Every time your game is installed, you have to pay a fee, kek
https://blog.unity.com/news/plan-pricing-and-packaging-updates
>it's over
Every time your game is installed, you have to pay a fee, kek
https://blog.unity.com/news/plan-pricing-and-packaging-updates
>it's over
Learn C++ and make your game in Unreal or Godot.
It honestly doesn't matter a whole lot in practice which one you pick, as long as it suits the kind of game you're making.
Godot has the better terms though, requiring no royalties ever and granting source code freedom with no strings attached.
isnt godot harder to work with?
also a) it doesnt seem very popular
and b) it seems its used mainly for 2d games...
redpill me on godot, anon
>isnt godot harder to work with?
it might be at first coming off of unity but i got used to it in a few weeks and is relatively easy to use.
>also a) it doesnt seem very popular
it's quite popular and that popularity is increasing since unity and unreal's licensing is pretty harsh if your game ever becomes successful
>and b) it seems its used mainly for 2d games...
it is as capable as unity in 3d department, same with shaders, particle effects, physics and etc.etc.
ok.
sounds interdasting
tx anon
it is, anon. i only started learning it within the last month and got very comfortable making all kinds of routines for it using "GDScript". if you know python/c/BASIC then it's very easy to learn:
https://gdscript.com
>https://gdscript.com
i will keep the info in a corner of my brain
im currently working on an ai project.
its boring. its systematical work. its serious. code needs to be decent.
and it gives me the shits.
next thing i will write will be a game or i will burn out
>im currently working on an ai project.
>its boring. its systematical work. its serious. code needs to be decent.
understandable
>next thing i will write will be a game or i will burn out
it's what i'm doing. so burnt out and tired so i needed to focus my energy on something enjoyable and creative. it's been great so far.
Ray tracing? DLSS? FSR? Compute shaders?
>Ray tracing?
Is a meme.
>DLSS? FSR?
Is a crutch.
>Compute shaders?
Is completely inconsistent across equivalent GPUs
Do yourself and your game a favor and forget about those.
This is retarded rt and upscaling is being adopting by even indie studios nowadays. Upscaling tech especially is a godsend for budget and lower power draw systems.
>Upscaling tech especially is a godsend for budget and lower power draw systems
So is better programmers. Today's developers are inefficient and wasteful with system resources. It's actually hilarious that they're outpacing the upgrades in hardware now. I've seen a dev pull in a 200mb set of libraries because he needed a single function from it. That's 200+MB of RAM wasted for one class and for one function he otherwise could have just ripped out or wrote himself. When questioned about this, he said "RAM is cheap." I've seen shit like this all over. Look at literally any node.js or other javascript project and see what stupid shit the devs of it are doing.
>it is as capable as unity in 3d department
anon I LIKE godot and I can't really believe this.
>unreal's licensing is pretty harsh
unreals licensing is so unharsh that half of AAA studios use it rather than make their own. and they're the studios with the manpower and budget to actually be able to make their own 'next-gen' engine if they wanted to.
it's the 30% steam cut they focus on avoiding, which is why they try to make their own shitty storefronts rather than their own game engines.
It's a shit engine that only gets shilled around here because it's the contrarian thing to do.
its open source.
which means if you need a feature that doesnt exist you can just code it in
even if its slightly worse than the competition
the open source thing would more than make up for it.
and anon said it is comfy.
so i will try it and make my own opinion.
worst case scenario ill go with ue5
ill write a shovelware++ quality game since im a solo dev and i dont want to spend the next 10 years writing it so i wont be selling it for more than 5-10 bucks
if its 5... steam takes 10%(?), 20c per install...
5 installs per key and thats 20% of my revenue that goes to the shitter
>it's complete shit that nobody uses or cares about but it's oben sores :DDDD
i told you its not a definitive decision, homosexual
ytf ur shilling? fuck off
you renewed my determination to finish my current project quickly.
thanks anon.
ill have to grit my teeth for the next 2-3 months, but im getting there.
cant wait to do something fun at last
>thanks anon.
you're welcome, anon.
>ill have to grit my teeth for the next 2-3 months, but im getting there.
>cant wait to do something fun at last
hopefully those months fly by fast and not feel like they're draggin on for eternity! (i know it can feel like that at times lol)
it should be ok
i got the worst behind me.
i had to write alot of extremely boring things
a quasi-scripting language
a database system
and to code the compute part.
im stil coding it, im adding all the activation functions for the model now
but i got all the piping laid down and toroughly tested.
so it should be continually easier from now on.
I trust Godot more than any other engine *because* it is open source.
If your software is proprietary, you're hiding something and I don't trust you.
fair attitude
i saw one right now while looking closer at unity to cross check the pricings.
youre supposed to defend unity in case things go wrong with their engine.
i dont think it will ever be a thing, but the little print sure is a thing to look out for
>youre supposed to defend unity in case things go wrong with their engine.
they're on drugs
>but the little print sure is a thing to look out for
always read contracts otherwise you won't know how hard you've played yourself until it's too late.
>always read contracts otherwise you won't know how hard you've played yourself until it's too late.
no shit, its a jungle out there
i must have israeli blood because i always pay attention to the little print
if or rather when i make something it will be moddable af.
im thinking something rts/rtt-like. prolly something based on dice rolls to dodge the expensive computations of visibility and such for cover mechanics and such
moddable to the max bc i intend to shill it to d&d and wh/wh40k fandoms but i wont be able to deal with licences.
if theres "community mods" (wink wink) that turn the project into a wh or d&d game i will dodge the licensing fees.
>licensing fees
who am i kidding.
they wont even respond to my emails, kek
>5 installs per key and thats 20% of my revenue that goes to the shitter
when you use commercial engines such as unity, unreal or any other proprietary middleware, these are the dangers that are spelt out for you in tiny letters in the contracts you agreed to when you decided to use it.
