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Official Unity plan pricing and packaging updates

Discussion in 'Announcements' started by LeonhardP, Aug 22, 2023.

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  1. Armynator

    Armynator

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    Don't fall for it. GDScript is simple and easy, but it's so slow that I'm actually wondering why anyone who ever tried to create a serious game with it would recommend it. C# in Godot is about 20x faster (yes, TWENTY TIMES) and well supported since 4.X. The released Godot games I took a closer look at (Lumencraft, Halls of Torment, Wrought Flesh, Brotato) either make heavy use of C#/C++ or suffer from serious performance issues. GDScript still might be good for UI scripting though.

    Godot isn't perfect, but if you are familiar with Unity it's probably the best choice for 2D at the moment.
    I switched over to it when the runtime fee was announced and feel very comfortable with it already.
     
  2. Neto_Kokku

    Neto_Kokku

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    MoonbladeStudios likes this.
  3. mgear

    mgear

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    keep up the pressure in every platform!


    upload_2023-9-17_16-16-13.png
     
  4. Unifikation

    Unifikation

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    Cocos2D, for some, is better. Cocos Creator is so similar to Unity as an Editor and structural beast that it's obviously a JavaScript/TypeScript scripted lightweight clone.
     
    DungDajHjep likes this.
  5. Nest_g

    Nest_g

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    When a Unity employee will tell us the true about this drama?, a normal company does not kill himself like is doing Unity.
     
    Astha666, unitygnoob008 and ITSKrzywy like this.
  6. Unifikation

    Unifikation

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    Unity is TWO companies: IronSource and Unity.

    One of them will thrive from this, in almost every way possible. The other is being sacrificed to make that happen.
     
  7. dungdajhjep_unity

    dungdajhjep_unity

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    The only thing stopping me from Cocos Creator at the moment is firebase, playfab, admob plugins. Oh, and there's the issue of APIs to manipulate Mesh, the ability to export them to fbx files. It's heartbreaking to know that we have become so dependent on Uniy that we have become sacrificial lambs.
     
    Unifikation likes this.
  8. voltage

    voltage

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    I'm on the fence. If Unity retracts this price plan - I'll stick around. If they don't, I might try Godot. I'm already looking up tutorials just to get familiar with it.
     
  9. Unifikation

    Unifikation

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    Yeah, your requirements are higher end than Cocos Creator aims.

    You'll need one of the heavier engines for that kind of stuff. I'm lucky, only need good 2D physics.
     
    unitygnoob008 likes this.
  10. TCROC

    TCROC

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    I can't speak on Firebase or Admob, but PlayFab's api is extremely simple to use with simple http requests.
     
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  11. dungdajhjep_unity

    dungdajhjep_unity

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    I think it's quite good, supporting Nested Prefab as well. I also found Playfab, just missing the Firebase and Admob plugin, which will appear after it becomes popular after the death of Unity.

    https://docs.cocos.com/creator/manual/en/asset/prefab.html

    https://docs.cocos.com/creator/api/en/
     
  12. ScottyDSB

    ScottyDSB

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    Microsoft: "Because Unity uses C# as the developing language, we order Unity to give us 20 cents for every dollar they get from customers".

    BANG!!
     
  13. kjorrt

    kjorrt

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    This is so poorly written that it is hard to take it seriously. It's your first post, huh? Are you getting a few cents to post support for this decision?
     
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  14. Qacona

    Qacona

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    This just seems like its trying to give a pass to the guy who invented 'charging people to reload'.
     
  15. impheris

    impheris

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    mmm maybe for you, i tried unreal, so many times before and while it is a very good game engine, for me, unity is better, the only thing unreal is better than unity imo is the "AAA graphics" level, also unity has its features idk what you mean when you say "in Unity you would program your way to any feature that is lacking in the engine" what features is missing in unity that you need?
    The visual scripting thing from unity is not as good as unreal's i agree but to be honest, writing code is better and faster than any visual scripting thing, i saw a video some time ago from a guy making a character to move and the level of mess was awful when you can do that in just 2 or 3 minutes even without the new input system.
     
  16. DwinTeimlon

    DwinTeimlon

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    gooby429 likes this.
  17. impheris

    impheris

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    man, seriously, congrats, good job
     
  18. impheris

    impheris

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    Unigine is way better than whatever HDRP can do, also, terrain, water, decals, pp effects, performance is way better on Unigine, the only bad side is: not mobile support
     
  19. kjorrt

    kjorrt

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    Their system is a blackbox so they can say that the ground-truth is whatever they want it to be.
     
  20. Matheuz

    Matheuz

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    Every minute that passes by without any announcement on Unity's part addressing the backlash makes it worse for them. Tic. Toc.
     
