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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. reinfeldx

    reinfeldx

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  2. Dommo1

    Dommo1

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    Unity board:

     
  3. kristoof

    kristoof

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    Unreal literal pain to get started in as an ex Unity dev.
    It's insanely huge compared to Unity, enforces a way stricter project structure, and some of the systems are really complex.
    The one good thing I found when starting out is even if things don't work you can dig through the source code.
    It takes time to get used to it and have a rough guess on where to look but it gets easier.
     
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  4. impheris

    impheris

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    yes totally agree
     
  5. ciorbyn

    ciorbyn

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    Yes, let's hope panic doesn't spread in this sense.
    The comments I read actually could have been forced in the heat of the moment to support their preferred development.
     
    Snake-M3 and tsibiski like this.
  6. voltage

    voltage

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    I chose blender over 3ds max and maya. No regrets. If godot was around when I started unity - perhaps I could’ve benefited from that too. But hey, better late than never. At this rate I’m just enjoying the apocalypse before I commit to the switch for real.
     
  7. Captaingerbear

    Captaingerbear

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    I can't even get sound effects to play without sounding like someone chewing on a candy wrapper. I want to love Godot but this audio nonsense is a dealbreaker.
     
    Snake-M3, christh and Deleted User like this.
  8. RecursiveFrog

    RecursiveFrog

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    Flash developers were saying the same thing when looking at flash job postings vs html5 job postings. In one year the numbers inverted. Life comes at you fast.
     
  9. jh2

    jh2

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    If Unity respected developers, they wouldn't have done this to begin with. As far as a change in policy or regaining trust, I think this will never happen. It appears that the dynamics between the executive team, the board, and Unity's major shareholders are such that they will not deviate from their strategy of cannibalizing their long-term relationships with the developers in pursuit of short-term gains.

    It reminds me of the old Aesop Fable, "The Goose that Laid the Golden Eggs." The moral of this story centers on the themes of greed and shortsightedness. In the fable, a farmer owns a goose that lays one golden egg every day. The farmer becomes increasingly greedy, envisioning how he could get all the golden eggs at once if he were to cut open the goose. He does so, only to discover there are no golden eggs inside the goose, and in killing the goose, he has lost his source of ongoing wealth.

    In our version of the story, Unity's executive team and board have taken a chainsaw to Unity in pursuit of next quarter's "Ratable Revenue."
     
  10. Lemonify

    Lemonify

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    I've tried Unreal as well. The good thing is that you don't need to spend so much time on making things look good. It looks beautiful by default and performance is pretty great for what you get.
    However, for one man project, it's really overwhelming and workflow feels kind of sluggish mainly because of necessary rebuilds after every change in a code. Those rebuilds are probably biggest issue I have with Unreal right now. Some kind of hot reload would be nice. I wouldn't even care that much about C++, it's not really that different.

    And for Godot... well, they have long path before it's somewhat comparable to the Unity. Godot's inspector is just terrible. I'm sorry but it is. Exposing variables from code is extremely limited to a few basic types and assigning "prefabs" in inspector results just in string/address to the asset, not actual reference. I can't imagine this to be ok in larger projects.

    So unless Unity changes something dramatically, it's probably Unreal for me :/
     
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  11. ByteStormGmbH

    ByteStormGmbH

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    Yes, we felt the same way... But many of the things were easier to implement than with Unity (like Outline).
    What is really good is the filter system, you have so many possibilities :).
     
  12. Qriva

    Qriva

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    Can someone tell me from where 4% comes from?
     
  13. ciorbyn

    ciorbyn

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    Yes, on Unreal the ease in obtaining hyperrealistic redering is incredible, which with Unity HRDP I only achieve after hours/weeks of repeated settings.
    But the difference in logic is really a problem! Even the terms on the menus you think do one thing but instead they are for something completely different.

    Godot , Stride , Flax and more are promising but still very far away if you want to do big jobs.
     
    Last edited: Sep 19, 2023
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  14. lzardo2012

    lzardo2012

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    From the same place they would get install numbers for apps...

    I probably would be banned from the forum if I mention it.
     
  15. Deleted User

    Deleted User

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    That $tring thingy? It's the short hand for the reference, like a macro or whatever you would call it. Use it.
     
    Last edited by a moderator: Sep 19, 2023
  16. Lurking-Ninja

    Lurking-Ninja

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    Rumor.
     
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  17. Gazovik

    Gazovik

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    Why don't you introduce an annual payment for using Unity for 90% of developers, thereby abandoning the free version, you will get a regular version for $ 10-100, depending on the country of the developer and the Pro version as it is implemented now. Look at the construct 3 pricing model.
    I understand that everyone wants to eat and if you have financial difficulties, it is better to remove the free version and charge no more for use than to charge developers for each installation of the application.
     
  18. JesterGameCraft

    JesterGameCraft

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    It was a Bloomberg article, supposedly the guy had some inside info from an internal meeting. So it's not official.
     
