Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Goodbye Bakery (and possibly Unity)

Discussion in 'General Discussion' started by hippocoder, Jun 5, 2021.

Thread Status:
Not open for further replies.
  1. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
  2. neginfinity

    neginfinity

    Joined:
    Jan 27, 2013
    Posts:
    13,323
    Well, that was a really dumb thing to do.
     
  3. BIGTIMEMASTER

    BIGTIMEMASTER

    Joined:
    Jun 1, 2017
    Posts:
    5,181
    why though? who profits?
     
  4. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,002
    It was written in their asset store guidelines / EULA a while back, someone saw it and thought "Hmm, let's enforce it". Pretty sure the rejection Bakery got was automated.

    It is one of the reasons I'm yelling about the numerous silly stuff that are / were included in Unity's EULAs and people retort with "they'd never enforce this".

    Welp.
     
    Joe-Censored, SMHall, lmbarns and 2 others like this.
  5. FarhezAhmed

    FarhezAhmed

    Joined:
    Dec 15, 2020
    Posts:
    14
    Probably the end of using unity as well.
    Meanwhile
     
    DungDajHjep, kburkhart84 and SMHall like this.
  6. DEEnvironment

    DEEnvironment

    Joined:
    Dec 30, 2018
    Posts:
    436
    oh, this is horrible news

    On May 26th this year in other section of unity forum, unity posted a topic tilted "New Submission Guidelines are Coming!" it included things they are going to try however it had no discussion about use executable native code that I found in any discussion points.

    one comment from Unity reads as follows:
    “*If we find that these changes are not helpful to users, then we may revert.”

    this statement suggests your guidelines are in place to protect users and provided them with the best possible experience and you are open flexible to hear what users want

    I believe the community will speak loud and clear this must fall under “Exceptions” and categized into user “Essentials” if categorized correctly it fully meets subject requirements of applicable submission guidelines permitting you Unity its continued approval.

    Please work with your community in a helpful way and solve this
     
    Ruchir, stain2319 and FarhezAhmed like this.
  7. gilley033

    gilley033

    Joined:
    Jul 10, 2012
    Posts:
    1,151
    Yup. I had a submission rejected months ago because I included an .exe from Unity's own Asset Bundle Manager. Granted, Asset Bundles are deprecated now, but I couldn't even include the Asset Bundle Manager with versions of my product that work with older versions of Unity. Hopefully a dev can comment on why .exe's are blacklisted now.
     
  8. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    10,580
    They are not depreciated.
    They just are wrapped, with higher level of addressable.
     
  9. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
    Posts:
    12,531
    Executables have never been allowed in Asset Store package submissions except on a case-by-case basis. I'm guessing that someone new on the Asset Store team just picked up the Bakery update submission and didn't know that it's an exception. I'm pretty sure it'll get straightened out. The sky isn't falling.
     
  10. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,002
    No, the agreement/EULA/guidelines didn't use to say anything about executables. I don't have proof handy, but I believe it's a semi-recent addition.
     
  11. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,135
    He poked Aras and Aras mentioned that it's already being brought up on the internal slack at Unity. I agree with @TonyLi that this is most likely a simple mistake.

    Speaking of the agreement I wasn't able to find any mention of executables. Anyone know where it is specifically?
     
  12. Lurking-Ninja

    Lurking-Ninja

    Joined:
    Jan 20, 2015
    Posts:
    9,907
    You probably don't read enough General Discussion lately... :D It is always falling.
     
  13. Lorrak

    Lorrak

    Joined:
    Sep 17, 2019
    Posts:
    38
    a good time considering UE5 :confused:o_O
     
  14. neginfinity

    neginfinity

    Joined:
    Jan 27, 2013
    Posts:
    13,323
    Technically an exe included into an asset is a black box and you don't really know what it does. It could be doing anything. You also won't be able to fix it if it breaks.

    Now, it IS possible to reimplement bakery using C# and compute shaders, but that would be painful enough for the developer to just give up and ditch the project instead.
     
    Joe-Censored likes this.
  15. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    I don't see why the responsibility can't be the customer's. You can just have a flag that indicates if a project is pure C# or contains executables. One takes considerable risks even downloading a game from steam, then running it. It is the same risk. Should steam then require source only and we compile it ourselves?

