Unity plans to charge per install.

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bilateralrope
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Unity plans to charge per install.

Post by bilateralrope »

Devs React To Unity's Newly Announced Fee For Game Installs: ‘Not To Be Trusted’ [UPDATE]
Popular game engine Unity’s new installation fee could cost developers big-time

By Alyssa Mercante
Published Yesterday


Unity, the cross-platform game engine that powers games like Rust, Hollow Knight, and Pokémon Go, has introduced a new, controversial fee for developers, set to take effect next year. Indie developers quickly responded to the announcement, with many suggesting the costs of this policy would kill smaller games, while confusion spread as devs wondered how it would affect their bottom line. Unity’s attempts to provide clarity have only fueled devs’ frustration and spawned more questions from those with both currently active and in-development games using the engine.

The new Runtime Fee, announced in a September 12 Unity blog, is based on the number of installations a game built with the Unity engine receives, as well as the revenue it generates. Though it won’t start until January 1, 2024, the Runtime Fee will apply to any game that has reached both a previously established annual revenue threshold and a lifetime install count. Games developed with the lower-cost Unity Personal and Unity Plus plans reach that threshold at $200,000 of revenue in one year and 200,000 lifetime installs, while Unity Pro and Unity Enterprise accounts must reach $1 million in revenue and 1 million lifetime installs for the fee to kick in.

Unity Personal and Unity Plus devs will have to pay $.20 for every game installed past their subscription-specific thresholds, Unity Pro devs will have to fork over between $.02 and $.15 for every install past theirs, and Unity Enterprise devs’ costs range from $.01 to $.125. Developers in emerging markets will have lower costs per install past their threshold. The announcement was met with widespread confusion, as devs of free-to-play games scrambled to figure out if they’d end up owing hundreds of thousands of dollars, charity bundle creators became concerned about potentially being punished for supporting a good cause, and more.

Developers react to Unity Runtime Fee

Shortly after the policy was announced, Rust developer Garry Newman wondered if “Unity [wants] us to start paying them $200k a month” before doing the math and realizing that Facepunch Studios would owe the game engine company about $410,000 total.

“While this isn’t much, here’s some stuff I don’t like,” Newman shared to X (formerly Twitter). “Unity can just start charging us a tax per install? They can do this unilaterally? They can charge whatever they want? They can add install tracking to our game? We have to trust their tracking?”

Though many devs initially thought this new fee would apply to all games made in Unity (including free ones), and reacted accordingly, it soon became clear that the fee will only apply to monetized titles. Axios’ Stephen Totilo shared some clarification he’d received from Unity a few hours after the initial announcement, including that charity games and bundles are excluded from fees. But some of Unity’s clarifications only served to further suggest the notion that it didn’t really think this initiative through.
When a decision like this gets announced, and you’re three years into a five-year journey, you have little to no choice. You’re stuck with a partner who may be actively working against your interest, and who you increasingly cannot trust. — developer Xalavier Nelson Jr.
“If a player deletes a game and re-installs it, that’s 2 installs, 2 charges,” Totilo posted. “Same if they install on 2 devices.” This means that developers could be “vulnerable to abuse” from bad actors who repeatedly uninstall and reinstall their games. “Unity says it would use fraud detection tools and allow developers to report possible instances of fraud to a compliance team.” So, if you get a massive bill from Unity, you’ll just have to wait on their customer support line. Shouldn’t be an issue, right?

Xalavier Nelson Jr., head of Strange Scaffold, the indie studio behind games like El Paso, Elsewhere and An Airport For Aliens Currently Run By Dogs, expressed concerns about the entire situation. “This is the danger of modern games and game development cycles becoming exponentially more complicated, lengthy, and prone to immense dependency,” he told Kotaku via DM. “When a decision like this gets announced, and you’re three years into a five-year journey, you have little to no choice. You’re stuck with a partner who may be actively working against your interest, and who you increasingly cannot trust.”

Tiani Pixel, indie developer and co-founder of Studio Pixel Punk, the studio behind the 2021 Metroidvania Unsighted, told Kotaku via DM that “there’s a lot of things in Unity’s statement that aren’t clear and are very worrying.” She brought up not only how complicated it is to measure actual installs, but the privacy issues inherent with such a policy.

