3 ms·
unity (and maybe unreal) have a real problem in that the majority of users are hobbyists, students, and new programmers. None of them are really willing to pay
by gfxgirl 6y ago
unity (and maybe unreal) have a real problem in that the majority of users are hobbyists, students, and new programmers. None of them are really willing to pay much for 3rd party code and they need $$$$$$$$$$$$$ of support because they are new.
For example make a JSON serialization library and you'll be asked "how do I spawn enemies from JSON" which is arguably entirely orthogonal to your library but don't answer and get downvoted for bad support. Do answer and you'll just be asked more questions about how to adapt your example to their personal project and you'll have to teach them programming in the process.
These incentives make it almost impossible to make money selling 3rd party code (plugins/add-ons). If you charge what it should really cost given the amount of work put in the market won't bare it. If you charge what the market will bare you'll go broke.
Maybe Unity should split the market into "Pro" and "Hobbyist" and the Pro market would have prices more inline with what it actually costs. Check out the prices of libraries like Radgametools.com (you'll have to google the prices) for comparison.