Better than expected update from Unity, tbh.
https://blog.unity.com/news/open-letter-on-runtime-fee
- Not retroactive, only applies to future Unity versions
- Doesn't apply to personal (and personal no longer has the splash screen, making it similar to the old plus)
- Runtime fee for professional is capped at 2.5% of revenue, in other words it's whichever is lower
Like, this genuinely seems completely fine, I can understand if anyone considers trust to be unmendable after the previous attempt at making the fees retroactive. But the new policy itself seems completely fine at this point.
I don't know if this is what will happen, but it seems plausible at this point, and would probably be the best possible outcome of this whole situation
@MrCheeze yeah short term, we don't need to worry
long term however, it's not gonna change anything which is a good thing imo because godot needed more attention
@MrCheeze a 2.5% cut (at most) is no more than half of what Unreal takes after 1 million dollars (edit: Unity will also only start taking a cut after 1 million dollars if I'm reading the blog right)
You could easily argue that Unity provides sufficient benefit as middleware in order to take a 2.5% cut of revenue
Fuck Unity anyways (Unity Runtime is still spyware, and Unity Technologies is still adtech) but this isn't that bad anymore
It wasn't even as bad as it was made out to be at the beginning, at least from a PC gamer's perspective and ignoring everything but the pricing
@iagondiscord New pricing is completely fair for the value they're providing, IMO. But the previous plan was genuinely really bad for 1) attempting to make it retroactive to existing games, and 2) being able to bankrupt you if you have far more users than revenue.
@MrCheeze the thing is that only F2P games with micro transactions were affected by the latter (most of which are mobile games anyway) and the whole retroactivity thing falls under the "everything but the pricing" I mentioned; it was really fucking bad and probably also illegal