• shawnshitshow@sopuli.xyz
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    10 months ago

    1.5 years of learning unity gone down the shitter. here I come, godot

    even if they backtrack, trust is ruined at this point. this only makes sense if you’re trying to destroy the company intentionally and short your stock on the way out. what the fuck

    • Kichae@kbin.social
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      10 months ago

      1.5 years of learning unity gone down the shitter.

      And this is the real damage to their business here. They clearly lost sight of their business model: Create an army of developers who know their product very well, so that it’s on a short list of products studios are all but forced to consider.

      A wave of developers who know soemthing other than Unity or Unreal has the potential to turn the games development ecosystem totally on its head. They didn’t shoot themselves on the foot, they possibly shot themselves in the femoral artery.

      • jayandp@sh.itjust.works
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        10 months ago

        They didn’t shoot themselves on the foot, they possibly shot themselves in the femoral artery.

        I myself have been describing it as them shooting themselves in the chest, and are now bleeding out on the floor asking how it happened.

        • EonNShadow@pawb.social
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          10 months ago

          Which means he sold at the top, then bought more at the bottom so he can ride the train back up to do the same thing again.

          This isn’t a good thing.

          • KillAllPoorPeople@lemmy.world
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            10 months ago

            It was probably part of his contract. It wasn’t $40 when he sold it. As probably allowed by his contract, he sold it back to the company and bought it back for pennies. It’s just compensation not some conspiracy on his individual part.

            • Kichae@kbin.social
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              10 months ago

              When you sell your time and labour for a living, you tend to not have any idea about how people who own property for a living get paid. And the ownership class does a pretty good job at misinforming the working class about those details, since it benefits them to be seen as just doing the same things at a different scale. Insights into the actual process of their compensation will look like some sort of conspiratorial scheme because… Well, because it is. It’s just not the one people will tend to tie it to. And it’s not an illegal one.

              They want us to believe they’re playing baseball in the major leagues while we’re on the company softball team, instead of highlighting that they’re actually playing poker with a stacked deck against a casino they own.

            • dragonflyteaparty@lemmy.world
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              10 months ago

              What you said doesn’t make any sense. Either it wasn’t $40 a share when he sold it like you said in this comment or it was $40 a share like you said in the previous comment.

              • KillAllPoorPeople@lemmy.world
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                10 months ago

                I guarantee you his contract looks like something like this, “If you meet X performance metric, the company will buy N amount of shares (maximum 2000) back at the maximum/average stock price within Y days and sell you back the amount of shares sold (maximum 2000) for Z dollars.”

              • Kichae@kbin.social
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                10 months ago

                It makes sense if the company had agreed to buy the shares off of him at market rates and then sell him stock back at a significant discount. Doing this would allow him to claim the money gained as capital gains rather than employment income, and it wouldn’t count as insider trading if it was an arrangement made and timelines settled upon before the bullshit was planned.

                It could be something like having his contract say that the company will buy back X shares when the share price hits $Y in value, for instance.

    • nephs@lemmygrad.ml
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      10 months ago

      Don’t forget those skills are transferable!

      Streams of events, object manipulation and shit is used everywhere. Just a few minor concept changes, just like from one company to another.

      • derpgon@programming.dev
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        10 months ago

        Concept, yes. The actual infrastructure, tool chains, and processes are usually not. The IDE is different, the language is different, the keyboard shortcuts are different.

        The only non-pain point are probably assets. But the code is not really transferable.

        Most of the stuff needs to be completely rewritten.

        • nephs@lemmygrad.ml
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          10 months ago

          Yes, I understand! I’m talking from the perspective of someone that learned those skills.

          That learned about tool chains, about the required infrastructure, the processes, IDE configuration, etc.

          I’m not saying the change is painless. I’m saying for each of those, there’s an equivalent in any other game making tool. The foundations help to learn the new ones faster. And the new ones takes you generalised knowledge further. Which only contributes to your professionals growth.

          At the end of the day, every technology will be replaced. Being able to transfer skills between different scenarios is a valuable skill itself. :)

  • Skkorm@lemmy.world
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    10 months ago

    I don’t want Silksong developed on Unity. Scrap it, start fresh. I’ll wait.

  • net00@lemm.ee
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    10 months ago

    From their FAQ, looks like Unity doesn’t have any real way of dealing with pirated or fake installs. Their FAQ says you have to work with them when that happens so they can correct your bill. It doesn’t say Unity will automatically filter those installs out.

      • net00@lemm.ee
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        10 months ago

        Officially no, but the wording on the FAQ says it’s the developer’s job to take it up with them to resolve it. So it’s clear they don’t have any safeguard and only after you’re affected you can talk to them lmfao.

        Does the Unity Runtime Fee apply to pirated copies of games? We are happy to work with any developer who has been the victim of piracy so that they are not unfairly hurt by unwanted installs.

