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Improbable's story doesn't add up. Improbable acted as if Unity changed their terms overnight, but that's not accurate. This is Improbable's original statement:
by zemo 8y ago
Improbable's story doesn't add up. Improbable acted as if Unity changed their terms overnight, but that's not accurate. This is Improbable's original statement:
https://improbable.io/company/news/2019/01/10/unity-blocks-spatialos https://improbable.io/company/news/2019/01/10/unity-blocks-s...
> Due to a change in Unity’s terms of service (clause 2.4)
The text they're talking about is dated December 5th. This capture was taken while that Improbable blog post was fresh, on January 10th:
http://web.archive.org/web/20190110175721/https://unity3d.com/legal/terms-of-service/software http://web.archive.org/web/20190110175721/https://unity3d.co...
So section 2.4 is at least a month old at this point. They said nothing to their customers for over a month? Then they created a storm in a teacup, and a bunch of developers freaked out and took their own games down on their own account without ever receiving any sort of notice with Unity. Improbable intentionally manufactured a panic: none of these game developers were contacted by Unity or asked to take their games down.
Section 2.4 is nearly identical in the February 2018 ToS by Unity as well: http://web.archive.org/web/20180616042117/https://unity3d.com/legal/terms-of-service/software http://web.archive.org/web/20180616042117/https://unity3d.co...
So Unity's response (here: https://blogs.unity3d.com/2019/01/10/our-response-to-improbables-blog-post-and-why-you-can-keep-working-on-your-spatialos-game/ https://blogs.unity3d.com/2019/01/10/our-response-to-improba...) that they talked to Improbable and told them they were in breach of the ToS over a year ago is supported by the actual history of the ToS.
Consider a few things: Improbable is not actually an innocent little lamb here: they have raised over $600m of VC money. Their Series B was over $500m: https://improbable.io/company/news/2017/05/11/improbable-raises-502m-series-b-funding-round-led-by-softbank https://improbable.io/company/news/2017/05/11/improbable-rai...
And then there's the other thing: SpatialOS is NOT an open system. The fact that they're playing up their openness is the definition of smarm: the form of virtue without the substance. They have an open source client but the server is not open source. You can't run your own SpatialOS instances. If you integrate their GDK into your game, you can ONLY use their managed services to host your multiplayer server. It's purely a vendor lock-in model, they just pretend to be open source by having open source clients.
None of the articles that have written about this have had anything to say about Improbable's ToS, none have reached out to Unity for comment, and none have reached out to any of the game developers whose games "were affected", when none of the games were issued any sort of notices by Unity and none of the games had any reason to be taken offline. Everything about this story has been driven entirely by Improbable, without any scrutiny whatsoever, but if you look more closely at what's going on, there are a lot of stones to turn over.
- zemo 8y agoand oh COME ON with this "we started in a barn" nonsense. The CEO of Improbable comes from a business dynasty: https://www.thisismoney.co.uk/money/markets/article-4531144/Troubled-tech-chief-faces-losing-Hertfordshire-mansion.html https://www.thisismoney.co.uk/money/markets/article-4531144/... This isn't some shack behind an old farm, it's part of a historic mansion complex: https://en.wikipedia.org/wiki/Hyver_Hall https://en.wikipedia.org/wiki/Hyver_Hall
- 1auralynn 8y agoAgreed. I have a platform that runs a headless version of the Unity editor on an EC2 instance, and I read their terms of service ~2 years ago that indicated that it might not be totally "ok". I then chatted with the guy from Unity who handles these kinds of licenses/partnerships and he said basically once real money starts coming in, then we'd put together some kind of licensing deal. Until then, totally fine. My suspsicion is the price was too steep for Improbable, but they should have been talking to Unity about costs from the beginning. Even I have a backup plan. And Epic... I didn't like the way they rolled out the "free" version of UE4, perfectly timed to fuck with Unity and this certainly feels similarly sleazy. Back in 2006 when I was first attempting to do some 3D interactive projects, I couldn't even EVALUATE unreal engine without paying something like $500. Unity was a miracle.