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  19. impheris

    impheris

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    Lol, kick out the only thing that keep the softwae alive... the community xD amazing idea bruh
     
  20. PanthenEye

    PanthenEye

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    While Godot team's communication has been on point this past week, there are some major technical concerns to consider:

    Ex-AAA dev's opinion of Godot("Unlimited technical risk"): https://blog.odorchaidhe.games/posts/godot/

    Godot is not the new Unity - The anatomy of a Godot API call: https://sampruden.github.io/posts/godot-is-not-the-new-unity/

    Thoughts from an ex-community member of Godot attempting to make big 3D indie games but switched to Unreal instead: https://www.reddit.com/r/gamedev/comments/16lxyi6/comment/k180loz/?context=3

    Dev of RimWorld evaluated Godot 5 years ago and many of his thoughts still apply to the engine today: https://www.reddit.com/r/godot/comm...?utm_source=reddit&utm_medium=web2x&context=3

    A 2018 issue about Godot using the slowest data structures almost every time: https://github.com/godotengine/godot/issues/23998 My understanding is that this is still the case for the most part.

    A lot of these issues are a direct result of the current leadership's insistence to focus on (subjective) ergonomics first, performance second and the generally unfocused development. There is no roadmap and no stated mission goal. The increased funding and demand might fix these issues in time but it's definitely not happening anytime soon. This is in scope of years of additional development.
     
    Last edited: Sep 19, 2023
  21. AcidArrow

    AcidArrow

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    So it's a lot like Unity in those aspects is what you're saying :p
     
    MitchStan, voltage, POOKSHANK and 3 others like this.
  22. Rastapastor

    Rastapastor

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    While Unity gets increasingly slower Editor and no noticeable features. ANd they want increase a price for it.
     
  23. khos

    khos

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    Still no word from UNITY? Anyone, what did I miss? Is this it, we're stuffed?
     
  24. Gazovik

    Gazovik

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    We don't see the financial situation inside the company. Maybe they have a big financial hole that... I just want the unity engine to live and develop.
     
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  25. impheris

    impheris

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    but here is money first, money second unfocused development third xD
     
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  26. RecursiveFrog

    RecursiveFrog

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    I thought he mysteriously vanished sometime around the IronSource merger. If so, perhaps he knew from the start where things were going and wanted no part of them?

    Screenshot 2023-09-19 at 11.28.31 AM.png
     
  27. impheris

    impheris

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    if unity kills the free version, then they will have less chance to make money...
     
  28. Qriva

    Qriva

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    If 4% comes from rumor, then it's more like baiting us and monitoring how we react to this. In this case this is classic door-in-the-face technique and they just want to enforce spyware in our runtimes even if they lose part of share.
    This is obviously not acceptable, because 4% is huge for such an engine, and even if not, then the problem is not about money itself, but the license and trust.

    Last years I had in my head thought "If I hit 200K threshold, paying unity would not be a problem actually, I would gladly pay them", but currently even if they make 1% I would still feel disgust for what they have done with Tos.
     
  29. RecursiveFrog

    RecursiveFrog

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    A lot of employees stick with a company through decisions they disagree with especially in times of economic uncertainty as exist now. Some may be waiting to see if the ship rights itself. Others are likely interviewing on the sly. Only those with sufficient reserves and principle both would quit on a heartbeat.
     
  30. impheris

    impheris

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    man, that is the main problem, i'm glad to see some of you still think about this
     
  31. PanthenEye

    PanthenEye

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    Yea, you trade the devil you know for the devil angel(?) you don't know except it doesn't try to fleece you or change contracts mid-development. Still, Unity right now is a lot less technically risky than Godot in theory.
    Some recent benchmarks show Unity is regaining lost performance and some of the slowdowns are more perceived due to loading bar popups, which weren't there previously, while the slowdowns are more or less the same.

    No argument about licensing/pricing, Godot 100% wins on that.
     
  32. argh6543

    argh6543

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    I ate some cauliflower with bacon and cheese, so your fee is $2,129,001.22. Don't worry about how I figured it out, just send me the check.
     
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  33. aer0ace

    aer0ace

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    Jason Schreier is a pretty well known (notorious?) game journalist and he has a good track record of digging into the game industry inside happenings. I particularly enjoyed his exposés on the Blizzard debacle, the Anthem debacle, and the Star Citizen debacle, along with his books Blood, Sweat, and Pixels, and Press Reset.
     
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  34. JesterGameCraft

    JesterGameCraft

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    I've read that Unreal could/would not pull off Unity even if they wanted to, this is based on their TOS. But what would stop them exactly from changing TOS like Unity did. I'm not saying they would. But is there an actually legal binding that would prevent them?
     
  35. Deleted User

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    Who is this sam pruden that gets quoted twice? I read that article before and disagree strongly. That's also where this kilopond thing originated.

    I never released a game. Programming has just been my hobby for decades. That said:

    If someone asked me about doing a real big 3D indie(AA+ maybe?) and go unreal or godot? I probably would say unreal most of the time. I tried a lot of stuff over the years and from reading this whole thread carefully I get the impression that the unity community is mostly about good work flows and having a nice editor. If that is the case I see only Unreal, Godot or FLAX. Someone being OK with C++ and/or writing code by hand has other options - like O3DE or even several other FOSS options - which can have an advantage if you take into account anything(pricing, performance, licensing etc.)
     
