Unity: We have to charge for every install because we only see totals. Also Unity: We can tell which install is which, so you won’t be overcharged.
The fact that they went forward with this decision means they’re not so wise at lying. It sounds more like last-minute damage control, but I doubt this will stop their greed. What I’m wondering now is how will the Chinese game companies react? Everybody get your popcorns ready.
So does this mean every single unity game will have unity online drm now? Or how else will they be able to tell? Seem so much more convenient to take a cut from sales instead
Was Unity lying yesterday or are they lying today?
Yes and yes. It’s not an either-or situation.
Well it kind of is. Either they can differentiate between a new install and a repeat install, or they can’t.
It’s also possible that they can’t track new installs either.
FAQ:
How is Unity collecting the number of installs?
We leverage our own proprietary data model and will provide estimates of the number of times the runtime is distributed for a given project – this estimate will cover an invoice for all platforms.
Which is some kind of weird nebulous BS.
They’re not saying their engine phones home and/or collects data from end-user devices. With the associated data protection nightmares.
So what is a better game engine to use now?
Unreal for “commercial, highly documented, also an industry standard”
Godot for “this is actually libre software and you can trust it to not enshittify itself in a couple years”