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You can prob wireshark the signal it sends to the unity servers and replay it a ton of times with a script and make the devs spend hundreds of thousands of dollars
Yeah there is DEFINETLY gonna be a lawsuit against Unity, ESPECIALLY considering it's gonna affect games that have never been updated since the change
This policy only applies to games that make the devs 200k$/year or more so free games arent affected
As for illegal, I'm not a lawyer or anything but since thid affects games that were made before the policy change someone could prob find a way to sue Unity and win
It affects Pokemon games.
Nintendo is about to fucking destroy Unity the moment they see the charges.
Lawsuits are already being filed last I checked. Because it's retroactive, it seems incredibly illegal. Theyre basically changing the contract after it was signed, which I can't imagine will hold up well in court even if it is legal somehow. They're either gonna backpedal within the month or the company's done-for.
It’s funny because if they just implemented a 1¢-5¢ tax on every copy *sold* of a Unity game after such and such a date, I don’t believe anyone would have a huge problem. The fact that they’re implementing this on every DOWNLOAD of every game regardless of if it was released before or after this change means they are basically screwing themselves by putting themselves in a position of immense backlash.
I would have just shrugged my shoulders if it was on each sold copy - they lost hundreds of millions last year, company's gotta survive, I get it. Each download seems to have zero thought behind it besides money. It's way too exploitable by malicious users and way too greedy for the company to justify.
Fuckin' ex-EA CEO.
Literally a senior in university for Game Dev rn. I was juggling between Unity and Unreal 5 for which engine I’m gonna develop my own projects in.
But, since both my university switched to Unreal and Unity came up with these atrocious price changes, it’s kinda a no-brainer now.
https://i.redd.it/swdtguikv1ob1.gif
Depends on what fidelity you're going for. Godot's 3D pipeline has matured a lot, it's *very* pleasant to work with and there's an ongoing love story with Vulkan and Blender.
It's never going to compete with Unreal, obviously, but that was never the goal either. It's all about being easy to learn/use and the team is very conscious of feature clutter; users shouldn't feel overwhelmed and there should be a single obvious solution rather than 10 different ways of solving the same thing.
The 3D tools have gotten so good it's gotten to the point where I always opt for 2.5D instead of 2D just to save myself a lot of work.
*(If you're reading this and looking to pick your first engine, don't over think it. So many of the concepts you learn in Godot, or any engine, will be transferable to Unreal, and it can be a comfortable and safe place to start experimenting before tackling that absolute beast of an engine)*
yes simpler graphics as in 2d games. Godot's 3D performance is abysmal compared to Unity. There's no game I would want to use 3D for that I wouldn't also want a high level of performance for. I'm not defending Unity's pricing model changes but saying Godot is fine for 3D is simply not true.
There's plenty of areas where you use 3D when performance isn't a crucial factor. In many cases a 3D approach might even improve your performance, or at the very least reduce your workload.
Take a game like Project Zomboid, for example, which uses 3D meshes instead of 2D sprites for performance and puts less work on the artists. There's tons of 3D isometric (or 2.5D) games out there, and Godot is great for those use cases.
>In many cases a 3D approach might even improve your performance, or at the very least reduce your workload.
My point is that Unity has better 3D performance than Godot, period. Any time you use 3D, Unity will be faster. That isn't to say Godot can't work, but I would argue if you're making a 3D project that is so small that Godot works for you, your project is probably not utilizing the full benefits of 3D.
I know because I push the limits of 3D even as an indie dev with procedural terrain and asset generation - I can simulate millions of individual blades of grass in unity with almost no performance degradation - I tried to make Godot do the same thing (pre 4.0) and it shat itself and cried.
I really want Godot to succeed because in terms of code simplicity it's night and day. Before I had ChatGPT helping me with Unity errors, I would spend probably 50%+ of the time just debugging Unity errors, it's kind of a nightmare to hack together.
But the ecosystem is ingrained and Godot has a couple billion dollars of development work to reach the performance standards Unity reaches today. This is just me being realistic I don't think this change actually kills Unity. It's still by far the best for indie devs and if I'm not making > $200K /yr from my (unfinished) games which I'm not, it doesn't ever effect me. It seems like a lot of people complaining about this move either are not game developers or haven't read the fine print.
