#Runtime Fee Removed

1 messages Β· Page 1 of 1 (latest)

vestal stag
frail pike
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and they also made it so you must buy unity pro after earning 200k (previously 100k) if i read correctly?

mental falcon
chilly abyss
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yay!

low moth
midnight garnet
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The Made with Unity splash screen will become optional for Unity Personal games made with Unity 6 when it launches later this year. πŸ€”

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you have to use unity 6?

low moth
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Yes

midnight garnet
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so this wont do anything for people on different versions?

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seems a bit iffy

low moth
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how could it?

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It was obviously a way to entice people to Unity 6 and the new ToS with the runtime fee.
AND they don't want to do any of the dev required to add it to older versions.

clear jungle
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Now they just need to walk back the new Industry Pricing changes that assess our revenue based on our clients

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I'm not paying 5K/yr/dev just because we've built AR for some museum in the past.

midnight garnet
vagrant barn
clear jungle
sage relic
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Yeah πŸ”₯πŸ”₯πŸ”₯

clear jungle
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Anyway, glad this got rolled back. Doesn't change anything for us, but hopefully stops the controversy πŸ™‚

sage relic
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Love unity

low moth
vagrant barn
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It's a step in the right direction at least, it's nice to see the new decisions by execs have been good so far. Hopefully the trend continues.

tulip shuttle
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now they just need to revert the god awful new forums

mental falcon
frail pike
low moth
clear jungle
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It's not surprising it's yanked though. Any studio big enough to pay that fee could afford to switch engines or create their own. It was a dumb greedy idea to undermine their top customers to begin with.

mental falcon
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@frail pike @low moth @midnight garnet Just for Unity 6, regarding the splash screen.

low moth
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I know..
πŸ˜„

midnight garnet
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still my point stands

low moth
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wot

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im saying add it directly to the personal license

midnight garnet
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yes, they did it with the pro license

low moth
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the editor requires an update for that change.

midnight garnet
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that requires an editor update?

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why would that need an editor update

chrome verge
low moth
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because the editor code will check license , if (personal) { lockSplas; }

chrome verge
midnight garnet
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a very minor update

vagrant barn
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Well backporting a "minor update" to dozens upon dozens of editor versions isn't so great

low moth
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.. which is still a new build..

fallen wharf
chrome verge
clear jungle
clear jungle
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Once you add the pro fees into that equation though it isn't as simple

chrome verge
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Studio with the capacity to create their engine or use an underdevelopped one.

clear jungle
# chrome verge Obviously, we were talking about the "top" player.

Yeah, personally I didn't have an issue with the runtime fee anyway. We cut our licenses because of industry. So this wasn't really a big deal to me.

I wonder total cost wise how much this decision cost (labour, customer loss, loss of trust with big vendors, etc).

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I suspect they canceled it just because it's unprofitable to pursue at this point

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Plus this way they can keep people working on muse updates instead of revenue counting tooling πŸ˜‰ πŸ˜‰

chrome verge
midnight garnet
# low moth ☝️

most of those versions are great and many people still use them, and even if they dont get updates why could they not just update them the final time with all the good stuff and keep it as such?

low moth
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What is a shame is that the Plus level license hasn't been brought back

midnight garnet
clear jungle
frail pike
chrome verge
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What is the issue to upgrade to Unity 6 ?

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They are obviously doing it to make as much as possible jump there

frail pike
chrome verge
midnight garnet
vagrant barn
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Yeah, I see the appeal of backporting the splash screen, in-progress projects will be a potential pain when going to Unity 6

chrome verge
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If your game is already released, then I dont see why you would remove the splashscreen at that point

frail pike
midnight garnet
vagrant barn
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I don't think many people care about the splash screen to be fair.

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Players, that is.

chrome verge
chrome verge
mental falcon
clear jungle
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I think removal of the splash in Unity 6 is generous enough. Right now a lot of companies are avoiding Unity 6 because it means accepting a new license and they just don't see it worth this risk. This change helps avoid that a little bit.

frail pike
clear jungle
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We would actually test Unity 6 now with this clause revoked. If it wasn't for the industry pricing mess that is.

midnight garnet
chrome verge
mental falcon
clear jungle
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We've probably moved too many projects away from Unity now anyway, so revoking the industry changes likely wouldn't bring anyone here back anyway. Plus we still compete with unity locally, just under the Gemini brand instead now.

