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

Official Unity plan pricing and packaging updates

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

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

    oscarAbraham

    Joined:
    Jan 7, 2013
    Posts:
    431
    Tomorrow, no splash screen, Rev share cap, 2024 onward.
     
  2. PanthenEye

    PanthenEye

    Joined:
    Oct 14, 2013
    Posts:
    1,763
  3. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,001
    The question is, is 2024 the Unity version, or the year?
     
    Astha666, io-games, aer0ace and 3 others like this.
  4. HeadClot88

    HeadClot88

    Joined:
    Jul 3, 2012
    Posts:
    736
    That is the million dollar question right here.
     
  5. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,124
    TECH or LTS? :p
     
  6. Murgilod

    Murgilod

    Joined:
    Nov 12, 2013
    Posts:
    9,745
    Yeah, well, if there's one thing these forums love doing it's overengineering solutions.
     
    amateurd and Deleted User like this.
  7. Qriva

    Qriva

    Joined:
    Jun 30, 2019
    Posts:
    1,108
    Company was ruined and craved money, but now it's even more ruined.
    I leave the math to you.
     
    xVergilx and Deleted User like this.
  8. Matty86

    Matty86

    Joined:
    Oct 23, 2013
    Posts:
    76
    I assume it's the year, unity 2024 LTS it's years away, also to remove the splash they can just do it remotely by updating the licenses to everyone, to any version of unity
     
    Deleted User likes this.
  9. NotaNaN

    NotaNaN

    Joined:
    Dec 14, 2018
    Posts:
    324
    I'm just hoping that by the end of this Unity will be so desperate that they'll pay ME to make games for THEM.
     
    elias_t, wnhitchcock and Deleted User like this.
  10. Airmouse

    Airmouse

    Joined:
    Jan 12, 2019
    Posts:
    106
    I only wish the policy changes applied to Unity 2024 editor projects onward, then I would feel totally fine about working on my existing project.
     
    Deleted User likes this.
  11. neginfinity

    neginfinity

    Joined:
    Jan 27, 2013
    Posts:
    13,321
    But first, we must build an orbital toilet for penguins.
     
  12. kristoof

    kristoof

    Joined:
    Aug 26, 2013
    Posts:
    83
    Honestly I think a lot of people overestimate how much work it actually takes to make your own engine. (if you already know what you need)
    For starters you could just use BGFX or Forge as a rendering framework, add Jolt or even Physix for physics, drop in Fmod or Wwise for audio, imGui, and you have something that’s mostly already cross platform, pluggable, portable and won’t charge you for installs or even after revenue.

    There’s also huge resources on this for example this book is one of my favorite https://www.gameenginebook.com/ and Cherno’s game engine series
    Yes, it won’t be Unreal but most of the time you don’t need Unreal.
     
  13. spiney199

    spiney199

    Joined:
    Feb 11, 2021
    Posts:
    5,849
    Man same here. Until I can serialise a plain C# class in Godot, the engine is effectively useless to me.
     
  14. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,124
    atomicjoe, elias_t, meeelting and 7 others like this.
  15. Murgilod

    Murgilod

    Joined:
    Nov 12, 2013
    Posts:
    9,745
    Yeah, the engine I'm working on now is pretty closely tailored to a specific game before I expand it into something more robust. I'm keeping it modular so I can extend it in the future, but for the time being my main issues are getting used to working on implementing physics at this level.

    Since the game is pretty simple, I imagine I'll have something fully workable in a month or two.
     
    kristoof and Deleted User like this.
  16. PanthenEye

    PanthenEye

    Joined:
    Oct 14, 2013
    Posts:
    1,763
  17. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    12,892
    Yes true, that is exactly why is not very impressive, depending on code factoring maybe did not have to do much to port it. For 3D games this gets exponentially harder to port.
    Hopefully they update it to be per sale. Also be $0.01 globally, for any Unity version used.

    And clean their house to make less expenses, noone needed WETA and BS like this.
     
