#DoneWithUnity
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- Опубліковано 26 сер 2024
- Unity made a horrible move, even if they're just grasping at straws. It seems over the past few years, they've grasped at any straw that relates to money, instead of just sitting back and have the money help their core customers more. I don't need 90% of what Unity has spent its money on. They don't need to compete with Unreal. They have a product that despite issues still works great and has its massive rightful place on the market.
I can't support them down this road. Evangelism off.
Don't stress buddy, once you get into unreal you'll wonder why you didn't do it before.
20c is not pennies: I bought a steam game 2 days ago at 80% discount for a little more then 1 dollar and I installed the game 3 times already on my pcs and steam deck
That dev would be charged 60c by unity, after steam cuts and taxex the dev would be 20-30 cent in NEGATIVE for a sale, this is just user normally installing the game, without the whole piracy argument.
It's only penny if you sell the game at full price every time, this is not a reality for indie games, most games are sold in bundles or at massive steam discounts.
From a bundle 20c can be 100% your revenue, that's if the user is kind enough to only install your game once.
And don't trust the ridiculous claim that you won't be charged for pirated copies, reinstall, or bundles install, there is no way to detect any of that, they will simply take the unity analytics install numbers that you can already see from your unity dev console today (wich is usually 100x higher then your actual sales) and charge you with that.
It's not 60c, it's 20c, it was cleared out already. And this is worst case, if devs have unity pro, than it times less.
It's not they clearly stated that different devices count as new installs, and the idea that they can or will even differentiate a reinstall from a first install to begin with is absurd.@@mykoladavydenko3578
@@mykoladavydenko3578 He said he installed 3 times on pcs and steam deck so that's 60c. That's not to mention the case that you play then uninstall. After a while you re-install it to play again and the dev gonna get charged again for that.
Unity has reached out to me now. It still didn't address the core reasons I can't support them anymore. They cut the last month of my Unity of my subscription as a courtesy, which was nice. The employee was very friendly and apologetic about everything. I appreciate the employees of Unity. It's the leadership that controlled the decisions. It's the leadership that feels it's okay to introduce new required payments to customers who are locked into contracts with them. With that mentality, I cannot trust what new things they will come up with that would require myself or my investors to get new unplanned bills while locked in. I feel like Unity has become that health club where you can't quite escape. Sure, they let me out of my contract early, but I have a voice. I doubt that same privilege is afforded to most others. But hard to express is all the effort that so many hard-working game developers have put in, so many studios and businesses, only to be cornered by new fees that they cannot reasonably escape and couldn't account for with even meticulous planning with investors.
Hi Dan! Sadly I discovered your channel through this video. I work both in Unity and Unreal. Unreal is great that's true, but Unity is by no means worse, it's different and as you said: it allows so much freedom. I feel your pain. It's not even about the money for me, it's about integrity and loyalty and honesty. Such a great piece of tech and such a terrible management. When I first saw the news that something was up I literally thought: oh, not again... I look forward seeing you tackle Unreal if that's what you've decided.
The situation is worrying. I'm a game dev hobbyist, I'm currently making a small mobile game that I want to put out for free with some ads. I calculated that for me to reach the 200k$ threshold, I need something like 4 millions users hence owing Unity 800k$. That's a fair trade 😂.
Question, I'm not a mobile developer, how does Unity track how much revenue you generate from ads for free to play games?
Good luck on your Unreal Engine journey! The learning resources have expanded compared to early UE4 days, and lot of them are free at your disposal. Also feel free to ask around the community, there were already lots of Unity immigrants since Unity's prior missteps xD
I was learning Unity a few years back and stopped due to a lack of a RTS-creation guide and my own lack of coding knowledge.
Admittedly, the "pay per download" scheme I greatly dislike. There's potential for people to end up costing the game producer significantly more than the cost of the game itself - which is utter BS.
Will you be doing Unreal guide videos pertaining to RTS creation? After skimming your Unity content, I'd definitely like such a video series if at all possible.
(Admittedly, I'd love to learn how to program both "wandering" enemies, as well as "hostile AI team" enemies near the tail end of the series so I can make AI to play against...)