“There are some certifications you need for having such service in your game and releasing it on consoles and other platforms. You need an end-user license agreement (EULA), because you’ll be sending info from the player’s device to an external server. So, will indies be forced to add such DRMs on their games so they can track the installs? Again, Unity does not make it clear. Forcing DRM on games has a long (and bad) history in gaming. Many tools used for this are literally indistinguishable from malwares…There’s no benefit to the devs or the user here.”

She also pointed out how these new fees could affect indie developers. “Small indie games, like our game Unsighted, which had the chance to appear on services like Xbox Game Pass, (in which the game isn’t sold directly to the consumer), might be penalized for becoming popular there, because we will be charged for every install,” she said.

Brandon Sheffield, creative director at Necrosoft Games, warned game developers off the engine in a scathing op-ed for Insert Credit. “But now I can say, unequivocally, if you’re starting a new game project, do not use Unity,” he wrote. “If you started a project 4 months ago, it’s worth switching to something else. Unity is quite simply not a company to be trusted.”

The op-ed ends by stating that Unity is “digging its own grave in search for gold.”

Unity continues to court controversy

Shortly after Unity’s blog post went live, game developer John Draisey posted that Unity had “eliminated Unity Plus subscriptions” and that the company was automatically switching members to its Pro subscription next month. Draisey shared an image showing the price difference between the two subs, which are billed annually, and it was nearly $3,300. “Be careful not to have auto-renew on your account if you can’t afford the price. And this is with just 2 people on my team with project access,” he warned.

It’s unclear how the potential change in subscription options will translate to the newly minted Runtime Fee, as the thresholds are different for each sub. Kotaku reached out for clarification, and a Unity spokesperson pointed us to their FAQ page. When asked for further clarification, the spokesperson sent this statement: “Unity Plus is being retired for new subscribers effective today, September 12, 2023, to simplify the number of plans we offer. Existing subscribers do not need to take immediate action and will receive an email mid-October with an offer to upgrade to Unity Pro, for one year, at the current Unity Plus price.”

The bigwigs at Unity have been making some, uh, interesting decisions as of late. In June, the company announced two new machine-learning platforms that would be integrated into its engine: Unity Muse (essentially ChatGPT for using Unity, a service that would allow devs to ask questions about coding and get answers from a bot) and Unity Sentis, which “enables you to embed an AI model in the Unity Runtime for your game or application, enhancing gameplay and other functionality directly on end-user platforms.” As former Kotaku writer Luke Plunkett pointed out at the time of the announcement, AI technology heavily relies on “work stolen from artists without consent or compensation,” so Unity Sentis raised a ton of eyebrows.

And as Rust’s Newman shared shortly after the latest Unity announcement, it seems these changes are having a negative impact on the company at large: their market shares tanked as of 11:17 a.m. EST. Let’s see if Unity sticks with these changes, or makes adjustments based on feedback from developers.

Unity responds to negative feedback

At 6:38 p.m. EST, the official Unity X account shared a post on the game engine’s official forums titled “Unity plan pricing and packaging updates.” The post contains a series of frequently asked questions that cropped up shortly after the announcement of the Runtime Fee, many of which were focused on game installations.

As many devs worried on social media before these FAQs were released, under Unity’s new policy, multiple reinstalls or redownloads of games will have to be paid for by creators—and the definition of “install” also includes a user making changes to their hardware. Further, any “early access, beta, or a demo of the full game” will induce install charges, according to the FAQs, as can even streamed or web-based games. And Unity won’t reveal how it’s counting these installs, posting that “We leverage our own proprietary data model, so you can appreciate that we won’t go into a lot of detail, but we believe it gives an accurate determination of the number of times the runtime is distributed for a given project.”

The FAQ does not clarify how Unity will ensure it does not count installations of charity games or bundled games with its “proprietary software.”

The Verge’s Ash Parrish was quick to point out that the multiple install charges could give right-wing reactionaries a new way to damage a game and/or studio: revenue bombing. If certain groups are angered by, say, a queer character in a game or a Black woman lead (both of which have whipped gamers into a frenzy before), then they could repeatedly install said game over and over again, racking up Unity’s Runtime Fee for the studio.

“I can tell you right now that the folks at risk of this are women devs, queer devs, trans devs, devs of color, devs pushing for accessibility, devs pushing for inclusion—we’ve seen countless malicious actors work together to tank their game scores or ratings,” developer Rami Ismail wrote on X.