  18. MattCarr

    MattCarr

    Joined:
    Jul 5, 2009
    Posts:
    337
    Absolutely. Back when I started in indie dev prior to working in the industry this is just what the done thing was. This was before there was a Unity.

    I'd make an engine using Ogre for rendering, PhysX, FMOD, etc, etc. Once you have input, can get things drawing to the screen and have audio, that's basically all you need to make a game. Cross-platform rendering frameworks like you linked to are perfect to do the same today.

    Obviously this is from a programmer's perspective, and it is understating a lot of the multi-platform support niceties, etc you get from Unity or Unreal. But if you don't actually need some particular thing that an existing large engine provides that would be very time consuming to reproduce, you're probably going to have less pain points and end up with higher performance and low memory usage building your own engine that's specific to the project.
     
  19. spiney199

    spiney199

    Joined:
    Feb 11, 2021
    Posts:
    5,849
    I worked that out on my own already as well. Though it didn't seem like I could just serialise-out this data and read it at a later point, which is a big requirement for my current project.

    Not to mention the inspector is awful, too. There's a lot of lack of type-safety too, and even integral types like
    byte
    that don't have proper inspector support (it's just an int field so you can set it to any int value despite it not being valid).

    I'm hoping Godot ends up being the Blender of game engine's, but it ain't there yet. So for the moment I'm having to stick with Unity.
     
    Astha666, Ryiah, aer0ace and 2 others like this.
  20. Lurking-Ninja

    Lurking-Ninja

    Joined:
    Jan 20, 2015
    Posts:
    9,904
    + networking. Nowadays that's needed even for single player, in the era of steam and epic game store...
     
    Deleted User likes this.
  21. ippdev

    ippdev

    Joined:
    Feb 7, 2010
    Posts:
    3,792
    With 27 interfaces and subclassing MonoBehaviour 7 levels deep then bitch about how Unity is buggy.
     
    neginfinity and amateurd like this.
  22. ippdev

    ippdev

    Joined:
    Feb 7, 2010
    Posts:
    3,792
    So transferring libraries over is no go even if not MonoBehaviours?
    edit: So you can but you gotta decorate it with Godot specific attributes?
     
  23. spiney199

    spiney199

    Joined:
    Feb 11, 2021
    Posts:
    5,849
    If you want to serialise said classes in the inspector, then no.

    Otherwise general purpose utility functions and such should be fine.
     
  24. Evar155

    Evar155

    Joined:
    Aug 3, 2019
    Posts:
    7
  25. Colin_MacLeod

    Colin_MacLeod

    Joined:
    Feb 11, 2014
    Posts:
    232
    Honestly, I truly hate politicizing this, but doesn't it remind you of some QAnon-style conspiracy at this point?

    The clues are there for all to read - you just need the right interpretation!
     
    Deleted User likes this.
  26. Colin_MacLeod

    Colin_MacLeod

    Joined:
    Feb 11, 2014
    Posts:
    232
    What? No posts for 15 minutes? Is this thread frozen, or did you all go to bed already?
     
    Deleted User likes this.
  27. Airmouse

    Airmouse

    Joined:
    Jan 12, 2019
    Posts:
    106
    I would post more but am currently working on a Godot project
     
  28. warthos3399

    warthos3399

    Joined:
    May 11, 2019
    Posts:
    1,644
    I can see and respect both sides of the situation:
    • I too have employees, and if anyone threatened one of my employees, id go ape S***.
    • I understand that "the board", is made up of both investors, and Unity employees.
    • What goes on behind "closed doors", we can only speculate about.
    • The proposed plan has been shown to be devistating to numbers of users/clients, and is driving both Indie and bigger Studios alike, away. Umm, doesnt sound like a good buisness model, as far as profit goes.
    • There are better proven profit models that do work, keeping both profit up, and keeping/adding, users.
    • Unity: a proven leader, a competitor to Unreal, and now throw it all away on a bad judgement?.
    • Unity users wont forget this, and the damage is done. No one wants to be in threat finantially, either indie or big studio.
    • Your (Unity) absolute silence is not really an alarm. But your lack of response (per your statements) speaks for itself.
    Im reminded of the phrase "walk the plank". Its your call Unity, sink or swim...
     
