1218

This is of course not including the yearly Unity subscription, where Unity Pro costs $2,040 per seat (although they may have Enterprise pricing)

Absolutely ridiculous. Many Unity devs are saying they're switching engines on social media.

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[-] 4am@lemm.ee 266 points 1 year ago* (last edited 1 year ago)

The enshittification continues.

Watch for more products that enable normal people to do great things to become paywalled. Only your gatekeeper masters may direct the market, and the creativity. In their infinite wisdom, they demand the control of gods.

Billionaires are a mistake.

EDIT: and I love the bait-and-switch of charging anyone who ever used Unity, even under different terms. Electric chair for the CEO.

[-] Bonehead@kbin.social 100 points 1 year ago* (last edited 1 year ago)

I'm starting to see enshittification as part of the cycle of renewal in capitalism. Don't get me wrong...it's a completely foolish and disasterous way of doing things, and billionaires are a black mark on society as a whole, but innovation happens when you take away the established tools.

Twitter is a good example. Elon seriously accelerated the enshittification, and now it's tanking. Meanwhile, alternatives are springing up at breakneck speeds to replace it. Which one will win the war is anyone's guess, but Twitter will be the loser regardless. Reddit is another one. And Digg before it. As one commits corporate seppuku, others step in to take its place.

While it sucks for anyone caught in the crossfire, and the ones responsible for nuking a corporate landscape often skip away with a golden parachute, it usually leads to a shakeup that can bring amazing innovations. The key is to get in on the next wave, hope you picked the winner, and make sure you get out before shit hits the fans this time.

[-] Terces@lemmy.world 79 points 1 year ago

But that cycle is bad for the advancement of society as a whole. Instead of having something others can build on, everyone has to start from scratch and redo a lot of the work that was already done.

Establishing new social networks for example take a whole lot of time. And then you tank them so others can do the same thing all over again? That's not progress. That's standstill being sold as progress.

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[-] db0@lemmy.dbzer0.com 128 points 1 year ago

Surprised nobody mentioned here, but Godot Engine people. It's FOSS and will never charge you for anything. Don't stay in an abusive relationship

[-] douglasg14b@programming.dev 96 points 1 year ago* (last edited 1 year ago)

Nevermind PC games, think about how this would impact mobile games. Where you get TONS of transient installs, and very few consistent players.

You could actually go into debt by using unity, and accidentally being successful if you aren't abusively monitizing your game.

[-] AdmiralShat@programming.dev 111 points 1 year ago* (last edited 1 year ago)

That's what this is about. The CEO said that devs who don't put ads in their games and monetize are "fucking idiots"

Unity isn't a game engine company anymore, they're an advertisement company that owns the rights to a game engine.

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[-] root@aussie.zone 95 points 1 year ago

Unity Engine taking a leaf out of reddits book. Lol

[-] Lianodel@ttrpg.network 50 points 1 year ago

Their Twitter is even leaning into the "answering questions" angle. Just frame the backlash as a result of ignorance, rather than people being reasonably upset by a situation they understand perfectly well. Then they dodge inconvenient questions about things like malicious automated downloads. Of course, they're happy to "listen to feedback." Not act on it, of course, but the social media person is happy to scroll past whatever you have to say!

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[-] BetaDoggo_@lemmy.world 94 points 1 year ago

Smells like a lawsuit to me. Retroactively devaluing software that they were already paid for.

It's probably a scream test that they'll walk back with something more reasonable in the next few days.

[-] SharkEatingBreakfast@sopuli.xyz 38 points 1 year ago* (last edited 1 year ago)

This happened to a crafting/cutting machine and its software a while back.

The company wanted to start charging once you hit a miniscule upload threshold, forcing you to pay if you wanted to upload more than, say, 20 images per day.

Folks who already owned the machine were furious that they'd essentially be limited out of their own machine, when there was previously no extra charges for use.

The company rolled back their statement and stated that they'd only start charging people who purchased & registered their machines after a certain date. Older users would not be charged.

Even so, after the shit they pulled, people no longer recommend that specific machine/brand/company anymore because of their nonsense.