Nelson confirmed to Kotaku via DM on the evening of September 12 that “concrete talks are happening among some of the most significant developers in the space” regarding a class-action lawsuit against Unity.

After its announcement was met with an almost universally negative response, and the FAQ forum post did not seem to allay concerns, Unity “regrouped” in the evening of September 12 to discuss the terms of its Runtime Fee, Axios reports. Despite initially confirming that the fee would apply multiple times “if a player deletes a game and re-installs it,” Unity is now saying that it will “only charge for an initial installation.”

Unity executive Marc Whitten “hoped [that this policy clarification] would allay fears of ‘install-bombing,’” a concern many devs expressed not long after the initial Unity blog post announcing the new revenue scheme.

The company also reassured Axios that “games offered for charity or included in charities will be exempt from the fees” as there will be a way for devs to inform the company of their charity status. Whitten also said that, in regards to things like Xbox Game Pass, “developers like Aggro Crab would not be on the hook, as the fees are charged to distributors, which in the Game Pass example would be Microsoft.”

Finally, Whitten suggested only about about 10% of developers who use Unity will have to pay fees because of the thresholds the company has established.

Update 09/12/2023 7:35 p.m. ET: Updated to include information from an official Unity forum post, more reactions from devs, and the confirmation of a potential class-action lawsuit.

Update 09/12/2023 at 10:20 p.m. ET: Updated to include information Unity shared after it “regrouped.”
How often do you see a company commit suicide like this ?

Oh, they will survive a few years because some developers are too far into developing a game to switch engines. But I can't see anyone starting development on a new game in Unity.

That's before you get to the part where they say that Microsoft is somehow going to be charged for the Game Pass downloads because they are the ones distributing the runtime. When I don't think that MS were a party to any agreement between Unity and devs. Unity are going to be lucky if Microsoft just ignores the invoice.
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Re: Unity plans to charge per install.

Post by tezunegari »

Are those fees even legal? Unity has no inherent part in installing a game.

Installing a game has no inherent service rendered by the Game Engine.
It's a pure platform service at least with digital platforms.
And the access to servers is already covered by the fees the platforms take from each purchase.

I guess the courts will have some work soon.
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Re: Unity plans to charge per install.

Post by Zaune »

This is what happens when you pick a CEO who left his previous position because even Electronic Arts thought he went too far.
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Re: Unity plans to charge per install.

Post by bilateralrope »

tezunegari wrote: 2023-09-13 11:52am Are those fees even legal? Unity has no inherent part in installing a game.

Installing a game has no inherent service rendered by the Game Engine.
It's a pure platform service at least with digital platforms.
And the access to servers is already covered by the fees the platforms take from each purchase.

I guess the courts will have some work soon.
Yeah. There is no way that demanding money from Microsoft, etc will be legal. Though most of the places you download games from will probably wait for Unity to start the lawsuit.

Demanding the per-install fee from existing Unity devs seems like an illegal change to the contract. I predict that Epic will have the most entertaining response there as they own the Epic Store, Fall Guys and the Unreal engine.

Offering that deal as the only option for new games would be legal. Depending on how exactly they track downloads. But uncertainty like that is going to tell devs that they should find another engine. Especially after some group gets angry about a game with LGBT characters and keeps redownloading it to hurt the developer.
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Re: Unity plans to charge per install.

Post by bilateralrope »

Unity Bosses Sold Stock Ahead Of Scummy Dev Fees Announcement
CEO John Riccitiello sold 2,000 shares a week before Unity revealed its Runtime Fee
By Isaiah Colbert
Published 2 hours ago


Yesterday, the cross-platform game engine company Unity announced a controversial new Runtime Fee, which would charge developers per installation for games built with the Unity engine after those games reached a certain threshold. Everyone disliked that, and Unity’s stock prices took a pretty significant dip shortly after its contentious announcement. It’s since been reported that several Unity executives sold thousands of shares of the company’s stock in recent weeks.

According to Guru Focus, Unity CEO John Riccitiello, one of the highest-paid bosses in gaming, sold 2,000 Unity shares on September 6, a week prior to its September 12 announcement. Guru Focus notes that this follows a trend, reporting that Riccitiello has sold a total of 50,610 shares this year, and purchased none.

