|
|
|
|
|
by rybosworld
1006 days ago
|
|
Also, there are still hints of them trying to play this off as a misunderstanding rather than what it really was: a predatory pricing scheme and an attempt to retroactively change ToS. "When we first introduced the Runtime Fee policy, we used the term “installs” which the community found to be unclear so we’re using the term "initial engagement" as the unit of measure." The community did not find this unclear. The original pricing scheme was very straightforward about developers being charged multiple times for a user that reinstalls a game, or install it across multiple devices. This is Unity trying to rewrite history so they don't seem like the bad guys. |
|
Yup, even going so far as to rewrite the FAQ and pretend they never said the initial answer, it only being noted as "(Updated, Sept 14)"[0]
For full context, the original Q/A was
> 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.
and has since been edited to
> 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)
[0]: https://forum.unity.com/threads/unity-plan-pricing-and-packa...