    Last edited by a moderator: Sep 19, 2023
  36. Lurking-Ninja

    Lurking-Ninja

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    Yes, based on the wording of their EULA, you could use the version you have under the original EULA, they can't retroactively pull the rug under you. If they try, you would probably win it in court because of the explicit wording in the EULA.
    Anyone can change an agreement from the time moving forward.
     
  37. JesterGameCraft

    JesterGameCraft

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    Didn't mean to make it sound like he was unreliable. I don't know anything about him. My point was that it wasn't official communique from Unity. That all.
     
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  38. aer0ace

    aer0ace

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    While I'm slowly being drawn to Godot, and my game isn't pushing technical limits by any means, I appreciate this material. Thank you!
     
  39. jh2

    jh2

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    I'm donating to Godot anyway.
     
  40. JesterGameCraft

    JesterGameCraft

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    I got ya. I've googled this: "If a company is offering a service, TOS are going to be more up its alley. EULAs are more often applied to a single-sale, nonsubscription product."
    So the key is that is that Unity is subscription based. I always equated TOS to EULA, that was a mistake. In that case Unreal is solid in terms of knowing where you stand LEGALY.
     
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  41. digiross

    digiross

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    PanthenEye said:
    While Godot team's communication has been on point this past week, there are some major technical concerns to consider:

    Ex-AAA dev's opinion of Godot("Unlimited technical risk"): https://blog.odorchaidhe.games/posts/godot/

    Godot is not the new Unity - The anatomy of a Godot API call: https://sampruden.github.io/posts/godot-is-not-the-new-unity/

    Thoughts from an ex-community member of Godot attempting to make big 3D indie games but switched to Unreal instead: https://www.reddit.com/r/gamedev/comments/16lxyi6/comment/k180loz/?context=3

    Dev of RimWorld evaluated Godot 5 years ago and many of his thought still apply to the engine today: https://www.reddit.com/r/godot/comm...?utm_source=reddit&utm_medium=web2x&context=3

    A lot of these issues are a direct result of the current leadership's insistence to focus on (subjective) ergonomics first, performance second and the generally unfocused development. There is no roadmap and no stated mission goal. The increased funding and demand might fix these issues in time but it's definitely not happening anytime soon. This in scope of years of additional development.



    Godot from 5 years ago is vastly different than Godot in 2023
     
  42. tatoforever

    tatoforever

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    If you are leaving Unity, please don't forget to buy my plugins before you go. I got 10 kids to feed! :V
     
    Nad_B, DrMeatball, JellyBay and 12 others like this.
  43. tatoforever

    tatoforever

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    And they will use that money against you, to keep exponentially growing Unity, not improving the engine, forcing you to use useless services and what not. Things will get worse.
     
    reinfeldx, Qriva, Roggi_ and 5 others like this.
  44. jh2

    jh2

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  45. jjejj87

    jjejj87

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    There are about 250,000 devs using Unity today.
    They say only 10% will be effected...(they said 90% will not be effected.)
    I just realized that's 25,000 people.

    25,000 real people.
     
    CloudyVR, marteko, DBarlok and 5 others like this.
  46. Ryiah

    Ryiah

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    Just in case you've never worked in a company before: most employees aren't allowed to make public statements about the direction a company is going.
     
  47. RecursiveFrog

    RecursiveFrog

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    Very true. All the money will go towards expanding their ads platform and expanding away from game dev. Past performance *sometimes* predicts future performance, when regards actions and motivations.
     
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  48. hard_code

    hard_code

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    Ah how I miss opening 50+ files and finally giving up once I realized my day was over with.
     
  49. PanthenEye

    PanthenEye

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    I've no clue who Sam Pruden is, but it's not relevant. His analysis of Godot core API is on point. It's incredibly inefficient and informed by GDScript's feature limited design. He even discussed this with the core Godot developers in their developer chat, where Godot devs agreed with him for the most part. The conclusion was that this part of API has to be modernized, but the specifics are still up in the air and might not address all issues with it.
    I'm not sure what you're disagreeing with as the article has many points, so I cant comment further.
    I don't know what that is. It's not in the article as far as I can tell.
    Definitely a good cause to support long term. I'm all for corpo free game development (as much as possible at least).
    Tynan Sylvester's comments about Unity's issue apply today as well from that same link. Some issues stay unchanged or persist in very similar forms due to how projects are managed by their current leaderships. Things like fundamental design decisions and priorities that inform the said decisions.

    Unity still F***s over people with licensing and constantly has regressions. And Godot still tries to appeal to both complete hobbyist beginners with GDScript that can't scale for medium to large studio projects while also pushing high end near-AAA level rendering features. The engines might've changed on the surface level, but the core issues remain.
     
  50. Nikita500

    Nikita500

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    can you just leave to another engine end enjoy it. why you still crybabing here:p
     
    Colin_MacLeod likes this.
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