Q: How are you going to collect installs?
A: We leverage our own proprietary data model. We believe it gives an accurate determination of the number of times the runtime is distributed for a given project.
Q: Is software made in Unity going to be calling home to Unity whenever it's run, even for enterprise licenses?
A: We use a composite model for counting runtime installs that collects data from numerous sources. The Unity Runtime Fee will use data in compliance with GDPR and CCPA. The data being requested is aggregated and is being used for billing purposes.
Q: If a user reinstalls/redownloads a game, will that count as multiple installs?
A: We are not going to charge a fee for reinstalls. The spirit of this program is and has always been to charge for the first install and we have no desire to charge for the same person doing ongoing installs.
(Updated, Sep 14)
Q: Do installs of the same game by the same user across multiple devices count as different installs?
A: Yes - we treat different devices as different installs.
(Updated, Sep 14)
Q: If a game that's made enough money to be over the threshold has a demo of the same game, do installs of the demo also induce a charge?
A: If it's early access, Beta, or a demo of the full game then yes. If you can get from the demo to a full game then yes. If it's not, like a single level that can't upgrade then no.
Q: When in the lifecycle of a game does tracking of lifetime installs begin? Do beta versions count towards the threshold?
A: If you can get from the demo to a full game (like via an in-game upgrade), then yes. If it's not (like just one level that can't upgrade), then no.
(Updated, Sep 13)
Q: Do Charity bundles qualify for the Runtime fee?
A: Any installs driven by charities or installs driven by charity bundles are excluded from the Runtime Fee.
(Updated, Sep 13)
Q: How will we approach fraudulent or abusive behavior that impacts the install count (bombing, piracy)?
A: We won’t count fraudulent installs or “install bombing” either. As part of our model, we are creating solutions to address the problem of double-counting reinstallations.
(Updated, Sep 14)
Q: Does this affect WebGL and streamed games?
A: No, the Unity Runtime fee does not apply to WebGL games.
(Updated, Sep 13)
Q: Does the Unity Runtime Fee apply to gaming subscription services?
A: For creators using gaming subscription services, the game dev isn't responsible for the runtime fee in this case.
(Updated, Sep 14)
Q: Are these fees going to apply to games that have been out for years already? If you met the threshold 2 years ago, you'll start owing for any installs monthly from January, no? (in theory). It says they'll use previous installs to determine threshold eligibility & then you'll start owing them for the new ones.
A: Yes, assuming the game is eligible and distributing the Unity Runtime then runtime fees will apply. We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024.
Q: Are these charges applied retroactively?
A: No, the Runtime fees will not be applied retroactively. If, starting on Jan 1, 2024, you meet both the revenue and install threshold for a given game, you will only pay for net new installs happening after Jan 1, 2024. We'll look at your cumulative revenue and then installs from the past 12 months to see if you qualify for the thresholds of the new install fee but you won't pay for any installs or revenue that happened before Jan 1, 2024. Starting Jan 1, 2024, if you continue to meet the thresholds then you'll only pay for net new installs. Also, your qualifying for the install fee is measured every month on a rolling 12-month basis to ensure you're paying the correct amount.
(Updated, Sep 13)
Q: Isn't this a huge impact on indies?
A: This price increase does not impact the majority of our customers. In fact, based on internal data, more than 90% of our customers will not be affected by this change
(Updated, Sep 13)
Q: Does changing your plan apply the revenue threshold immediately?
A: Yes
(Updated, Sep 13)
Q: Is the revenue calculated before or after the platform fees?
A: Revenue calculations applied to the threshold for the Runtime Fee are gross - before any platform or other fees.
(Updated, Sep 14)
В итоге мы имеем распухший игровой движок, который, внезапно, требователен к железу и не у всех сможет установиться. Проекты на нём запускаются долго, редактор медлителен и может беспричинно вылетать.
Положа руку на сердце, при всем при этом он менее требователен к железу, чем Unreal Engine 5 (и даже Unreal Engine 4), и вылетает в разы меньше.
Только полез написать об этом коммент :) ue еще и на любой ошибке в коде упадет полностью, а запускается он дольше
Компания точно не загнётся, а движок останется востребованным.Но штат у нее, в своей массе, похудеет, думаю.
Честно говоря, не понимаю, чем там занимаются 7500+ человек? Кто-нибудь может пояснить, на какие обязанности у них распределена эта толпа?
Тем временем Godot, у которого наберётся всего десять специалистов, содержащихся на донаты.
3 000 из них это инженеров которые фичи делают и 4500 хто маркетологи бухгалтера
Такое ощущение, что статья недописана. Как то резко закончилась.
Продолжение следует. Надо было написать.
Например сейчас на юнити ассоциация разработчиков ЕС подала в антимонопольную коммииссию требование проверить антиконкурентную политику юнити, и что они с 2015го по сути занимались демпингом что бы захватить рынок