So here's what Unity says the new pricing policy is, today (assuming it doesn't change again next week, like it did last week, and the week before).

https://blog.unity.com/news/open-letter-on-runtime-fee

Critical thoughts:

1. The fact that the new fees *only apply to future versions* is the critical change here, and probably(?) avoids a lawsuit. This *will* have interesting ecosystem effects since many people will now want to stick on 2022.3 LTS indefinitely. Possibly, libraries will latch to 2022.3 and never update.

An open letter to our community | Unity Blog

An open letter from Marc Whitten to the Unity community in September 2023. 

Unity Blog

2. The new policy is a bit confusing, though easier to understand than last week's. They now claim [over $1m revenue] they will charge *the lower of* 2.5% revshare, OR a charge per "number of new people engaging with your game" that they "calculate" based on your "self-reported data".

This "new installs" number is still untrustworthy gibberish. But now you can ignore it. The new "price" is 2.5% of revenue, possibly reduced arbitrarily.

Now the question is: Is this better or worse than Unreal?

(2, continued) Unity's new 2.5% revshare is lower than Unreal's 5%. But *Unreal doesn't charge a per-seat fee*.

A per-seat fee *plus* a revshare is sour tasting. Per-seat fees are really inconvenient for small operations where some or all of your devs may only use Unity part time. And those per-seat fees are (by my math) 5x higher than they were in 2021.

Overall, New Unity *probably* costs less than Unreal, *usually*. But awkwardly, any cases Unity costs more will be at the lower revenue end.

3. My gut is that if *this open letter's policies" were what Unity had announced to begin with, people would have been *annoyed*, as they were with the 2021 changes, but you wouldn't have seen a community collapse or mass exodus. However, I do not think this open letter will halt the mass exodus. The core problem is that *Unity can no longer be trusted*. You can consider the new 2024 prices acceptable. But now what you really have to worry about is how they will change in 2026.

(This thread has been edited to correct confusion about Unity's version numbering scheme, as corrected by Jonbro; 2023 LTS will be released in 2024 and therefore the new fees will apply.

Possibly, I will post a version of this thread on Cohost later, just so that I can actually sit down and make a two-dimensional graph of at what combinations of developer count and revenue Unity now costs more than Unreal. I bet it's going to be a *fascinatingly* baffling graph.)

Okay, here's the Cohost version of the above thread, featuring the below diagram. https://cohost.org/mcc/post/2935303-unity-corporate-self

My takeaway from the diagram:
- Geepers, this is complicated! It's kinda hard to predict now if Unity is a good deal or not!
- If you are a small dev making between $200k and $2.5M, Unity is basically a bad deal compared to Unreal now. You have to be making either more or less than that for Unity to make sense finance-wise.

@mcc My takeaway: godot's graph is looking nice and simple! â€‹
@vv I don't mention Godot for a simple reason: For mobile/PC, Godot costs zero. But for *consoles*, Unity/Unreal can actually cost *less* than they do on PC… and on consoles, the price of Godot is *unknown*. There are several entities you can license a console-compatible version of Godot from, and the price, and quality level, of those console Godot forks is unknown to me.

@mcc @vv I'm interested in seeing what the W4 folks are going to be offering and what the pricing is like.

They've said they'll be announcing the details within the next couple months and have also said that they'd be competitive with (cheaper than) Unity's offerings, and source would be included (the requirement being you need to have devkit/NDA access from the appropriate console manufacturer).

It sounds like they plan on bringing in further revenue from support contracts / consulting.

@mcc @vv are there legal or technical reasons for Godot not having native support for consoles? (Technical include “no contributors with the necessary know-how”.)
@oblomov @mcc I believe it's mostly legal. Most if not all of the console agreements are proprietary/confidential and so it's not really possible to just hit "deploy".
@vv @oblomov It is very difficult to produce open source software for consoles since the APIs are covered by NDA , so it is assumed any software targeting those APIs must only be distributed to people who already signed the NDA. Most collaboration and distribution systems for OSS support this poorly.
@mcc @vv thank you both for the details (and the link)
@mcc @vv @oblomov I wonder if they could ship a godot middleware doing the interfacing between godot and the proprietary SDK, so it's your responsability to acquire a devkit but once it's done, all you have to do is drop it in the project and hit compile

@oblomov @mcc @vv
Mostly legal, apparently in case of godot also 50% technical. TL;DR is - major console companies still give out devkits only under NDA and individual basis. So Godot cannot legally publish any console exporters since it would violate TOS if it's available in the open.

