602
just my luck... (lemmy.world)
submitted 1 year ago by Monster96@lemmy.world to c/memes@lemmy.ml

It was THIS close to becoming a demo

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[-] TheOctonaut@mander.xyz 48 points 1 year ago

So just release it as a demo then? Pay per install doesn't apply to literally everything built in Unity.

[-] Hauskrampf@ttrpg.network 25 points 1 year ago

Doesn't it tho? I thought everything that looks like a download gets billed like a download...

[-] jmcs@discuss.tchncs.de 47 points 1 year ago

It only kicks in after you make a certain revenue with the game (200k USD for Unity Personal and 1Million USD for Unity Pro). So if revenue is 0, it will never kick in.

[-] redcalcium@lemmy.institute 14 points 1 year ago

How unity know your revenue?

[-] jmcs@discuss.tchncs.de 38 points 1 year ago* (last edited 1 year ago)

The same way any company that has a contract dependent on the other side's revenue (or the tax services for that matter) does it. If you use Unity you have to report your revenue, and if you are caught lying their lawyers are going to shred you to pieces in court.

[-] rotopenguin@infosec.pub 7 points 1 year ago

Also, you're liable for whatever amount their AI says you're liable for. And you're liable for whatever amount their install telemetry says you're liable for. Whichever is greater.

[-] Lmaydev@programming.dev 6 points 1 year ago

You have to report your income to them monthly.

[-] Monster96@lemmy.world 2 points 1 year ago

Ah, OK well now I know. Wasn't too sure about that.

[-] DickShaney 46 points 1 year ago

I don't know how well they work, but people are working on tools for navigating to Godot.

[-] Laser@feddit.de 43 points 1 year ago* (last edited 1 year ago)

When I opened GitHub this morning, Godot was the #1 trending repository. So yeah.

Everyone with half a brain could have seen something like this happen from a mile away but yet here we are. If you lock yourself in with a proprietary vendor, they can screw you over later. See also Reddit. And if I were to venture a guess the same will happen with Discord.

[-] Lmaydev@programming.dev 46 points 1 year ago

Until you make 200k you don't get charged. So you're likely fine to release it and if it's successful port it to a different engine before you hit that.

[-] Johanno@feddit.de 23 points 1 year ago

Problem is that if you intent to monetize it then you might "accidentally" make a good game that is installed a lot and maybe you charged 5$ upfront via steam. Now you come by the 200k$ threshold and have to pay steam 30% and assuming worst case you have 500k installs.

Meaning you owe now unity 100k$.

So 200k - 60(steam)-100k is 40k$

You have now 40$ left to produce your game.

Even worse. If you have now stopped selling the game due to reasons. People reinstalling it will cost you 20 Cent

[-] piecat@lemmy.world 2 points 1 year ago

So wait. If I bought a game they can just brick it down the road?

[-] Yokozuna@lemmy.world 3 points 1 year ago* (last edited 1 year ago)

Well yea, if you buy any digital game anywhere but GoG, I don't know any others that have policies like theirs, you're basically just renting it, you dont buy the game you just buy the license. GoG has a system set up to where you actually own the game, and if they went out of business tomorrow, you could still play your games fine.

Let's say you happen to buy a game or dlc off of a second-hand site and redeem it on steam, origin, or whatever launcher. You use it, and it works, and you play for a while, no problem. Well, if that key you bought is flagged for whatever reason, and the publishers of said game can decide to revoke the license you bought, and that's a wrap. Because that's all you're buying, even straight from steam or anywhere else - just a license. I used the second-hand website as an example because it does happen there. I haven't really heard anything happening on legit purchases straight from a vendor, but the legal wording is all there, and what I described is possible.

[-] eerongal@ttrpg.network 1 points 1 year ago

$200k divided by $5 is 40,000 sales. You aren't likely to have 500k installs from 40,000 sales....

[-] bappity@lemmy.world 13 points 1 year ago

no idea how much time and work it might take, the hype could die down in-between if it's a long time

[-] Lmaydev@programming.dev 7 points 1 year ago

This is why it's best to write your game to be engine agnostic with integration points.

But It does feel like a waste of effort until something like this happens.

[-] ReveredOxygen@sh.itjust.works 23 points 1 year ago

Can you show me a single engine agnostic game? I don't see how that's even remotely feasible

[-] tuna_casserole@programming.dev 14 points 1 year ago

I guess it would be doable by trying to write a bunch of wrappers around engine specific stuff, but holy shit development would be... ugh. Slow and ultimately a confusing mess to maintain still

[-] CluckN@lemmy.world 10 points 1 year ago

Imagine not writing your game in assembly

[-] Sotuanduso@lemm.ee 5 points 1 year ago

Roller Coaster Tycoon.

[-] SaltyIceteaMaker@lemmy.ml 2 points 1 year ago

Pff i write my game with 1's & 0's in a text editor

[-] Quill0@lemmy.digitalfall.net 7 points 1 year ago

Sounds like an class action lawsuit

[-] Synther@lemmy.zip 7 points 1 year ago

I was also going to use unity for my video game, but as I saw that unity changed their policy, or is going to change it too the worse in January. I’m going to stick with Godot.

[-] Aermis@lemmy.world 1 points 1 year ago

I've been living under a rock. What's going on with unity?

[-] ComradeKhoumrag@infosec.pub 4 points 1 year ago

They want to charge the developer a fee for each install of any game made with their engine

[-] TheCheddarCheese@lemmy.world 3 points 1 year ago
[-] PunnyName@lemmy.world 3 points 1 year ago* (last edited 1 year ago)

Make like 10 "versions" that people can choose from. So it's harder to get to the individual download threshold.

[-] finickydesert@lemmy.ml 2 points 1 year ago

Should’ve used godot

this post was submitted on 17 Sep 2023
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