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?
I’m not involved in piracy/DRM/gamedev but I really doubt they’ll track cracked installs and if they do, actually get indie devs to pay.
Because what’s stopping one person from “cracking” a game, then “installing” it 1,000,000 times? Whatever metric they use to track installs has to prevent abuse like this, or you’re giving random devs (of games that aren’t even popular) stupidly high bills.
When devs see more installs than purchases, they’ll dispute and claim Unity’s numbers are artificially inflated. Which is a big challenge for Unity’s massive legal team, because in the above scenario they really are. Even if Unity successfully defends the extra installs in court, it would be terrible publicity to say “well, if someone manages to install your game 1,000 times without buying it 1,000 times you’re still responsible”. Whatever negative publicity Unity already has for merely charging for installs pales in comparison, and this would actually get most devs to stop using Unity, because nobody will risk going into debt or unexpectedly losing a huge chunk of revenue for a game engine.
So, the only reasonable metric Unity has to track installs is whatever metric is used to track purchases, because if someone purchases the game 1,000,000 times and installs it, no issue, good for the dev. I just don’t see any other way which prevents easy abuse; even if it’s tied to the DRM, if there’s a way to crack the DRM but not remove the install counter, some troll is going to do it and fake absurd amounts of extra installs.
Whatever metric they use to track installs has to prevent abuse like this
I would be eagerly awaiting a follow-up response from unity from this, because as it stands right now, consensus among gamedev circles is that unity won't prevent abuse at all, which is just awful for multiple groups of people.
someone paying for your game and then re-downloading it every hour would cost you $144 a month
someone paying for your game and then re-downloading it every 5 minutes would cost you $1728 a month
web games exist, and if the Unity Runtime Download metric is used there, well, that is going to be an expensive bill for anyone putting any sense of monetization in their web game
Unreal is first place already so that wouldn't matter too much for Godots place but you are partly right, people probably won't switch to Godot. What I think you get very wrong is the chance for open source offerings in that area, the reason why so many big developers still have in house engines is control but those engines get more expensive as the scope of games increases, I think that wiuld be the perfect spot for open source to occupy but it's questionable if that will ever happen.
Cracking often includes blocking all networking features of a game to kill any phone-home license checking, so it's likely that Unity will not know cracked games are getting installed. But it is not guaranteed.
More likely every game dev save for a few big developers (who we don't give a shit about) is going to drop this radioactive business model like a hot plutonium potato and it will become a non-issue.
Usually, cracking doesn't typically result in the blocking of network features. This is why most groups suggest blocking the executable in the firewall.
Yes and no, IIRC the last time I installed a cracked game (disclaimer: it has been a decade) I was required to install the game first with internet OFF, then replace the .exe with a cracked version. But it's entirely possible that there are a lot of newbies doing this without blocking traffic, and launching the game with their internet on and without the crack. So Unity might not see EVERY pirate, but they will definitely see SOME. How many, I'm not sure.
unity is so bad at DRM, genshin impact got cracked a while ago and people made a private server with no paimon barrier. So not really worry about cracked games.
I hope game developers can shift to different game engines! Can't imagine how difficult that could be since I don't even know more than some basic python.
It's pretty much a "develop from zero" situation. You can import assets, but will probably have to at least fix them up. If you are lucky, the two engines use the same language, but probably not. For example Unity uses C# while UE5 uses C++. And then you didn't even get to the parts where you actually use use the engine. Everything that touches the capabilities of the specific game engine need to be rewritten. That is off the top of my head: interaction, physics engine usage, collision engine usage, AI stuff etc.
Probably difficult difficult limes difficult. Like rebuilding a wood frame house into a concrete block house.
You can reuse parts (doors, windows, etc) but not everything comes apart easily, and it's still a lot of work reassembling things. Even the parts you should be able to reuse, you may end up replacing since they don't "disassemble" easily.
It's usually quite difficult, since most other engines use C++, which is pretty different from C# in many aspects. My engine (PixelPerfectEngine - 2D game engine primarily aimed at retro pixelart games, link: https://github.com/ZILtoid1991/pixelperfectengine ) is written in D, which is much closer to C# in a lot of aspects, however my engine is far less capable than Unity, still needs a lot of development, and also has it's own quirks that make some features inconveinent to implement or add.
Yeah that's what tends to happen when you go into complete dependence to a single product of a private company. They will greedily fuck you over at some point and you look like a total dumbass.
The most hilarious thing about this is that, assuming crackers prevent Unity games from phoning home, the best way to support game developers would be to buy their game and then only play the cracked version, never installing the version you purchased.
I haven't pirated a game for a very long time. Indie games are very very cheap; and AAA games don't interest me anyway.
So I'm not really looking at this change from a piracy point of view. For me, the big message here is (once again) don't trust big corps. People who put their trust in Unity are now getting stabbed in the back. They're now have to either pay up big, or do a huge amount of additional work to write their stuff using a different engine. And this could easily happen again, and again, and with other engines... ... So its best not to rely on big corps.
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.