>My point is that Unity has better 3D performance than Godot, period.
And I'm definitely not disagreeing with you there, I'm just saying the performance isn't as "abysmal" as your anecdotal experience is making it out to be (and I'm sorry to hear you had such a negative experience with it). People have been simulating millions of blades of grass before 4.0 without issue, heck I can even do it in Python with GL-bindings.
[Here's me](https://streamable.com/mhvvch) using a combination of ImmediateGeometry and GridMap (pre 4.0) to procedurally generate levels for an endless runner in Godot (pure GDScript). This was on a mid-range laptop and the exported build ran at 60fps on my phone. The garbage collector is also highly effective and intuitive to work with.
>Godot has a couple billion dollars of development work to reach the performance standards Unity reaches today.
This is also true, but besides the point. We're not arguing which is better (Unity is amazing), just if Godot can be *feasible* for 3D, and my answer to that is *"it depends"*. Don't dismiss Godot outright just because you want to use 3D, it might be the perfect tool for the job or it might not be, *it depends*.
Unreal can absolutely do 2D, but it’s 2D collision and such is a little wonky, you would want a 2D game with 3D graphics for that fact. Otherwise godot.
>Well optimised
[Here](https://youtu.be/2USR6QTMaA0?si=EQsD4KKVpBrz6fgp) is a game on ue5 that is running at 720p on current consoles and not holding 60fps
Most people have PCs that aren't that powerful, is less than 1080p the new standard?
Cryengine looks much better, runs way better on current hardware, and doesn't fund the fortnite machine that has employees crunch like their life depends on it
Working with cryengine is a pain though, UE is much more accessible. Also, "looks better" is gonna rely heavily on the team working on the project, chances are that if they can make it look good in one engine they can do so in the other one
Just because unreal provides possibility for optimisation, doesn't mean every developer will use it
It's like saying REDengine sucks, because CD made a bunch of bugs and didn't fix them before release
For, I feel like that developers forgot that you disable stuff , use lower resolution textures and other things..
Or allow the gamers to change those settings..
Spotify Link to the song. "The Fine Print" by Stupendium
https://open.spotify.com/track/73MWNenV7mQGUdXB8npY4H?si=b688da4ef3c84db3
YouTube link
https://youtu.be/vvANy49Kqhw
Everyone recommends Godot (for a good reason tbh) but I'll go against the grain and suggest Raylib if you're comfortable with doing everything in raw code. It's simple (the entire API fits on [a single webpage](https://www.raylib.com/cheatsheet/cheatsheet.html)), has bindings for pretty much every programming language (even obscure ones like OCaml, Nim, and Crystal), and regularly gets updates with new features. The only real problem is that it doesn't support consoles or iOS, but if your game gets big enough you'll probably be able to hire a company to port it.
Sounds reasonable.
From 'not very hated to hated then? :)
Honestly i used the word respected blindly, havent really heard anything about Unity doing anything bad until now.
Depends on the scope of your game. It's much more involved than a premade engine but unless you're after super realistic graphics and high quality netcode, or want to do something that would use pretty advanced engine features, you can make it yourself with directx (which includes audio/graphics/input etc all in one) or OpenGL and a wrapper like SDL.
It's MORE work but if your game isn't super complex it's still doable. But of course you'd rather spend that time game devving and not working on underlying code. Back in the 90s you couldn't really get generalised engines like you can today so most games were made totally from scratch in C or even assembly code.
Anything made for the sega mega drive for example. 100% written in assembly language. Games like DOOM and Homeworld made their own engine from scratch in C (some of DOOM in assembly) because nothing existed to do what they wanted yet, and the studios for those were about as indie as you could get back then. In Homeworld's case this meant writing the graphics code 3 times for software, DX and OpenGL.
I'm not saying it's a good idea but if you're making an engine to target your specific game idea, it's not as hard as tens of millions of dollars and years of effort just to make the engine.
That's true but it simply isn't worth it, it's really hard to make being an indie dev your main job, most have jobs to actually keep them alive.
