warranted.
The fees charged are pretty miniscule outside of mass volume cases, and if you're using a third-party engine I don't think its unreasonable for devs to actually pay something for it. I mean, I agree that its ill-thought out in terms of how poorly worded the new system is in terms of describing situations where exclusions* are warranted, such as charity bundling, demo's etc.
That being said, it is a decent deterrent for situations where the dev is actively gaming Unity's system to line their own pockets. Its bad for asset flippers for instance so they can't just shit out zero-effort trash without paying for the only part of the work that is of value. Similarly it appears to close a loophole wherein devs can sell a game as f2p and attempt to make cash from aggressively predatory monetization that the middleware provider has no share in.
I know I'm probably going to get roasted for this, but fuck it. I think a lot of modern indies simply do not understand how easy they have it compared to devs of yesteryear. Sure, kick Unity to the kerb if you don't like the deal, but given these payments don't kick in til over a million units and go from $0.15 per install down to $0.005 on the "emerging market monthly rate" it doesn't seem that extreme versus the cost of rolling your own multi-platform engine and tool-chain.
*The unity page specifically mentions discretionary exclusion is possible.
As you may expect, this has turned into a mini-shitstorm quick, and got Unity trending on twitter, with devs sounding off:
Is there an alternative for Unity aside UE?
This man: John RiccitielloHoly shit, what kind of greedy, ignorant, piece of shit company does this? Fuck Unity. Fuck Today's shitty version of capitalism because I see so much of this innovation by adding fees bullshit. Was their CEO a former banker or something? Trash. And even after clarification they do intend to charge if a user installs a game they bought on multiple systems. I.e. if they install on a new PC years later or on 3 PCs in their house that use the same account. What a shitty concept. I wish I could charge these assholes for installing such shitty ideas in my mind for a few minutes and every time I see this thread title when it reinstalls this shit.
My problem with Godot is 3D support isn't nearly as good as Unity and UE.Hudo went into details about Godot, so that's worth looking into to see what state that's in these days. (Other games/ports apparently use it quietly like versions of Deponia and the PC Sonic Colors Ultimate, but there are finally some games which promote being Godot-based that you might recognize on the Godot Showcase page like ExZodiac and Cassette Beasts.
Another option could potentially be O3DE, which is an offshoot of Lumberyard (and distant cousin to CryEngine), contributed by Amazon to the Linux Foundation. O3DE is free and open-source, and it should be capable of high-end 3D work, but it doesn't seem to have caught on at all (and stories about Lumberyard being a burden are out there,) so support is only from the few who use it or are backing it, also it's not even ready to deploy iOS releases much less console titles. Even Denis Dyack pulled his long-in-development (vaporware?) project Deadhouse Sonata from it, despite being one of the launch advocates and early adopters for O3DE. So, eh...
Then Blender sort of has an engine based on its 3D design toolkit called UPBGE (it disappeared for a while but then had a relaunch,) Stride is out there (it's based on Xenko, an engine originally produced by the Silicon Studios, whose own middleware Orichi engine line is I think a gonner now?), other stuff I don't know much about, lots of 2D options and HTML5 tools like GameMaker and GDevelop and Construct... Uh, you can make and distribute a game with Roblox?
There's not a shortage of ways for developers to make games, but Unity and Unreal are at a usage share ratio for good reasons. Will be interesting to see if this price change opens a door for any competition, but from what I can gather, there may not be a minor player ready to step up if Unity is kneecapped by this.
I was in the same boat until I learned it was per install and not per sale. Unity can take a cut in sales like unreal, they deserve it, the engine is incredible and they have to monetize, the problem is the side effects of this method that are plenty and way too drastic.
What if you release a game now, game sell around 100k copies, it never gets passed 200k so you don't pay the fee, then release another game the following 2 years while the first one sells would 100k copies in steam sales, then you announce a sequel to the first game to release 4 years after that one, people get hyped and start downloading your game to play it again plus another 20k copies sold to new players who want to get in the bandwagon, that's already more than 200k installs far from release window that will hit your small company pocket "out of nowhere" with a $40k+ debt.
Kinda edge case but this is an example of what a dev can fear, it's being charged for a game you made before and isn't reporting nearly the same income for people installing your game after released. You know sequels trigger replays of previous entries, that will probably hurt the developers those are factors that devs cannot control.