    I don't get the rationale beyond someone at Unity, possibly security thinking it's a grand plan. It isn't and C# can do untold damage anyway.
     
    PutridEx likes this.
  16. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,135
    Best part is we already are responsible. Sections 8 and 9 of the EULA specifically point this out by saying there is no warranty provided with purchases nor is there any liability on the part of Unity or for that matter on the part of the author of the asset.

    https://unity3d.com/legal/as_terms
     
  17. ManHunterITA

    ManHunterITA

    Joined:
    Sep 3, 2013
    Posts:
    337
    It's not recent. They have never been allowed. The same happened to my PATCH - Updating System back in 2016 (or 2017, can't remember exactly): it contained an exe (it was a CLI tool for generating patches for CI/CD environments).
    At first, my package has been approved. But in one of the next updates I published someone found out the exe and the package got deprecated.
    So that rule has been here for at least 4-5 years.
     
    SunnySunshine likes this.
  18. guycalledfrank

    guycalledfrank

    Joined:
    May 13, 2013
    Posts:
    1,627
    Bakery dev here.
    Nothing is banned, but my current newest update is being rejected by the automatic check (doesn't want exe files in the package - was OK previously).
    I hope it'll be resolved or at least I'll do some crazy workaround (I'd prefer not to though).
     
  19. Vincenzo

    Vincenzo

    Joined:
    Feb 29, 2012
    Posts:
    146
    Just supply the native code and put instructions how to build it, or even auto build it by VS. Easy-peasy.
     
  20. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,002
    Yeah, skimming the terms at archive.org seems the no executables term was added sometime in mid-late 2016, so you're correct.

    In my defense, 5 years is barely enough time for a Unity feature to go from experimental preview to experimental preview, so I guess 5 years for an EULA change doesn't feel that long. :)
     
    Joe-Censored likes this.
  21. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    So let me get this clear: in the future people will have to just supply C++ / other source code in the downloaded asset that most people lack the compiler chain to build, so everyone can rip off everyone else blind while customers re-download it precompiled from the website? Legit. Can't wait for obfuscated versions too.

    This is clearly thought through isn't it.
     
  22. koirat

    koirat

    Joined:
    Jul 7, 2012
    Posts:
    2,009
    Can you just rename .exe to something else. And make user change it back to exe ? or zip it or whatever ?
     
    BIGTIMEMASTER likes this.
  23. angrypenguin

    angrypenguin

    Joined:
    Dec 29, 2011
    Posts:
    15,509
    Are you allowed to include a .dll?
     
    hippocoder likes this.
  24. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    10,580
    I would be greatly surprised, if dlls are banned too o_O
     
  25. Mauri

    Mauri

    Joined:
    Dec 9, 2010
    Posts:
    2,657
    Banning .dlls would be fatal and wiping most of the crucial assets from the Asset Store. Assets like Nature Renderer, UModeler, PlayMaker, Gaia, Odin - Inspector and Serializer or even Bolt rely on them. (Not to mention Bakery, but that's a given).

    I don't think Unity is that stupid to even consider it.
     
    Last edited: Jun 6, 2021
    Socrates likes this.
  26. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    So what is the difference between exe and dll in this case?
     
  27. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    10,580
    double click feature in OS :D
    Not that it need to be executed separately.

    But yeah, this runs and this runs in engine and can contain any type of black boxed code.
     
    hippocoder likes this.
  28. StaggartCreations

    StaggartCreations

    Joined:
    Feb 18, 2015
    Posts:
    2,133
    This is actually a pretty good loophole. Could simply automate the renaming when first importing the asset :p
     
    NotaNaN and DEEnvironment like this.
  29. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Yeah until that doesn't work any more. I think Unity should address this properly. Allow executables or disallow dlls - it's the same thing after all. Perhaps this is nannying and fear on their part rather than addressing the problem correctly.

    And IMHO since exes and dlls can provide the same security issues, Unity should basically just have a disclaimer/fair warning for any assets containing dlls or executables on the asset store page under contents.

    Unless there's another mystery reason for not allowing exes.
     
    NotaNaN likes this.
  30. neginfinity

    neginfinity

    Joined:
    Jan 27, 2013
    Posts:
    13,323
    You can't run a dll by clicking on it?