    Deleted User and DungDajHjep like this.
  29. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,124
    Last edited: Sep 22, 2023
  30. Colin_MacLeod

    Colin_MacLeod

    Joined:
    Feb 11, 2014
    Posts:
    232
    Deleted User likes this.
  31. spiney199

    spiney199

    Joined:
    Feb 11, 2021
    Posts:
    5,849
    Deleted User likes this.
  32. lclemens

    lclemens

    Joined:
    Feb 15, 2020
    Posts:
    714
    Can you screenshot the post? Apparently an account is needed just to view it.
     
  33. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,124
    Here's the contents of the post but it's from 2015 so it may not be correct.

    Build for mobile platforms (such as Android, iOS or WebGL) available only in Unigine 1.0. To build the engine you should have the same Unigine Windows (or Linux) SDK version installed (for example, 2014-07-07). Also, arm-linux-androideabi-4.6 toolchain is required for correct compilation.

    The current workflow for Windows is the following:

    1. Install the source UNIGINE SDK and UNIGINE Mobile SDK (use version 2014-07-07)
    1.1. If the UNIGINE SDK is installed via the .exe file, the paths will be added to the PATH variable automatically
    1.2. If the UNIGINE SDK is unarchived, run the install.py, which will add all of the paths and variables

    2. Install the Android SDK:
    2.1. Download the installer from http://dl.google.com/android/installer_r21-windows.exe
    2.2. Install it, for example, to C:\android\android-sdk-win
    2.3. After installation, the PATH variable should have the following values:
    * C:\android\android-sdk-win\tools
    * C:\android\android-sdk-win\platform-tools

    3. Install the Android NDK:
    3.1. Download the archive from http://developer.android.com/tools/sdk/ndk/index.html
    3.2. Unpack it to C:\android\android-ndk-r8c
    3.3. Create the NDKROOT environment variable with the C:\android\android-ndk-r8c string
    3.4. To the PATH variable, add: %NDKROOT%\toolchains\arm-linux-androideabi-4.6\prebuilt\windows\bin

    4. Install the Java Development Kit
    4.1. Download the installation pack from http://www.oracle.com/technetwork/java/javase/downloads/jdk7u9-downloads-1859576.html
    4.2. Run the installer and follow the instructions. Make sure that %PROGRAMFILES%\Java\jre7\lib and %PROGRAMFILES%\jdk1.7.0_09\lib adresses contain the tools.jar file

    5. Install Apache Ant
    5.1. Download the 1.8.4 version archive with binaries http://www.sai.msu.su/apache//ant/binaries/apache-ant-1.8.4-bin.zip
    5.2. Unpack it, for example, to C:\android\ant
    5.3. Create the ANT_HOME variable with the C:\android\ant string
    5.4. To the PATH variable, add %ANT_HOME%\bin

    6. Install Python 2.7
    6.1. Download the python 2.7.3 from https://www.python.org/downloads/
    6.2. Make sure that the path to the python.exe (C:\Python27 by default) is added to the PATH variable. Add new PYTHON_DIR and PYTHONPATH variables pointing to C:\Python27

