Despite bringing in over $1.8 billion in revenue in the 12 months ending in June 2023, Unity was nearly a billion dollars away from profitability during that same period, thanks in large part to a wave of expensive acquisitions.
Love how this plays in relation to all the arguments of "well, you have to understand, Unity doesn't turn a profit yet, they need to be able to make money", from when they first announced the change.
It's by design, you don't need to pay taxes if you don't generate profit, you can just shovel more value into the company with investments and acquisitions that then hopefully generate you even more money in the future.
And at the same time you can point at that loss and use it as an excellent scapegoat for doing shitty things.
Weta is researching and building (amongst other things) graphics processing technologies.
Being able to take cutting edge technologies from the film industry, optimising them and selling them as “click and go” solutions in Unity would be a huge win.
The talk was that Unreal was starting to get used in the entertainment industry for real-time set effects and they had no way to compete in that space.
“I truly don’t think it was done maliciously,” our Unity insider said. “Ultimately Unity has lost a lot of money over the last 18 years – billions of dollars – and they need to do something to make more money. Sadly, it wasn’t delivered well, but the need to make more money is still there.”
Using anti-competitive tatic to try to eliminate a competitor is literally malicious.
Using anti-competitive tatic to try to eliminate a competitor is literally malicious.
To be fair, it sounds less like eliminating, and more like "carving out a niche", with the competitor being the dominant one. Doesn’t make it great, but at least a bit better ;)
I left Unity behind they they merged with Ironsource. I said it then, that they would become an ad focused company and engine development would be put in the back burner. I've watched that statement become the truth.
I left because even before that, they kept over promising features and then depreciating things and leaving users with broken systems that you either had to wrap up in boilerplate code yourself, or pay for an expensive plugin to make work right. When they MERGED (the article says it was an acquisition, but in reality it was a merge. Subtle seeming difference, but an important distinction for me), I saw the writing on the wall that this trend was only going to get worse. And it has.
I don't play AAA games (except BG3 if that has 3 A’s), but my wife plays The Sims, and between some cheap DLCs and mods, it seems like it's almost free for tons of content?
Really same reason all these companies making dramatic changes. Rips the bandaid off and lets them roll back to what they actually wanted while looking like they listen. Some are executed better than others. See Deltas medallion change for another example.
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Business-focused site MobileGamer.biz cites multiple "sources from inside Unity and across the mobile games business" in reporting that Unity received some significant pushback from senior-level managers before rolling out its initial fee-restructuring plans.
The final policy knocked that cap down to 2.5 percent only after the extent of the backlash became clear.
While much of the industry furor was focused on the business impact Unity would have on mid-sized indie game publishers, MobileGamer's reporting suggests Unity's moves were actually more focused on extracting a larger share of the lucrative mobile ad mediation market.
Unity made a massive investment in that market about a year ago when it acquired IronSource, one of many major tools that mobile game devs use to maximize revenue by managing inventory from multiple ad networks at once.
"AppLovin is dominating, and Unity tried to use this policy as a forcing agent to try and get back some market share," one source told the site.
Inside Unity, that kind of hardball push for more ad mediation customers may have been seen as necessary to make up for a huge hole in the company's balance sheet.