They could delist the game temporarily to prevent it from selling more that 200k that year, but they'd be losing on sales too.
Unity can get fucked
Yesterday Unity announced that starting next year, all games that use their engine will pay a tax per user install. The tax has a high-profit threshold before it kicks in, which I think they assumed would make it okay.
Over the last 24 hours there have been many reasons pointed out why this is a bad idea. Tracking installs is messy. Piracy, reinstalls, new computers, giveaways, bad actors. There are a lot of reasons why it isn't feasible.
It makes you wonder how they could think it's a good idea. And maybe it is a good idea if you think of Unity as a mobile game engine. If you view it through that lens maybe it makes sense to them.
Maybe they forgot about PC gaming. Again.
The Cost
Let me be clear.. the cost isn't a big issue to us. If everything worked out, the tracking was flawless and it was 10p per sale, no biggy really. If that's what it costs, then that's what it costs.
But that's not why we're furious. It hurts because we didn't agree to this. We used the engine because you pay up front and then ship your product. We weren't told this was going to happen. We weren't warned. We weren't consulted.
We have spent 10 years making Rust on Unity's engine. We've paid them every year. And now they changed the rules.
Broken Trust
Unity has shown its power. We can see what they can and are willing to do. You can't un-ring that bell.
If you'd have asked me last week whether it was in Unity's power to start charging us PER SALE of our games, I'd have said that was crazy and no.
Surely that's not possible.
That would be like Adobe charging all users of Photoshop per image view.. and trying to invent a system in which they can track and invoice you every month. And not only the new images, but all the images that you created over the last 20 years. Then automatically invoicing you every month.
But that's what happened. And now we know they can do that, and that they're willing to do that. Unity is the worst company to be in charge of the Unity Engine.
The trust is gone.
Retrospect
It's our fault. All of our faults. We sleepwalked into it. We had a ton of warnings. We should have been pressing the eject button when Unity IPO'd in 2020. Every single thing they've done since then has been the exact opposite of what was good for the engine.
We had 10 years to make our own engine and never did. I'm sure a lot of game companies are feeling the same today.
Let's not make the same mistake again, Rust 2 definitely won't be a Unity game.
The problem is that realistically there is no much profit in maintaining engines. UE gets slack due to Epic generating revenue from Fortnite, but that's not the case with Unity. So even if there is a minor player in the future, I don't see it going further away than some kind of open-source.There's not a shortage of ways for developers to make games, but Unity and Unreal are at a usage share ratio for good reasons. Will be interesting to see if this price change opens a door for any competition, but from what I can gather, there may not be a minor player ready to step up if Unity is kneecapped by this.
Maybe they should not cancel game projects and actually release them. Unity canceled a first party game that was be used as an example of best practices in the engine, for some reason. This is why I think the company might be bleeding money of the wrongs reasons.The problem is that realistically there is no much profit in maintaining engines. UE gets slack due to Epic generating revenue from Fortnite, but that's not the case with Unity. So even if there is a minor player in the future, I don't see it going further away than some kind of open-source.
Unity clarified aspects of their new policy. I found this bit interesting:
I wonder if MS, Sony, etc. are onboard with this and, if not, what could Unity do about it?
Maybe they should not cancel game projects and actually release them. Unity canceled a first party game that was be used as an example of best practices in the engine, for some reason. This is why I think the company might be bleeding money of the wrongs reasons.
Makes me wonder if this could have played any part in Sony raising PS+ prices.
As someone who hasn’t got a clue about game engines really, can Sony and Microsoft not allow indies to use their propriety engines or would they be too difficult to grasp quickly?
The problem is that realistically there is no much profit in maintaining engines. UE gets slack due to Epic generating revenue from Fortnite, but that's not the case with Unity.