    7. Install SCons 2.2.0
    7.1. Make sure that scons.bat is located in the %PYTHON_DIR%/Scripts

    8. Build the application (works for android sdk 17. The version is set in the update.bat. For example: --target android-17):
    8.1. Build the engine:
    8.1.1. Make sure that <SDK>/source/Sconstruct contains the android-17 in the line 124.
    8.1.2. Make sure that the PATH variable contains the correct arm-linux-androideabi-4.6 toolchain
    8.1.3. Go to <SDK>/source/app/android/activity/jni
    8.1.4. Run in command line: scons_adb (scons platform=android)
    If the libraries compilation is successful, the following *.so files should appear in <SDK>/source/app/Android/activity/libs/armeabi:
    * libUnigineActivity.so
    * libUnigine.so
    8.2. Build Activity-debug:
    8.2.1. Go to <SDK>/source/app/Android/activity
    8.2.2. Run update script
    8.2.3. Run build script
    As a result of the correct build the following folders will be created: <SDK>\source\app\Android\activity\bin\classes.jar
    8.3. Before building *apk:
    8.3.1. Copy <SDK>\externs\lib\android\arm\libopenal.so to <SDK>\source\app\Android\activity\libs\armeabi\. If the engine haven't been built from the source files, add the required libraries manually: copy libUnigine.so and libUnigineActivity.so from <SDK>\lib\debug\ to <SDK>\source\app\Android\activity\libs\armeabi\

    After that you can build *.apk samples from the <SDK>/source/samples/Android via build.bat.
     
  34. chilton

    chilton

    Joined:
    May 6, 2008
    Posts:
    561
    Working on a launch video for a new product. Gawd I hate video editing. And I can't fkn believe I'm going to get upstaged by the ENGINE my product uses though. Seriously they couldn't have waited a few weeks to tank the stocks? It's almost like they don't care about me and my feeeeeelings!!
     
  35. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    12,892
    Note that we as publishers do not add any license to the assets, is a common Unity license that governs most assets by default.

    Of course that license permits to use the assets in games in general, not just in Unity.

    Some have a special deal with Unity and those may have different licenses imposed, but the general assets are of a singe Unity assets license from Unity side.
     
    Marc-Saubion and aer0ace like this.
  36. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    12,892
    What is he talking about ? lol, is from another world altogether.

    Of course if you are mulitmillionaire would not care for $0.2 per anything.

    Since he is so large about it, why not cover those expenses by his own fortune then ? Easy.

    What are all those extreme rich people do with all this money in the first place ?
     
    Marc-Saubion likes this.
  37. PanthenEye

    PanthenEye

    Joined:
    Oct 14, 2013
    Posts:
    1,763
    Ugh, it's not an actual quote. Well, it is. But he was originally talking about selling Battlefield reloads for a dollar in a closed meeting. People are just meming and re-appropriating the quote to the current situation.

    The actual quote is this:

    "When you are six hours into playing Battlefield and you run out of ammo in your clip, and we ask you for a dollar to reload, you're really not very price sensitive at that point in time."

    "A consumer gets engaged in a property, they might spend 10,20,30,50 hours on the game and then when they're deep into the game they're well invested in it. We're not gouging, but we're charging and at that point in time the commitment can be pretty high."

    "But it is a great model and I think it represents a substantially better future for the industry."
     
  38. daveinpublic

    daveinpublic

    Joined:
    May 24, 2013
    Posts:
    167
    We did it guys!
     
    Deleted User and Torvold1 like this.
  39. pvtninja

    pvtninja

    Joined:
    Mar 25, 2014
    Posts:
    2
    Well, the problem I have is their "Tracking System." First-time installs can be many things, like whether they work with Google Play, iTunes, Steam, Playstation, Nintendo, and Microsoft Games to ensure this is a first-time initial purchaser account install. Or will this be whoever installs this on a system for the first time? The answer is no because these companies prioritize keeping player data accountable and secret. After all, it would majorly violate many laws.

    So now developers who don't have Unity Pro will have to pay $.20 after the first initial $200K. The Problem is Unity would need access to the developer's pay system. The other problem I see is that as a developer, I can see how many installs I get legally and only know of the illegal installs due to my multiplayer server accounts to see who is active and who isn't and running verification account checking with systems like Steam for users profiles. Unity doesn't have access to that, and if a game makes that $201K to $1M download threshold, what if 3/4 of the games purchased were returned? Will Unity wait for the developer to get paid the actual amount, or will the system say they sold X amount, so they have the funds? I mean, $.20 to $200K may not seem like much if They cauph, cauph sold that amount. But that also does not include the server cost, the platform that sells said games taking their lovely industry-standard 30% cut. Unity required upgrades to higher tears cost per seat.

