What Unity's Pricing Changes Mean For This Channel
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- Опубликовано: 8 сен 2024
- Hey! You've probably heard about Unity's proposed pricing changes. They'll probably change after this video goes live, but in light of people switching engines en masse, I want to let you know what my own plans are going forward.
Unity's new pricing plan: blog.unity.com...
My shorter repsonse: • Post
My longer response: / future-of-my-k-89270814
(these responses may well end up outdated if Unity changes its plans)
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#unity #gamedev
Hey everyone! Unity just updated their plans. I think I need more time to consider everything here, but I think they are good - basically:
- The runtime fee does not apply to Unity Personal. The cap for using Personal is up to $200k per year - Plus is still being discontinued.
- Unity Personal users can now remove the Made With Unity splash at the start of their games (edit: as far as I can tell, this will only apply to next year's LTS and beyond).
- The Runtime Fee only applies to Pro and Enterprise users beginning with the next LTS version of Unity. The fees will NOT apply to games using anything before 2023 LTS.
- You now have a choice of a 2.5% revenue share, or the runtime fee. Both numbers are self-reported.
blog.unity.com/news/open-letter-on-runtime-fee
Hoping to see Godot or Unreal content soon!
I've been using Unity for 10+ years, but now it's time to switch. I'm going to Unreal for now, but I think ultimately open-source is the future for game-engines, so keeping an eye on Godot.
I would like to see tutorials in Godot. Unreal has already tons of those and I think godot has potentials, but right now there are only very few good and new tutorials
I'm going to use Unity (until I change my mind) ☺
I'm trying Unreal Engine.
This Unity madness pushed me out of my comfort zone... but it might be a good thing in the end 🔥💪🏼🎮
Looking forward to your future content! You saved me a lot of time with your videos!
I have always wanted to try Godot, but I have carved myself a nice niche in Unity with its editor tooling and rendering backend, and I just got my first industry gig specifically for that in a larger studio running with Unity, so I'm still very split on where I stand on this issue. Maybe this is my chance to use Unity for a job and then branch out to other engines as a hobby, but either way, I'm very much bummed by Unity Technologies for forcing mine and a lot of people's hands.
Keep it up man! Your tutorials are the best! Would be awesome to see a mesh deformation shader tutorial, when you can pick a group of polygons and move it, like in 3d editors.
I've been thinking of shifting my current project to Unreal (cuz I have used it a bit in the past).
Unreal tutorials by you would be like blessings from Heaven.
I have a little bit of experience with Unreal, so it probably wouldn't take a million years to start making tutorials for it! Just not sure yet what format those tutorials will take. Is your project a solo project?
No worry they retracted a lot and apparently will try to patch-it-up with a 1 mil revenue type of new 'deal'. Of course this doesn't mean they will not try this again, it has after all created a precedent that we as developers must be protected against at all times.
At the moment, it seems as if the primary reason to move away from Unity is now "I don't trust them not to try something like this in the future". Which is fair. I'm happy the runtime fee will only apply from next year's LTS and onwards, though. The changes to Personal are actually quite good!
speaking off shader for what i heard unreal engine have good material editor
Yeah, it's been around a lot longer than Unity's Shader Graph and I assume it has more features. Probably the #1 thing from other engines I'm looking forward to using!
People are reacting drastically to the pricing change before it was clear what the language of the policy meant in practice. The real issue was the attempt to retroactively change revenue share on games that were released under a different TOS agreement.
The mistake by Unity was a communications debacle. My assumption was that they used the terminology “per-install” because they wanted to make the language include free games (with or without in-game purchases). If they used the terminology “per-sale” that could imply (to some) that free games are not included.
Ambiguous wording on a major policy change (like the revenue share model) will always result in people assuming the worst (especially when the CEO previously was at EA). Overall though I think people ditching Unity immediately is a little premature as it would be best to determine exactly what the policy meant in practice rather than assuming the worst.
I don’t mean to say that learning other tools is a mistake.
It's been interesting to see the broad range of responses to the whole thing, yeah.
The (relatively small number of) dev teams that ran the numbers and worked out they'd owe Unity more than 100% of their revenue obviously had a pressing reason to run as far away as possible as fast as possible.
For everyone else I think there's primarily two reasons you'd ditch Unity:
a) you find the breach of trust unforgiveable. Maybe you haven't liked Unity's decisions for a while and this is the straw that broke the camel's back, and
b) you don't have confidence in the leadership that produced this price model. If they did something this stupid then there's no hope they'll keep the engine alive.
