Installa Steam
Accedi
|
Lingua
简体中文 (cinese semplificato)
繁體中文 (cinese tradizionale)
日本語 (giapponese)
한국어 (coreano)
ไทย (tailandese)
Български (bulgaro)
Čeština (ceco)
Dansk (danese)
Deutsch (tedesco)
English (inglese)
Español - España (spagnolo - Spagna)
Español - Latinoamérica (spagnolo dell'America Latina)
Ελληνικά (greco)
Français (francese)
Indonesiano
Magyar (ungherese)
Nederlands (olandese)
Norsk (norvegese)
Polski (polacco)
Português (portoghese - Portogallo)
Português - Brasil (portoghese brasiliano)
Română (rumeno)
Русский (russo)
Suomi (finlandese)
Svenska (svedese)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraino)
Segnala un problema nella traduzione
Good, then problem solved.
Although, and not to be coming at you, this is very 'trust me bro' stuff that this whole thread is criticising. You might need to show some proof of this or else it amounts to nothing.
That's exactly what I said. They count the existing installs and revenue. But there are circumstances where a massive bill could occur. New DLC for CS1, or a big final patch. Poor reception for CS2. Could result in a lot of people re-installing CS1. That would count as a "new install", since Unity doesn't know who has already installed it previously or not.
Here's another situation. Did you know it takes less than 6 minutes for a server to spin up a VM, install steam and a game, then release the VM again? That means a script could do this 144 times per day. A proper server farm might be able to do 100 VM's at a time. Imagine 14,400 installs being ticked up per day.
Anyways, in game dev channels that I'm in, this is being referred to as "Install Bombing", and has the potential to bankrupt any studio. No matter how big. Because an install has been clarified by Unity as "the first install on a new device". A VM is a new device.
They clarified specifically that demos do not count. Nor do charity freebies (like Humble Bundle). They also said re-installing on the same hardware doesn't count either. EA does count though.
They also figure they can work out piracy installs, but they won't say how. Again, "trust us bro".
And that is the problem a lot of smaller indie developers without deep pockets could suffer.
About Unity knowing or not knowing who has had it installed before, it is dubious at best but Unity is claiming they're able to differentiate. Although they recognize that those are not 1:1 accurate but estimations.
Would the electricity cost and the opportunity cost worth it to use those servers to make the company lose one cent per install?. Then that's assuming no one does something about the non-suspicious-at-all very sudden very big spike of new installations.
You can sign up to Azure right now and get a massive amount of access free. How many accounts can you make to stack the freebies?
Most large studios already have access to large numbers of servers for online services, rendering pipelines, etc.
Here's another hypothetical. Unity has stated Microsoft will have to pay for Gamepass installs. How many installs could Amazon hit Microsoft with using it's AWS network?
Anyways, can't believe you're defending Unity. The fact it's POSSIBLE to bankrupt a studio is the problem. Regardless of the opportunity and cost.
Cloud services from Microsoft.
If that's how will work in the end then Microsoft probably will just remove all Unity games or some sort of arrangement/rectification will happen before it goes that far, same as initially re-installs counted but not anymore.
I don't think bankrupting a company like CO can actually happen. From what I've gathered based on legal youtube channels Unity is essentially legally covered but there are some ambiguities there. And a prime example is how they count the installs. A company like CO no doubt would fight in court a massive bill from Unity.
Also how's saying that I don't think there is a chance CO will be affected is defending Unity?. I don't think it is realistic that Unity could bankrupt a successful small/medium sized studio (and/or publisher) that can use the enterprise licenses and has resources for defending themselves from abuse.
Let's look at other examples then. RobTop Games makes 8 free-2-play and pay for mobile games. Here's a good summary of their iOS exposure (it'd be pretty similar on Android I would assume).
https://app.sensortower.com/ios/publisher/publisher/414027834
3 million installs last month, for $200k in revenue (estimated). Based on those figures, and assuming they are on Unity Pro (smaller studio, don't see them being on Unity Enterprise), let's just base this on the 2 cent per install amount.
Assume they maintain these figures month to month. In one month, Unity runtime fee would be $60,000. That is 30% of their revenue.
Note revenue is gross. So out of that you need to pay for things like distribution (most platforms take between 15-30% of your revenue), taxes (lets just assume 30% company tax here, depends on country), rent, equipment, salaries, etc (conservatively let's say 20% of revenue). After your operating expenses, RobTop Games is probably sitting on a bank balance of 30% of their revenue.
Then they pay Unity.
See why developers are so angry? And why it is completely possible to bankrupt successful studios?