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[-] sederx@programming.dev 87 points 1 year ago

founding your business on proprietary software is just a crazy gamble.

[-] June@lemm.ee 69 points 1 year ago

I turned down a job offer at a company that relied solely on twitter’s api in order to accomplish their goals. It was a sales lead generation tool that used a scripted approach to warming leads before handing them off to AE’s to bring home.

Within a year Twitter shut down their access and the company went under. That’s the day I learned not to trust another company to allow you to make money with their product permanently.

[-] killa44@lemmy.world 24 points 1 year ago
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[-] Zacryon@feddit.de 36 points 1 year ago* (last edited 1 year ago)

Developing a good and feature rich game engine which also runs performant is a huge effort. That alone can cost a good team 2 years at least. Even more if we consider todays graphic standards. That's nothing which smaller studios can easily deliver. So yeah, it's an obvious decision to buy a license for a proprietary engine, where a lot of work has already went into. That's just business and nothing crazy about it. Companies using services or products of other companies is pretty ordinary.

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[-] Hadriscus@lemm.ee 32 points 1 year ago

Until a few years ago there was barely any alternative afaik

[-] gencha@lemm.ee 17 points 1 year ago

People wrote their own game engines since the earliest of games, they just want the easy route today and a marketplace to monetize on. These are poisoned gifts, and always have been.

[-] echodot@feddit.uk 60 points 1 year ago

And if everyone invented their own wheel every time they wanted to build a new cart all we'd ever have is various different wheels and very few carts.

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[-] adriaan@sh.itjust.works 38 points 1 year ago

It's not "the easy route". Making a game engine is a tremendous investment these days. If you are making anything other than a game that looks like early 2000s or earlier, you need a pretty capable engine that takes years to develop. That's on top of the time it costs to make a game, which is also typically years. Not to mention that your proprietary engine will have subpar tooling and make your game development slower.

For anyone but industry giants it's not feasible to make a modern engine. Unless your game is not aiming to play and feel like a modern game, you have to run with an off-the-shelf engine.

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[-] wave_walnut@programming.dev 62 points 1 year ago

I think the reason beginners want to use Unity is because that is what they will need as professional game developers. But if professional game developers stop using Unity, then there is no reason to use Unity, no matter how beginner-friendly pricing it is.

[-] ICastFist@programming.dev 22 points 1 year ago

Pretty much every gamedev course will teach either Unity, Unreal or both, so those students end up getting fucked either way.

[-] Hadriscus@lemm.ee 19 points 1 year ago

It was the status quo in animation until a few years ago : every school would teach Maya or Max and the industry as well as aspiring professionals were kinda locked with those. Others players evened out the playing field (Houdini, Blender, etc) and today it's not the monopolistic situation it used to be.

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[-] shasta@lemm.ee 49 points 1 year ago

Everyone I know has been reaching about Unreal for the past few years anyway. I'm surprised Unity is pulling this controversial move in this situation, driving more customers to the competition. It's like if it was 2013 and AMD suddenly started charging double for their graphics cards even though Nvidia was way better

[-] tfw_no_toiletpaper@feddit.de 20 points 1 year ago

Oh damn the whole day I was thinking it was about Unreal Engine, not unity. Was pretty sad that some of the projects I follow could be abandoned. Now I'm so glad, holy shit. Reading the articles caffeine starved at 5 am in a tram probably was the culprit for misreading

[-] AVengefulAxolotl@lemmy.world 46 points 1 year ago

So whats the next step, everytime a start my car i have to pay?! F*ckin ridiculous

[-] Brickhead92@lemmy.world 20 points 1 year ago

God dammit, don't give the ideas!

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[-] XPost3000@lemmy.ml 46 points 1 year ago

Common proprietary L

[-] Katzastrophe@feddit.de 43 points 1 year ago

I gotta ask, considering the "per install" pricing, what exactly is an installation in the eyes of Unity?

A game download? In which case would a cancelled and restarted download result in two installations being logged?

Is it an API call during first start-up? What would keep malicious actors from simply modding their game to repeat this call a thousand times?

What about pirated copies? Do they count as being "installed"?

