#Unity sucks

59 messages · Page 1 of 1 (latest)

flint dragon
opaque juniper
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I saw this but luckily I believe we're not affected (at work) because we use it only with WebGL, which probably doesn't count as an "install"
This is clearly geared towards game devs and it's a little unclear how and if it applies to a company like mine just using it for 3D rendering on the web.
We are prepared to simply replace Unity though if necessary. There's a lot of great libraries for 3d rendering in the browser so I'm sure we could find something.

hexed estuary
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$0.20 per install isn't a terrible price, especially given the thresholds they've set.

I do think there are probably better ways for them to increase revenue. My biggest issue with this is that they're using their own metrics to track installs, so you're reliant on them being accurate. They're also saying they'll work with developers who's games are being pirated or part of an install bomb, but then you're at the mercy of Unity's customer service.

Very messy but I think their pricing model isn't terrible...

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And yeah, it doesn't apply to web based games

crimson cloud
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There has been a lot of talk about this, and the pricing only applies to devs IF they manage $200k in sales within 12 months AND have at least 200,000 lifetime installs

The new pricing affects ONLY Unity Personal, and Unity Plus licenses

Install bombing isn't going to be a thing, it's per device installs, this has been clarified by Unity themselves as well.

Unity Pro is $0.15 for the first 100,000 installs, $0.075 for installs 100,000 -> 500,000 and $0.03 for installs 500,000 -> 1,000,000, and $0.02 for any install after that, and Pro is $2000 a year per company. Enterprise is even cheaper than that

hexed estuary
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I feel like the backlash is mostly due to poor communication about the changes when they first announced them.

crimson cloud
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Yeah, but it's been fearmongered as being "the death of Unity" when it's not that at all

flint dragon
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It doesn’t make sense to tax installs, it does make sense to take a % of revenue or similar

hexed estuary
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Yeah

crimson cloud
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TL;DR: Less than 10% of Unity devs are potentially affected by this

hexed estuary
flint dragon
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It’s trust ending

hexed estuary
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Don't see how a revenue share change would have been any better for trust

crimson cloud
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Do you have over 200,000 installs on separate devices? If yes, then do you make $200,000 a year in revenue from sales of the game? If yes, then you're affected by the new pricing

At which point, you should already be using Unity Pro or Unity Enterprise in the first place

flint dragon
crimson cloud
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"Hey, we're now just taking X% of all of your revenue, kthxbai" would've been a lot worse of an outcome for all of this, honestly

flint dragon
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Well now you basically need to ensure you’re making more money per user then the fee, or you’re in the red. At least % share scales with different business models better

hexed estuary
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I feel like $0.20 is gonna be way less expensive than any revenue share. If your game is $10 a single install is only 2%. Most games are more than $10... right???

flint dragon
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Lots of games are free

hexed estuary
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Then you won't hit the $200k threshold

crimson cloud
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Then you're making a grand total of $0.00 of revenue for installs

hexed estuary
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And it doesn't apply to subscriptions

flint dragon
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Yes you will, if you’re making for example 200k off 5 million users or similar

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For example ad driven games, microtransaction games will be unfairly penalized more harshly

crimson cloud
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If the game's free, you won't reach the $200,000 in 12 months threshold to be hit with the new pricing

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That applies to ONLY game purchases, not in-app purchases etc, as far as I'm aware

flint dragon
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And you need more users to make $ with free games

crimson cloud
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You have to reach both of the thresholds for the pricing to apply

flint dragon
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Yes, there’s lots of games that do

crimson cloud
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It's per install, per device, per purchase of the game itself, not in-app purchases/microtransactions

flint dragon
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Yes I understand

hexed estuary
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I feel like a game is unsustainable if you're making <$0.20 per user

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And have over 200k installs

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There's a bigger issue than Unity's pricing model in that case

flint dragon
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In free games the amount of money you make per user is lower. Thus you’re paying a higher fraction as you need more users to make a similar amount of money as a 10 dollar game for example

crimson cloud
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Free games will never be hit with the new pricing...

flint dragon
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Why??

crimson cloud
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No matter how many installs you get

flint dragon
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😂

hexed estuary
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I understand that but revenue per user over time should be in dollars not cents

crimson cloud
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They do not reach the $200,000 per year of GAME purchases threshold

flint dragon
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Unity Personal and Unity Plus: The Unity Runtime Fee will apply to games that have made $200,000 USD or more in the last 12 months AND have at least 200,000 per-game lifetime installs.

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Doesn’t specify how

hexed estuary
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From what I'm reading it's not only game sales, it's revenue

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However they do say that subscriptions don't count

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I do think ad sales count because they call out that using LevelPlay for ads will get you per install credits

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But I still think that at $0.20 any ad supported game should still be able to be profitable. Not being able to earn $0.20 per user is unsustainable.

flint dragon
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I guess we hope they figure out how to protect against malicious actors abusing this system lol

hexed estuary
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That's my biggest gripe with this. Way to ambiguous and dependent on unity being a forgiving dictator

flint dragon
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And yo they install tracking on everyone’s games now, that’s pretty wild.

hexed estuary
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I think revenue share would be more expensive but would be less messy

flint dragon
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Yeah. I just don’t see why the amount you pay doesn’t scale with how much you make

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Like we’d assume with more players more money but it’s kinda nuanced I think

flint dragon
compact parrot
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It's your fault for not expecting it kek

hexed estuary
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We have heard you. We apologize for the confusion and angst the runtime fee policy we announced on Tuesday caused. We are listening, talking to our team members, community, customers, and partners, and will be making changes to the policy. We will share an update in a couple of…

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flint dragon
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Let’s gooo