>its open source
so basically its complete dogshit
Yeah but you can read amino acid chains that make up this particular shit.
How do I code an install count fee into Godot?
And what percentage of users have any technical proficiency to make changes to the engine? I just think that "it's open source so you can add whatever you need" is a poor argument and only valid in theory. It's one think to be able to use the software and another to be knowledgeable enough in it's internal workings to contribute.
oh i totally agree.
its just that the difference between using and contributing is time and a loooot of coffee.
both are resources i have in ample supply
its not a design goal either
its a "just in case"
i had another idea, but it wont be my first game, for sure:
a space combat thing, with boarding and stuff
i will need deformable assets.
im not sure if godot provides them
and im not sure i would be able to code that. i never tried.
but with godot adding it as a feature is an option.
with unity its the case too, and i can even monetize the plugin
but the pricings of unity are suck.
and that game i would sell for at least 20 bucks.
5000 copies and i hit the 100k mark :/
if not godot then i will go with UE
Anyone who complains about the lack of c++ and who says to make your own engine should know.
>t. unity shill upset that his shitty engine is going to commit sudoku over licensing fees
>shit on garbage
>Y-YOU'RE A SHILL FOR THIS OTHER GARBAGE
The IQ of this site has to average around 70 by this point.
Give a better option for indie devs that isn't going to cost them an arm and a leg for licensing.
I'll wait.
Unreal, as an anon already suggested. Older id tech engines are open source and not complete shit.
Stride
Godot
UE5
UE4
FTEQW
GZDoom
Cryengine
>godot
Read the chain, I'm not referring to alternatives to Unity, alternatives to Godot.
>UE5
>UE4
>Cry
Licensing fees are too heavy and they're also not geared towards indie dev workflow (ie. mostly 2D projects).
>GZDoom
Very niche and won't work for most projects.
>FTEQW
Elaborate, I've never heard of this engine.
>Elaborate, I've never heard of this engine.
Niche like GZDoom, mostly for boomer shooters these days. Uses QuakeC for scripting.
you're a fag. real men programmed games in assembly.
>programmed
And then we created abstractions to make the process easier so more people could create games and software. Not sure why you think people are fags for wanting to create something without having to go through a 7 year education to do so.
Look man if you aren't a dev then your opinion is literally worthless in this discussion.
>harder to work with
No, if you intent to actually work with it and not slap together pre-made assets from the store.
>not very popular
I'm a somewhat active community member and try to help newcomers with advice on a couple of platforms. Member counts on all of them doubled over past two years, i see more projects, even if small, but the engine is alive
>2d games
You have to start somewhere. People are just learning and 2d is where the majoritys at.
thanks for your insight
maybe we will even chat sometime in the support forums.
seethe, corporate drone
you would need a server.
and each time someone installs your game, your game will have to "call home".
i dont think coding such a functionality would be a problem.
i think the real problem would be to code it in such a way that
a) its secure
b) it cannot be easily bypassed
in other words low level shitfuckery above my paygrade
im the guy you go to see to invent something. but im pretty ignorant otherwise. duh. inventing stuff is my thing bc learning is actual work
It's not any harder than unity and it's decently popular, you can make 3d games with it but most indie devs avoid making 3d games cause hard.
you have to use a random asset from physics since godot don't have one working.
3 ik solvers, none working.
shadows look like ass
ubershader is just a promisse, never worked, never will
performance, no.
>a) it doesnt seem very popular
Why do you need a component to be popular in order for it to justify itself?
Shouldn't you be more concerned about how stable, actively-developed, feature-complete, and documented it is?
Or, to ask you point-blank, why are you homosexual enough to make this a fashion choice if you actually intend to make games?
Godot has the most intuitive UI out of all of the development tools IMHO. It's simple but powerful. Gdscript is great if you want to use it.
Godot is built like a file system. The structures are very intuitive. The only difficulties are in some 3d things, but the plugin store resolves most of that.
The biggest issue is that the names of things were changed from 3.x to 4.x and so you need to use a reference when looking at old documentation.
No way you just said that, the UI creation system in Godot is one of its weak points. None of the green node properties are explained properly by the docs and you need to mess with them just to know what they do
>Gdscript is great if you want to use it.
gdscript doesn't have a fucking garbage collector even though it's a dynamic language. The whole thing is just a memory leak trap for even experienced devlopers. It's SHIT.
It uses reference counting. And being open source you can make that work however you want.
I dont know why it gets shilled, the documentation is even worse than unity
>Unreal Engine
Can you delete the script file without closing the editor yet? It was such a turn off for me at the time that I abandoned all intentions of ever learning to use it.
Leave it as a dummy?
you can use nim in unreal
unreal is for pretty graphics only and misses 90% of unity functionality
godot is a scam
there is no dop in replacement for unity unfortunately
>Learn C++ and make your game in Unreal
C++ will only make it worse
UE5 still free if your project nets less than 1M usd
then its flat 5%
fuck unity
> "he game has passed a minimum revenue threshold in the last 12 months, and 2) the game has passed a minimum lifetime install count. "
won't affect most end users as they barely get this level of attention for their game/asset recycling shitfest. thanks for nothing, nagger.
it doesn't matter
taxing per installs is absolutely retarded
I hate UE5 games. They're basically impossible to mod unless modding support is added. With unity it's pretty easy. FUCK UNREAL ENGINE!
C# carries Unity.
Tim should have used it for gamecode in Unreal 4/5. I don't care about GC hitching, the modding is worth it.
>They're basically impossible to mod unless modding support is added
And adding the modding support is pretty easy, so fuck lazy devs?
games shouldn't ever need to have 'modding support' enabled. They do this because they don't want their assets stolen.
You can just decide how permissive you'll be with modding in UE. Ark gives a custom build that lets you run the game in the engine so you can basically do anything you want. If a game lacks modding support you have to complain to the game devs not to the engine devs
Game developers haven't been able to create easily moddable games in decades (Tod's games are carried by massive autists doing a ton of extra work).