Riccitiello isn’t the only executive at Unity to sell a bunch of stock the week before the company’s Runtime Fee announcement. According to Unity’s market activity on the Nasdaq, several other Unity board members sold significant numbers of shares leading up to its “plan pricing and packaging updates.” Chief among them being Tomer Bar-Zeev, Unity’s president of growth, who sold 37,500 shares on September 1 for roughly $1,406,250, and board director Shlomo Dovrat, who sold 68,454 shares on August 30 for around $2,576,608.

The last time Riccitiello’s name was in the news in a prominent way was when he said mobile game developers who don’t utilize Unity’s suite of ad technology are “fucking idiots.” Riccitiello would later issue an apology saying, “I am listening and I will do better.”

Meanwhile, since yesterday multiple developers have declared their intention to stop using Unity as a result of these changes, citing the unpredictability and vagueness of the company’s intention to charge a per-installation fee after a certain number of sales. Cult of the Lamb developer Massive Monster has gone as far as to announce its intention to stop sales of that game come January 1, when the change is supposed to come in.
Selling a lot of shares the week before a very unpopular announcement. I wonder how legal that is.
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Re: Unity plans to charge per install.

Post by Lord Revan »

bilateralrope wrote: 2023-09-13 02:48pm Unity Bosses Sold Stock Ahead Of Scummy Dev Fees Announcement
CEO John Riccitiello sold 2,000 shares a week before Unity revealed its Runtime Fee
By Isaiah Colbert
Published 2 hours ago


Yesterday, the cross-platform game engine company Unity announced a controversial new Runtime Fee, which would charge developers per installation for games built with the Unity engine after those games reached a certain threshold. Everyone disliked that, and Unity’s stock prices took a pretty significant dip shortly after its contentious announcement. It’s since been reported that several Unity executives sold thousands of shares of the company’s stock in recent weeks.

According to Guru Focus, Unity CEO John Riccitiello, one of the highest-paid bosses in gaming, sold 2,000 Unity shares on September 6, a week prior to its September 12 announcement. Guru Focus notes that this follows a trend, reporting that Riccitiello has sold a total of 50,610 shares this year, and purchased none.

Riccitiello isn’t the only executive at Unity to sell a bunch of stock the week before the company’s Runtime Fee announcement. According to Unity’s market activity on the Nasdaq, several other Unity board members sold significant numbers of shares leading up to its “plan pricing and packaging updates.” Chief among them being Tomer Bar-Zeev, Unity’s president of growth, who sold 37,500 shares on September 1 for roughly $1,406,250, and board director Shlomo Dovrat, who sold 68,454 shares on August 30 for around $2,576,608.

The last time Riccitiello’s name was in the news in a prominent way was when he said mobile game developers who don’t utilize Unity’s suite of ad technology are “fucking idiots.” Riccitiello would later issue an apology saying, “I am listening and I will do better.”

Meanwhile, since yesterday multiple developers have declared their intention to stop using Unity as a result of these changes, citing the unpredictability and vagueness of the company’s intention to charge a per-installation fee after a certain number of sales. Cult of the Lamb developer Massive Monster has gone as far as to announce its intention to stop sales of that game come January 1, when the change is supposed to come in.
Selling a lot of shares the week before a very unpopular announcement. I wonder how legal that is.
Depends, if it was a case of "I know my stocks will plummet because this stupid thing I'm about to do" selling the stocks could very well be legal even if it's not very moral thing to do.

that said I suspect the authorities might take a very close look at those trades if this thing goes to court.
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Re: Unity plans to charge per install.

Post by Darth Yoshi »

Supposedly he only unloaded a small fraction of the total stock he held, presumably as a tax move, rather than insider trading. On the other hand, screw this guy.
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Re: Unity plans to charge per install.

Post by bilateralrope »

Also, if the stock sale was pre-planned as some have suggested, he still timed this announcement for afterwards.
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Re: Unity plans to charge per install.

Post by bilateralrope »

Some fun things from the FAQ
How is an install defined?
An install is defined as the installation and initialization of a project on an end user’s device.

How is Unity collecting the number of installs?
We leverage our own proprietary data model and will provide estimates of the number of times the runtime is distributed for a given project – this estimate will cover an invoice for all platforms.

Does a reinstall of an app on the same device count towards the Unity Runtime Fee?
No, we are not going to charge a fee for reinstalls.
I wonder how much needs to change before my computer counts as a new device. How much other data they are gathering on people via their counting method.
Does the Unity Runtime Fee apply to pirated copies of games?
We are happy to work with any developer who has been the victim of piracy so that they are not unfairly hurt by unwanted installs.
Unity think that their count will include pirates.