(Addendum: Bonus points if we can learn how the heck to implement online features, but I get that netcode is far beyond the scope of what I could expect to learn from a guide video series)
Hey Dan, is that a Unity tattoo on your shoulder? xd hurts man... Eager to see the new UE content 🙏
Thank you for sharing your thoughts. I appreciate it.
Thank you for sharing your feelings that so many other developers are experiencing right now with you. I have been using Unity to develop the client of a web platform for 12 years (back when users were forced to download Unity Player to be able to access the app). My fellows and I were among the first to believe in the power of Unity to democratise the development of 3D applications, not just in the gaming sphere (we, for example, run a metaverse-style platform for events, tradeshows and virtual 3D environments of various kinds). The only thing we can hope for is that the company will be taken over by someone big, like Microsoft, and bring Unity back to the old spirit, believing and investing in the work of developers and trying to regain trust in a credible way. I hope that Apple can also influence a 'new path' for Unity (without acquiring it), considering that it is the only real tool that has the power to convince (potentially) a huge amount of developers to create/convert apps for Vision Pro.
Hi Dan, yes all very sad, very disappointed myself, but will look forward with working with UE and look forward to seeing how you develop in unreal.
Unity didn't buy WetaFX, they bought Weta's digital division to get access to those tools.
Not that it makes a difference.
Thank you for the correction, that makes more sense. I also probably shouldn't have mentioned Weta. With all that money at the time, it makes sense that they would try to expand their product to more use cases. I should have kept this isolated to the paradigm change with no time to arrange. Would have kept the video shorter too. :) oh well hindsight is 20/20.
Same.
Why not track sold copies by info from steam/epic/any other store? It's already stated that it will be charged per sell, not every install.
While that would help for relieving theft expense, they lock their customers to a minimum of 12 months for financial decisions, but they force 3-month changes, with no real chance to for clients to pivot. An introduction like this should have been years in advance. So businesses could evaluate and properly plan for it. It's changed the paradigm of how they charge.
Sadly it wasn’t the company it was one guy alone that shove this ideas to everyone ( EA ex CEO) but good luck in your new endeavors!
Welcome on bright side then :)
Hi Dan, I also sad about this new monetizing stuff. Have you get any clarification yet from unity?
Not really. I'm open to hearing from Unity, but I'm no longer looking for anything from them. Time to earn my Unreal tattoo!
Jumped on the bandwagon like every other dev, beautiful thing about these types of screw up is you will probably get a better product from unity. You didn't even get proficient at DOTs which is going to unlock so many new types of gameplay potential... so yeah good luck with an engine aimed at AAA high end gaming. (which is waaaay more inaccessible than low end/mobile)
I found a good video that give proper context to what Unity is doing from, LegacyKillaHD: ua-cam.com/video/9POAozSyhrY/v-deo.html
He makes note that Unity is targeting Nintendo and Mihoyo Co. in what I call this this blitzkrieg to target large companies.
I just hope to give context to what is happening.
even if we stay, we will be domed to make games with agressive monetization, so whats even the point?
WDYM, P2P games have a tax drop, it's cheaper than it was before. If you sold game for 10$, you have to pay 0.2$ to unity worst case (and only in case you made more than 200k and sold more than 200k copies). 2% It's less then it was before. And realistically it can drop to 0.1% if it's developing countries, or you have unity pro and a lot of installs. It's basically free to use now.
@@mykoladavydenko3578 This misses the point. Unity introduced new expenses that contracted clients are required to pay without a way to escape it. We didn't sign up for it, and even if we stop using their products, if our released games go make money without updates, that will still count towards what we get charged. Unity designed a way to force clients to pay for a service they didn't agree to, while under contract to have to keep paying them. With management willing to make decisions like that, and if people just accept it, why wouldn't management just continue that trend of inventing new charges and finding ways to force clients to pay? They have shown the nature of how they are willing to charge us, and I cannot trust they won't invent newer worse ways to do it. I can't trust my financial future to that.
This is why you use virtual cards.😂