Also, based upon one assesment that came up frequently, Godot's architecture will at the very least be challenging to port to PlayStation and with a few caveats to XBox. Switch works and has been proven.

@oblomov @mcc @vv
The assesment in question:
https://webcache.googleusercontent.com/search?q=cache:WXkgYs_-WtEJ:https://blog.odorchaidhe.games/posts/godot/&cd=11&hl=en&ct=clnk&gl=fi&client=firefox-b-d

The original site has been taken down because some people from the community apparently dished out threats due to the critical nature of some of the points. But with the mentioned circumstances in the intro and after a few days I think this is all very fair.
Just disregard the quoted post at the end. That's way more emotional than necessary.

@oblomov @mcc @vv
I still think/hope/am cutiously optimistic that Godot will now start to take off and over the coming year or two address some of these things. Especially performance and stability.

Personally, I think the desire for high end 3D from an engine like Godot is unnecessary. If you really want AAA then it's just gonna be Unreal for most indie devs who don't have (aspirations for) their own engine. "Pretty nice" is really good enough for Godot's scope. Performance is more important.

@SpookyDoom unfortunately the failure mode it seems like Godot is heading toward (from someone I know that's been trying to switch) is that high end 3D is available but highly customized or highly stylized 3D is harder or unavailable. I hope I am wrong about this.

@mcc I am not sure I follow here ... Godot has a visual shader editor and its own shader language support. How can a renderer be highend 3D only if you can create your own shaders?
How long have they tried to switch? What were the concrete things missing and problems?

I'm more concerned Godot is pushing for highend 3D without being able to reach it. It's not the place I'd actually see Godot in. Good quality - absolutely. Yet performance, Stability and Usability should always come first.

@SpookyDoom Please understand I am speaking from a place of ignorance about Godot. But

Shaders are "baby level" customization. They customize specific boxed off things in the render pipeline. Once you unlock compute shaders, which I believe Godot has now, it provides a greater level of flexibility. But compute shaders have their own limitations.

If you're working at my, or [my friend]'s level, what you want are what Unity calls "Command Buffers" or what Unreal 4 called "RHI".

@SpookyDoom In other words you want to move beyond customizing specific steps in the render pipeline and creating your own render pipeline— issuing your own draw commands. At the entry end this is necessary for complex trees of render-to-texture/multipass rendering, at the advanced level it is necessary for writing "custom renderers" in general. If you have the *ability* to work at this advanced level it feels constraining to go "how do I break my problem into the engine's primitives?".

@mcc ah well, okay. I also never went deep enough into Godot in that regard and I also have doubts that I ever will (but hey - never say never).

But this really sounds like Godot simply isn't the right choice for them. Then again - I am very ignorant to most high level problems in game making.

Compute shaders really are a thing now, though:
https://docs.godotengine.org/en/stable/tutorials/shaders/compute_shaders.html

I really like these discussions, though. I feel like on this server I stumbled into a tech convention.

@SpookyDoom The problem is that if Godot is to replace Unity it has to become a viable "Forever Engine". That is, if you enter it at the entry level you have to believe it can grow with you to the master level. You don't want something that you invest time and resources into only for it to turn out nope, you need to start over with something else when your needs shift.
@SpookyDoom Because Godot is open source, it has the potential to become that even if it is not that now. But someone will have to think about how to make it so.
@mcc "replace Unity" is also a very broad term. Like in it's current state? I doubt that's desirable. Unity has become a bloated behemoth. Far from the focused game engine for indies it started out as.
Replace Unity for the majority of small dev(teams) who create game in the scale of "Enter the Gungeon", "Dusk" or "Phasmophobia"? I think that's much more realistic (at least at this point).
@mcc I could imagine with the revenue system in place, now teams might now start to flock towards more specialized solutions at the scale of their projects. Like high fidelity and graphics heavy stuff will give Unreal a closer look. Small teams who value cost predictablility and don't necessarily need more might rather go to Godot or one of the more specialized OpenSource projects.
@mcc @vv
Godot will now have to prove if it is ready to improve with the new influx of people, developers and funding from the fallout of the last 10 days. I hope they do. Oh, I really hope they do. While there are so many engines out there most are mailny code based and that's a major turnoff for non programmers.
Fingerscrossed. Also that the rumors about Juan making major, jet sometimes too chaotic decisions for the direction of Godot are too exagerated or not true any more. 🤞