It's going to get interesting if the EU asks if this count is GDPR compliant.
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Re: Unity plans to charge per install.

Post by Solauren »

Man, this may kill Unity VERY quickly.

If I was a company working on a game using Unity, unless I was near launch, I'd have to wonder if it would be more economically feasible to redo the game with a new engine vs the install fees.
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Re: Unity plans to charge per install.

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Unity Silently Deletes GitHub Repo that Tracks Terms of Service Changes and Updated Its License
by Vincent L.
1 day ago


Following the update to its pricing plan that charges developers for each game install, Unity has seemingly silently removed its GitHub repository that tracks any terms of service (ToS) changes the company made.

As discovered by a Reddit user, Unity has removed its GitHub repository that allows the public to track any changes made to the license agreements and has updated the ToS to remove a clause that lets developers use the terms from older versions of the game engine that their product shipped with.

As a result of the repository deletion, the webpage is no longer accessible, resulting in an Error 404 unless users visit through a web archive.

While visiting the page through a web archive, the web page’s last availability was on 16 July 2022, revealing that Unity might have silently deleted the repo sometime before that day.

The GitHub repository was first established in 2019 wherein an official blog post, Unity revealed that they are committed to being an open platform and that hosting on the software development cloud-based service will “give developers full transparency about what changes are happening, and when.”

In the same blog post, Unity also revealed that they have updated the license agreement, saying “When you obtain a version of Unity, and don’t upgrade your project, we think you should be able to stick to that version of the ToS.”

ToS Update

In the term update from 10 March 2022, Unity added a clause to the Modification section of the ToS, stating the following:

“If the Updated Terms adversely impact your rights, you may elect to continue to use any current-year versions of the Unity Software (e.g., 2018.x and 2018.y and any Long Term Supported (LTS) versions for that current-year release) according to the terms that applied just prior to the Updated Terms.”

“The Updated Terms will then not apply to your use of those current-year versions unless and until you update to a subsequent year version of the Unity Software (e.g. from 2019.4 to 2020.1).”

However, on 3 April 2023, a few months before the supposed repository deletion date, Unity updated their ToS once again, removing the clause that was added on 10 March 2022, disabling developers from using the agreement from the version with which their game shipped.

Now the clause is completely absent in any of the new ToS, which means that users are obligated to any changes Unity made to their services regardless of version numbers including pricing updates such as the recent fee that will charge developers per game install.
They had a clause in their TOS that said that, if you don't like their changes to the TOS, you can avoid them applying to you. Then they tried to wipe out evidence of it existing.

I wonder when their legal department learned of this move.
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Re: Unity plans to charge per install.

Post by Formless »

bilateralrope wrote: 2023-09-15 03:53amThey had a clause in their TOS that said that, if you don't like their changes to the TOS, you can avoid them applying to you. Then they tried to wipe out evidence of it existing.

I wonder when their legal department learned of this move.
Do they employ the same lawyers as Wizards of the Coast? Because this is starting to sound eerily similar to the OGL debacle and their attempts to wipe from existence the FAQ's that said they can't revoke the OGL because its meant to be irrevocable, so even if they updated it you would always be allowed to use a previous version.

Literally the same legal strategy, with all the same flaws should they get sued. Everyone knows what the license said because it can be found on the Web Archive, but then you make sure to ask for a copy during discovery, and if they don't turn over the damning TOS they get hit with legal sanctions by the court, potentially even a default judgement against them. Which is what should happen whenever a company tries to fuck with a license in this way.
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Re: Unity plans to charge per install.

Post by Lord Revan »

It's almost starting to feel they're trying to kill Unity for a quick cash in. There's no realistic scenario I can think of that this would have been a smart move otherwise.

Small companies/developers who just starting out will not be able to afford the extra fees and either change engines or quit outright, bigger AAA developers could afford the costs but to them it's an extra cost they neither want or need as they can afford other game engines just fine, so really only people using Unity on new release after this blunder are ones who were too far in development to realistically swap engines. Granted Unity would get a fee from fresh installs of games currently on the market but that goes only so far.

If there will be no new games built on Unity after this new installs of pre-existing games simply won't be enough to keep Unity in business as that's a dwindling market as people move on. I have no numbers to back it up but I suspect that most fresh installs your average games get is during release and shortly after it with the amount of fresh installs getting reduced as the game gets older eventually becoming essentially 0.