Another issue with a minor player taking advantage to climb the ladder is how entrenched creators are in their ecosystem of choice. Training and hiring and invested time/production elements all make it tough to move out, but also, the new places aren't as stocked in services. We've already talked about developer support and community investment being an issue. Unity and Unreal also each have plentiful marketplaces for assets and blueprints and plugins, and starting from scratch or without most of those resources (no immediate reason for the guy producing cartoon car and avatar animation packs to be as upset about this fee as the end developers since it doesn't affect them unless/until asset flipping dries up) would be daunting. Maybe that'd also be an opportunity, to pioneer fresh land (and so many of these assets are ripped off anyway, so what's to stop an assets hustler from bringing plundered Anime Girls and Military Guns packs to a new marketplace? In fact, on the Godot Marketplace frontpage, there's a promoted tutorial page on how to "Convert your assets from Unity to Godot")So even if there is a minor player in the future, I don't see it going further away than some kind of open-source.
Sony did have a royalty-free engine available for licensed devs (PhyreEngine).... They stopped active development on it a few years ago however though devs were free to continue their forks of it, just without official support.
Yeah let's all just suck off the CCP's teet instead and support one of the most corrupt publishers of the industry in Epic.hahahahaha. Get fucked Unity, please go down in flames. Time for all the Indie Unity Devs make the jump/migrate their games to UE5.
Hmm, I always thought or was told PhyreEngine was something more of a framework than an engine, same with Microsoft's XNA? (I don't actually understand completely what the difference is between an "Engine" and a "Framework" and such.)
PhyreEngine I believe is fully sunsetted in support or distribution (though recent games have still been made with it, like Unravel and OlliOlli. And then there's also the forks like Codemasters' Ego and the engine Spiders uses for its RPGs.)
XNA is also gone, but the framework was resurrected and evolved to become MonoGame. Lots of games use that too (2D and 3D), like Celeste and Stardew Valley and Streets of Rage 4 and Ty the Tasmanian Tiger 4.
Wow. I didn't realize they are doing this to companies who have already been licensing fees for a specific project. Figured this would apply to new projects. That is really messed up greedy nonsense.Rust devs have provided this update on the whole Unity price changes fiasco.
Unity can get fucked
Yesterday Unity announced that starting next year, all games that use their engine will pay a tax per user install. The tax has ...garry.net
I really liked the Gigaya project, (both as an internal sample project to help Unity experience their own tools and provide feedback internally and externally, and also as just a cool-looking game which sort of reminded me of Jak & Daxter.) However, it was never going to be a major release for the company. It was going to be free, it was going to be limited in scope, and it wasn't going to have any monetization tail to hang a billion dollars of GaaS onto for Unity to make all the money imaginable. It was just one of those good ideas for when a company has a little money to throw at out-of-the-box experiments for creatively exploring technology development and developer relations. And it didn't work out in time to finish and ship.
It doesn't seem like they'll have a job for long so don't be jelly.
I honestly cant believe that someone got paid to make this decision
And worse: many people approved it
How do I get a job like this? Seriously
I'd assume it'd cost more money to finish than it would return in revenue? (Probably they already wrote it off as a loss by now.) Either way, Gigaya would generate pennies compared to the money Fortnite or even old releases of Half-Life generate to support their engine development, and wouldn't really contribute to this financial situation in any significant way.They could always sell it in their Assets Store, we'd get a full commercial quality game with around 6 hours of content and the source project. Not only they'd make money but they'd help others make money for them
I don't know if this would even be enforceable.
I get it if Sony/MS are actually publishing the game, but they are expected to pay for every third party Unity game they put on their services?
This is as if, I don't know, Avid went to streaming services and demanded 20 cents every time someone watches any content that was edited on their Media Composer software, even if it's just a third party show/movie that the company just paid to stream on their service.
Developers paying over $2,000 a year for a Unity Pro plan would have to hit higher thresholds and would be charged with lower fees.
Refuse to cooperate, have Unity rescind or Unity will bury itself. Unity cannot stand against both monolith corporations and developers. MS, Sony and Nintendo must be having a good laugh over this.Unity clarified aspects of their new policy. I found this bit interesting:
I wonder if MS, Sony, etc. are onboard with this and, if not, what could Unity do about it?
With the negotiation power Sony and MS have they would probably get deals, leaving smaller players at an even bigger disadvantageUnity clarified aspects of their new policy. I found this bit interesting:
I wonder if MS, Sony, etc. are onboard with this and, if not, what could Unity do about it?
With the negotiation power Sony and MS have they would probably get deals, leaving smaller players at an even bigger disadvantage