What's special about Unity is that C# DLLs are as good as having source code. Hell, it's better because you don't need to recompile to patch. So you don't need the incompetent lazy devs to provide you hooks (they never give modders enough) you just need them to write the game code in C# and get out of the way.
Unity pro had been something like 1.5k for a license. When Epic announced UE being free some years ago, both Unity and CryEngine did the same. In the last years they backepedalled hard, now it's back to 1.5k plus additional royalty fees. Why would anyone use it?! their CEO is John Riccitello who is such an idiot even EA had to saw him off.
maybe unity went free to habituate the users to the workflow. maybe with the intention to let studios earn money enough to stand on both feet.
and now said studios have grown in size
an their staff is used to the unity toolchain
they hiked the price.
the studios can pay it. and it might be cheaper than retraining your whole team on new tools.
well, if your game is half finished then its 100% certain it will come cheaper to pay the licence than to build almost everything back in another engine
i think what might be happening here is the pusher tactic.
a pusher gets a client hooked to his dope then bleeds him dry
i dont know the numbers, but thats how i would make it make sense
no serious studio is using Unity. it was always evolutions behind in tooling in contrast to UE. the only selling point is that it was more simple to use. it's an engine purely for hobbyisst and mobile games, which makes this even more sinister that they're milking their own user base of have-nots. here's hoping that they might be in serious money problems and that they go under soon!
> it's an engine purely for hobbyisst and mobile games
Do you really consider all of the successful 2D indie games made in Unity as "hobbyist"? There's plenty of people working in the industry in small teams, full-time, making good 2D or simple but fun 3D games. Sure, they don't have muh hyper-realism expansive 3d open world game with over 9,000 hours of content with a credit list over 9,000 people long, but that doesn't mean they're not professionals.
they're all indy studios, the only games that are considered AA in Inity are Tarkov, which is heavily hampered by the engine, and Sons of the forest. The revenue of those games is probably in the low millions. The reset is pure garbage and you could make 2D game in Godot or with a graphics library in any language.
I don't see how that makes them hobbyists though.
>you could make 2D game in Godot or with a graphics library in any language.
Yeah of course, and now why wouldn't you? There's no benefit Unity will give you unless you're an asset flipper.
>no serious studio is using Unity.
You have no idea what you are talking about
tsss... yeah
predatory marketing practices.
its the world we live in...
hopefully karma will catch up to them
Have a friend working at Devolver who says devs are pissed. Some of them are looking for replacements immediately, some have already found replacements and are porting over to it right now. This is such a massive blunder for Unity.
good
the invisible hand of the market will give them a well deserved slap
I just know ive played significantly more good unity games than unreal engine games
Unreal games have the problem that they all use the default character controllers and they all feel that they control same-y with the same limitations and weight in the movement as well (and physics bugs with the terrain).
Tarkov? Genshin Impact? The hundreds of other successful games made with it? It's used a lot in the industry. Retarded poster
>i think what might be happening here is the pusher tactic.
>a pusher gets a client hooked to his dope then bleeds him dry
that's the big tech tactic. all of Web 2.0's globohomo services became giants by being generous precisely to enslave and milk their users over after reaching the tipping point. google search results in 2014 used to be far better than the ones we have now and that's by design
What if Unreal embraces this model too? What’s stopping them?
5% for cutting edge is what is starting to finally draw AAA dev studios to start using it instead of making their own engines. I doubt they want to void contracts / scare them away again by changing it up like unity is doing.
Epic and UE are way too profitable to feel the need to nickel and dime their partners with such an unpopular move. No need to burn bridges when you’re filthy rich.
>What’s stopping them
nothing, such is the nature of proprietary software and typical licensing agreements
on the other hand, as majority shareholder of Epic, its entirely up to Tim, rather than the board of directors like it is at Unity. And while Tim is a nonce, he's still better than the usual publicly traded company's leadership. And Epic's history is one of becoming more-and-more developer friendly, while Unity has been the opposite steadily for years.
Tim has also gone on record clarifying that whatever EULA you sign to use Unreal is the EULA you can use until the end of time and it will never be ~~*updated*~~ on you except by your choice. Extremely based as far as proprietary shitware goes
While nice, this just delays the inevitable. Eventually Tim will retire or die and then the unity story will repeat itself, he will be replaced by a bunch of greedy retards who will do everything to cannibalize the company for short term profits.
>short term profits
Many such cases. Executives would be significantly more invested in long-term thinking if (a) they got paid in stock that only vests after 5-10 years and (b) absolutely zero compensation (except in stock) in any quarter the company does not post a profit
>And while Tim is a nonce,
Fucking based, brb gonna port my Unity dicky game to Unreal
This thought is stupid because UE's license is based on its version, so if on a new version they introduce that model every user will never update to the new version and will keep using the old one while finding another engine to migrate to, it's simple.
fear not developer friends, I have been using private servers to download your games and you will not be charged
also applies to pirated copies
How do they count pirate installs?
unity phones home not giving a fuck where you have got the executable game from
What if I install on a machine with no internet access?
I have no idea. probably won't let you install/run the game, just like their editor does, or will save it somewhere in the registry to send it with telemetry once you gain the connection
That's not how it works. The executable has to load some kind of library or instructions in order for the call to send a packet using the network device to occur. There are a few different methods you can use to bypass this. One is to wipe out the check completely, if there are many checks, you can opt to emulate a response with a modified library (which is how steam games are cracked).
so how do you think they will be doing it?
unity already phones home, so that was my first thought. I know how executables work, and a simple firewall with the outgoing policy other than accept would work. no need to "emulate a response or wipe the checks". the code is proprietary, and they claim to be charging for installation. how do you think they would achieve it other than sending an actual feedback from the user? think of a "way it works" and tell me
>and a simple firewall with the outgoing policy other than accept would work.
