Unity deleted these terms, don't let them get out

https://lemmy.today/post/1135653

Unity deleted these terms, don't let them get out - Lemmy Today

From The Internet Archive: https://web.archive.org/web/20201111183311/https://github.com/Unity-Technologies/TermsOfService/blob/master/Unity Software Additional Terms.md [https://web.archive.org/web/20201111183311/https://github.com/Unity-Technologies/TermsOfService/blob/master/Unity%20Software%20Additional%20Terms.md]

So basically unity wants money even for games made on their engine before this shitty update. All older versions of games with older versions of unity are eligible to be monetized. Forget ethical, how is that even legal?

Unity, I hope you die. Sorry to all the Devs who put their soul into developing it.

Jesus dude chill it. Somehow hating Unity is popular here, and don’t get me wrong I am also here because I hated the corporate asshole named spez, but this move Unity wants to make isn’t super unreasonable. They want to charge proportionally to the amount of usage. If they’d done this right out of the gate, nobody would have thought that is unreasonable. Unity is a great engine, they should be able to charge for it.

If they’d done this right out of the gate, nobody would have thought that is unreasonable.

That’s ridiculous. There’s no technical way they can accurately detect repeat installs on the same device, or pirated copies. Which means devs will pay out the nose for no reason. The outrage exists for a reason

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.
It’s NOT based on downloads. Where are you even getting your info from?
“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.” - blog.unity.com/…/plan-pricing-and-packaging-updat…
Unity plan pricing and packaging updates | Unity Blog

In January 2024, Unity will introduce a new Unity Runtime Fee based on game installs. Prior to this, Unity subscription plans will add cloud-based asset storage, Unity DevOps tools, and AI at runtime at no additional cost.

Unity Blog

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.

Which is based on downloads.
Source that’s not you pulling it out of your ass? Because your own link disagrees with you

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.

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

…unity.com/…/unity-plan-pricing-and-packaging-upd…

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.

Official - Unity plan pricing and packaging updates

[ATTACH] Effective January 1, 2024, we will introduce a new Unity Runtime Fee that’s based on game installs. We will also add cloud-based asset...

Unity Forum

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.”

blog.unity.com/…/plan-pricing-and-packaging-updat…

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.

Unity plan pricing and packaging updates | Unity Blog

In January 2024, Unity will introduce a new Unity Runtime Fee based on game installs. Prior to this, Unity subscription plans will add cloud-based asset storage, Unity DevOps tools, and AI at runtime at no additional cost.

Unity Blog