• Metal Zealot@lemmy.ml
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    1 year ago

    If you look closely, you’ll notice the Unity logo is constructed of 3 arrows, all pointing in the directions that their user base is going

    • zbyte64@lemmy.blahaj.zone
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      1 year ago

      This. Who in their right mind is going to develop their game using Unity after this? Their only revenue source from the point forward is going to be games already published.

  • Dekthro@lemm.ee
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    1 year ago

    Too late, the damage is done. A lot of people are getting off the Unity bandwagon.

    • BombOmOm@lemmy.world
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      1 year ago

      Yep. Even if they reverse course, they can’t be trusted not to make a similar retroactive change in the future.

      • Buffalox@lemmy.world
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        1 year ago

        I think that may be the greatest dammage they’ve done to themselves. They used to be trusted as one of the good players. Now they can’t be trusted anymore. Apart from unhappy developers leaving, who would start to develop with Unity after this?

        • doctordevice@lemm.ee
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          1 year ago

          I have a pipe dream of slowly developing a game of my own, but even if I think I could eventually figure out my own homebrew engine, the whole thing is operating on my free time so that’s even more unrealistic of a goal that’s either gonna lead nowhere or to massive headache down the line.

          So I looked around and liked a few things about Unity:

          • 2D game support
          • Easy publishing to consoles
          • Free to develop in while I test the waters
          • Plethora of training material available

          I’ve sunk a decent amount of time into training materials already, and was starting to feel good about the whole process when this news hit. Not even gonna question it, I’m looking elsewhere. Godot looking mighty tempting to avoid any shenanigans like this. Ultimately if my dream ever realizes I’d like to be able to publish to console, but there are routes available for that with Godot and maybe the options would improve by the time I reach that point.

          • Dekthro@lemm.ee
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            1 year ago

            Yeah I’m in the same boat. Looked at all the engines, decided that my idea was simple enough and picked Godot. Then this news hit. Glad I made that decision.

      • verysoft@kbin.social
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        1 year ago

        They would have to have a complete change of management for the engine to even be considered.

        • Dekthro@lemm.ee
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          1 year ago

          Yeah the CEO saying some shit to the effect of

          Specifically, Riccitiello said that developers who don’t implement monetization systems early on are “the most beautiful and pure, brilliant people. They’re also some of the biggest fucking idiots”.

          I didn’t even know he had said that till this news.

    • Hiccup@lemmy.dbzer0.com
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      1 year ago

      I’m actively avoiding unity games and unity development, so there’s that. Can’t put that genie back in the bottle. They massively fucked up.

  • ninjakitty7@kbin.social
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    1 year ago

    I don’t understand how unity has any legal standing to retroactively charge new fees to developers who have already made their games. You’re only required to abide by terms agreed to in a deal as it was written at the time of agreement. Isn’t that literally how EVERYTHING works?

    • Alimentar@lemm.ee
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      1 year ago

      Even in their old TOS they said if you didn’t agree with any future TOS updates they could stay on their current version and the old TOS applies.

      But obviously they deleted that part in April, which makes this much worse and most likely illegal.

    • anlumo@lemmy.world
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      1 year ago

      Unity doesn’t give out perpetual licenses any more, it’s a subscription model. If you don’t like it, you can leave at any point in time, but then you also don’t have a license to distribute their engine along with your game.

      The problematic part (for Unity) is that they used to have a clause in the contract that said that you could keep using the old license terms as long as you didn’t update the engine. They removed that last year, but developers who are using an older version than that should be able to have a chance at the court. The problem is just that small indie devs don’t have the money for this multi-year legal battle.

  • fluxion@lemmy.world
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    1 year ago

    This feels like Reddit all over again. There’s no saving it, their CEO has long touted the “gotcha bitch!” approach to extorting money from users and called people who didn’t “fucking idiots”. This is all he knows.

  • wax@lemmy.wtf
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    1 year ago

    Let’s boycott it until October 1st, that’ll show them! /s

      • ipkpjersi@lemmy.ml
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        1 year ago

        I feel proud of myself that I left that sinking website, never to return. It always sucks when CEOs have their heads stuck so far up their own asses.

  • BarrierWithAshes@kbin.social
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    1 year ago

    So far the most popular games ive seen pushback from are Slay the Spire, Cult of the Lamb and Darkest Dungeon. Those games also have the benefit of dedicated fanbases. Those people will easily follow them.

  • AutoTL;DR@lemmings.worldB
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    1 year ago

    This is the best summary I could come up with:


    “As a course of immediate action, our collective of game development companies is forced to turn off all IronSource and Unity Ads monetization across our projects until these changes are reconsidered,” the letter read.

    Beyond monetary concerns, developers are also angry because the new pricing represents a breach of transparency Unity established with regards to its terms of service.

    The action caused outcry in the community, and in response, Unity reinstated Improbable’s license and committed to keeping users informed for future terms of service changes.

    According to an email reviewed by The Verge, a Unity representative acknowledged that the company’s ad monetization programs had been paused for an app and remarked that it was likely because of the new fees.

    “The new regulations from Unity will affect every project that doesn’t generate sufficient income per user,” said Nikita Guk, CEO of PR firm GIMZ, who organized the letter.

    “Pushing developers to either migrate to alternative game engines or place even greater emphasis on monetization, at the expense of creating immersive gameplay experience.”


    The original article contains 893 words, the summary contains 172 words. Saved 81%. I’m a bot and I’m open source!

  • gravitas_deficiency@sh.itjust.works
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    1 year ago

    The thing that’s crazy is there are some Wall Street analysts who are more bullish on Unity in our current context, which is hilarious to me, because given how they’ve (perhaps illegally) pissed off so many different and critical parts of their ecosystem, the only clear trajectory I see for Unity at this point is down.

  • driving_crooner
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    1 year ago

    Is there’s a way to know the game engine of the games I have on my Steam account?

    • Rentlar@lemmy.ca
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      1 year ago

      If you go to a game on Steam, find the gear icon, go to Manage and select Browse Local Files…

      For most Unity games you will find a file called “UnityCrashHandler…” executable right in the folder that opens.

    • English Mobster@lemmy.world
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      1 year ago

      Not easily, but if you become a game developer you can start to tell at a glance. Unity games have a very specific type of jank and look + feel. (So do Unreal, Source, and Godot games.)

      Even if a game is highly stylized, a Unity game always “feels” like a Unity game. Kerbal Space Program, Pokemon Brilliant Diamond/Shining Pearl, Pokemon Go, Cuphead, Untitled Goose Game, Cities Skylines, Valheim, etc. It’s a combination of physics, shaders, and input latency that’s hard to put into words.

      The closest I’ve come to seeing a game that breaks out of the “made in Unity” feel is Stanley Parable Ultra Deluxe, which was made in Unity but pretends to be made in Source (the original Stanley Parable was made in Source).

    • over_clox@lemmy.world
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      1 year ago

      Forgive me if I’m mistaken, but last I know of, any games made with Unity start up with their name and logo first, or at least shortly after their intro.

      Read comments below for corrections.

    • chilicheeselies@lemmy.world
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      1 year ago

      Honestly I agree. If you are building a game with the same mechanics of other games that already exist its fine. Once you reach a point where to need access to the engine code itself to make something a reality, you are fucked.