That depends on how extensive what they're doing is. It sounds to me like they're going to be implementing their own light form of DRM. If that's the case, the program will halt if it can't connect to their servers on the first run. If it's not like that, then a simple firewall rule will prevent the outgoing packet from reaching them, thus the install would never be counted. If the former is the case, then pirates will have to either remove/block the check or emulate a response.
In terms of piracy, letting the program send any kind of packet at all is generally a bad idea because it could implicate users if it's uniquely identifying. There are exceptions like games which include Direct IP connections. Usually steps are taken in modern releases (because the vast majority of them include some kind of DRM) to block or remove the capability for the program to send any kind of outgoing packet, or to send them to some kind of void like the local host.
first of all,
>That's not how it works.
but it is how they are going to verify an install. DRM like or not, still it is a data packet sent, that does not give a shit if it is a cracked game or not.
I also said that earlier here
if it will be more strict, then the games won't run unless connected to the internet. even if you have pirated (and cracked) it, unity will count it as an install. and sure they will crack it to play a pirated version.
>that does not give a shit if it is a cracked game or not.
If the game is cracked it likely won't have the ability to send that packet, you total brainlet.
Assuming the pirates care enough to remove that call
>If the game is cracked it likely won't have the ability to send that packet
but if they could? if their wannabe DRM will turn out to be as good as their decisions? if a packet could be forged somehow to let the game run without further mess? or for pure exploitation of this system to flood the downloads? you can technically obtain a legal copy of windows for free by exploiting their services. who knows if such a successful company as unity technologies will make it any better
I mean sure, the system they have set up can absolutely be exploited to fuck over developers the way it stands, without much effort. Install a game in a sandbox, look at the packet it's trying to send, send that packet to their servers across thousands of DRM connections.
I don't think legitimate pirate release groups will do that, but eventually someone will for the lulz or for some malicious reason.
thousands of vpn connections*
or tens, hundreds of thousands, etc.
I genuinely have to question whether you understood or read anything that was written to you.
that there is no physical way to make his DRM know the copy is pirated?
yes, I did
wtf would be the point of a crack that doesn't let you play the game when ur not connected to the internet or block it in ur firewall
there would be no need to crack, you would just download a pirated version and let the unity to count your install
against what data will they authenticate you?
why would you need to crack a system that just counts an install for not your game?
>why would you need to crack a system that just counts an install for not your game?
Why would you not just rip out the check if your point is to eliminate DRM. No release group is going to try and forge a fake packet to send to their servers for authentication. That's way more effort for no gain.
I there's exhaustive checks, you emulate responses, which is still much easier than forging hundreds of fake packets.
It's simply not the way any of the release groups handle their work, or have ever handled their work.
>Why would you not just rip out the check if your point is to eliminate DRM.
there is no DRM. why would they make effort to remove something that does not stop the pirated copy from running
Why would any release group willingly let one of their releases send out any kind of telemetry data? This doesn't happen by principle, regardless of how harmless it may be. No one wants the possibility of their IP being connected to potentially uniquely identifying information for a pirated install.
If it's DRM it will just be ripped out entirely or the responses will be emulated. Why would you do anything else?
Why do you think Unity is going to be stupid enough not to have some kind of basic token authentication system for installs?
>Why do you think Unity is going to be stupid enough not to have some kind of basic token authentication system for installs?
what token authentication? there is no way to implement it allowing people to run copies on multiple devices without interfering with the developers
>If it's DRM it will just be ripped out entirely or the responses will be emulated. Why would you do anything else?
no need to do anything else, and if you just want a game to run you could even do less.
>Why would any release group willingly let one of their releases send out any kind of telemetry data? This doesn't happen by principle, regardless of how harmless it may be. No one wants the possibility of their IP being connected to potentially uniquely identifying information for a pirated install.
you are correct, but if they would leave it, then if would count then.
the problem is that if you as a developer will get charged for pirated game copies is up to the release group, and you COULD get charged for one
why don't you answer how would it authenticate in the first place? there is no account, there is no key, an even if there was a key, they count the downloads, so would allow a single key to be used multiple times. it is no drm
They count "installs" ie, first runs, not downloads, it's impossible to count downloads without being the distributor.
I meant install, sorry
the point is they could not authenticate it anyway. no user data to authenticate against
And i inject some code to call this function 1 billion times persec and randomize the parameters to make it look like i have 1 billions installs will the AAA company just blink out of existance?
good job, you figured out how to abuse it
Do you think they acquired IronSource that has made malware in the past just to phone home?
most modern games do this when you launch them, not just unity ones whether you pirate or not since it's not any sort of drm check, "only" telemetry
Is this RUNE's release?
yea
You do realize no one can validate this without telling us where you got it from.
i just made this when people in threads about this started to ask "how does unity know". i'm not sure what you want to validate about it, download a unity game or AAA game and use some firewall that allows whitelist only most applications and games will ask for internet access.
lmao are you retarded?
Every fucking software you run these days from windows to games (except from Linux.. FOSS in general) is making 1 or way more telemetry calls.
This is no groundbreaking information nor anything, it is common knowledge to anyone with basic computer notion.
what utility is that? looks neat
bump
Yeah what is that tool
>giving internet access to pirated software
There are no way people this retarded exists
pirate installs count lol
get FUCKED DEVS
love,
unity :3
How would they know if a pirate install even occurs? Generally there's an effort to ensure that cracked games aren't able to go through any kind of DRM auth flow, which means they would never contact Unity and let them know an install occurred.
>you owe unity $200,000.0 if 1 million people install your game on the personal / plus plan
Holy FUCK they got greedy
I'll keep using it at my job but no fucking way I'll be touching Unity now with any personal projects
They trying to cash-in on the huge fake game + bot + ad fraud market. Pretty smart. So many games are literally just fake games that bots install just to click ads to give fake engagement to OTHER games that bought those ads.