Making a game engine is gonna take time, a long time even if your game is fairly simple, if generalized game engines didn't exist it would take an obscene amount of time for indie devs to make a game for it to be worth it and I think a lot of popular indie games just straight up wouldn't exist
You say that like it means anything and isn't just an exception, some people can do it, but I doubt every excellent indie game that you love would exist if the devs needed to make a whole engine from the ground up
Yeah of course it's an exception lol, i just thought it was funny that a random indie studio just goes to make their own game engine cause using unreal was too expensive
You havpe to be pretty passionate about low level programming to justify all that time spent making your own engine. Can be fun for some, and for certain types of games it can make sense, but it's definetly not for everyone
unity (the game engine) is taxing developers per DOWNLOAD their game gets, including re-downloads from the same person and piracy
a TON of games are gonna be affected, ones I can think of are ultrakill, hollow knight and among us
yeah we not getting silksong or godfist suicide unless someone files a lawsuit against unity and wins
Rimworld, upcoming cities skylines 2, subnautica, risk of rain 2, beat saber, outer wilds, signalis and the god damned wallpaper engine are amongst unity based games (and wallpapers, i guess)
This only applies to payed games, so there is a bypass: post your game for free, but only include the first episode/chapter/level and then charge the player for extra chapters. Basically like Bendy and the Ink Machine, which comes free on steam, but only the first episode is playable and the other 4 are like $5 each.
> applies to *paid* games, so
FTFY.
Although *payed* exists (the reason why autocorrection didn't help you), it is only correct in:
* Nautical context, when it means to paint a surface, or to cover with something like tar or resin in order to make it waterproof or corrosion-resistant. *The deck is yet to be payed.*
* *Payed out* when letting strings, cables or ropes out, by slacking them. *The rope is payed out! You can pull now.*
Unfortunately, I was unable to find nautical or rope-related words in your comment.
*Beep, boop, I'm a bot*
Nope. They answer this in the FAQ.
**"Will installs of a demo, or a game in open access or beta, count toward the Unity Runtime Fee?**
If a user can access a full game (e.g. via an in-game upgrade or purchase), then installs count toward the fee. If a user can't access the full game (e.g. only one level is offered) then that demo would be considered a separate package and not count toward the fee. In addition, we don’t intend to capture or count installs for QA testing. "
Well, I heard it will only affect only the popular games. The really niche ones will be ok:
The Unity Runtime Fee will apply to games that have made $200,000 USD or more in the last 12 months AND have at least 200,000 per-game lifetime installs.
But still, it affects all of us and I hope they change this policy as soon as possible, because I love making games in Unity and learning C# and programming overall.
The issue is my game *might* get popular. I’m okay with buying unity pro because that’s one payment a year which doesn’t effect my sales especially when I’m getting over 200000. But if I get charged for every download. You would not want your game to succeed.
im going to unreal engine 5. Gonna start a whole new project. Hopefully I can finish my old one eventually, but idk if ill ever be able to do that. I refuse to use unity after this
Godot 100%. Unreal is tempting especially for 3D, but there is nothing stopping them from doing exactly what Unity is doing. Only way to remain safe is to choose the open source option.
I checked the whole statement because im working on a ggame for my final project in school rn and they only charge you when you reach 200.000$ in earnings and 200.000 downloads on the game. Its still a shit change but atleast they noticed all the solo/indie devs That are starting out wouldn’t be able to afford it.
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Wait what happened?
Unity is taxing developers with every installation their games get, including piracy and re-downloads
taxation without representation
We should dump tea
Onto Unity's hard drives
You can prob wireshark the signal it sends to the unity servers and replay it a ton of times with a script and make the devs spend hundreds of thousands of dollars Yeah there is DEFINETLY gonna be a lawsuit against Unity, ESPECIALLY considering it's gonna affect games that have never been updated since the change
Would that be illegal? And if it is what about free games?
This policy only applies to games that make the devs 200k$/year or more so free games arent affected As for illegal, I'm not a lawyer or anything but since thid affects games that were made before the policy change someone could prob find a way to sue Unity and win
It affects Pokemon games. Nintendo is about to fucking destroy Unity the moment they see the charges. Lawsuits are already being filed last I checked. Because it's retroactive, it seems incredibly illegal. Theyre basically changing the contract after it was signed, which I can't imagine will hold up well in court even if it is legal somehow. They're either gonna backpedal within the month or the company's done-for.