And that's assuming people won't simply stop buying Unity built games.
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Re: Unity plans to charge per install.

Post by Solauren »

Another thing to consider is - how many FREE Games are built on Unity?

And now, every time a free game is installed, they want to charge for it.

That will kill any free game development with Unity. Meaning, people will stop learning it for fun, meaning no new unity programmers.

There is already a massive backlash online. I'm not going to quote any articles, but here are a few links to them.

https://www.theverge.com/2023/9/14/2387 ... cing-model
https://www.bbc.com/news/newsbeat-66810296
https://www.forbes.com/sites/paultassi/ ... 48af40679b

Personally, given the CEO's connection to investment firms, I'm thinking this is an attempt to drive the stock price down to make it easier to buy up the company.
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Re: Unity plans to charge per install.

Post by bilateralrope »

Lord Revan wrote: 2023-09-15 08:40am It's almost starting to feel they're trying to kill Unity for a quick cash in. There's no realistic scenario I can think of that this would have been a smart move otherwise.
I've seen some people point out that if the game includes ads via Unity, then it's exempt from the installation fee. So they might be trying to push devs to ad filled games. That could work on mobile.

On PC, people have attempted ad supported games before. They did so badly that I can't remember the names of any of them, so it's possible he thinks that he's the first person to come up with the idea of ad supported PC games.

We are talking about someone who called devs fucking idiots for not monetizing as much as they could. Then claimed that quoting him was "clickbait" and out of context when people started complaining, before apologising. He might be thinking that devs will put in all the monetization he wants them to if he squeezes them hard enough, which means more money for Unity.

Just like WOTC tried to squeeze more money out of their customers. Only to find that the customers could easily switch to someone else while being able to afford lawyers.
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Re: Unity plans to charge per install.

Post by Lord Revan »

With Unity that's even more stupid since at least Wizards of the Coast did produce their own material (D&D and MTG at the very least), Unity does nothing besides the engine itself, meaning if they make the engine toxic to developers, there's nothing to bring revenue to Unity. No marketing executive is gonna add more monetization to cover up these fees not when they can use Unreal Engine or simply make a game engine themselves much cheaper.

And small indie companies that might not have marketing people can't afford those fees either as they're more reliant on word of mouth and player goodwill.

Like said there's no realistic scenario where this choice in any way a smart move in the current gaming market.
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Re: Unity plans to charge per install.

Post by bilateralrope »

Collective letter from game development companies: Turning off all IronSource and Unity Ads monetization until new conditions are reviewed
We are the collective voice of the game development industry—developers, game designers, artists, and business minds. Passionate about our craft, we’ve invested years in shaping an industry that touches the lives of millions worldwide. As stakeholders, we cannot remain silent when a decision threatens to destabilize this ecosystem.

Unity has been an instrumental force in this industry. In many ways, it has inspired us to create new immersive worlds and empowered a plethora of dynamic and independent developers to bring their visions to life. We’ve played our part in this journey, moving the industry forward and creating specialists that use Unity as the primary game engine for their projects.

We’ve hosted Unity-centered events, shared our knowledge, and crafted educational content that’s inspired an international community. Thanks to this symbiosis, Unity has evolved into a cornerstone of game development and is now established as an indispensable asset in game creation.

That’s why the September 12 announcement hits us hard. Effective January 1, 2024, Unity plans to introduce installation-dependent fees, a decision that jeopardizes small and large game developers alike, made without any industry consultation. To claim, as Unity has, that this new ‘Runtime Fee’ will impact only 10% of the industry is not just misleading, it’s patently false.

We strongly oppose this move, which disregards the unique challenges and complexities of our industry.

While we’ve always viewed our work as a collaborative effort, this decision blindsided us. With one stroke of the pen, you’ve put hundreds of studios at risk, all without consultation or dialogue.

To put it in relatable terms—what if automakers suddenly decided to charge us for every mile driven on the car that you bought a year ago? The impact on consumers and the industry at large would be seismic.

This comes at a time when the industry is already grappling with tightening profit margins, heightened competition, and escalating costs in both development and marketing. This isn’t just about developers. This impacts artists, designers, marketers, and producers. It’s a cascade that could lead to the shuttering of companies that have given their all to this industry.

Unity, we’ve stood by and celebrated your every innovation. Why, then, were we left out of the conversation on a decision so monumental?