After their deal with ironsource, you do not have the right to be surprise by their scummy behavior.
Unity really has degenerated a lot in the last 3 years. It is almost as if they want Unreal to win...
Sabotage?
>not using Godot, the completely FREE (as in free beer) and open source game engine
A fool and his money are soon parted.
You know what, I'll try it
I really want to make some UE games but I need cash rn for a better system and living
What kind of system do you have?
that looks excellent.
oy vey.
it's based on sales. there's nothing that prevents you from still using it for free and spreading games made with it, as long as they make no money.
> based on sales
Nope, it also tracks download, reach either one and you will pay
Well, that sucks. Godot it is, then.
WAHOO!!!
>digits
Think this is an once-in-10-million situation... checked!
So wait, if I automate installing/uninstalling/reinstalling a game a thousand times over, the dev will actually have to pay for it?
LMAO
Yes, and this applies retroactively. Someone could drain the Among Us devs for every penny they earned.
It honestly sounds like something that Redmond would come up with.
From what i read, it seems like you need to make both $200k/year AND have 200k download for this to kick in. Biggest losers are mobile game companies so not my problem
It's OR, actually.
It's not
That's it, it's over. Unreal Engine won.
obviously
tim epic must be celebrating this retarded blunder
Doubtful, they're kinda in a similar situation as Unity and Crytek that the crazy developer hours required to build a game engine doesn't pay off now the pricing has been pushed way way down.
>Doubtful, they're kinda in a similar situation as Unity and Crytek that the crazy developer hours required to build a game engine doesn't pay off now the pricing has been pushed way way down.
UE price was paid off at the moment when Fortnite became popular. I think that game generated more than a billion and is probably the only reason why UE survived in the first place.
Has our time finally come, Godot comrades?
We fucking LOST
Godot doesn't natively support publishing to consoles, its shit
>feeding console pigs
Why, I'd never.
Any Day Now™
Sony, Microsoft and Nintendo could open their platform to fix this problem.
Their platform is open dumbass, its godot lack of support, ue5 and unity have publish settings for them.
you can't install any OS you want on 97% of consoles without exploits and/or modchips.
Cool, I didn't know they were open. What was the link to the Sony developer forum again?
Wasn't there like a Sonic game or something that was done with Godot?
I remember people getting butthurt that they didn't properly credit it as being a Godot title and instead slapped their own custom name on it
Sonic Colors Ultimate, It was a poorly performing broken mess that killed Godot's reputation ensuring it'll never get anywhere in the AA market.
>sonic
>poorly performing broken mess
what else is new?
Just port it yourself. You aren't a codelet, right?
Consoles don't allow open source projects to publish to them, retard. There's a proprietary version that works with them.
I wouldn't play a game that was available on consoles anyway.
Because consoles aren't open source you idiot.
*cough cough*
https://docs.godotengine.org/en/3.0/tutorials/platform/consoles.html
>Every time your game is installed, you have to pay a fee, kek
Speaking of every time...
>early lives
>early lives everywhere
for me it's using a rendering library like bgfx
Games made using basic libraries and guis (java swing for example)> buggy 3D goyslop
The time for Stride is now.
>retroactive
LMAO there are free games made with unity with millions of installs and the devs now have to pay up
how is this even legal?!?
what about the web player. does it count as an install? we could all go to newgrounds and hit F5.
>how is this even legal?!?
cough!
The fee only counts on downloads after 2024. The thresholding is retroactive, not the fees.
>maintain free game already well above threshold
>people continuing to install after the deadline
>suddenly find yourself in debt to the tune of tens of thousands of dollars, despite not making a single cent off of the game
Imagine that millions of people has a free copy of your game on steam, since you offered it for free.
Now how exactly do you stop people from installing your game.
>how is this even legal?!?
subscriptions vs ownership
it was predicted by anybody with a brain, they hook you on a product to then destroy you
It seems the terms had already changed without notice on April 3rd 2023, they are just notifying the fee now. Before this date there was a LTS clause that should shield those who already had the engine.
>and the devs now have to pay up
No, you need to also have won 200k in revenue, so free shit is safe.
The retro-activity will definitively get them sued by bigger studio tho.
It does.
>stallman was roght AGAIN
When will you naggers learn?
How do they even track installs?
It phones home. IronSource helped them with that.
Unity engine has baked-in analytics
Seems like an opportunity.
> you get what you pay for
> pay per click ads? -> click fraud
> pay per install? -> install fraud
Expect to see malicious packages that download and install a package over and over
>find game dev you hate
>get 100 bots to constantly install and uninstall the game
>each install uninstall loop costs the dev 10USD
>repeat 10000 times
>cost the dev 100k
Thank you unitards, very cool.
doesn't work like that. you need to buy the game. dumb fuck retard.
oh suddenly unity invented a better system than denuvo? haha
> when larping goes wrong
cringe. did reddit close down?
>no answer
not him but he's right, if they engine knows the game wasn't bought, then it could refuse to play them game as well as a form of drm
and now you know anti-piracy is smoke and mirrors for their in-engine data collection.
Pirates pay with their data.
except there's no way to know if a gog game is pirated, that's part of them being drm-free
>how does that work?
a gog installer is a standalone executable which is completely identical no matter who obtains it, it doesn't require authentication which is part of what makes it drm-free, there is absolutely no way to differentiate between someone who paid for it and someone who didn't
Doesn't say so.
>We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user. We chose this because each time a game is downloaded, the Unity Runtime is also installed.
Also you really believe they would make that big of a loophole for all the freemium games?
You braindamaged pretense for a monkey, the thing literally says per install. Nothing stops you from installing a billion times to bankrupt a dev.