And then on the flip-side, I think the major reasons you'd stay are:
c) you think the pricing model won't ever apply to you, so no harm done, or
d) you have invested multiple years into Unity and it's the only thing you know, or you are forced to use it for work - it's the "only choice".
It's definitely going to be an uphill struggle regaining trust from the people still on the fence about the whole thing. It doesn't help that the ambiguity left the whole thing open to everything from speculation to absolutely wildly inaccurate consipracy theories.
Unity wasn't going to last forever and for me it's the right choice to sit down and finally give some other game engines a go. But I fall into camp d), where this channel is based on Unity tutorials, and I sell assets on the Unity asset store, and I have a Unity shader book. Those things rely on Unity existing!
Totally agree, but clarify that these are not "retroactive" changes because Unity is a service and not a product, if the price changes it MUST be for everyone using the service. Genshin Impact, for example, will still use the same service as any other game launched after 2024, so must pay the same.
@@danielilett "The (relatively small number of) dev teams that ran the numbers and worked out they'd owe Unity more than 100% of their revenue"
Those people are lying, they did not understand that both requirements must be met, number of downloads AND profit per year.
So they do the math in ways like this:
-A free game with X downloads I owe Unity X.
-A game with 200k$/year with 1M downloads, I owe Unity 100%.
Which are both false statements.
Come on, you know people weren't lying about this - it's feasible you reach both thresholds and have a particularly low income per user such that the runtime fee exceeds your revenue, even if those games are outliers. The fact the fees are uncapped has studios understandably worried. Watch this space though, I wouldn't be surprised if they introduced a cap.
Unity did previously have a "product" model! If you bought Unity 5 Pro, you owned Unity 5 Pro for the whole 5.x cycle. Same for the 4.x cycle, etc. Wasn't even a yearly subscription, you just bought Pro for ~$1500 one time. It's hard to argue that the changes are not "retroactive" for developers that made and released games with those versions.
Even for games made with subscription-based Unity versions since Unity 5, the reason people use the word "retroactive" is because you did not know the runtime fee would apply to you at the time you made the game. You paid your Pro fees and you released your game, and then afterwards you find out you owe an entirely unforseen sort-of-royalty fee. It's long been a selling point of Unity that you "pay once, no royalties" - even the CEO has lauded this point in interviews. The runtime fee *is* retroactive, any way you look at it.
@@danielilett I only saw ONE case of a 1M$/year, 100M downloads that claimed he must had to pay 109%/year of their income and looked legit. Then they where forced to admit numbers where false. The rest are just bad maths like my examples.
If you own the old Unity 5 product and you do more than 200k$/year using it you had to pay Pro now? If thats the case, they should go to courts. If no same for fees.
i stay on unity i hope new video shader on unity from u :/
I'm definitely still going to publish Unity videos. I have one ready to go - I just figured it was best to wait until the community have settled down a bit and we have some certainty and clarity from Unity before releasing it!
I jumped ship to Unreal and honestly its very different but no one should be scared. Blueprints are an amazing tool and I could reuse all the assets of Unity except the particles. The materials properties kinda work the same but how to get lights info is the mayor change in my opinion. Looking forward for those tutorials!
Yeah I have a bit of experience with Unreal from a while ago. I loved Blueprints, and yeah the material editor was pretty similar, so I think it'd be a fairly natural change for me. What I didn't like as much was the fact Unreal takes a fair bit longer to boot up on my machine than Unity but I can probably live with that!
i can't understand leave unity because taxe for worst taxe engine
@@danielilett Honestly I hate the slowness of unreal engine it's even the first reason for me to prefer unity to unreal
@@koam2410 I leaved because they deleted their ToS after the announcement. That broke the trust for me. But even if you're speaking about money, Unity makes you pay for Pro subscription at $200k while Unreal is free until you make a million so...
Oh no!
Rip
Gud😊
They cant change the pricing because their company would die.
They will fix it just wait
Abandon ship. Make a new tutorial series about new engines, and the processes which helps you, and others move on.
Eh, I don't want to completely abandon ship. Even if Unity decided not to roll anything back, tons of people are still stuck with it for many reasons. I think most people subscribed to me because I'm de facto a Unity channel. But I have wanted to try out other engines for a while now and this is just the excuse I needed to go for it. I will certainly be making tutorials for different engines though!
I'm staying with Unity. Godot is not for me, and Unreal has its own problems
That's understandable. People (rightfully) complain that it takes Unity a whole lot longer to load and compile stuff nowadays, but Unreal is in a whole different ballpark. "Compiling shaders" is no joke 😅
If you earn over 1mil and use a 2023 or newer, it will matter none (fuck all). There if you read this before the vid, i spared you some time
Third ig