As a course of immediate action, our collective of game development companies is forced to turn off all IronSource and Unity Ads monetization across our projects until these changes are reconsidered.

We urge others who share this stance to do the same. The rules have changed, and the stakes are simply too high. The Runtime Fee is an unacceptable shift in our partnership with Unity that needs to be immediately canceled.


We entered this industry for the love of game development, but what makes it truly special is the community—a community built on openness, shared expertise, and collective progress.

If you share our sentiment, we call on you to join us. Turn off Unity monetization until a fair and equitable resolution is found.

You can also back the movement by signing our open letter. Check out the link to add your voice to the cause.

Sincerely,

Azur Games, Voodoo, Homa, Century Games, SayGames, CrazyLabs, Original Games, Ducky, Burny Games, Inspired Square, Geisha Tokyo, tatsumaki games, New Story, Playgendary, Supercent, KAYAC, TapNation, Matchingham Games, Moonee, YSO Corp, MondayOFF

and all who sign this letter, engage in other forms of protest, or simply stand in solidarity with the gaming industry


All those developers are mobile devs, so I've got no idea who they are. But their protest hitting Unity in the wallet right now, just like when people started canceling D&D subscriptions in response to WOTC's bullshit.
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Re: Unity plans to charge per install.

Post by Solauren »

I wonder how long until other Game Engines start going 'Hey, we're cheap/free!' to take advantage of Unity's stupidity.

And I wonder how many of them can easily port in stuff created with Unity. (i.e graphics and scripts)
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Re: Unity plans to charge per install.

Post by bilateralrope »

Solauren wrote: 2023-09-15 02:14pm I wonder how long until other Game Engines start going 'Hey, we're cheap/free!' to take advantage of Unity's stupidity.

And I wonder how many of them can easily port in stuff created with Unity. (i.e graphics and scripts)
Unreal 5 has had a free option for a while.

Unreal FAQ. Look for the question about how much someone has to pay.
Unreal Engine is free to download. We offer a choice of licensing terms depending on your use of Unreal Engine.

Under the standard EULA, Unreal Engine is free to use for learning, and for developing internal projects; it also enables you to distribute many commercial projects without paying any fees to Epic Games, including custom projects delivered to clients, linear content (such as films and television shows) and any product that earns no revenue or whose revenue falls below the royalty threshold. A 5% royalty is due only if you are distributing an off-the-shelf product that incorporates Unreal Engine code (such as a game). Provided that you notify us on time using the Release Form, you will only owe royalties once the lifetime gross revenue from that product exceeds $1 million USD; in other words, the first $1 million will be royalty-exempt.

There are also options for custom licenses that can include premium support; private training; negotiated terms for lower royalties, no royalties, or a different basis for royalty negotiation; and more. Contact us to inquire about a custom license for either games or non-games use.
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Re: Unity plans to charge per install.

Post by tezunegari »

Unreal Engine has been free since 2015 with the UE4 release.
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Re: Unity plans to charge per install.

Post by Lord Revan »

From what I've gathered the difference until now was that Unity was easier for a newcomer to get into, which is why it got the market share it got. In essence while both UE5 and Unity are have free options, it takes more time to learn to use UE5 in a meaningful way making Unity a more desirable option for hobbyist and indie developers who might be short on available development time, but these fees would swing the market back in favor of UE5 since Unity no longer has a free option and the time lost in learning UE5 would probably be saved in not having to pay Unity's fees.
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Re: Unity plans to charge per install.

Post by Solauren »

Lord Revan wrote: 2023-09-15 09:00pm From what I've gathered the difference until now was that Unity was easier for a newcomer to get into, which is why it got the market share it got. In essence while both UE5 and Unity are have free options, it takes more time to learn to use UE5 in a meaningful way making Unity a more desirable option for hobbyist and indie developers who might be short on available development time, but these fees would swing the market back in favor of UE5 since Unity no longer has a free option and the time lost in learning UE5 would probably be saved in not having to pay Unity's fees.
Also, you'll see a much larger 'beginner' community grow for Unreal 5 now.
The other possible alternative I believe would be Godot.
GameMaker, and 3dGame Studio could also see an increase from this.

Come to think of it, RPG_Maker will probably drop Unity support now. Hopefully, they'll add support for a few other engines.
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Re: Unity plans to charge per install.