    Instead of implementing you pay us or else system, they should have followed the Unreal system a little more and Hire a bunch of Steam Engineers and managers, then built their own Unity Game store where they entice developers to use them with a $50 port fee instead of $100, and instead of taking the industry standard 30% take15% of all sales. Unity could also charge 30% if the developer uses the Unity Multi-Player Server instead of their high server cost. Have developers sign a one-year contract that they can't port their games to another platform for that period. Then, place in the contract if using the Unity Free once a developer meets the $200K threshold, take the money out of the sales, move the developer to the Pro Version, and mail their receipt for tax purposes.

    But then again, I forget Unity hired a CEO who stated if a game developer isn't doing micro-transactions, we are all morons. Pushed for unity to go public and be held by companies who know little about game development but will push ideas that seem like they may make them more money. I love the price of stock dropping, and I'm waiting on more bad news to see the head investing companies start using the stock as a betting tool.
     
    Deleted User likes this.
  40. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,124
    There is no tracking system. It's just a data model that they use to speculate on installations. I wouldn't worry about any of this though it's likely all going to be thrown away with the upcoming announcement that was hinted to be coming out tomorrow.
     
    Last edited: Sep 22, 2023
    laja and Deleted User like this.
  41. pvtninja

    pvtninja

    Joined:
    Mar 25, 2014
    Posts:
    2
    I know that is why I placed the "quotations" on the "Tracking System." If their system is anything like these game profit tracking sites many developers will be owing Unity money fast.
     
  42. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    12,892
    Damn !
     
  43. lclemens

    lclemens

    Joined:
    Feb 15, 2020
    Posts:
    714
    Thanks! I did some research and found a thread in 2020 where someone was asking about Uniengine android builds and the devs told him no, that is not their focus and it's not possible. Now in 2023 Uniengine does have experimental vulkan support, so who knows maybe android builds might be coming. But from what I dug up so far (take it with a grain of salt), mobile builds for Uniengine do not look very promising.
     
    Deleted User likes this.
  44. ScottyDSB

    ScottyDSB

    Joined:
    Mar 18, 2016
    Posts:
    114
  45. DeinolDani

    DeinolDani

    Joined:
    Nov 24, 2020
    Posts:
    26
    Yeah, he's also the guy that introduced lootboxes in FIFA, IIRC
     
    Deleted User and aer0ace like this.
  46. Metron

    Metron

    Joined:
    Aug 24, 2009
    Posts:
    1,137
    Oh no, I missed the 300 party. I knew I shouldn't have gone to bed!

    Also, I need to go shopping. I went out of popcorn.

    More seriously:
    At this point in time, I suppose that JC will be thrown out of a window and replaced by someone else. It takes time to find an arrangement at this high level of employment.
     
    Deleted User likes this.
  47. MoonbladeStudios

    MoonbladeStudios

    Joined:
    Oct 14, 2013
    Posts:
    185
    year. unity 2024 from what i see it might never exist. it seams unity 2023.3 will be unity 2024.
     
  48. MstislavPavlov

    MstislavPavlov

    Joined:
    Sep 22, 2013
    Posts:
    36
    I have more than 10 years of development experience on .NET, and 7 years of development experience in Unity3d. In light of recent events, it seems that there is no point in investing time in this engine. With such a leadership of the company, no one will ever engage in the development of serious projects on this engine. Therefore, the investment of my time and effort will never pay off. Up to this point, I believed that Unity3d would catch up and overtake Unreal and big companies will start making serious projects on this engine, but it seems my hopes are not destined to come true.
     
  49. DeinolDani

    DeinolDani

    Joined:
    Nov 24, 2020
    Posts:
    26
    Btw 15k replies to this topic. Thats so cool
     
    Deleted User likes this.
  50. Nest_g

    Nest_g

    Joined:
    Jun 18, 2019
    Posts:
    137
    Happy 300 page anniversary from this thread that is most for discuss "how migrate from Unity after John Riccitiello ruined it".
     
Thread Status:
Not open for further replies.