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19 points

So, Game Pass would have to pay per installation huh?

Which is going to mean a lot fewer Unity-based games showing up, because no company is going to suddenly be okay with fees out of nowhere. Especially something that allows you, the user, by design to install something, try it, then delete it if you didn’t like it. Not only that, but gamepass is from pc and console. You find a game, love it, install it on console. Then discover you can mod it, so you install it on pc. Gamepass is now on the hook twice.

Yeah, unity did not think this through. Even if that is unity working as intended, that’s still a stupid policy. Either games will now have to be more expensive, just in case, or have install licences, requiring even more dial-home to monitor.

Add to that unity not saying whether or not it’s going to use dial-home as a counter, and that works for games written years ago. Indy developers are now going to have to think long and hard about advertising old games, or discounting them. I would imagine a few of them will be pulled from stores, just in case.

There’s a lot of lack of detail here: like, how do you as a developer know how many installs there are?

The free 200k limit, does that mean profit you made, or is that 200k sales? These two things are not the same.

Time to revisit Goddot.

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10 points

200k in revenue, not profit.

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6 points

Yeah and their definition on revenue is brutal https://unity.com/runtime-fee

Quote: A game or app’s “total revenue” includes all revenue generated (without limitation) from retail sales, in-app purchases, subscription fees, web payments, offline payments, ads-based revenue, etc. Total revenue is calculated without deduction, including any relevant digital store fees.

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7 points

Yeah that’s just… bad.

The perspective you just outlined makes this policy so mich more ridiculous than it already was.

Game demos (rare as they may be) also won’t be possible anymore as it costs the devs money.

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