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Still, not much else for me to add, except this is long overdue

floral iron
jaunty gate
floral iron
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If they made an animator, with the condition of you keeping the logo above a certain size and within the screen, in front of everything it would be nice

midnight garnet
jaunty gate
clear jungle
jaunty gate
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seems like a pretty big waste of resources

midnight garnet
floral iron
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Honestly I don't have anything in the works so I can start with Unity 6, which does have some nice things

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Mostly the Input System being there by default

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Tho TMPro still needs to be imported...

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Why can't it be there fully?

clear jungle
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Just keep in mind if you do, and it's unstable in some way, you have no downgrade options.

floral iron
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Version control:

clear jungle
low moth
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well, you should have it in version control and a clean change list before updating..

jaunty gate
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just branch for it, if it goes bad revert back to your non upgrade branch and nuke the library folder

clear jungle
floral iron
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No but I typically just trust the LTS. Not gonna do anything serious with it until the next LTS

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Maybe small stuff

low moth
clear jungle
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If you are going to use it for a unity project, splash test all your critical features and make sure they work.

formal willow
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Based

clear jungle
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Build builds and editor. Some mem crashes I've seen only happen in builds.

cinder orchid
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Unrelated but I think it's funny that Unity now have version format of XXXX

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Because of the whole year thing

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Like it has to be 6000.2.13 or something now

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Not sure if they have their entire internal ecosystem set up to only work with 4 digit numbers but I guess we're doing that now

jaunty gate
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its not because it only does 4 digits

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its because if they made it 6 it would sort to be a smaller version number then 2022

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since there is versions like 3.5, 4.6. 5.1 from before the year ones

cinder orchid
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In retrospect it was an insanely stupid versioning system

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It implies that you will consistently be making new releases every year

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Which let's be honest isn't the case not for Unity

violet mortar
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That's what their intentions were

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And it worked for a few years, which is why it went so long

jaunty gate
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alot of subscription based things do it

cinder orchid
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Seemed to me like this policy instead caused some rushed and unpolished features to be included in a release

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Just so they can ship it and report

violet mortar
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Hence why its stopping with Unity 6

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This is common knowledge really

cinder orchid
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Good riddance honestly

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I mean that's just a side effect of going publicly traded

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You suddenly need to answer before a bunch of people who probably don't even remember why they bought your shares

jaunty gate
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in my experience VC funding and IPO's is like just needing gas to drive to the grocery store but being given rocket fuel instead, then having demands to go to the moon when you know nothing about doing that

clear jungle
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I'm expecting some good memes about this. Something to do with old spice, middle age, and trying to reconnect with an ex.

Edit: ah no, I figured it out. It's the scent of desperation πŸ˜„

cinder orchid
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Imo they could've built a more solid, even if not as profitable business model by offering knowledge and extended asset marketplace services instead of advertisement

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But that's just armchair entrepreneurship at this point

quick ivy
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hello here

low moth
broken portal
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but i still think they should just use 6.x.x rather than 6000.3.18f1

low moth
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they can't

broken portal
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I really like how they went 2023 -> 6000

broken portal
# low moth they can't

the time will tell, as long as we are getting stable releases I don't care whether it is 6000 or 6

low moth
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don't need time to tell..

broken portal
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but I am happy that they finally decided to use Input System by default

broken portal
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I know people will look and see 2022 > 6

low moth
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yes, the reason is because 6 is less than 2023..

cinder orchid
low moth
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IIRC Windows has a similar thing, because of Win 95/98/2000.. then 10/ 11

cinder orchid
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Really stupid one as in case of changing it to x.x.x it will be a whole versioning style change so I'm not sure why it matters but I don't know nearly enough about enterprise software development to say

broken portal
cinder orchid
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Like yeah. Not sure what's exactly preventing them from just making it 6

broken portal
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anyways for some reason I am more excited about Unity Hub update than unity it self

cinder orchid
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Other than a year of confusion at max, unless as I said their entire sturcture is at this point centered around 4 digit releases

broken portal
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I don't unity hub to possess my pc and install itself like 6000 times

cinder orchid
low moth
broken portal
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tho there isn't anything saying login requirement?