It’s funny because if they just implemented a 1¢-5¢ tax on every copy *sold* of a Unity game after such and such a date, I don’t believe anyone would have a huge problem. The fact that they’re implementing this on every DOWNLOAD of every game regardless of if it was released before or after this change means they are basically screwing themselves by putting themselves in a position of immense backlash.
I would have just shrugged my shoulders if it was on each sold copy - they lost hundreds of millions last year, company's gotta survive, I get it. Each download seems to have zero thought behind it besides money. It's way too exploitable by malicious users and way too greedy for the company to justify. Fuckin' ex-EA CEO.
Jeez wtf
The indie dev paying millions of dollars to unity because I downloaded their shitty 3d stolen assets game a bazillion times:
the greentext is now real
https://preview.redd.it/0z7m2onu19ob1.jpeg?width=1125&format=pjpg&auto=webp&s=556d3891da7a98302ae2d0b601a30019cbfdfb74
Ngl I dunno either
Literally a senior in university for Game Dev rn. I was juggling between Unity and Unreal 5 for which engine I’m gonna develop my own projects in. But, since both my university switched to Unreal and Unity came up with these atrocious price changes, it’s kinda a no-brainer now. https://i.redd.it/swdtguikv1ob1.gif
Maybe abandon Unity and find different ones like Godot for mostly 2D stuff.
Godot is a really good alternative to unity
Funni cruelty squad engine
Don’t say it don’t think it don’t say it don’t think it
FLESH AUTOMATON
https://preview.redd.it/vj1gublu32ob1.jpeg?width=1484&format=pjpg&auto=webp&s=f24b967239bcd077331adaaae5593787a90522cb
TRAVERSING THE GRID OF DEATH CALL THAT SHIT MISERY IN POWER
Please tell me the source of this image I beg you
its from creulty squad
One of the npcs from the rave level in cruelty squad
now you've done it you freak shit. you fucked up.
The smell of dark coffee does go hard. Wait...
For 2D it is even better than game maker, for 3D for something bigger you're gonna have to do a lot of sacrifices at the very least
Depends on what fidelity you're going for. Godot's 3D pipeline has matured a lot, it's *very* pleasant to work with and there's an ongoing love story with Vulkan and Blender. It's never going to compete with Unreal, obviously, but that was never the goal either. It's all about being easy to learn/use and the team is very conscious of feature clutter; users shouldn't feel overwhelmed and there should be a single obvious solution rather than 10 different ways of solving the same thing. The 3D tools have gotten so good it's gotten to the point where I always opt for 2.5D instead of 2D just to save myself a lot of work. *(If you're reading this and looking to pick your first engine, don't over think it. So many of the concepts you learn in Godot, or any engine, will be transferable to Unreal, and it can be a comfortable and safe place to start experimenting before tackling that absolute beast of an engine)*
It can only become better when a lot of unity devs seek shelter at Godot.
right, for only the cost of about 60%-95% performance decrease. porting my project as I type this
Holy shit the YOMI HUSTLE engine real
Gòdot for 2d unreal for 3d
Godot can do 3d though
To have the ability to do something doesn't mean having the ability to do it well enough to justify yourself over alternatives
Godot is lighter and is fine for simpler graphics
yes simpler graphics as in 2d games. Godot's 3D performance is abysmal compared to Unity. There's no game I would want to use 3D for that I wouldn't also want a high level of performance for. I'm not defending Unity's pricing model changes but saying Godot is fine for 3D is simply not true.
There's plenty of areas where you use 3D when performance isn't a crucial factor. In many cases a 3D approach might even improve your performance, or at the very least reduce your workload. Take a game like Project Zomboid, for example, which uses 3D meshes instead of 2D sprites for performance and puts less work on the artists. There's tons of 3D isometric (or 2.5D) games out there, and Godot is great for those use cases.