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Lord Revan wrote: 2023-09-15 09:00pm From what I've gathered the difference until now was that Unity was easier for a newcomer to get into, which is why it got the market share it got.
Does anyone have any stats on the market share of various engines ?

Because I do remember some people saying that the free license for Unity required keeping the Unity splash screen, while the more expensive licenses didn't. Which is why all the crap games using Unity* let everyone know they used it. That's bound to have skewed my perception.


*A symptom of how easy it was to work with.
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Re: Unity plans to charge per install.

Post by bilateralrope »

Apple Vision Pro could be hurt by Unity install fees — here's why
By Malcolm McMillan last updated about 14 hours ago
Apple Vision Pro is relying on Unity to build its VR gaming library


Game engine creator Unity has upset a lot of gamers and game developers with its latest move. And it could have far-reaching implications in the gaming world, including potentially crippling a number of the best VR headsets — especially the upcoming Apple Vision Pro.

On September 12, Unity announced that it would begin charging a “Runtime Fee” which is essentially a fee charged to game developers using the Unity engine every time a game is installed. This install fee would be applied to all games that made $200,000 or more from January 1, 2023, to December 31, 2023, and that have at least 200,000 installs over their lifetime.

These install fees are particularly bad news for virtual reality. Many of the best VR games use Unity, including my personal favorite Superhot VR, and this move could force VR developers to switch to new engines, delist popular VR games, or even get out of VR gaming altogether. Especially since these fees could ultimately apply to pirated game copies and review copies, on top of copies sold.

But no VR headset may be more impacted by this change than the Apple Vision Pro. That’s because Apple is relying on a tool called PolySpatial to develop and port games to the new headset. When PolySpatial was announced, we said it could “instantly give Apple a massive library.” And on paper, it certainly seemed that way. PolySpatial would allow developers to either create or port over both immersive 3D games and windowed 2D games in visionOS. For developers that wanted to get onto the new VR headset as soon as possible, PolySpatial should have been a gift.

Now, PolySpatial could be an anchor weighing down Apple’s first VR headset rather than a proverbial life raft ensuring the new headset comes with a vast library of VR games. Using PolySpatial could incur these same install fees for games not initially developed in the Unity engine, and even if it isn't, developers are fleeing from Unity in droves and are unlikely to come back — even if it means they miss out on Apple’s first headset.

Unity’s decision angers VR developers alongside the rest of the gaming community

Unity's announcement sparked a major outcry, particularly on Twitter (X). VR game developers are already chiming in, with Ryan Engle from GOLF+, a game that at one point came included with the Meta Quest 2, was one of several VR developers to voice their displeasure and outrage at Unity’s new fees (h/t UploadVR).

But outside of VR gaming, Unity is also often used by indie game developers and mobile game developers. These are not major developers charging $60-$70 per copy of a game — many games affected are significantly lower in price if not outright free.

Our friends at GamesRadar interviewed 10 game developers following the announcement and they were unanimous in their disdain for the move, citing concerns over the financial risks it raises. Cult of the Lamb developer Massive Monster has even gone as far as announcing that its popular indie game will be delisted on January 1st to avoid incurring install fees.

For its part, Unity has said in a tweet that “more than 90% of our customers will not be affected by this change.” But even if that is true, the damage might already be done. And if that’s the case, it might cripple VR gaming.

Hopefully, cooler heads ultimately prevail and Unity will walk back its decision soon. The company has already been forced to close offices after receiving credible death threats, which is obviously a gross overreaction despite the fact that Unity's install fees could put some studios in financial danger.
Looks like Unity have picked a fight with Apple.
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Re: Unity plans to charge per install.

Post by Lord Revan »

bilateralrope wrote: 2023-09-16 01:11am
Lord Revan wrote: 2023-09-15 09:00pm From what I've gathered the difference until now was that Unity was easier for a newcomer to get into, which is why it got the market share it got.
Does anyone have any stats on the market share of various engines ?

Because I do remember some people saying that the free license for Unity required keeping the Unity splash screen, while the more expensive licenses didn't. Which is why all the crap games using Unity* let everyone know they used it. That's bound to have skewed my perception.


*A symptom of how easy it was to work with.
From what I've gathered yeah free license demanded you kept the "made with Unity" splash screen while paid licenses didn't, it's pretty easy to confirm when you remember Hearthstone is made with Unity but shows only Blizzard logos most of the time.
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