    Astha666 likes this.
  21. impheris

    impheris

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    everything is doable, a learning curve. Some years ago i did not like the sculpt technique to create 3d objects, i can make anything on lightwave, anyways, one day i wanted to leave my confort zone, i downloaded sculptris and i made this on my first try:

    skull.jpg

    now, i love to sculpt when i need it. We all need to move, is a need for all of us... So is better if you just accept it and start working on it
     
  22. SoftwareGeezers

    SoftwareGeezers

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    Visual scripting is like heiroglyphics or emojis. Great if you want something simple, but vastly inferior if you want something with depth. Having to trace long strings around different blocks and loads of wasted space isn't intuitive at all.
     
  23. petercoleman

    petercoleman

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  24. SgtM

    SgtM

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  25. MoonbladeStudios

    MoonbladeStudios

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    Last edited: Sep 18, 2023
  26. nasos_333

    nasos_333

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    I would be totally fine, just increase the asset X$ to give extra to Unity and then users anyway have to pay for extra seats, if Unity can track them so much better, can also let me know for anyone using the assets without a lisence.

    Btw Unity already charge us 30%, so we get the worst deal in the Universe, i wish it was near zero like 0.01$. With the extra downside that you cant make much more money than a basic salary, unless work 24hours per day and be super lucky, like 100 out of 80000 lucky.
     
  27. MightyAnubis

    MightyAnubis

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    1. not everyone have the Ability to "overwatch" this "Blue Print" Node trash.
    I for myself, cant work with. It s not strucktured, it is a mess, a very big "Search Adventure Picture"
    but not a programcode, and at last you even need a Reference , lets say of 1000 Words, to find what you need to get some "Click Recktangles" to "put some spagetti" in. Who not know for what he need to search, will never understand waht to do.

    2. today i seen a video "Including a Charakter" in the 3nd Person controller.
    - 4 Blueprints
    - 8 to fIx bugs
    - another Blueprint in Copy
    - some change to the classes
    - hidden Knowledge do delete some "roots" inside the Object
    *and a lot more*
    and this just to get 1 Charakter, inside a Charakter controller.

    - Raytargeting is not bad, but to slow, you will need it for every animation, or you forced to buy new for 100s of Dollar.
    this is MONTHS! i got 2 Projects, one witth 20 000 Animations, other have near 30 000. Do you want to retarget this ? me not.

    - the Model importer is just one: A TRULY NIGHTMARE. not only that he spilt every model in solo Parts, so do import for example a model holding 400 Parts, you will have 400 Solo Objects. Have fun to reasamble this.
    This is the most boring Idea, Unreal can have
    Second, in every case, he pop up. If you import a stack of 100 Models, you ending in a click Nightmare.
    Even if there is standing import all, he do not. For every Case, he bring on the same senceless window
    the window is annoying, you also can change this later after Import (in Unity) there is no need for massivly spamming

    and a lot more.

    So Unreal is not a bad engine, but in complain of Compfort, it is back to the stoneage. Truly
     
    Ahab_ and nasos_333 like this.
  28. Epic_Null

    Epic_Null

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    ?

    The MIT license doesn't prevent updates either - it essentially says "You can use it for whatever you want, but it's in the state it's in when you get it." which.... is ideal for projects that are based on good will like open source projects.

    It also means that old copies retain their old license (because "as-is" includes the license), and that if I were to create a version with a paid license, you can't prevent someone from forking the code and providing a perfect replica.

    Imagine for a second that the Godot team went a little off the rails, and I have a copy of the repository. The license expressly allows me to go "Uhhhh..... no thank you. I'm setting the name to 'NullFreedom' and uploading it to Github." (a copy, modify, publish, and distribute, all in one)
     
  29. nasos_333

    nasos_333

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    Indeed all true, i mean for next versions and updates can go to payment.

    So you never know shat will happen. If can release the game on time and not need the paid new version then should be fine, only new projects would be affected.

    But there is always need for bug fixes, updates, catch up to new graphics libraries and mobile API needs etc, so at any point Godot MIT version may stop working and if they go to paid mode will need to pay to build for newer apis.

    Remember how Unity started as free also, having a MIT code does not mean much, unless you also have the expertise to refactor the engine itself.

    The only reason Godot is free is because has a tiny market share, that is very few uses it, and try to break in with a free offering, as most engines targeting mass market before it.
     
    Last edited: Sep 17, 2023
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  30. Epic_Null

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    That's not necessarily true.

    Anyone who has given unity money is legally owed the terms they paid for.
     
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  31. nasos_333

    nasos_333

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    Which terms actually do allow them to change the TOS, as per the game lawyer mentioned in above posts
     
  32. Epic_Null

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    Well... yes, the next update can always go to payment. I don't even think that's something we should try to prevent!