>b-but how will you run 100 bots without-
Steam family share
>b-but what if you cant
If you truly intend to do this and bankrupt a dev, 20-50 copies of the same game is chump change in comparison.
learn to read first retarded gorilla nagger
>>find game dev you hate
I can see it now. LULZ drives yanderedev to assisted suicide.
DO IT!
yandev is a scammer he wouldn't give a shit and would just drop his license without ever releasing the game
Still, is there any way to get him to an hero?
If you don't write your own engine you can fuck off, you don't deserve to be a game dev.
try telling that to the thousands of developers that used middleware since the 80s to make games. do you fags know anything? without middleware programmers the game industry would not exist.
Well that's completely gay and they don't deserve to call themselves game devs. Now fuck off.
You purchased self contained, non licensed software tools back then, and you were free to do whatever you damned pleased with it. You bought one and were done. They had to add new things that you wanted to use if they wanted to entice you into buying newer versions of it
Not the kikery of today
>install VM
>take snapshot
>install game
>revert snapshot
>install game
>revert snapshot
>install game
>revert snapshot
>install game
>revert snapshot
>install game
>revert snapshot
>install game
>revert snapshot
>install game
>revert snapshot
>install game
>revert snapshot
>install game
>revert snapshot
>install game
>revert snapshot
>install game
>revert snapshot
>install game
>revert snapshot
>install game
>revert snapshot
>install game
>revert snapshot
>install game
>revert snapshot
> why yes i am an illiterate moron that didn't even read it, how did you know?
needs to make money, you low iq imbecile.
Again, all that means is a big studio buys $200k worth of game licenses and a chink farm to repeatedly download/install them. Do you really think the likes of Ubisoft and EA would be above this behavior if it meant crushing their competition?
>shillfarms being able to put you in debt are acceptable if your game makes $200k for a year
alright ranjeesh
>make indie free to play mobile game
>make $400k off of 3 million installs
>now owe Unity $600k
Actually anon it's even better than that because it also apply to webgl games. You can just refresh your cache and do it all over again!
wouldn't even need to do that
the game engine can only know if a game was freshly installed when the game is opened and there's no existing marker on the system to say it's been run before, like a flag in the registry or the like
so all you'd need to do is;
- run the game, identify what the game modifies on start up
- delete that data
- run the game again
- repeat
well, that or they use some kind of hardware identification which is compared with an online database so it can only be charged once per machine, but you can spoof that as well
>install wireshark
>capture network traffic during install
>reverse engineer encapsulation method
>identify fingerprinting components (HWID, IP, MAC etc)
>write script to construct and send packets with different identifiers mimicing original
>write script to cycle through VPNs while spamming these packets
but wait there's more
>install a few different unity programs
>capture traffic
>identify difference and commonality
>identify which part identifies a specific installer
>adjust script to be able to target any installer
>use pirated copies to find different installer IDs
>automatically cycle through different games blasting unity servers with millions of fake installer messages
>destroy payment model
if it's not obvious to them already, the above is why this is impossible to implement without the installer piggybacking some other abuse-preventing authentication method, or the system will be designed in a different way
it's probable that a packaged installer won't trigger it
I KNEEEL!
it is morally imperative that someone does something like this
No it isn't, let all of the engine dependent hacks fester in their own shit.
it's actually fucking over
>5 years from now if you make a game that pisses off steambabs they can financially ruin you by continuously installing and uninstalling the game
reviewbombs were only the beginning kek
Heh, looks like Godot devs can just wait and watch while the competition digs their own grave.
>yes mister unity, all my games are part of a charity bundle
>for who you ask? charity for me of course
lol
Kinda surprising that there was a grain of truth on such a israeli show.
>Also we believe that an initial install-based fee allows creators to keep the ongoing financial gains from player engagement, unlike a revenue share.
This statement doesn't make sense. Why is it not the creator's choice?
Also it unnecessarily makes things more complicated. Is it even compatible with the freemium model?
>Why is it not the creator's choice
Because they have calculated that this will make them tons more money
>create free game with in-app purchases
>get past threshold
>each download earns you purchases of around $0.20
>100% go now to unity
Looks like they really want to screw smartphone apps.
I just heard the news and came here to understand LULZ's opinion. I love Unity, I'm used to it, but I think I'll try learning Godot as some others mentioned. I was always under the impression that it was not very versatile, but user friendly, if it can do 80% of what Unity can, it will be worth the switch. I wonder how many other people are doing this right now, I don't understand how a company can make a decision like that and not take into account that people would leave to other engines.
>On September 6, 2023, John Riccitiello, President and CEO of Unity Software Inc (NYSE:U), sold 2,000 shares of the company.
>6 days later announce something that would guarantee share price to tank
Uhh I'm pretty sure that's very illegal
That is indeed very illegal, but he's very rich so he'll get punished harshly with a slap on the wrist
Interesting concept but looking at their stock price, doing that would yield orders of magnitude less money than he earns as a salary, no?
I stopped using Unity when having a registered account was required.
trust us, bro, it's not a chinese spyware miner
the most surprising part is that they are not backpedaling unitycucks are done
I'm not sure what's more bullshit, having accurate analytics that tracks users whether devs want to or not, or the fact that unity can just make up some bullshit numbers for your installs and charge you.
> it's not a chinese spyware miner
It's a mossad spyware miner.
That's why they fused with Iron Source last year.
its israeli
btw they got caught installing spyware on consumers
lmao these fucking israelite just can't leave it
Use a framework and make a simple game engine and level editor for your games.
You should also be fine with 2D rendering stuff and some basic 3D, you don't need to make another soulless uberrealistic AAA story game.
Plenty of 2D and 3D Physics engines to plug in, plenty of cross-platform Audio playback systems. If you want the Unity experience, just include an ECS in your engine.
Realistically you should just first need Windows and/or Android exports and most frameworks cover this. Console publishing takes some more manual work anyways.