    I mean rundll seems to require admin privilegies, while an exe pretty much a standalone thing. You launch it and it can live in the background. Meanwhile dll will require interfacing with it through C# glue code you at least can read.
     
  31. Kamyker

    Kamyker

    Joined:
    May 14, 2013
    Posts:
    1,084
    Another example of Unity treating users like children. Exe bad, dll good. Enforced open source next please.
     
  32. angrypenguin

    angrypenguin

    Joined:
    Dec 29, 2011
    Posts:
    15,509
    I suspect that being specific on .exes is somehow related to the mention of installers immediately after.

    Removing DLLs would be extremely misguided. Disallowing exes carte blanche seems the same, but I understand not wanting installers in particular. They want Unity extensions, not stuff that installs itself elsewhere. Of course that requires manual checking to be sure as there are other ways to do it, and other reasons to have exes, so that's what they should do.
     
    Ryiah and hippocoder like this.
  33. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Sounds like there's a lot of good options for Unity to take away from this thread then.
     
  34. Murgilod

    Murgilod

    Joined:
    Nov 12, 2013
    Posts:
    9,753
    I'd kill for, at the very least, a clearly identifiable flag on the asset store that tells me if the source is included or not so what rare few assets I buy anymore don't end up being a maintenance disaster
     
    Last edited: Jun 7, 2021
    Meltdown, bluescrn, Amon and 4 others like this.
  35. Deleted User

    Deleted User

    Guest

    @hippocoder
    I don't care for this type of alarmist thread.

    The Asset Store has never allowed executables for multiple reasons and Bakery got tripped up on our automated reply that was implemented last year. I've given them a bypass so Mr F just needs to resubmit and it will be fine. They could also reply to that email to reach someone on the team where we could work it out directly.
     
    Anthiese, Joe-Censored and Shizola like this.
  36. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,135
    Is this clearly stated in the email that they received? Because in my experience the vast majority of automatic emails come from addresses and systems that are incapable of handling replies.

    I would love to know your reasoning behind allowing DLLs but not EXEs. Is it just that you needed to provide a way to allow people to hide source code and had no alternatives but to allow DLLs?
     
    Joe-Censored likes this.
  37. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    I don't care for lax unenforced guidelines that trip people over with much more at stake financially than Unity staff.

    You have a restriction? by all means enforce it since 2016, don't pick and choose and play with our income and livelihood, or create a better set of rules so we can make future decisions without nasty surprises. It happened to me with Enlighten and it's happened to me with this. I believe that's worth a thread.
     
  38. Shizola

    Shizola

    Joined:
    Jun 29, 2014
    Posts:
    442
    An asset update submission was rejected on a automatic system, happens all the time on any platform. Nothing was "banned" lol. More silly melodrama which is sadly normal on this forum.
     
  39. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,135
    That a moderator created this thread should tell you that this is a legitimate problem.

    It's attitudes like this that allow them to keep happening rather than being corrected.
     
  40. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Yep. There are way too many mistakes on Unity's part now that hasn't just cost me dearly (all while I have been helping them for free, for a decade), but cost other people too. It's all the little things. Enlighten coming and going. Networking coming and going. Constantly in flux HDRP/URP up until recently and so on. I want to do good in Unity. But chastising me when I've given so much and got short shrift is beyond poor.

    I tried for so long to keep Unity on their toes in the nicest way possible. Perhaps this is the year that stops, not just from me, but from a lot of people who are becoming tired. We are still your loyal customers, but why?
     
  41. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,002
    And since we're sharing, I don't care for this type of dismissive replies.
     
    Mark_01, GCatz, Moonjump and 7 others like this.
  42. Lurking-Ninja

    Lurking-Ninja

    Joined:
    Jan 20, 2015
    Posts:
    9,907
    Well, apparently intentionally lying about the state of things became the rite of passage around here. A moderator is equally capable of doing this kind of effed up thing as any other user. It means nothing.
     
    hippocoder likes this.
  43. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,002
    And now you're doing it too! Unity has taught you well.
     
    hippocoder likes this.
  44. guycalledfrank

    guycalledfrank

    Joined:
    May 13, 2013
    Posts:
    1,627
  45. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    On that note, it's time for a lock!
     
    Joe-Censored and Ryiah like this.
Thread Status:
Not open for further replies.