this is literally shocking: https://www.gamedeveloper.com/business/unity-to-start-charging-fee-pegged-to-game-installs
unity has been going the adobe route for a long time, but now they've really jumped the shark.
i dont even understand how they think this is going to work? it's designed for exactly one revenue model.
how do devs engage with all you can eat services like netflix or humble bundle?
how does unity track installs on tracker-less services like apple arcade or every console?
i knew unity didn't understand how games are developed, i didn't realize they also don't know how they're sold
and judging by this press release, it applies to any updates that are shipped starting jan 1st? people already have active contracts that they've done the math on.
even if unity rolls this back, the reveal that they are even considering making these kinds of changes is the end of dev trust forever. fuuuuck off unity
@helvetica Actually, I think the impacts this has on game subscriptions (and F2P) might be the point.
Also, are they counting each printed disk/cartridge as an install or what? It’s like they forgot physical distribution and not-always-online consoles still exist.
@helvetica I think my company is gonna be forced to switch. If I’m reading this correctly, I think we’ll owe them millions of dollars. We have five active F2P mobile games with Unity. Over 130 million installs x $0.02 = $2.6M. Yay.
I hope I’m missing something, but I don’t think I am.
@helvetica there's a clarification "We do not charge for older installs, only new installs after January 1, 2024"
- still doesn't change the fact that new installs of existing games will throw a wrench into the financial plan for some (many?) existing customers? Why not make it only affect unreleased titles (at the very least)???
@helvetica when I first heard"install based", I thought they were going to the old-school "charge for every install of the unity editor on developer PCs" route. But this sounds awful