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Perhaps missed in the discussion so far is that the Unity Personal license (the one that's free up to a certain sales volume) will now require an always-on Inte
by Borealid 3y ago
Perhaps missed in the discussion so far is that the Unity Personal license (the one that's free up to a certain sales volume) will now require an always-on Internet connection to use.
That's a change from the past, and the FAQ doesn't provide a reason why. My guess would be analytics over licensing, but who knows really.
- grogenaut 3y agoThey got bought by an ad company, and have mainly been investing in ads and the 17th render pipeline internally so you can see where this is going: always on internet to deliver UHDQSRP ads
- hightrix 3y agoSounds like I need to start a betting pool as to when ads will come to the editor. Ugh, this whole thing is so frustrating. I’d love to cancel our unity projects and port to godot or unreal, but that’s just not possible in the near term. Unity is doing everything they can to push devs away.
- daveoc64 3y ago> Perhaps missed in the discussion so far is that the Unity Personal license (the one that's free up to a certain sales volume) will now require an always-on Internet connection to use. Is that really such a problem? It looks like it'll work offline for up to 3 days. Will there many people doing game dev that can't go online once every 3 days in 2024?
- Borealid 3y agoI think you're looking at it the wrong way around. The question isn't whether you have access to the Internet; the question is whether the server on the other end is up. Products that require an Internet connection to function are effectively time bombs that stop working at some future date, due to an incident or a change in someone else's business. I didn't say that was a "problem", but since it's harder to write a tool like this that fails when a server is down than to write one that keeps working... the question is why?