• @[email protected]
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    20710 months ago

    According to what Unity reps said elsewhere, they have no way of knowing what’s a bought install, what’s a demo, what’s a charity bundle, what’s a pirated install, and what is someone loading a webpage with a WebGL program integrated (every page view = 1 install).

    Instead, they want to estimate how much people owe them. Using secret methods with no accountability.

    • strawberry
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      8310 months ago

      “according to our extensive research, when we multiplied how much we like you by fuckall, you owe us 20000”

      • Beardedsausag3
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        10 months ago

        This is my kind of maths, add on p&p, handling, admin and VAT let’s it call it a nice round milly. No, no questions at this time sorry.

    • @[email protected]
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      1510 months ago

      Exactly. To me, this explanation sounds like they’ll just magically estimate the numbers without really being able to prove it. And that sucks.

      However, we can be sure that developers will have their own analytics, that are probably way more accurate and they know exactly how many people have played or installed their game. And I’m betting that this number will be a lot smaller than the Unity “estimation”, and people will get even more angry.

  • Yote.zip
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    16110 months ago

    Now I can finally download a game 100000x to bankrupt a game company, just like they always said we could.

    • @[email protected]
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      3910 months ago

      Well you would just have to download it once. But install it 1000000 times. Sounds like a lot of work.

      • L3ft_F13ld!
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        3810 months ago

        Not if you automate it with a good script and run it on a few machines at a time.

          • L3ft_F13ld!
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            1710 months ago

            Hell, that’s even better. Running scripts on a bunch of VMs on a couple hundred server machines. If that doesn’t do it, I don’t know what will.

      • @[email protected]
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        1210 months ago

        Doesn’t matter. Regardless of what Unity said their “Enterprise” plan was, it doesn’t matter.

        B2B deals just work differently since both companies have more at stake. If a company like EA used Unity, there is no way Unity would want to lose that contract and EA couldn’t afford to drop Unity. Large companies will likely go through a few short renegotiation meetings, if that.

        Plus, lawyers. If Unity even tries to force this on its larger customers, they are going to be hauled into court and most likely lose. When they lose, Unity will likely be liable for court costs as well.

  • Hot Saucerman
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    10 months ago

    It would mean every Unity game was not-so-secretly shipped with code that phones home to the Unity company upon install.

    Either they’ve been egregiously spying on gamers for years (and by extension, game developers using Unity have just been fine with that), or they’re lying through their teeth.

    • @[email protected]
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      3110 months ago

      Unity includes telemetry for some time
      I believe you can’t actually disable the telemetry (or Unity intro logo) in the “free” version

      • Hot Saucerman
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        1810 months ago

        So then this falls under “devs didn’t care” because it was useful information for them and they didn’t see how it could be used negatively.

        • Mossy Feathers (They/Them)
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          1610 months ago

          Probably the opposite actually. The devs who utilize the feature probably enjoy having some numbers to look at and analyze. They’re trying to make a game that people enjoy after all; the more info they have on how you’re playing the game, the better. The devs who don’t use it probably aren’t even aware that it exists. Additionally, I’m not sure if it requires a subscription to view the telemetry (the page suggests you have to sign up for it in some capacity), but if it does then it makes sense that devs might believe that it’s something that’s disabled until you manually enable it.

          Personally, I know if I was a dev I’d be checking that shit every day. I like watching the funny numbers go up and down.

  • Thorned_Rose
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    7510 months ago

    RED FLAGS!! red flaaags. RED FLAAAGS, get your red flags heeeeere folks 🚩🚩🚩🚩🚩🚩

    • Kata1yst
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      1110 months ago

      Do you have a special going if I need more than one?

      • Thorned_Rose
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        2410 months ago

        Red flags are always free. Upfront anyway. You pay for them at an unexpected time in unpleasant ways later. So feel free to have as many as Unity is providing. 😊

        • @[email protected]
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          210 months ago

          This needs to be adapted into a three part movie (think Creepshow) where a seemingly innocuous vendor selling flags rather than balloons is the “host” and the people who buy red ones get them free…but “You pay for them at an unexpected time in unpleasant ways later.” And all the parts are just FULL of red flags the characters don’t see but the audience does (as per usual in most horror films).

  • Ananace
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    6710 months ago

    I love their response to (paraphrasing) “Are you going to do another Darth Vader and alter the deal on us in the future?” - “Oh yes, potentially every year.”

  • teft
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    5210 months ago

    Why couldn’t someone set up a script to install, uninstall, and reinstall Unity games on a loop? That would fuck with their numbers hardcore.

      • wolfshadowheart
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        1310 months ago

        Right but if it’s something that’s affecting every single creator then why would anyone continue to want to use Unity

        • @[email protected]
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          10 months ago

          The only reason people will continue using Unity is because they’ve already made )or are in the process of making) a game using it and switching to something else would waste massive amounts of time and effort. Unity is depending on this - this is basically them squeezing everything out of existing customers without regard for long term growth.

          Remember, the whole idea here is that Unity is demanding payments for already existing games. They clearly don’t care about whether people keep using Unity for new games in the future; the executives who made this decision will have cashed out and will be long gone by the time all the existing Unity games in the pipeline are done and things dry up.

          • @[email protected]
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            1410 months ago

            They will try to sell based on future payments owed, or projected earnings. Then they will be sued by a big guy for breach of contract, having changed the terms without consent.

            Then the money will disappear. Already, the engine will be abandoned. Unity is dead now.

            Foss is available and with the programming community now incentivised to use it, it should do well. That might be their play. They knew the end was nigh.

            • pirate
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              210 months ago

              What’s the best FOSS alternative to Unity that you know of, if any?