>MonoGame / C#
>Raylib / C/C++/C#
>SDL2 / C++
>OpenFL / Haxe (Flash replacement)
>Pixi / JS
>Phaser / JS
Different languages, lots of target platforms. Plenty of examples for these, ChatGPT can help further.
You have options now, there's no excuse.
some people actually want to work on the game, not all the boilerplate
thsi is the equivalent of telling people to make their own os when they are pissed by some change in their meme distro
just ignore the
>make your own game engine
retards accosting typical indie devs
its only viable if you're a large or well-funded team, your project is simple, or you're some programming savant. people insisting you didn't make a game if you didn't start from scratch are just typical obnoxious gatekeeping contrarian loser channers
Unity is dead
Goodbye Chinese crap and steam asset flips
Israeli-American israelites most likely. They inner greed call for shekels is chronical.
Do not make any business with israelite. Create your own engine or find better alternatives.
I'm going to main Godot now, but only because I can use it to quickly prototype some shitty guis for my non-game projects as well.
>pic
Unironically all Godot needs right now is a weeb autistic girl like this as their mascot and their downloads and supporters will surely skyrocket
*cracks monster*
quake engine
*sips*
yeah, this is the engine
People played unity games?
I stopped downloading any game made with unity since I noticed their games call home for telemtry shit
https://en.everybodywiki.com/List_of_Unity_games
there are too many good games on the list. how can you not be playing any of them
You likely have been playing games made in unity and not even realized it.
Its an EXTREMELY common engine
CHECK YOUR GAMES
https://steamdb.info/tech/Engine/Unity/
>wallpaper engine is unity
what the fuck
Did you just realize it? Why do you think it was frowned upon as bloat ages ago in desktop threads during the minimalist time period? Stop using that garbage.
yeah yeah, haven't really used it in a long time. the novelty of it wore off after first month
>gamers pleaded and begged no unity games, laughing at its 30fps restriction
>devs greedily used unity anyway, made inferior games not due to tech limitations but due to their own lack of skill or appreciation of game craftsmanship
>They get Ricitello'd out the ass in the end, pull their previous games and cancel upcoming projects due in months
Amazing, John should definitely be blasted with insider trading right now. What a scumbag
>make outlandish terms
>people get mad
>make it just a bit less bad
Won't trick me.
https://nitter.net/stephentotilo/status/1701767079697740115
So what's their goal here?
How are they going to actually track this? Is it going to be tracked through the distributor, e.g. Steam, or can they somehow tell from a pirated copy or DRM free?
Every time you run the unity installer it tells them.
Unity itself that is installed in your computer with the game is the tracker.
what are the chances they reverse this?
> israelites
> not having to put up with israeli behavior
You can pick one.
They already did its per buy basis
source?
What? A developer of a proprietary creative and/or development software pulling on those strings they attached to you and told you not to worry about, to try to scrape the bottom of the israelite pot on the common users' expense?
No, I don't believe it, that's NEVER happened before. Like, whaaaaaaat? No way. Everyone knows that these types of developers, especially Adobe, have a lot of integrity, and would never go so low as to rugpull you.
if you base your livelihood on proprietary solutions like this, you get what you fucking deserve.
>retroactive contracts
Pretty sure that's entirely illegal on a fundamental level. Now contracts for all releases going forward, perfectly fine.
>your entire workflow revolves around our software. Pony up or get fucked.
A burnt hand is the best teacher
>Pretty sure that's entirely illegal on a fundamental level
Not if allowance for retroactive changes were already in the EULA.
Learn to read OP. If you made this much money I don't think you would be complaining.
I too enjoy a pitfall that will trounce me if I only achieve middling success
What happens after a few years of massive inflation?
but not for you
>if you made money you shouldn't mind losing money
So what happens when you make 200k on a mobile game with an install base of like 1 million users? You just owe unity 200k?
yes
israelitery aside this sets terrible incentives for games - high revenue per installation meaning you probably want a one time purchase as well as lots of microtransaction
Also all sorts of demos or multi platform support are discouraged
Enginedev bros, we can't stop winning.
>does nothing
>wins
he can't keep getting away with it
>download unity game
>install
>uninstall
>install
>uninstall
>install
>uninstall
>set up a ahk script to repeat that infinitely
>cost the game developer thousands of dollars
kek nothing personnell
that reminds me of the retarded executives demanding propietary shit like dynamodb or aws serverless instead of using foss stuff in ec2 instances, and then crying and asking why is so expensive to move out to another cloud when awsnaggers raise their prices.
I wasted my life learning C# which is only good for unity and backend stuff.
What should I do now. I'm lost ︿
If you are a tinkerer maybe have a look at ps4debug. I used c# to mod unity games but lately I've used ps4 cheater and shared trainer code to make trainers for that console. I got my footing poking around for 3d specific stuff, moving characters around, camera hacking type stuff, good way to kill time, and sometimes you stumble on things other than noclipping, like directly controlling the state machine/animation graph of a character.
>devs make the first part of their game free
>Unity can't collect royalties on a free game
>customers pay to unlock the rest
SHAREWARE IS COMING BACK BABY
I didn't realize how bad the situation is for game devs:
>israeliteed by steam for 30%
>israeliteed by taxes/VAT for a similar amount
>israeliteed by engines for even more
Alternatives...
Godot:
>retarded and slow gdscript
>~~*Juan Linietsky*~~
>"Argentinian" but actually a israelite from ukraine
>Embezzles 8 million in donations
>buys fancy cars, eats at expensive restaurants, etc
>posts about how terrible Russia is and imperialist White Russia killed his kike grandparents (meanwhile they also made it to Argentina)
>posts about how heavy metal is anti-christian and how that's a good thing (but it's not anti-g-d oy vey)
Actual alternatives:
>rust meme engines
or
>shitty licenses
or
>DIY
souped up quake 1 sourceports:
>FTEQW w/nuclide SDK
>Darkplaces
cons are that you will need to learn quakec
>posts about how terrible Russia is and imperialist White Russia killed his kike grandparents (meanwhile they also made it to Argentina)
Based. Switching to Gotod now. Fuck russhits
That image is retarded. Obviously it means the family was chased and members of it killed, causing the grandparents to escape.
