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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. aer0ace

    aer0ace

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    Sorry to hear it. It was only recently in the last few years of my project that I started to relax my own rules a bit, and I decided to integrate Cinemachine in my game, failing to find a suitable open source equivalent first, of course.

    At the very least, this should encourage Asset Store authors to revise their own licenses so that customers are permitted to use those assets outside of the Unity ecosystem, if allowed by Unity's Asset Store, of course. You should be able to use sound effects, animation, 3d models, etc. outside of Unity. The most immediate example of this that I can think of is @JoeStrout's miniscript, which started out as a Unity-only asset, which he then branched out to an open source solution. That's just one example. There are plenty of others, but the more authors that follow suit, the better for the industry.

    Unity has shown their hand. The lesser-known engines like Flax, Stride, and of course Godot are now ready to strike, preparing to make their toolset ready for more Unity refugees to climb aboard in the next several years. I could only hope the more niche assets like Cinemachine can inspire enough talent to write comparable assets outside of the Unity ecosystem, because I'm not about to write one myself. lol.
     
  2. Lurking-Ninja

    Lurking-Ninja

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    That will be the one I'll miss the most whatever engine I'll end up in for the long run.
     
  3. SoftwareGeezers

    SoftwareGeezers

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    That should be address by competition regulators if it happens. With 60-70% of mobile market space, Unity forcing all Unity users to use their ads would be anticompetitive.
     
    JesterGameCraft likes this.
  4. RecursiveFrog

    RecursiveFrog

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    They could run the thread through a magic algorithm to determine sentiment, then show it to investors and the media:

    "Our advanced algorithm that tracks user sentiment and also game installs shows that our developers are loving this change!"
     
  5. bebo77

    bebo77

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    Edit:
    Update from September 17

    BenjiM_Unity said:
    We have heard you. We apologize for the confusion and angst the runtime fee policy we announced on Tuesday caused. We are listening, talking to our team members, community, customers, and partners, and will be making changes to the policy. We will share an update in a couple of days. Thank you for your honest and critical feedback.


    Did you read the post announcement? ( First page )
     
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  6. RecursiveFrog

    RecursiveFrog

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    Unity thanks you for disclosing this loophole in their policy. Stay tuned as they will patch that hole right up!
     
  7. the_motionblur

    the_motionblur

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    I don't know but my trust will not simply come back after an announcement of simply pulling the rug under your feet. That is what a contract is for. A contract is supposed to be binding. You can't just willy nilly change it because you are in the stronger position and then finding out you get backlash.

    Revoking (1) data collection, (2) fees per installation and (3) contract changing to a 100% is the right thing to do.

    It would be a large step to rebuilding trust. But actually and fully rebuilding trust is a long road after that.
     
  8. ncr100

    ncr100

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    Cinemachine is just code. Identify the cool features, challenge the open source community to replicate those features, and someone in the open source community will replicate it.
     
  9. hard_code

    hard_code

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    Its the one that made me come back after switching last time.
     
  10. hard_code

    hard_code

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    Theres a video from Adam out there where he talks about everthing that went into it. Years and years of research and experimentation.
     
  11. the_motionblur

    the_motionblur

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    You cannot simply rebuild features 1:1. Some features and concepts are copyrighted themselves and some concepts don't simply translate over to another software concept. Those two parts are always huuuge discussion points for Blender. It may not replicate something 1:1 and it has to fit deisgn paradigm.
    initially I despised those restrictions but I have to say ultimately they really often do make for a better product if adhered to. It's better to ultimately recognise another software for being its own thing with slightly different or even better approaches.
     
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  12. JasonB

    JasonB

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    Provide a list of developers you are speaking to. We've received no correspondence from Unity soliciting us for our input ever since this debacle began. I'm going to lose my mind if you guys keep telling the public that you're talking to us when you're not. Stop this nonsense, stop lying, and stop using the word "confusion."
     
  13. nehvaleem

    nehvaleem

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    +1
     
  14. JesterGameCraft

    JesterGameCraft

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    Keep in mind they didn't just change it in one shot. There were multiple stealth changes to get to this point. This was planned and executed over time. The incremental TOS changes were all leading to this endpoint. When someone makes an underhanded change this way, in a deliberate and systematic way it makes very hard for trust to be restored.
     
