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Comunicar un error de traducción
https://blog.unity.com/industry/introducing-unity-industry
"Industry is identified as a non-games, non-entertainment customer. "
Sure sounds like there is qualifications on what type of customer you are.
This change is literally coming with major improvements to the engine, including AI model support, an overhaul of the asset manager, and significantly improved support for team based remote development.
The rest of your post wasn't really relevant. Unity is a service, devs are free to cancel the service at any point. When gamepass increases in price people don't line up to sue them. The services Unity provides are constantly being improved and the price is constantly increasing. This time instead of a flat price increase like the last few times they are instead adding a buffer between tiers. If you are a tiny dev using the free version of Unity and their statistics determine you have made over $100k in revenue in the past year, you aren't instantly forced to pay for pro, you can stick with the free version and maybe pay $100-500 or whatever based on how far over expectations you go, and it's up to you now when it is worthwhile to upgrade to pro. This is on top of the threshold being increased to $200k from $100k, this is all a very good thing for most small devs.
That is talking about the "industry customer" term. The industry tier was originally aimed at industry customers.
The industry tier includes everything from Unity Pro and Enterprise, including all the game related features and support. Developers can upgrade and downgrade between industry tier and lower tiers. There is nothing that says somebody paying for the industry tier can't make and sell games.
https://unity.com/legal/editor-terms-of-service/software/faq
Why are they distinguished from one another?
Specifically, we have distinguished Industry customers from educational, games, and entertainment customers as Unity Industry is a new bundled offering that is tailored to Industry customers, for whom specific terms will apply. Details and specific financial thresholds for Unity Industry are outlined below. These terms will not apply to Entertainment customers. Financial thresholds of Unity Plans for all other customers remain unchanged. There are also some general changes for all customers to align on updates to our business.
Still looks like you're wrong.
Long story short, something something darkest timeline something.
bro, you can't even read mine and other people's comment properly when they were quoting straight from the unity announcement. I already pointed out that the fees is recurring charge for every download right after the game made $1 million USD in one year, someone already pointed out that all gaming development companies do not qualify for industrial version. Not even the replies comments made by developers from the Unity's X post that you quoted earlier to me even know how tf is their data model gonna charge the fees fairly.
I am not sure why you even quoting this when no where is this quote said anything about when they gonna stop charging fees per install after the game reach $1 million sale within one year. In case you are just wondering if Ludeon qualified for this fee, they only need to sell the next dlc to 52000 people, the subscriber number of an average major mod, before they start charging Ludeon. And here is the thing, Unity only mentioned the conditions this fees would apply to a game, they never ONCE said (I dare you to check everything in their announcement) anything about WHEN the the fees gonna stop applying to the game, or if it will ever stop charging at all. This means that even if the game is off the shelf, unity will still be charging developers for the pirate versions of their game.
Except unity's CEO is ex-CEO of EA, the guy who ruined a major gaming series with all the worse microtransaction model that was so evil it caught EU's attention and made a law to ban it. This guy ain't afraid to ruin unity just to scrouged as much money as he can for his shareholders.
The "specific terms" is that "industry customers" that make over $1 million annually can only use the industry tier of unity and can't downgrade. Other uses can downgrade to pro or enterprise from industry if they want. That is why the customer types are different.
I even bolded the part you needed to read, but you ignored it. Why?
It's not 1 million within one year, it specifically says "in the last 12 months." If your game has not earned over $1 million in the last 12 months the fees do not apply, it doesn't matter if it earn $20 million 13 months ago, that is not "in the last 12 months." This is basic English and can not be interpreted any other way, the wording is specific. Every month they determine if a game is "eligible" for fees, if it hasn't earned revenue above the threshold within the past 12 months it is not eligible for fees for that month.
If it was a permanent thing that always applied after hitting a threshold they wouldn't add a time related qualifier to it, they would just say "if the game earned more than $1 million" and leave it at that. It says "in the last 12 months" because it only applies while a game is selling well and they aren't going to charge devs money for installs of old dead games.
It also looks like the FAQ was updated to squash most of the other concerns. They are only basing their estimates off one install per device. Reinstalls don't count. Effectively one charge per customer, which they should have just said as much from the start.
this topic is funny. if the teams ever ran out of fund to make awesome games they can start crowdfunding, do another projects, have side job, etc. while using free unity until they release it for one year.
That makes a lot more sense then and isn't unreasonable. Thanks for informing us Astasia
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