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.
So today Unity announced changes in how they are going to monetize their game engine, and it is, rightfully might I add, poorlyrecieved
Here is how much youtuber Dani would have to pay unity if they consider his games to gain over $200k in revenue
Now I don't know how much tracking crackers and re-packers remove from the games getting cracked, but if unity were to count cracked games as a valid install (and they will count every install of a game they are aware of), thn piracy could seriously bankrupt indie devs. Like, not just losing them revenue, but actively losing them money. While piracy is already in an ethical grey area, I think that is just a bit too much.
So, I want to raise awareness of this, and with it I have 2 questions to ask:
Do the people that crack games make sure to remove the ability of unity tracking cracked installs?
If the answer to the previous question is "no", how do we make them aware of the fact that it is probably for the better if they do this?
makes me sad because for VR and AR, Unity got devkits working faster than anything. And new hardware is still supported overwhelmingly in unity sooner. but fuck everything about this shitshow
Everyr VR game I've played that uses Unreal feels sooo much more optimized then other games using Unity. It would be a significant win for everybody if more devs switched over.
they're more optimized because they must be in order to hit performan frame rates. Unreal makes a fantastic FPS engie; for anything else, it must be beaten into a shape that conforms with the limitations - in VR's case, sub 10ms frame timing so the GPU has enough time to get the scene drawn into the buffer for each eye.