20c per install doesn't sound like much to PC users, but that's potentially enough to nuke mobile gaming entirely. Which they know, because they also run the stats system mobile devs use to calculate ARPU/ARPPU.
Unreal taking a small cut of revenue works fine. That's based on you know, money you made.
Unity charging based on "Installs" might actually cost you money in mobile space. Or if you do a PS+ freebie. Or GamePass. Or especially an EpicStore freebie. They know what they're doing, and it's fucking evil.
EDIT: looks like it's a one time fee per install, the "monthly" is just poorly explained, as confirmed in a forums reply from a random employee, naturally
Folks, if you believe the #Unity3D backpedal, you need to- sit with your feelings a sec, because. Heh.
Nobody deletes a git repo for "low views." #GameDevs don't delete anything unless someone tells them to / they need to, because, why would you? It costs nothing to just leave it there. Unless.
Capitalization in C# / Unity is an infuriating minefield.
Microsoft and Unity offer slightly different standards and then don't consistently follow them.
There is no entry for "capitalization" in the index for the 1000-page C# 10 in a Nutshell. There is some advice under "identifiers", but it differs from what is given by the previous two sources.
Many sources want to capitalize private and public fields differently. Why would you do that?!
Unity adds spaces and changes the capitalization when displaying class and field names.
If you refactor a name, Unity bloats your code with a FormerlySerializedAs attribute.
Ok I'm gonna be dumping a stream of consciousness as I write my #gcap23 talk on ripping the #unity3d editor open to make it useful for making an actual fucking game.
This thread will probably get long and sweary but posts to it will be quite infrequent.
It's nice that #Unity3D walked back to terms that don't apply unless you use their latest engine, but that's the take-away: you need to not use their latest anymore. Finish your game. Find another engine. This is just an escape clause.
Anyone who sticks with them will get screwed the next time their c-suite wants to goose their stock price.
If you can find a way to keep making games on old Unity versions, that works too probably. But. You'll hit issues if you want to target consoles. There is no porting path for most (any?) Unity versions more than 2 years old at time of port.
EDIT: (but really even old versions, they already changed their minds once on that, so assuming they won't again is foolish- find a new engine after you finish out current projects)
GameDev problem: the music in our WebGL game on itch.io won't start until the user clicks in the window. Unity claims this is a browser limitation (no autoplay):
... but the user has already clicked to load and launch the game, so it seems there should be no reason to require another click. I know I've seen WebGL games on itch that don't have this problem.
Anyone who believes the #Unity3D retraction and stays on their tech is, well, a fool.
Capping at 4% of your rev is an arbitrary number based on appearing lower than Unreal because optics. They can change it. They will.
They don't know your revenue either, unless you tell them (don't tell them), meaning this is more navel gazing into a proprietary AI model then they try to shake you down.
I will soon change my job to become an independant #Unity teacher and I will open a YouTube channel + insta + tiktok + twitch to show some #unity3d content like tutorials.
Do you think I also should open a Twitter account ?
"This class doesn't support the null-conditional operator (?.) and the null-coalescing operator (??)."
There is a cryptic note that "There is a checkbox for enabling or disabling MonoBehaviour in the Unity Editor. It disables functions when unticked. If none of these functions are present in the script, the Unity Editor does not display the checkbox. The functions are:
Every Unity GameObject has an associated transform, which comprises three vectors: position, rotation, and scale.
If you want to change the rotation, you use the Rotate method.
If you want to know what the rotation is, you'd think you'd access the rotation field. There is such a field, but it's not the one you want. You need to use eulerAngles.
Behind the scenes, rotation is actually a Quaternion. I understand there are reasons for this, but displaying it in the Inspector as Rotation (with three components), and setting it using Rotate (with a Vector3 and an angle) made me expect that rotation would be a Vector3.
Just another day working on Unity UI wishing I had HTML + CSS. Arguably I've spent way longer using Unity's UI tools than web tools, but holy shit is it convoluted by comparison?
Having to navigate creating nested sets of prefabs to just have a standard style is insane.
So you're looking at this (very short) page in the Unity manual. Off to the right of this screenshot, there's a great big right arrow to take you to the next page as you're reading the manual. Where do you think that arrow takes you?
#Unity3D / #Unity2D has just come out with, somehow, the stupidest possible idea I've ever seen for how to make more money by hurting developers.
Let's say you're a #gamedev and release a project for $1 on Steam. It's a wild success and sells 300,000 times in the first month. That's amazing! But wait, Unity sends you an email; apparently you owe them over $30,000 for making a successful game! You look at the fine print and see that they're tallying a total of 350,000 installs, so you reply with sales figures to show that they're over counting. They respond by saying "it doesn't matter how the game got installed, just that it got installed." You now owe Unity an extra $10,000 for pirated copies and duplicate installs of your game (eg: one person with 3 computers). Whatever, the game was a success, so it sucks, but you can eat the cost.
(Continued in thread)