This is of course not including the yearly Unity subscription, where Unity Pro costs $2,040 per seat (although they may have Enterprise pricing)

Absolutely ridiculous. Many Unity devs are saying they’re switching engines on social media.

    •  June   ( @June@lemm.ee ) 
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      I turned down a job offer at a company that relied solely on twitter’s api in order to accomplish their goals. It was a sales lead generation tool that used a scripted approach to warming leads before handing them off to AE’s to bring home.

      Within a year Twitter shut down their access and the company went under. That’s the day I learned not to trust another company to allow you to make money with their product permanently.

      • People wrote their own game engines since the earliest of games, they just want the easy route today and a marketplace to monetize on. These are poisoned gifts, and always have been.

          • Great analogy, but this is a wheel you’re being charged for, after you’ve installed it on your product. Maybe you would have been better suited with your own wheel.

            You’re not picking an existing good wheel solution that you can use forever, you basically took a promise for a free wheel that you’re now being charged for, and you’re sad because the free wheel isn’t free anymore. Well, maybe you should have picked an actually free wheel to begin with.

            Unity is not the only solution to your cart problem. You’re just using it, because it is convenient.

            •  Car   ( @Car@lemmy.dbzer0.com ) 
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              10 months ago

              Are you being obtuse on purpose?

              This isn’t a case of “I use unity because it is free,” because outside of recreational game developer use-cases, it isn’t free. There are very real costs associated with monetization that any developer, team, and studio should be aware of.

              Developers who have been using unity with knowledge of their pricing mechanisms are being blindsided with new pricing, that you can’t opt-out of, with a little less than 3 months notice. Going back to the wheel analogy, these teams have designed entire vehicles around these wheels, with application-specific knowledge and workarounds to be told that “Hey, regarding that product which underpins your entire project, one with which we’ve already entered into a sales agreement… we decided we want to change the agreement and track its usage and charge you more money. You have 11 weeks to get over it. Your continued use of our product implies consent to the new terms of this agreement.”

              You can’t just move to a different platform without significant amounts of rework.

              • Developers who have been using unity with knowledge of their pricing mechanisms are being blindsided with new pricing

                I get that, and it sucks. But too many offerings on the market are nowadays accepted as normal operating procedure, when they seem like such obvious traps to me. There is no financially-driven company out there that you can rely on with your project. Go with an open-source project or write what you need yourself. I fully understand the challenge of writing a product from scratch and bringing it to market. Your dependencies can break your neck one way or the other.

                You can’t just move to a different platform without significant amounts of rework.

                I know and feel that. I am no longer in entertainment, but I also see these exact same patterns in my current line of work (IT infrastructure). People use “free” tools that they take for granted, and then they’re surprised by rug-pulls. This has been happening for so long in so many areas that it’s almost tiring.

            •  Echo Dot   ( @echodot@feddit.uk ) 
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              10 months ago

              Unity isn’t free, what are you on about, you pay money for it.

              There really isn’t much point having this conversation if you’re going to operate on flights of fantasy.

          • C implementations are available as open-source. The glibc especially is a great example of this. This comparison is not good. I’m all for using open source

        • People wrote their own game engines since the earliest of games

          Lazy gets, using someone else’s programming language. They should have developed their own language and written the compiler before starting to write a games engine for the game they wanted to make.

          • To be honest even a home written language and compiler would be based on someone else’s hardware.

            Come to think of it, imagine if American Megatrends would start with a subscription model.

            10 USD tier: 10 free boots a month, each subsequent boot shows an ad. You can skip the ad for 25 crystals.

            Crystals are bought in packs of 10 or 35.

    •  Zacryon   ( @Zacryon@feddit.de ) 
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      Developing a good and feature rich game engine which also runs performant is a huge effort. That alone can cost a good team 2 years at least. Even more if we consider todays graphic standards. That’s nothing which smaller studios can easily deliver. So yeah, it’s an obvious decision to buy a license for a proprietary engine, where a lot of work has already went into. That’s just business and nothing crazy about it. Companies using services or products of other companies is pretty ordinary.