              • @[email protected]
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                210 months ago

                I don’t develop games but from reading Godot seems ready for mainstream. I use blender for 3d production in industry. It’s also Foss and powerful.

                • pirate
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                  210 months ago

                  Thanks for the thoughts. I stumbled upon Godot in this thread as well. Looks interesting!

    • @[email protected]
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      1010 months ago

      If I’m reading this right, it isn’t even the real numbers they’re working with. It’s their “proprietary data model.”

  • @[email protected]
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    4910 months ago

    If they could tell an install is pirated then they would lock it down

    They either count all installs as legitimate or pirated copies are not picked up by their telemetry

    • @[email protected]
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      210 months ago

      On the contrary, I think the incentive would be for Unity to let the pirated install keep existing because that would mean more money they can extort from developers/publishers.

  • @[email protected]
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    3910 months ago

    All points made in that post are LMAO.

    They estimate the installs. Or least thats what remains between they wont track installs and they have a proprietary data model to calculate them.

    Enshittification takes its course.

    • QuarterlySushi
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      1310 months ago

      rofl seriously? Not only will they charge for the installs, but they won’t even use the actual number of installs - they’ll guess? This is the most hilariously stupid business model I’ve ever heard of

    • @[email protected]
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      510 months ago

      All this makes a lot more sense with the lens of mobile gaming. Effort required is little, and margins are huge. If players don’t partake in microtransactions, you just bombard them with ads.

      This is the future of Unity. They are counting on devs not even bothering with the whole monetization model and instead expect them to turn on IronSource ads.

      • @[email protected]
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        710 months ago

        The thing is that most Unity games don’t even have DRM in the first place. At most most will have the Steam DRM which is trivial to bypass. And Unity Games released on GOG will be especially at risk.

      • genoxidedev1
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        610 months ago

        Idc about anything right now I’m hungry af and the only thing I was able to read was crackers fml

      • @[email protected]
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        110 months ago

        and how exactly is unity going to know whether it was gotten legitimately or not? the only way the developers wouldn’t get charged is if crackers patched it out

    • Nankeru
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      10 months ago

      That was my thought as well, since they count installs and not use count of bought copies directly from a platform.

      What if people create cracks for legit purchased games, e.g. on Steam, which only removes the Unity tracking part?

      A simple Firewall rule which “fixes it” for all games installed on a machine might work as well?

      I believe it might be similar or the same procedure for every game using Unity. We might see this popping up at some point.

  • Echo Dot
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    10 months ago

    Oh it’s our fault for being confused is it, ok.

    What a jackass.

    Oh and look at that they are 100% going to increase the price on you down the line.

  • Jaysyn
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    2510 months ago

    Which company will become insolvent 1st, Twitter or Unity?

    • @[email protected]
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      3810 months ago

      Proprietary software A is bad. Long live proprietary software B!

      (Or maybe check out Godot)

      • @sanpedropeddler
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        210 months ago

        Unreal is open source, although it isn’t free. I would certainly prefer it to unity though.

        • @[email protected]
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          2010 months ago

          Its not open source, its source available because you can’t distribute modifications to unreal.

    • Mossy Feathers (They/Them)
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      810 months ago

      Nah, unity is/was a good engine. The reason why it has a bad reputation is for the same reason that Game maker used to have a bad reputation. Almost everyone who’s learning how to make games uses Unity because it’s easy to use, is extremely well documented, and has a massive store full of add-on scripts, programs, model sets, etc. As such, all the poorly optimized games and 0-effort asset flips end up being made in unity (though I’ve seen some unreal games that make even the most poorly optimized Unity game look good). The result? Even though there are a number of high-quality, highly-regarded games that use unity, it has a reputation for being a shitty engine.

      Don’t believe me? Keep an eye on Godot or Unreal. If unity sticks to their new license, then it’s highly likely that one of those engines will become the new “newbie engine” and gain a reputation for being shitty.

      • @[email protected]
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        10 months ago

        I disagree. I’ve been/am working on several pretty large projects in Unity (some of them sold hundreds of thousands copies), and especially once you start porting to consoles, the experience goes to shit. Their support is vague, documentation is plainly wrong in some places - I’ve once spent few days figuring out how to use a documented and explained feature, only to find out later that there’s a closed few years old bug on their issue tracker that it’s actually not supported, and the documentation only does not explains it very well. (The feature was multiple hits per single Raycast in jobs, here are the docs. According to the bug resolution, only one hit per ray is supported, and the docs only don’t explain it very well. The docs are still the same.)

        You also inevitably run into issues that you simply don’t have in other engines - it’s closed source. You have no idea how is something implemented, or whether something isn’t working because you are doing it wrong, or if it’s Unity bug/fault. In Unreal, if something doesn’t work, you can always just check the engine code, and either fix it yourself, or better understand why it’s not working. If you need to slightly modify some engine behavior, you’re out of luck with Unity - you have to resort to ugly hacks that sometimes work, but usually at a cost. In Unreal, you just modify the engine code and be done with it.

        Trusting Unity with any feature is also a gamble. Have you started developing a multiplayer game on Unet? Tough, we don’t want to support that anymore. But, we will create a better multiplayer system, just wait for it! Then they removed Unet, and the new networking relacement is widely regarded as pretty much unusable - or at lest it was last time I checked. Thankfully, there are a few amazing open source networking addons.

        In general, while Unity is an ok-ish game engine for smaller hobby projects (but for that, Godot is better), it’s really an awful and frustrating experience once your project size grows and you need to build bigger games, or if you start porting your games to consoles.

        And it’s also really apparent from the way they communicate and threat you company that they don’t give a fuck and only want your money.