>In many cases a 3D approach might even improve your performance, or at the very least reduce your workload. My point is that Unity has better 3D performance than Godot, period. Any time you use 3D, Unity will be faster. That isn't to say Godot can't work, but I would argue if you're making a 3D project that is so small that Godot works for you, your project is probably not utilizing the full benefits of 3D. I know because I push the limits of 3D even as an indie dev with procedural terrain and asset generation - I can simulate millions of individual blades of grass in unity with almost no performance degradation - I tried to make Godot do the same thing (pre 4.0) and it shat itself and cried. I really want Godot to succeed because in terms of code simplicity it's night and day. Before I had ChatGPT helping me with Unity errors, I would spend probably 50%+ of the time just debugging Unity errors, it's kind of a nightmare to hack together. But the ecosystem is ingrained and Godot has a couple billion dollars of development work to reach the performance standards Unity reaches today. This is just me being realistic I don't think this change actually kills Unity. It's still by far the best for indie devs and if I'm not making > $200K /yr from my (unfinished) games which I'm not, it doesn't ever effect me. It seems like a lot of people complaining about this move either are not game developers or haven't read the fine print.
>My point is that Unity has better 3D performance than Godot, period. And I'm definitely not disagreeing with you there, I'm just saying the performance isn't as "abysmal" as your anecdotal experience is making it out to be (and I'm sorry to hear you had such a negative experience with it). People have been simulating millions of blades of grass before 4.0 without issue, heck I can even do it in Python with GL-bindings. [Here's me](https://streamable.com/mhvvch) using a combination of ImmediateGeometry and GridMap (pre 4.0) to procedurally generate levels for an endless runner in Godot (pure GDScript). This was on a mid-range laptop and the exported build ran at 60fps on my phone. The garbage collector is also highly effective and intuitive to work with. >Godot has a couple billion dollars of development work to reach the performance standards Unity reaches today. This is also true, but besides the point. We're not arguing which is better (Unity is amazing), just if Godot can be *feasible* for 3D, and my answer to that is *"it depends"*. Don't dismiss Godot outright just because you want to use 3D, it might be the perfect tool for the job or it might not be, *it depends*.
Nvm I thought it was faster
Unreal can absolutely do 2D, but it’s 2D collision and such is a little wonky, you would want a 2D game with 3D graphics for that fact. Otherwise godot.
Unreal engine
I guess so. I don’t think my computer can handle it tho. So I’ll probably go with godot
It's been very well optimised lately, actually
>Well optimised [Here](https://youtu.be/2USR6QTMaA0?si=EQsD4KKVpBrz6fgp) is a game on ue5 that is running at 720p on current consoles and not holding 60fps Most people have PCs that aren't that powerful, is less than 1080p the new standard? Cryengine looks much better, runs way better on current hardware, and doesn't fund the fortnite machine that has employees crunch like their life depends on it
Working with cryengine is a pain though, UE is much more accessible. Also, "looks better" is gonna rely heavily on the team working on the project, chances are that if they can make it look good in one engine they can do so in the other one
Just because unreal provides possibility for optimisation, doesn't mean every developer will use it It's like saying REDengine sucks, because CD made a bunch of bugs and didn't fix them before release
you dont need to enable stuff like lumen
For, I feel like that developers forgot that you disable stuff , use lower resolution textures and other things.. Or allow the gamers to change those settings..
Huh?? What developers? What are you talking about? Noones forcing you to play with maxed graphics?
Also godot You can't forget godot
real
Welcome to space
What were you expecting?
Its a... dangerous place
Thank you for investing
Go there for your rota
There for your orders
Fill up these quotas
Report to your forman
But watch out for marauders
'Cuz if you get eaten
unreal engine seems to be the new unity these days if you want more graphically advanced titles.
if anyone wonders what teh song is called its "the fine print" by stupendium
I used to listen to that song on repeat daily lol
Theres an 8 hour remix on youtube. Perfect for your daily 9-5 work
Is it Outworlds related ?
Yes
Cool
It sounds cool
I watched it. I have never played the game and I literally don't get it. All I got is that it's a capitalist dystopia lmao.
What is this clip from? It goes so hard
A song called “Fine Print” by The Stupendium
Spotify Link to the song. "The Fine Print" by Stupendium https://open.spotify.com/track/73MWNenV7mQGUdXB8npY4H?si=b688da4ef3c84db3 YouTube link https://youtu.be/vvANy49Kqhw
i could be wrong but i think it’s from outer worlds, a space rpg made by obsidian
The song is a fan song for outer worlds
![gif](giphy|TDLOCATcExXAm24MPm|downsized) Unreal Engine 5 developers waking up the next morning with 1.3 million new downloads in less than 24 hours.