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man this argument is the most apple thing ever

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I always have internet when I use Unity Editor, so I don't mind signing in

low moth
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once every 30 days

high moon
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So now when I go beyond 200k $ in revenue and funding I just need to get Unity Pro and thats it?

low moth
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yes

lethal surge
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Unity is so back(changes would never affect because my game doesnt sell)

pastel jolt
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A new Emoji for you all riprtf

twilit linden
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To go back on such a huuuge corporate decision it mean they know, realllly know by numbers/data how bad this runtime fee is for them in current userbase and on future estimations.
Aka they saw how many left Unity for other game engines and they saw the projection of how many will be leaving in the next years and it looked very very bad.
That's my take.

violet mortar
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riprtf 🫑

broken portal
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ok it took me sec to realize RTF means runtime fee, I thought it was Rich Text Format

clear jungle
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Unless you reach 25m in which case you probably should be looking beyond unity anyway πŸ˜„

small prism
gilded basin
gilded basin
jaunty gate
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though guess missing the m

mossy solstice
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Seems to me, the trend is going to go more towards small scale co-op at least. this can utilize the UGS Relay service. and perhaps other UGS services. right now, the pricing is somewhat tolerable. my fear is, they will up the prices on that.

chrome verge
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They already did ?

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200$ increase for pro

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Oh you meant the UGS services

fallen wharf
small prism
fallen wharf
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Hopefully they are good

fallen wharf
shell zephyr
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Unity on track πŸ”₯ πŸŽ‰

fallen wharf
#

Well, since the topic is still fresh, I want to share some thoughts:
While this doesn't fully recover all the lost trust for the disastrous runtime fee (I've seen lots of comments from other users saying how they are not coming back even with the reversal, and I don't blame them), this is still a step in the right direction. The fact that the CEO is acknowledging the issues that have been plaguing the engine for years and saying them by name instead of relying on corporate nonsense is already a good sign.

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Now, as I said, this is just a step, there's still a long way to go. And whether or not they are going to fix the issues that have been mentioned in that interview is yet to be seen.

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Honestly, if they want a quick way to regain the trust, the best way would be going private again, so that they wouldn't be pressured to please shareholders and to try to increase growth at any cost, which is what has led to the runtime fee.
As others have said, as long as the company is public and, thus, subject to shareholders, there's still a chance that they will go back to old habits, even with the change of leadership.

broken portal
near stag
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Th runtime fee not being canceled for non-video game industries is the same thing unreal does right?

last skiff
clear jungle
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Yes, but if any of their clients have over 1m in revenue (I.e. doing an AR thing for a museum or school), you'll need to upgrade to Industry

... although a unity sales rep did warn me they were still considering runtime fees for non game studios. But that was months ago and may change with this.

near stag
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Quoting from the community message: "Non-gaming Industry customers are not impacted by this modification."

clear jungle
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Yeah that to me sounds like non-game studios are still likely to get hit with it down the road.

...we’ve made the decision to cancel the Runtime Fee for our games customers, effective immediately. Non-gaming Industry customers are not impacted by this modification.

near stag
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yeah that is what I understood also. Unreal also has runtime fees for non-gaming industries right?

clear jungle
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Yup but no 5k/yr/dev subscription fees on top of it iirc

near stag
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ahh I see

clear jungle
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So there will be a threshold where one is better than the other I think

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But we are part of a startup program where epic waives the fees as an accelerator program, which is nice.

I'm trying to remember I think they did roll out some per dev pricing.

near stag
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they probably care more about bigger companies when it comes to the fees.

clear jungle
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Yeah, they do have 2k/yr licensing but only if over 1m revenue for non game companies.

Unity is different as they include the revenue of your clients in their calculation

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Anyway I hate it when something needs a calculator

broken portal
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Now all we have to do is to make apple remove their Runtime Fee known as "Core Technology Fee"

clear jungle
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... and getting rid of their "you must build using an apple device" requirement would be nice too

broken portal
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Thats no walled garden, thats a prison

clear jungle
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In a long way, it's all one walled garden.