Game engine dev chads, we won..
We warned you. You NEVER needed to use unity unless you are a talentless hack. WE WON.
Literally everyone warned those "gamedev" retards about not building an entire career on top of a proprietary tool. Now they are considering suicide because they built all their tools, environments around unity. There is no cure for stupidity.
You know what this means right?
The whole "piracy hurts devs" script has been flipped 180 degrees
Now BUYING games hurts devs and pirates are the moral ones
>click
>click
>click
>click
GET BANKRUPT
GET BANKRUPT
GET BANKRUPT
GET BANKRUPT
GET BANKRUPT
>Why do game engines cost money?!
Well you could just git gud at programming and make your own using C++ and OpenGL
>But me want free engine to make moneys now!
Use Godot
>But it's shit
>The average LULZtard
The problem isn’t that it costs money, it’s the revenue model they are using.
Are all unity games going to vanish from online distribution platforms? Any worthwhile unity games to backup?
https://steamdb.info/tech/Engine/Unity/
LOIC for Unity plugin is just around the corner.
Imagine losing a million buckerinos in an hour just from 1 forum post in the right place, woo boy howdy.
dont mind me
lol do this
you can fire off packets faster than that with 0 cpu time
How long until Unreal follows
Would be stupidity, they have just gotten a huge competitive advantage for free.
No, they've just gotten the monopoly. They won't go full Unity, but they now have the opportunity to be real shitty, just as long as they're a *little* better.
Ehh.. a bit different target audience. Unreal is becoming "default" engine again for AA/AAA games. They don't want to mess that up (because Epic Store and stuff).
UE is kinda mediocre for mobileshit. Godot is probably the real competition there.
Nah. Game developers are businesses too. UE5 has no such monopoly on game development tools and open source alternatives would simply scale astronomically fast to compensate.
I don't think you understand what the word monopoly means.
Build Engine chads, we've won !
BWAHAHAHAHAHAHAHAHAHAHA!!!!!!!!!!!!!
cyberpunk 2020 predicted all this shitshow. corporations will rule over the world
>will
>develop childish software
>for the worst possible customers
>directionless manchildren and men who want to be women
>no benefit to society whatsoever
>develop within a proprietary walled-garden game engines
>they are owned and ran by giant corporations
>you must pay them tithes to publish or use the software
>skills gained during development are completely tied to your chosen walled garden
>ecosystems of paid-for content packs and assets only usable in your engine of choice
>overlords get greedy and either actually fuck you over or cause mass loss in confidence in your chosen walled-garden
>you're completely fucked.
And people bitch about left-pad, I didn't think you could get worse than webdev, but gamedevs somehow managed it.
Reminder gamedev is and should be a hobby.
Gamedev is the biggest entrainment industry in the world
There are plenty of ~~*entertainment industries*~~ that could vanish overnight and mankind would be better off for it. Gaming is one.
>t.
>Reminder gamedev is and should be a hobby.
Literally this. All those fun games in history were made with passion and autism redirected to developing games rather than sexual fantasies.
MEMED INTO REALITY
HAHAHAHAHAH
EAT SHIT WALLPAPER ENGINE FAGS
YOUR SOFTWARE USES UNITY
lol just block the tracking url and ip addrs unity uses for that shit
>You must be connected to the internet to run this program.
>tracking url is blocked
>installation unsuccessful
The developer doesn't have the ability to remove the unity splash screen without paying for a pro license, why do you think they'll be able to intercept a request before the game is even installed? Or are you suggesting the user block the url? The end user doesn't pay the fee.... Yet
>5 unity game launches remaining for the week
>purchase pro for just $4.99 to get unlimited launches
I'm not code guy so here's the question: can't you just emulate installing the game? So you can make people you hate loose money even faster.
All it takes is one person that normally cracks DRM for piracy reasons to shift their efforts toward figuring out how Unity's install check works. After that it's anarchy because you can skip the network/disk stress of repeated download install cycles and just spam "USER INSTALLED <GAME>" at their servers until your victim goes bankrupt
There'll be a cope train that the Unity runtime can magically detect and prevent all instances of abuse, but they have no chance against determined autists.
They've refused to outright state that pirated copies are excluded from the install check and will be billing devs on what their Proprietary(TM)(C)(R) program determines is the correct number but also refuse to give any details on how it works.
It's at best a PR nightmare and at worst Unity's office will be having a calm discussion about alternative pricing models with Yakuza and Triad members (courtesy of Nintendo and whoever owns Genshin Impact)
If 2D use godot, if 3D use unreal.
In godot you can do 99% in the super easy to learn / use python like gdscript to build your prototype then rewrite performance intensive parts such as AI / world generation in C++ with modules.
Yeah you can also cut your dick off and wear a pretty dress if you want.
Its the way to do it if you ever want to actually release your simple 2d / 3d games in a timely manner. For anything larger you use unreal or waste years making your own engine.
>Unity CEO John Riccitiello was EA CEO when FIFA 09 launched with loot boxes. Last year he said devs making games without monetization in mind are “fucking idiots.” In an EA stockholder meeting he entertained the idea of charging $1 to reload an ammo clip in Battlefield.
It all makes sense now. He was too greedy for even EA.
schlomo dovrat is one of the directors who sold stock hours before this announcement
I'm serious
>Unity dying, sell unity stock, buy epic stock. Kill unity with dumb changes.
Wouldn't be the first time.
>buy epic stock
who is selling? because i want in
Or just shorting unity. It's that or the people in charge are actually retarded.