| This is not about "unwilling to pay for quality tools", but completely changing the way they charge for the tools, which gets applied to all legacy software that ever used their tools, despite their previous (now deleted) clauses that new TOS won't apply unless you use the new version, is just ridiculous to me. Even if one stopped using Unity to develop new things before this change, they are still on the hook for product installs (even if they are free games), which are by the way tracked by Unity "proprietary data model". Example:
https://www.reddit.com/r/Unity3D/comments/16hgmqm/unity_want... A few quotes from the FAQ: Q: If a user reinstalls/redownloads a game / changes their hardware, will that count as multiple installs? A: Yes. The creator will need to pay for all future installs. The reason is that Unity doesn’t receive end-player information, just aggregate data. Q: Are these fees going to apply to games which 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. |
Zero sales later, we all lost our jobs because if you show up with a new pricing model that completely upends how businesses even account for their spending and pricing, it better be the greatest fucking piece of software ever made that has zero competition or an industry standard because no one is going to use it.