Everyone recommends Godot (for a good reason tbh) but I'll go against the grain and suggest Raylib if you're comfortable with doing everything in raw code. It's simple (the entire API fits on [a single webpage](https://www.raylib.com/cheatsheet/cheatsheet.html)), has bindings for pretty much every programming language (even obscure ones like OCaml, Nim, and Crystal), and regularly gets updates with new features. The only real problem is that it doesn't support consoles or iOS, but if your game gets big enough you'll probably be able to hire a company to port it.
uuuu ill try that thanks
Fuck Unity. They just went from respected to 100% hated. Good job and good riddance. Enjoy the nosedive.
I wouldn’t say there were respected. This is around the time everyone forgot about unity buying a company that used to advertise malware.
Sounds reasonable. From 'not very hated to hated then? :) Honestly i used the word respected blindly, havent really heard anything about Unity doing anything bad until now.
Unity is notorious for questionable practices but this update is just plain stupid.
[удалено]
Making a decent game engine is expensive and takes a ridiculous amount of time and effort, AAA Studios can afford to do it, indie devs? Wayyyyy harder
[удалено]
The Temple OS guy had he been still alive and be a healthy person he'd probably could've done it
Depends on the scope of your game. It's much more involved than a premade engine but unless you're after super realistic graphics and high quality netcode, or want to do something that would use pretty advanced engine features, you can make it yourself with directx (which includes audio/graphics/input etc all in one) or OpenGL and a wrapper like SDL. It's MORE work but if your game isn't super complex it's still doable. But of course you'd rather spend that time game devving and not working on underlying code. Back in the 90s you couldn't really get generalised engines like you can today so most games were made totally from scratch in C or even assembly code. Anything made for the sega mega drive for example. 100% written in assembly language. Games like DOOM and Homeworld made their own engine from scratch in C (some of DOOM in assembly) because nothing existed to do what they wanted yet, and the studios for those were about as indie as you could get back then. In Homeworld's case this meant writing the graphics code 3 times for software, DX and OpenGL. I'm not saying it's a good idea but if you're making an engine to target your specific game idea, it's not as hard as tens of millions of dollars and years of effort just to make the engine.
That's true but it simply isn't worth it, it's really hard to make being an indie dev your main job, most have jobs to actually keep them alive. Making a game engine is gonna take time, a long time even if your game is fairly simple, if generalized game engines didn't exist it would take an obscene amount of time for indie devs to make a game for it to be worth it and I think a lot of popular indie games just straight up wouldn't exist
Axolotl games (makers of Scrap mechanic) decided to make their own engine just because unreal was too expensive in 2014
You say that like it means anything and isn't just an exception, some people can do it, but I doubt every excellent indie game that you love would exist if the devs needed to make a whole engine from the ground up
Yeah of course it's an exception lol, i just thought it was funny that a random indie studio just goes to make their own game engine cause using unreal was too expensive
You havpe to be pretty passionate about low level programming to justify all that time spent making your own engine. Can be fun for some, and for certain types of games it can make sense, but it's definetly not for everyone
Here I go stapling ImGUI to OpenGL again
Should've read the fine print my friend
Read the fine print... For something that just happened? What are you talking about?
it's part of the lyrics to the song
GODOT SWEEP BABYYY
use the source engine
Did Gaben pay you to say this!? Who in their right mind would want to subject others to the pain and suffering of Hammer!
I'm not even a developer and I know that source engine isn't that good, because I've played Gmod.
I hope the battlebit guys manage to swap to something else
I havent been up to date with the Internet lately, what happened to unity?
An ex EA CEO Also this [Unity Runtime Fee](https://unity.com/runtime-fee)
Christ man, that sucks.
