It’s time to drop Unity, so what’s next?
<p>Let me paint you a picture. You’re a small indy developer, working on a game that’s coming out in the next year or two. Maybe your team consists of only a few people (or maybe it’s just you!). Long nights, coding sessions, and all of your effort is going towards trying to make and ship a game.</p>
<p>Maybe you’re not doing it even for the money so much. Perhaps it’s a charity, or some other noble cause. You’ve already studied the deeply confusing Unity licensing documentation and have found that yes, you can use Unity until your game starts making more than a certain amount of money per year.</p>
<p>And then, suddenly, with no consultation, Unity introduces another layer to its licensing cake model. It’s a <em>new </em>charge that <a href="https://blog.unity.com/news/plan-pricing-and-packaging-updates" rel="noopener ugc nofollow" target="_blank">applies depending on how many times your game is installed</a>. Basically, whenever you use the “Unity Runtime”, which of course every game based on Unity uses, at a certain point you’ll be up for “up to” 20c per install, on every install that occurs after installation number 200,000.</p>
<p>Understandably, <a href="http://www.theguardian.com/games/2023/sep/12/unity-engine-fees-backlash-response" rel="noopener ugc nofollow" target="_blank">game developers are furious</a>, and questions abound. Can bad actors who hate a certain game developer repeatedly uninstall and reinstall their game to cause them some sort of loss? Does every Unity game now require an always-on connection, and will it send information back to the Unity servers to help with this tracking? How will Unity thumbprint individual computers and devices to check for compliance? Are all future Unity games going to be required to be online only? And so on and so forth. There have been some responses to the above questions, </p>
<p><a href="https://betterprogramming.pub/its-time-to-drop-unity-so-what-s-next-36d48aeba728"><strong>Click Here</strong></a></p>