Paying unity to make games, paying Google, steam and apple to sell games on their platform, buying their hardware to test your games, paying them again a percentage for distribution, and paying them another percentage for a part of your ad revenue and inapp purchases, and paying ongoing cloud services for supporting your game back to them and unity... just to turn around and pay them for ads to increase your revenue on their platform. Finally with the government collecting tax on each of those sales and taxing your revenue just to grant incentives back to these companies. All so you can earn enough to pay some bills, maybe staff if you are lucky, and start it all over again. Maybe saving some money by buying assets, which means giving unity another cut of that purchase, and more tax to the government. And so the cycle continues, creating the illusion of being outside of a walled garden.

Sounds grim when I think about it out loud. Maybe best not to think about it.

broken portal
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who let bro cook

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why don't we just be happy that Unity RTF has been removed and the new CEO is saying he wants to fix and polish the engine

small prism
solemn harness
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This wasn't an issue in the first place... ppl who don't even use Unity made it a popular hyped-up thing. Glad to see it removed from the roots now.

cinder orchid
floral iron
broken portal
last skiff
#

Reading that as "we're planning a runtime fee in the future for non gaming customers" is a bit odd

broken portal
last skiff
fallen wharf
#

To be fair...
It took them exactly one year to fully remove it, and during that time devs were moving on to other engines, thinking Unity was going to stick to the fee.
And while yes, the CEO said that he wants to fix the engine, at this point people will only believe it when they see the results rather that just seeing the promises.

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At least the CEO has no record of him saying something like "we should charge players for reloading", or calling devs "fucking idiots" πŸ˜†

fallen wharf
broken portal
broken portal
# fallen wharf To be fair... It took them exactly one year to fully remove it, and during that ...

Yeah, but to be fair, there are 3 changes which have happened that are good,

  1. URP being the default render pipeline (so I believe they will focus on it more, and also is the built-in going deprecated now?)
  2. Removal of splash screen
  3. Input system being enabled by default

And I suppose they will push UI toolkit more as its full version is also set to be released along side unity 6 stable (I am not sure), I haven't used DOTS at all so I can't say anything on that. Tho these small changes are not sufficient to gain 100% trust but its a good small step, they just have to keep taking these steps and not stop

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Also make speed tree free for atleast Unity only lmao

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I think the current ceo said that they will try to incorporate the tech they have bought in last couple of years for the good of game dev community (I read that on an article provided in this thread), so lets see what Unite has to offer this year

frail pike
gilded basin
# broken portal Yeah, but to be fair, there are 3 changes which have happened that are good, 1....

Seeing how they have a new forum post showing off an update to the editor using UI Toolkit they are 100% pushing it more.

They showed off several updates for simple right click context menus with filtering options, a new customizable editor layout where you can drag and drop a lot of the editor elements and place them anywhere, this also was built on a new tool system that lets you add new UI to the buttons by the enter play mode button group.

They also announced yesterday new set of demos. I think I can speak for a lot of people when I say the new example to make different types of Minimaps is awesome. The minimap system they showed off yesterday has a built in Map Marker example, minimap zoom, world space location hud, and a lot more. Link in message after this just in case the server bot blocks the Unity forum post links.

Edit: Yep Unity blocks links to their own website from their own Discord.

mossy solstice
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that doesn't sound correct. perhaps link it as a code block so this can be verified

twilit linden
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I have seen the direction of moving the editor to the UI Toolkit, but there were small iteration over the years. They still had to keep compatibility with IMGUI tools.
Is it posible that Unity 6 editor is 100% on UI Toolkit with suport for IMGUI and not the other way arround (like the prev versions) ?
It's a looot of work because as I see it UI Toolkit is meant to be a full toolkit solution like WPF or MAUI, not just Canvas, CanvasElements and RectTransform.

ripe storm
#

Unity 6 is already out, presumably you mean Unity 7?
More and more editor things are moving to UITK, and more and more runtime support is being added. A total transition isn't happening in 6

ripe storm
fallen wharf
# broken portal Yeah, but to be fair, there are 3 changes which have happened that are good, 1....