    But when you have a large project, that guarantee that your existing code is locked in, and that you're fine until an update is a rather large one. Remember - we're not all upset here because the next version of unity has the install fees, were' upset because unity wants to add install fees to the current version. (I mean... people would be upset if install fees were in the next version, but it wouldn't be the kinds of upset we're seeing now.)

    If Godot's next version were paid, those with existing projects who wanted to upgrade would have decisions to make, but also time to make them, which is the expected environment for such an event.
     
    jh2 likes this.
  33. victor_sq

    victor_sq

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    I disagree with most part of this post, you can write code in c++ if you dislike blueprints. Model split is happening for asset streaming purpose, I was debugging adressables in unity and realized unity loading all model you batched in 3d editor in one file while streaming assets which is not described in any manual as bad approach etc. Unreal have plenty of systems at place to buy those u need money and time to find in unity. List goes on and on I just started learning it and already see huge potential... But surely I'll miss cozy tools I have build for my workflow in unity
     
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  34. nasos_333

    nasos_333

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    Also true, but what Unity does is 2 steps ahead, we cant ever know if Godot would pull something similar after its paid version intial release for example for future projects.

    Any engine that becomes a monopoly and goes public after exploding in popularity, is a danger to have similar attitude.
     
  35. Epic_Null

    Epic_Null

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    Oh yeah, I think there are quite a few templates out there for the most common standard game types.

    If you have one of the more common ones, you likely have a stable formula for your levels, and spent much of your time on balancing which would be easy to directly port
     
  36. AcidArrow

    AcidArrow

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    Yes, all companies can potentially screw us over, but Unity has already done it, these are not the same thing.
     
  37. nasos_333

    nasos_333

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    Unreal has been taking 5% for years, which is millions more than the Unity fee in many cases, and Unity fee is not even applied yet.

    They just did what Unreal does for years now, only asking vastly less and give the option to pay them zero actually by just adjusting your price to cover the flat fee.

    With Unreal you cant ever pay zero by adjust your pricing, it is always a 5% of any earnings.
     
  38. AcidArrow

    AcidArrow

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    5% for revenue above 1million. You keep skipping that part.
     
  39. GermiyanBey

    GermiyanBey

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    Instead of this crazy scheme of penalizing SUCCESS of devs (making $200.000 or $1.000.000 revenue should be celebrated, not turning them into thresholds of doom) by charging anyone with terrible pricing, just get 5% percentage cut from revenue of ANY game made in Unity (Steam already takes 30%, EpicStore 12%, etc.), which I respect that Unity's financials are terrible at the moment which is running with Net Loss every month.

    Okay, if executives want to save Unity, do it in a proper way, tell to devs that "look we are in bad situation, we don't want to file bankruptcy, so we need to implement this which this will help us stay afloat and you can still enjoy rest of your revenues, we support your success, so only give a percentage of your sales figures", not by charging developers at amounts that can exceed even revenue of developers by uncontrollable install numbers and even combining Demos, Sequels as 'single project' to inflate the numbers.

    Unity's Management is really behaving incompetent and instead of stopping fall of Unity further, they simply accelerate the crash by losing community and migration of many developers to other engines.
     
    gooby429 likes this.
  40. AcidArrow

    AcidArrow

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    This is simply wrong.
     
  41. nasos_333

    nasos_333

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    We are generally talking about extreme sucess here, Unity thresholds are also possibly not met by 99.99% of indie games
     
  42. nasos_333

    nasos_333

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    How so ?

    Add $0.1 to the game price and you are already covered even if Unity overestimates by 10x the installs.

    And if the game is $30 you still pay $0.01 per install than $1.5 for 5%
     
  43. AcidArrow

    AcidArrow

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    ...
     
  44. nasos_333

    nasos_333

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    I dont agree, i dont want to pay 1 miilion when can pay zero or around 50k instead.
     
  45. AcidArrow

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    10 * 0.15 = $1.5 but whatever, I have a game on Google Play Pass, let me know how I can add $0.1, or $1.5 there.
     
  46. Amon

    Amon

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  47. kristoof

    kristoof

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    With the new policy 200k installs and 200k in revenue is not “extreme sucess” category.
    Sure you can have the 1mil treshold, you just have to pay for unity pro even if you nowhere near the 1mil but past 200k
    Unreal is completely free until you hit the 1mil mark.
     
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  48. nasos_333

    nasos_333

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    I think they said Google will cover the fee in this case as is the distributor
     
  49. Unifikation

    Unifikation

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    How does Unity estimate your earnings?
     
  50. victor_sq

    victor_sq

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    There is one thing many people still missing to understand, unity is holding huge part of mobile games market. This is F2P where revenu per install in world wide geo below 0,2 which make this fee impossible. If you selling game on steam ok we got it it's ok for you an you will keep up with Unity, if you selling assets it's understandable you want people to stay etc. That's as simple as this.
     
    DungDajHjep likes this.
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