• @kicksystem@lemmy.world
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    19 months ago

    It’s based on downloads. Of course those are easy to track. Outrage exists because people hate change. I get that, but it still isnt unreasonable.

      • @kicksystem@lemmy.world
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        19 months ago

        “We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user. We chose this because each time a game is downloaded, the Unity Runtime is also installed. Also we believe that an initial install-based fee allows creators to keep the ongoing financial gains from player engagement, unlike a revenue share.” - https://blog.unity.com/news/plan-pricing-and-packaging-updates

        • @wahming@monyet.cc
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          9 months ago

          Here’s the FIRST sentence of your link

          Effective January 1, 2024, we will introduce a new Unity Runtime Fee that’s based on game installs.

          Here’s the details of how the plan will work a few paragraphs down, again from your link

          Once a game passes the revenue and install thresholds, the studio would pay a small flat fee for each install (see the table below).

          If that wasn’t clear enough, here’s the pricing table. Notice what it refers to? Hint: It’s not downloads

            • @wahming@monyet.cc
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              109 months ago

              Source that’s not you pulling it out of your ass? Because your own link disagrees with you

              • @kicksystem@lemmy.world
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                19 months ago

                It says so right there. The license is based on installs which will be tracked via downloads:

                "We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user.

    • @Eiim
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      79 months ago

      Nobody here is arguing from direct information, just implications of vague statements. Here’s where they spell it out in more detail:

      https://forum.unity.com/threads/unity-plan-pricing-and-packaging-updates.1482750/

      Q: How are you going to collect installs? A: We leverage our own proprietary data model. We believe it gives an accurate determination of the number of times the runtime is distributed for a given project.

      Q: If a user reinstalls/redownloads a game, will that count as multiple installs? A: We are not going to charge a fee for reinstalls. The spirit of this program is and has always been to charge for the first install and we have no desire to charge for the same person doing ongoing installs. (Updated, Sep 14)

      Note the update there. They completely walked back their previous answer:

      Q: If a user reinstalls/redownloads a game / changes their hardware, will that count as multiple installs? A: Yes. The creator will need to pay for all future installs. The reason is that Unity doesn’t receive end-player information, just aggregate data.

      Which has lead to a lot of confusion. It seems like their “proprietary data model” is focused on another point, which is preventing install spamming. Or maybe it’s also about reinstalls, even though they “don’t receive end-player information” so that was impossible a few days ago.

      • @kicksystem@lemmy.world
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        19 months ago

        Well, I am just going by what their own official statement is:

        “We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user. We chose this because each time a game is downloaded, the Unity Runtime is also installed.”

        https://blog.unity.com/news/plan-pricing-and-packaging-updates

        But the link that you sent indeed sounds a lot more vague. It’d be a major mistake on their part if they are not going to be transparant on how they are going to do the counting.