Late reply, but yeah, those changes also show that there is at least some commitment to the goal of improving the engine, especially the splash screen (i still want them to get rid of the current pipeline workflow and replace it with something better, like a modular one).
As for UI Toolkit, i'd be surprised if they manage to complete and polish it soon; if not, then maybe it will be ready for Unity 7.
As for DOTS, supposedly it's now stable, but this could be their chance to make it even more stable and ready for bigger projects (i'm still waiting for the migration to CoreCLR, but i can tell that it's gonna take a while. I'd surprised if they release it for a future 6.X release).
They need to not only keep up with the good step, but also being consistent and, most importantly, being fully transparent regarding the future of Unity and what can we expect and when.

fallen wharf
fallen wharf
fallen wharf
gilded basin
broken portal
broken portal
broken portal
ripe storm
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They are building a new worldbuilding solution based on DOTS

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It's not happening in Unity 6. 6 is in preview, it's had all the major features it's going to get

broken portal
ripe storm
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What do you mean 6.x? There is no .x

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And any speculation about 7 will hopefully get more solid after Unite, which is next week

broken portal
ripe storm
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That's not a thing

broken portal
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so we will only get 6000.3.xxf1 till Untiy 7?

ripe storm
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Unity 6 Preview is the same as the tech stream

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Unity 6 is the same as the LTS

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There's no .1, .2, .3 etc

broken portal
#

so basically Unity changed the version system, not reverted back to the old Unity 5 era ones

ripe storm
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Yep

broken portal
#

as in Unity 5 we had 5.x.x releases

broken portal
#

I always thought they reverted back, but it is a entirely different system of version altogether

unkempt granite
# clear jungle Yeah, they do have 2k/yr licensing but only if over 1m revenue for non game comp...

I feel like revenue of your clients shouldn't be Unitys concern. (I'm not sure if this is a common industry practice in some industries?)

If I make a game for a homeless guy for $1 or google for $1, shouldn't make a difference $1 is $1.

It's good they removed the runtime fee after public backlash/economic repercussions.

But the fact they did it at all, and did it in such a slimy way it's like they poured something gross all over your car, then washed you car... cool my car isn't gross anymore but still doesn't fix trust issues. Need to do something good, not just stop doing the bad thing.

Especially if they still have some sus rules around tracking rev of client, which is akin to having rules around tracking webgl plays/downloads/runtime. In their wanting to track and profit of things beyond companies rev/seats.

frail pike
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am i gonna have to take web development courses to upgrade to unity 7?

gilded basin
#

This is for those having the conversation about UITK and worrying about converting over from IMGUI.
Not sure if anyone has mentioned this yet so dropping this information just in case it helps anyone, but Unity has a UI Element called IMGUIContainer that has been around for a couple years now.

You can pass in a method that acts as the initial call to IMGUI based code in it.
With this you can still use your IMGUI code inside of the UI Toolkit while still applying styles and using the UI Toolkit's event callback system on the IMGUI Container itself.
The method passed in and any method called in from that passed in method can still use the old IMGUI Event system for checking stuff like UnityEvent.current.type.

The method passed in acts like a function container that allows UI Toolkit elements to use OnGUI rendering and event handling pretty much.

private void InitIMGUIContainer()
{
    _IMGUIContainer = new(OnIMGUIDraw);
    _IMGUIContainer.style.position = Position.Absolute;
    _IMGUIContainer.StretchToParentSize();
    _IMGUIContainer.RegisterCallback<MouseDownEvent>(OnMouseDownUI, TrickleDown.TrickleDown);
    _IMGUIContainer.AddManipulator(_zoomManipulator);
    _IMGUIContainer.cullingEnabled = true;
    TexturePreviewFrame.Add(_IMGUIContainer);
}
frail pike
vestal stag
#

If you mean ugui (and not imgui), it recalculates a canvas' contents when a child changes, but you can easily manage this by splitting your stuff into child canvases so it only updates that one canvas, and not the ones above it. Otherwise imgui (the old one) recalculates every OnGUI call (which can fire multiple times a frame).

frail pike
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yeah i mean the current ui, im wondering if ui toolkit runs better, otherwise whats the point of learning web development for it?

clear jungle
gilded basin
# frail pike yeah i mean the current ui, im wondering if ui toolkit runs better, otherwise wh...