  15. xVergilx

    xVergilx

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    Can't be that bad. BPs should be good for designers™ and for scripting purposes.
    Not a fan of visual scripting myself, but, I think it has its uses in a large team.
    Need to try it myself to have legit opinion though.

    Overabuse of visual scripting usually happens where visual scripting exists. Least resistance path.
    That doesn't mean I can't use random ecs and have fun while doing so.

    Thinking over tooling and engines made me realize one thing - I've spent too much time grinding same engine for too long. I could've just learned C++ and jumped to Unreal to work on actually great projects instead of average and niche ones. Sunk cost fallacy.

    C++ can't be worse than writing a native container blind without debug allocators.
    Especially with all the extra bits.

    Real question everyone should ask themselves - are they willing to stay another X years with the engine without proper robust TOS and take the risk, or move on. And that's the hardest one.
     
    Last edited: Sep 18, 2023
  16. IsaiahKelly

    IsaiahKelly

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    That is exactly what they already did during the last big controversy. But then they just went back and removed that clause before slapping the new install fee on. So just adding it back again means absolutely nothing if it can be removed again at any moment. And who in their right mind at this point would trust they won't do just that again?

    Update: Here's a video on it.
     
    Last edited: Sep 21, 2023
  17. DragonCoder

    DragonCoder

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    That's always depending on risk and the risk feels huge here because failure and success are so close to each other. Can you really predict the success of a game (and of the advertisement) with way less than a 10% error margin?
    EA, Ubi and Co. would like your number in that case :D
     
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  18. LDiCesare

    LDiCesare

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    I wasn't meaning it would be enough. I am saying this is one prerequisite. There are others, but it would be the first step.
    Data collection should be opt-in if they really want that. It shouldn't be forced upon anybody. Fees per installation are just unenforceable and must go.
    TOS or contract, I'm not sure what the legal terms is. The TOS are (part of) the contract as I understand. But many contracts have stuff like "prices can increase next year". Even that would not be acceptable. Removing Plus for instance is outright robbery.
     
  19. LDiCesare

    LDiCesare

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    Not so sure. They had split the contract in several TOS, one of them saying something, and the other the opposite, which means their trickery might actually have some legal ground. Emphasis on might.
     
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  20. Gorki1337

    Gorki1337

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  21. JesterGameCraft

    JesterGameCraft

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    Why would a company do something like that? It tells you all you need to know.
     
  22. Colin_MacLeod

    Colin_MacLeod

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    What was the longest forum post in Unity history?

    We are at 251 pages - how many more do we need to beat the previous best?
     
  23. SmilingCatEntertainment

    SmilingCatEntertainment

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    There is a legal term for behavior like this, and it is called "Bad Faith".
     
  24. DragonCoder

    DragonCoder

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    That was never even on the table...
     
  25. Lahcene

    Lahcene

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    Just found this in the Flax documentation, lol.

     
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  26. RecursiveFrog

    RecursiveFrog

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  27. hurleybird

    hurleybird

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    Sure, they can make new TOS protections harder than the previous ones. But it doesn't really matter. The previous ones *felt* pretty hard already, until they didn't. We aren't lawyers. We don't want to go through every TOS update with a fine toothed comb in case the camel is once again slipping its nose under tent. And we don't want to have to deal with all the stress and uncertainty on what to do when that probably does happen, gradually, over time. But that's the kind of situation we would be in, partnered with known backstabbing liars.

    New TOS protections will not rebuild any trust coming from this leadership team.
     
  28. unitygnoob008

    unitygnoob008

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    So if Genshin made an engine switch somehow, Unity dies?


    This is the way.
     
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  29. LilGames

    LilGames

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    Considering even Blizzard used Unity to make "Hearthstone" ... :rolleyes:
     
  30. Alewx11

    Alewx11

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    Awesome, was lurking around there and testing it out but completly missed that :D
     
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  31. restush96

    restush96

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  33. petercoleman

    petercoleman

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    Market Summary > Unity Software Inc
    33.45 USD−2.87 (7.90%)today
    Closed: 18 Sept, 16:08 GMT-4 • Disclaimer
    After hours 33.38 −0.070 (0.21%)
     
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  34. wikmanyo

    wikmanyo

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    unity are utterly deluded if they think they can charge $2k per seat AND get a 4% rev share... Wake up guys, your engine isn't that special... that is a total rip off, you are double dipping and I hope your engine burns...

    if you want a 4% rev share, you need to make it free and open the source otherwise you are finished. look around at the competition...
     