        Same thing goes for “install-bombing”:

        We are not going to charge a fee for fraudulent installs or “install bombing.” We will work directly with you on cases where fraud or botnets are suspected of malicious intent.

        So not only are the fees outrageous, but now devs are responsible for making sure this whole system isn’t being abused. It’s not gonna be long until people figure out how the install count is updated, and will proceed to weaponize it lmfao.

  • simple@lemm.ee
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    10 months ago

    It’s actually neither of those, the biggest impact is free-to-play games. Hearthstone, Legends of Runeterra, virtually every Unity mobile game in the market… Having to pay per install has huge potential for abuse and can cost a fortune for games with millions of downloads.

    • falkerie71@sh.itjust.works
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      10 months ago

      JFC, I just learned that they are retroactively applying this new rule. This means that games that are out already or have been on sale for multiple years will have to pay the runtime fee too. Insane. They can bankrupt a studio before they even release their next game.

        • Heavybell@lemmy.world
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          10 months ago

          New installs not new releases. So if you put out a game a few years back and suddenly a bunch of people start installing it on their new PCs, you’d get hit with this fee… assuming it is legally enforceable.

          Hell, even if it isn’t strictly legally enforceable, if you still need to deal with Unity in some way in future you could be forced into dealing with this fee in order to get Unity’s cooperation.

          • AnonStoleMyPants@sopuli.xyz
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            10 months ago

            Oh yeah good point. The word “retroactively” just gave me the idea that it would apply to old installs, because this whole thing is about installs.

            Still, that is a major dick move.

      • dust_accelerator@discuss.tchncs.de
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        10 months ago

        Yeah, I think that’s straight up illegal and I would simply refuse to pay.

        If they can retroactively change terms, why can’t I, as a bonafide counterparty in that agreement? Maybe something like a 100% discount on runtime fees for days that end with ‘y’.

        Otherwise I could simply “retroactively apply” a 100% discount on my lease or new car purchase.

        The correct answer and what all studios/devs should do: tell them to retroactively pound sand and ditch Unity for all future projects.

      • Cavemanfreak@lemm.ee
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        10 months ago

        I don’t think they can enforce that, right? I assume that would be a change of the contract, which they can’t just do willy nilly.

    • Cheers@sh.itjust.works
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      10 months ago

      Pricing should protect indie and small businesses. When it destroys those, we need government to step in because we’re on track to create oligarchs in every industry that are too big to fail.

      • 小莱卡@lemmygrad.ml
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        10 months ago

        Im looking forward to what happens next, do they hardcode it so the runtime doesnt work if it doesnt receive a response from home, effectively making it “must be connected to internet” or will they allow us pihole users to bypass the telemetry.

        • rush@lemm.ee
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          10 months ago

          If they do that always-on-drm crap I will be very disappointed.

  • Mossy Feathers (They/Them)@pawb.social
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    10 months ago

    This needs to turn into a class action suit that results in John Tortellini having his oxygen rights revoked. I can’t imagine shareholders will be happy finding out that John Riceroni has been selling off Unity’s stock, and I’m pretty sure what Unity’s trying to do here is straight-up illegal in the US. Fuck John Rigatoni. God, I was so happy thinking he’d died and gone to hell after EA, but nope, still alive and well.

    • jayandp@sh.itjust.works
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      10 months ago

      Apparently they snuck a clause into an update to the ToS at some point, after years of saying they’d never do such a thing. So people agreed to a loophole without realizing. The legality of such a thing is highly questionable, hence the rumblings of potential lawsuits are already brewing.

      • Echo Dot@feddit.uk
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        10 months ago

        If you want to change the terms of contract then you have to contact every affected individual or company and make it explicitly clear what terms of contract are being changed and then get explicit approval that these changes can go ahead. Obviously you do otherwise we live in a world of anarchy and business couldn’t possibly happen.

        When companies want to renegotiate tiny intricate details of contracts it often takes months because of these requirements, even when both parties are already in verbal agreement.

        They can’t just announce they are changing the contract and then provide less than 2 months worth of warning and say you don’t get a choice this is the new contract now and forever and also in the past. They have to get explicit approval of this change, and obviously no one’s going to give them it.

  • orca@orcas.enjoying.yachts
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    10 months ago

    There is no way they can legally enforce retroactively charging. How the fuck is that even possible or legal?

    • Maestro@kbin.social
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      10 months ago

      Unity is not a product, it’s an ongoing subscription. You can distribute Unity as part of your game as long as you have a subscription.They changed the terms of the subscription for next year. If you don’t have a subscription then you cannot redistribute Unity. So your choice is to either accept the new terms, or pull your game from the stores.

    • lobut@lemmy.ca
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      10 months ago

      I’m waiting for a Legal Eagle breakdown or something. I’ve been thinking the exact same thing. Sneakily removing stuff from their TOS in GitHub a while back is dodgy.