To be honest I haven't used the runtime UI in Unity 6 just yet, so can't give an accurate statement on performance yet.
With Unity's release of a UI Toolkit Minimap community project for runtime games two days ago I am planning on checking out the Minimap systems this weekend. If you want I can ping you in the UI chat in this Discord with the results when I finish testing it out.

I know the UI Toolkit has recently had a lot of performance updates just in the last three weeks though.
This is comes from a few different areas of changes, but the most noticeable ones people probably wondered about are the following performance changes.

  1. There was some memory leaks happening in multi column controls that was causing issues. This is fixed as of Unity 6 preview 17.
  2. ListView was refreshing in some cases that didn't need to causing a complete rerun of logic. This is fixed in Unity 6 preview 18.
  3. They created a cache of duplicated recorded objects allowing a much faster set of operations in several areas. This was lasts weeks update
    Note on the last one. This was an issue in the Undo System that multiple pieces of Unity was using. So this performance fixed improved more areas not just the UI Toolkit.
#

For a bigger conversation we might want to take this to the UI Toolkit chat instead of continuing it here in this sub thread that way we don't block other people's conversations.

frail pike
#

alright, just ping me with the results in the ui chat after you test it πŸ‘

gilded basin
# frail pike alright, just ping me with the results in the ui chat after you test it πŸ‘

Sounds good. I will probably have some stuff tomorrow. Got to finish my community Sprite Editor tool update....took on the task of integrating animation clips and multi sprite selection as a community project to put on GitHub.

Is there any version of Unity you want me to test performance changes against to see if they are truly better or worse.
Also which Render Pipeline do you want tested against. Rendering got a complete overhual thanks to Render Graphs in Unity 6 so some performance stuff during runtime comes from that major change.

frail pike
gilded basin
#

Alright dropped the start of the new conversation in the UI thread. Mentioning it here just in case you don't get a ping from Discord.

ripe storm
jaunty gate
#

have only used UITK for editor tooling sofar, but its totally fit for purpose and fine

unkempt granite
# last skiff Evidence of them saying this or applying a runtime fee to non-gaming customers?

To quote the op link: we - cancel the Runtime - Non-gaming Industry customers are not impacted by this modification.
There is a runtime fee, they make modifications to the contracts to cancel the runtime fee, state that non-gaming customers are not effected by this modification.

It all rides on if non-gaming industry customers had runtime fees and Unitys unclear messaging throughout the entire process of Runtime fees makes it hard to know if any non-gaming applications ever had runtime fees.
But unless you know all non-gaming applications specifically didn't it's understandable why you would assume they could.

Do you have proof that no non-gaming industry customers had runtime fees? Best information I could find is;

Quote from Unity:
How are non-gaming applications impacted by the Unity Runtime Fee?
The Unity Runtime fee does not apply to our film, gambling, or education subscription plans at this time.

What if a Non-gaming application/industry customer isn't in film, gambling, or education?
What if a Non-gaming application is made by a Gaming industry customer?
What if a Gaming application is made by a non-gaming industry customer?
What if "at this time" changed and those 3 industry's eventually got runtime fees?

Was there 0 situations where non-gaming application/industry customer got runtime fees? Idk.

I have the quote archived, because unity seemed to have removed all information about runtime fees from there website and redirected links to op post, making it hard to keep accurate historical data of what they did and tried to do, and at the time was frustrating to see Unity trying to rinse Game Devs the people that made Unity what is it, while letting gambling applications get off free.

ripe storm
#

Man, it's not a conspiracy, it just never applied to industry.

tacit mason
#

So, this is news to me, happy to see!

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Although I was under the impression the runtime thing was only optional... I guess no one was choosing the option so they just yeeted it outright

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I should get back into game dev soon...

low moth
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No one COULD choose the option ... it was only coming into affect with Unity 6.

violet mortar
#

@gentle pond Your post has nothing to do with this thread topic. Also you've been told to use a translator, because your gibberish is impossible to understand and is basically spam at this point.

gentle pond
violet mortar
#

Hence why you need to use a translator, because it was nonsense at best.

sharp remnant