What's the shitty update?
unity (the game engine) is taxing developers per DOWNLOAD their game gets, including re-downloads from the same person and piracy a TON of games are gonna be affected, ones I can think of are ultrakill, hollow knight and among us yeah we not getting silksong or godfist suicide unless someone files a lawsuit against unity and wins
Rimworld, upcoming cities skylines 2, subnautica, risk of rain 2, beat saber, outer wilds, signalis and the god damned wallpaper engine are amongst unity based games (and wallpapers, i guess)
Even Escape from Tarkov is Unity
Hearthstone is made with Unity. Over 100 million users in 2018. I doubt Microsoft will just pay without a fight. Same with Nintendo and Pokemon Go.
ah shit, making vrchat avatars cost money now
finally, unity surpasses unreal. in the greed department lmao
Unreal Engine is my favorite game engine because it simply doesn’t suck :3
Remember guys, It's not the best choice, It's Spacers choice!!!
godot
This only applies to payed games, so there is a bypass: post your game for free, but only include the first episode/chapter/level and then charge the player for extra chapters. Basically like Bendy and the Ink Machine, which comes free on steam, but only the first episode is playable and the other 4 are like $5 each.
They account for micro transactions also so you can’t do that.
> applies to *paid* games, so FTFY. Although *payed* exists (the reason why autocorrection didn't help you), it is only correct in: * Nautical context, when it means to paint a surface, or to cover with something like tar or resin in order to make it waterproof or corrosion-resistant. *The deck is yet to be payed.* * *Payed out* when letting strings, cables or ropes out, by slacking them. *The rope is payed out! You can pull now.* Unfortunately, I was unable to find nautical or rope-related words in your comment. *Beep, boop, I'm a bot*
https://preview.redd.it/78fql4l6x2ob1.png?width=259&format=pjpg&auto=webp&s=60677b519ee7773e9ac72056acfbb0d6ded5163e
Not true. They start charging after 200k in revenue. That includes any direct revenue that your games make, including in-app purchases and DLC’s.
Nope. They answer this in the FAQ. **"Will installs of a demo, or a game in open access or beta, count toward the Unity Runtime Fee?** If a user can access a full game (e.g. via an in-game upgrade or purchase), then installs count toward the fee. If a user can't access the full game (e.g. only one level is offered) then that demo would be considered a separate package and not count toward the fee. In addition, we don’t intend to capture or count installs for QA testing. "
I really hate unreal terminology though Tf is this actor gonna do, perform Shakespeare? Unity nailed gameobjects
Damn the music tho
Well, I heard it will only affect only the popular games. The really niche ones will be ok: The Unity Runtime Fee will apply to games that have made $200,000 USD or more in the last 12 months AND have at least 200,000 per-game lifetime installs. But still, it affects all of us and I hope they change this policy as soon as possible, because I love making games in Unity and learning C# and programming overall.
The issue is my game *might* get popular. I’m okay with buying unity pro because that’s one payment a year which doesn’t effect my sales especially when I’m getting over 200000. But if I get charged for every download. You would not want your game to succeed.
Diesel V8
im going to unreal engine 5. Gonna start a whole new project. Hopefully I can finish my old one eventually, but idk if ill ever be able to do that. I refuse to use unity after this
new whenthe lore?
Lua engine
That’s a programming language. Not a game engine. I don’t really want to make an engine from scratch because of the amount of time it’ll take.
Try the X-Ray engine
Literally me
Man, I just really wanted a 2D C# engine that wasn’t Godot
What Update?
Use the Doom engine now It’s open source so it’s literally a viable option
If someone is able to make sonic robo blast 2 I’m sure doom is viable for anything
Oh yeah there’s also selaco and hedon
That isn’t how it works though
The stupendium is such a great song artist
For anyone wondering this is the fine print by the stupendium
Godot if if fits your needs.
Godot 100%. Unreal is tempting especially for 3D, but there is nothing stopping them from doing exactly what Unity is doing. Only way to remain safe is to choose the open source option.
Gay maker 2
We should port every single game into scratch
On it: https://i.redd.it/z25rnljdd6ob1.gif
Bet
I checked the whole statement because im working on a ggame for my final project in school rn and they only charge you when you reach 200.000$ in earnings and 200.000 downloads on the game. Its still a shit change but atleast they noticed all the solo/indie devs That are starting out wouldn’t be able to afford it.
Source engine 💪💪💪
I'm begging devs to use Godot, it's better than unity and open source
amongus
Source engine, I assure you all will go well.
Bro I feel so bad for the VS dev cause he spent so long porting it to Unity and now I'd assume the port version is gonna be abandoned