      • orca@orcas.enjoying.yachts
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        10 months ago

        I read somewhere that they removed their TOS entirely from GitHub but I would love a breakdown of this too. I’m not familiar with how the Unity agreement works.

    • BolexForSoup@kbin.social
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      10 months ago

      So there’s a little nuance here. They aren’t going to charge you for the downloads that already happened, it’s on all downloads moving forward, even if the game has already been released. I still think it’s ridiculous, but it is not the same as suddenly hitting you with a bill for all the downloads the game already had. That would not hold up in any court. But the latter case…we’ll see. Depends on the specifics of the initial agreement I suppose. Totally possible they are within their rights even if it’s scummy.

      Correct me if I’m wrong, that’s my understanding. I don’t think if you had a million downloads last year, for instance, you’ll be charged for those.

      • orca@orcas.enjoying.yachts
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        10 months ago

        They are retroactively applying the new pricing model to games that have been out for years. That’s what I meant. So they’re not back-billing for previous downloads, but already-released games don’t get grandfathered in.

        I’m always open to corrections though.

    • Shush@reddthat.com
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      10 months ago

      Honestly I don’t see most of the indie companies keep working with Unity unless they have no choice. Even if they roll it back, who’s to say that they won’t do that again next year?

      The fact that they count you retroactively for eligibility means they want to try and rake as much money as possible.

      • Piers@lemmy.world
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        10 months ago

        There was some sort of similar issue a year or two ago and it wasn’t enough to drive people away. I suspect the long-term picture is that any given business either slowly grows to the scale that Unreal Engine is a better fit anyway and abandon Unity or very very very slowly we see Indies move to Godot. Though it’ll be more that new indies will form studios around breakthrough hits made in Godot and be Godot studios from the start (and replace older Unity studios as part of the natural turnover of small to medium sized studios) until there is a tipping point where there’s enough Godot developers floating around that it becomes easier for existing Unity studios to switch than to keep putting up with Unity’s shit. That’s a slow process though. 5-10 years imho (if ever.)

        • Chaotic Entropy@feddit.uk
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          10 months ago

          This is a far more nuanced situation, but even in what you’re describing the service is then ceased, you don’t get to continue using the service on the previous terms.

          • Piers@lemmy.world
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            10 months ago

            I’ve seen a claim that the old terms of service explicitly stated that you could do so so long as you didn’t update to the newer version. Which is probably fine for most developers who are already deep into a Unity project. (Though as Unity has now taken down their GitHub page with those terms on it, I haven’t yet seen anyone link to an easy to verify and read copy for people to see if that’s true or not.

  • mycroft@lemmy.world
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    10 months ago

    Game Dev Story… And every Kairosoft game.

    Did they just forget they sell mobile games?

  • Then_I_said@lemmy.sdf.org
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    10 months ago

    I understand the controversy, especially in light of the recent Reddit bullshit. But I don’t think I understand the tech.

    For the sake of it, let’s focus only on games that are paid for, installed on a system (or downloaded using Game Pass), and do not involve a multiplayer element. (Hollow Knight, Cuphead, etc)

    Is there some ongoing resource use (on Unity’s end) when people download or play these games? Like, when I play Hollow Knight, my system isn’t connecting to Unity to use their servers to run the game on my home system, is it? When I download a game to my system, an I downloading the engine separately from the software, thereby using Unity’s servers?

    As abhorrent as the Reddit API change was, at least they were charging for the ongoing consumption of some digital resource (Reddit data). Unless I’m misunderstanding something, this just seems more like trying to collect a residual after the fact.

    • mihnt@kbin.social
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      10 months ago

      Is there some ongoing resource use (on Unity’s end)

      Nope. The engine is part of the game once compiled. So all hosting and bandwidth cost goes to steam/gog/whoever is selling the game.

      They are just trying to get more of that sweet viral game money.

        • mihnt@kbin.social
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          10 months ago

          I’d assume they’d amend the contract to require that a tracker be added to the binaries of the game. Or something.

        • tony@lemmy.hoyle.me.uk
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          10 months ago

          They can’t really… unity itself doesn’t have an installer so not sure how they could track ‘installs’ reliably, the installer is added by the developer. If they add tracking to the library that (a) creates issues for people using app stores as now you have to declare you’re tracking people, and that can be grounds for rejection (you need a watertight privacy policy at the very least, and ‘we send it to a company in the US’ isn’t going to fly), and (b) not all apps are installed over the internet, or given internet access. 3d visualisation is more than games.

    • Piers@lemmy.world
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      10 months ago

      This is basically like if John Deere started following everyone around so they could charge a farmer 1 cent every time you bite into a vegetable you bought at Walmart.

  • Queen HawlSera@lemm.ee
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    10 months ago

    If they kill Cult of the Lamb over this. There will no longer be any reason to live.

    • LEX@lemm.ee
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      10 months ago

      Telling people to purchase their game because they’re delisting it, then coming out later and saying, “haha jk” is kind of shitty.