• According to what Unity reps said elsewhere, they have no way of knowing what’s a bought install, what’s a demo, what’s a charity bundle, what’s a pirated install, and what is someone loading a webpage with a WebGL program integrated (every page view = 1 install).

    Instead, they want to estimate how much people owe them. Using secret methods with no accountability.

    • Exactly. To me, this explanation sounds like they’ll just magically estimate the numbers without really being able to prove it. And that sucks.

      However, we can be sure that developers will have their own analytics, that are probably way more accurate and they know exactly how many people have played or installed their game. And I’m betting that this number will be a lot smaller than the Unity “estimation”, and people will get even more angry.

  •  Hot Saucerman   ( @dingus@lemmy.ml ) 
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    1 year ago

    It would mean every Unity game was not-so-secretly shipped with code that phones home to the Unity company upon install.

    Either they’ve been egregiously spying on gamers for years (and by extension, game developers using Unity have just been fine with that), or they’re lying through their teeth.

        • Probably the opposite actually. The devs who utilize the feature probably enjoy having some numbers to look at and analyze. They’re trying to make a game that people enjoy after all; the more info they have on how you’re playing the game, the better. The devs who don’t use it probably aren’t even aware that it exists. Additionally, I’m not sure if it requires a subscription to view the telemetry (the page suggests you have to sign up for it in some capacity), but if it does then it makes sense that devs might believe that it’s something that’s disabled until you manually enable it.

          Personally, I know if I was a dev I’d be checking that shit every day. I like watching the funny numbers go up and down.

      •  Ananace   ( @ace@lemmy.ananace.dev ) 
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        1 year ago

        To me it sounds a lot like “We don’t really want to answer that question, so here’s a bit of technobabble to ease your mind.”

        I mean, writing your own linked list in C and then summing its values could be considered as having “a proprietary data model that calculates”, but it has basically nothing to do with the question on how they track such things, just hints that they’re not using an existing - and proven - tracking method.

        To clarify; they took the question “How are you tracking installs” to mean “With your tracking data, how are you counting installs”, and then basically answered “We add the numbers together”
        This is a complete non-answer, and it seems to suggest that their actual tracking method is likely unreliable.

        • What do you bet they have an actually figured that part out yet and were just hoping no one would ask, and then that they’d magically be able to come up with something.

        •  Yglorba   ( @Yglorba@lemmy.dbzer0.com ) 
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          1 year ago

          The only reason people will continue using Unity is because they’ve already made )or are in the process of making) a game using it and switching to something else would waste massive amounts of time and effort. Unity is depending on this - this is basically them squeezing everything out of existing customers without regard for long term growth.

          Remember, the whole idea here is that Unity is demanding payments for already existing games. They clearly don’t care about whether people keep using Unity for new games in the future; the executives who made this decision will have cashed out and will be long gone by the time all the existing Unity games in the pipeline are done and things dry up.

  • All points made in that post are LMAO.

    They estimate the installs. Or least thats what remains between they wont track installs and they have a proprietary data model to calculate them.

    Enshittification takes its course.

    • All this makes a lot more sense with the lens of mobile gaming. Effort required is little, and margins are huge. If players don’t partake in microtransactions, you just bombard them with ads.

      This is the future of Unity. They are counting on devs not even bothering with the whole monetization model and instead expect them to turn on IronSource ads.

    •  Nankeru   ( @Nankeru@reddthat.com ) 
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      1 year ago

      That was my thought as well, since they count installs and not use count of bought copies directly from a platform.

      What if people create cracks for legit purchased games, e.g. on Steam, which only removes the Unity tracking part?

      A simple Firewall rule which “fixes it” for all games installed on a machine might work as well?

      I believe it might be similar or the same procedure for every game using Unity. We might see this popping up at some point.

    • Nah, unity is/was a good engine. The reason why it has a bad reputation is for the same reason that Game maker used to have a bad reputation. Almost everyone who’s learning how to make games uses Unity because it’s easy to use, is extremely well documented, and has a massive store full of add-on scripts, programs, model sets, etc. As such, all the poorly optimized games and 0-effort asset flips end up being made in unity (though I’ve seen some unreal games that make even the most poorly optimized Unity game look good). The result? Even though there are a number of high-quality, highly-regarded games that use unity, it has a reputation for being a shitty engine.

      Don’t believe me? Keep an eye on Godot or Unreal. If unity sticks to their new license, then it’s highly likely that one of those engines will become the new “newbie engine” and gain a reputation for being shitty.

      •  Mikina   ( @Mikina@programming.dev ) 
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        1 year ago

        I disagree. I’ve been/am working on several pretty large projects in Unity (some of them sold hundreds of thousands copies), and especially once you start porting to consoles, the experience goes to shit. Their support is vague, documentation is plainly wrong in some places - I’ve once spent few days figuring out how to use a documented and explained feature, only to find out later that there’s a closed few years old bug on their issue tracker that it’s actually not supported, and the documentation only does not explains it very well. (The feature was multiple hits per single Raycast in jobs, here are the docs. According to the bug resolution, only one hit per ray is supported, and the docs only don’t explain it very well. The docs are still the same.)

        You also inevitably run into issues that you simply don’t have in other engines - it’s closed source. You have no idea how is something implemented, or whether something isn’t working because you are doing it wrong, or if it’s Unity bug/fault. In Unreal, if something doesn’t work, you can always just check the engine code, and either fix it yourself, or better understand why it’s not working. If you need to slightly modify some engine behavior, you’re out of luck with Unity - you have to resort to ugly hacks that sometimes work, but usually at a cost. In Unreal, you just modify the engine code and be done with it.

        Trusting Unity with any feature is also a gamble. Have you started developing a multiplayer game on Unet? Tough, we don’t want to support that anymore. But, we will create a better multiplayer system, just wait for it! Then they removed Unet, and the new networking relacement is widely regarded as pretty much unusable - or at lest it was last time I checked. Thankfully, there are a few amazing open source networking addons.

        In general, while Unity is an ok-ish game engine for smaller hobby projects (but for that, Godot is better), it’s really an awful and frustrating experience once your project size grows and you need to build bigger games, or if you start porting your games to consoles.

        And it’s also really apparent from the way they communicate and threat you company that they don’t give a fuck and only want your money.