[-] Veraxus@kbin.social 36 points 1 year ago

Unity's official response to those questions as of a few hours ago is akin to "we have ways... trust us."

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[-] kitonthenet@kbin.social 38 points 1 year ago* (last edited 1 year ago)

This is the java business model, there's two ways it could go: total flop, everyone hates it and because video games aren't as deeply entrenched as legacy codethe java business model won't work. OR the Java business model works great and there's now a 10% unity tax passed on to the consumers

Edit lmao the most pedantic Mfs alive in the replies

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[-] flux@lemmy.world 33 points 1 year ago

I think the real problem is how shady it seems. Like has everyone forgotten the concept of "grandfather in"? People will make new games in unity if they factor in the cost. I think people are understanding if they have the priory knowledge that unity needs to maybe start charging something. But sounds like they are asking for after these businesses already have created budgets. It sounds like it could be a bit of extortion depending on what the original agreement was. " Extortion might involve ... damage to a companies financial well being."

[-] M500@lemmy.ml 29 points 1 year ago

What’s the tl:dr?

The creators of the unity engine are charging people extra for games they have already created?

[-] popcar2@programming.dev 86 points 1 year ago

Creators of the Unity engine want to charge developers per game install, the more people that install the game the more you have to pay. This includes games that already exist and never agreed to this. It also causes a lot of safety concerns, how will they confirm how many installs a game has? Are they bundling spyware with Unity games?

[-] BolexForSoup@kbin.social 42 points 1 year ago

What will they do when 50 angry incels run a script that downloads/installs/deletes your game hundreds of times a day?

[-] M500@lemmy.ml 26 points 1 year ago

https://www.ign.com/articles/why-unitys-new-install-fees-are-spurring-massive-backlash-among-game-developers

They said they have a fraud detection system for their ads business and will use that as a starting point.

I don’t see how they are going to be able to move forward with this change.

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[-] M500@lemmy.ml 18 points 1 year ago* (last edited 1 year ago)
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[-] Peekystar@kbin.social 28 points 1 year ago* (last edited 1 year ago)

From what I've heard, from January 2024, any for-profit game made in Unity that meet a certain profit and download threshold will have to pay a fee to Unity per install of said game, including those released before these changes are being introduced.

I wonder how that works.

Like if I released a Unity game in 2016... if I tell Unity to fuck off, would they then try to get my game off of Steam?

[-] anewbeginning@lemmy.world 16 points 1 year ago

How are post facto agreement changes working retroactively legal?

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[-] donuts@kbin.social 17 points 1 year ago

They want to charge game devs $0.20 per install. Yes, that's right, they want to charge devs 20 cents every time somebody installs their game.

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[-] HawlSera@lemm.ee 29 points 1 year ago

So do game developers have lobbyists to ban this shit?

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[-] Anonymousllama@lemmy.world 26 points 1 year ago

It's a truly horrible chain of events. Unity has been continually scaling back it's development objectives, canning their developer game samples and overall it feels like they're struggling.

While overall I'm fairly happy with Unity as a game engine, I'm not happy with Unity as a company, which seems to prioritize the strangest things while features and optimisations seem to languish

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[-] onlinepersona@programming.dev 23 points 1 year ago

Will Garry Newman decide to reskill his devs to use Godot? Will anybody with enough power decide to do so? Imagine if game studios big and small decided "we don't want to have to deal with this ever again, we're making a new or investing in an existing opensource game engine".

I wish people would see the light, but will they?

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[-] Saneless@lemmy.world 19 points 1 year ago

Shareholder greed is astounding

[-] DaleGribble88@programming.dev 17 points 1 year ago

Sad times, I remember first learning from Tornado Twin tutorials way back in version 3. At this stage of my life, I basically develop exclusively for game jams, and give away my weekend warrior projects for free. The new pricing model, as currently described, would not affect me. However, trust has been eroding for a while. Trust is gone now. I do not trust Unity not to alter the deal further. I fear that I may become liable for fees that I did not agree to when I published, for lack of a better term, my games to the internet. I've been looking at features offered up in Unreal for a while. I guess it is time to start watching tutorials.

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this post was submitted on 12 Sep 2023
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