![]() ![]() When this is raised internally, the answer is "we would fix this with the customer to not bankrupt them".Yes, in this current form, it's possible for successful games with very high install counts and low enough per-install revenue to lose money when more people install their game.There will be an online calculator very soon (TM) to model your potential costs. ![]() For subscription services, Unity will talk with the subscription service's distributor, not the game creator.It will potentially/probably undercount installs, but definitely not overcount. Whatever the solution is, it will be conservative. Unity hasn't actually completely figured out how to count installs yet.There will not be an embedded "phone home" mechanism.We don't want to charge for fraudulent installs (install bombs, piracy, etc.).CI, tests, and other automations will not be charged.Installs are meant to be per unique user.Sadly the OP and FAQs haven't been fully updated yet with some of these changes. To focus on a few key points that have somewhat changed since the initial announcements. Sadly, good news of the extended availability of Unity free to larger funding thresholds and some extra features were buried in everything else. Yes, there's also a will to bring more users on Unity pro when they use Unity to build a product for a business with meaningful revenue.The price changes are aimed at this ~10% of customers as a way to scale their costs with success via revenue+installs. Many very profitable game studios pay very little to Unity compared to their other costs of business, despite the Unity engine being an essential part of their game/product.Employees need to be paid or there's no engine, as simple as that. Unity needs to generate more revenue to eventually be a profitable company so we can sustain developing Unity for many years to come.Let's explain what the changes are about in plain English: We love celebrating your successes with the Unity engine and many of us are up in arms internally about all this. We work hard to give you the tools to create amazing games all the way from indie to large studios. I and many, many of my colleagues have had a very bad last 12+ hours. I feel compelled to post something because I'm completely appalled at some of the initial choices for this new pricing model and most importantly at the poor and confusing communications around it. ![]()
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