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People online have talked about things like "install bombing", where you install and reinstall a game repeatedly, which causes the 0.02-0.20 price to stack. But
by ranguna 3y ago
People online have talked about things like "install bombing", where you install and reinstall a game repeatedly, which causes the 0.02-0.20 price to stack. But tbh I haven't read the new model and ToS fully, so this might be BS.
Also, retroactively applying the new model to already exiting games was also a bit of a bad move. You make a game and decide the business model based on what you know at the time and what you can predict will happen in the future, predicting that unity would change their pricing model like this is near impossible, so the business model you picked for your old games is now unfit.
- lemoncookiechip 3y agoInstalls by Unity's own admission, only count each new machine, which I guess can be faked by malicious entities who want to hurt certain developers. This also counts pirate installs, but Unity claims to have a way to discern what is and isn't a pirate install. Honestly, this is mostly going to hurt indie devs who make it, but aren't quite in the same successes bracket as a game like Cities: Skylines, Hearthstone, Rimworld. And also F2P games, especially mobile ones, where Whales can easily spend $200k or $1mil, but you have millions of installs of people just trying the free game and deleting it, or installing it on multiple devices. The Runtime fee can easily exceed Unreal Engine's own 5% flat Royalty Fee by a fair margin (easily 10%) depending on the money you ask for and method of distribution, for example, you won't want to give out copies or discount the game as much after meeting the requirements.
- pelasaco 3y agoThe rule for the fee, for Unity Pro is: "Those that have made $1,000,000 USD or more in the last 12 months AND have at least 1,000,000 lifetime game installs." Just the number of install plays 0 role, if the game didnt generate more than 1 million year, last year.