  35. mcmount

    mcmount

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    And exactly WHERE, compared to Unreal is this insanity? If Unity is in a bad place, and they need to patch it up, things needs to change and policy MUST be fair. Please enlighten me a bit.
     
  36. onlineobject

    onlineobject

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    Next chapters, please !!!!!

     
  37. elias_t

    elias_t

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    I just wanted to point out the mentality.
     
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  38. Deleted User

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    bellular1.png bellular.png
     
    Last edited by a moderator: Sep 18, 2023
  39. LeftyTwoGuns

    LeftyTwoGuns

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    Once you pay $2k per seat, you need $1 million revenue and 1 million installs to even BEGIN to pay runtime fees.

    And it's a 4% CAP. Your runtime fees can't exceed 4% of your revenue. 99% of users will never approach even that cap in runtime fees

    You are asking Unity to just flat out take 5% of your revenue. When on Unity's plan, even without the 4% cap, you wouldn't COME CLOSE to paying 5% of your revenue in runtime fees. It's a far better deal for the vast majority of Unity customers
     
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  40. Unarmed1000

    Unarmed1000

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    Anything based on installs should be rejected outright! Even with a cap.

    If they want to scale then scale the % up to 4% based on revenue not a meaningless install metric. But if they want up to 4% they really should reduce the seat price so they dont double dip.

    • We need the github TOS tracking back.
    • All existing LTS engine versions should keep their old TOS.
    • We need a proper procedure for any new TOS.
     
  41. mcmount

    mcmount

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    Well, in Unreal it's 1 Million. Ah, forget the per install fee, I was referring the Unreal fee system. We got confused here. No WAY it's going to be per install.
     
  42. TheDMan

    TheDMan

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    Yeah but look at the last 5 years, not last 24 hours.

    When you look at the Unity stock for the last five years it has the classic "Double Top and Bottom Drop" pattern. Which is indicative of the investors pumping and dumping the stock until it goes bust. Essentially they are throwing the company overboard because they've used it up and now its time to throw it away because its bankrupt.

    So Unity's stock went from $100+/share to $30's/share (and falling). Unity will probably be gone in a 2 or so years.
     
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  43. Rassalom

    Rassalom

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    If you have 1M dollars per month yourself and production team which:
    • makes video creatives
    • has experience with scaling on different ad networks
    • good with analytics
    • works full time on this part of the game
    you don't need a publisher.

    As I said, it works for any mobile game, not only for hyper casual.
     
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  44. gordo32

    gordo32

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    well, it's not uncommon for a company to pay tens of thousands if not hundreds for the seats and never release the game or break even. so, the seats are a big investment already. so, basically they can be an infinite amount of your revenue... can't compete with that.
     
  45. mcmount

    mcmount

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    I hope lots of people will find it to learn, darn, that's also gone, as Universities are going to give it as an option. Hm. let me think here. If Universities are dropping Unity, and making the game engine choice as free, I would think we have FAR less graduating with the Unity. Thinking bit further; Nowadays companies are hiring Unity talents. As the companies are forced to change the platform, there is no need for Unity students anymore.
     
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  46. Alahmnat

    Alahmnat

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    It's certainly not to the same level as Cinemachine, but someone else working in Godot has been building a camera inspired by Cinemachine: https://godotengine.org/asset-library/asset/1822

    It's on my list of things to dig into once I've gotten my feet under me, but the example videos look promising.
     
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  47. aer0ace

    aer0ace

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    I was actually more counting on any of the Unity employees who have worked on Cinemachine that have exited the building to be kind enough to take on the endeavor. lol.
     
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  48. Sphelps

    Sphelps

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  49. TomTheMan59

    TomTheMan59

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  50. Colin_MacLeod

    Colin_MacLeod

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    Just in case anyone is genuinely curious, I'll answer my own question.

    The scripting forum has an impressive 5,568 pages:
    https://forum.unity.com/forums/scripting.12/page-5568

    We're on 252 so still a ways to go with this one. Though the scripting thread started 18 years, 3 months, and 2 days ago. We've only been at it since yesterday, it's anyone's race at this point.
     
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