If they’d done this right out of the gate, nobody would have thought that is unreasonable.
That’s ridiculous. There’s no technical way they can accurately detect repeat installs on the same device, or pirated copies. Which means devs will pay out the nose for no reason. The outrage exists for a reason
“We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user. We chose this because each time a game is downloaded, the Unity Runtime is also installed. Also we believe that an initial install-based fee allows creators to keep the ongoing financial gains from player engagement, unlike a revenue share.” - https://blog.unity.com/news/plan-pricing-and-packaging-updates
Q: How are you going to collect installs?
A: We leverage our own proprietary data model. We believe it gives an accurate determination of the number of times the runtime is distributed for a given project.
Q: If a user reinstalls/redownloads a game, will that count as multiple installs?
A: We are not going to charge a fee for reinstalls. The spirit of this program is and has always been to charge for the first install and we have no desire to charge for the same person doing ongoing installs. (Updated, Sep 14)
Note the update there. They completely walked back their previous answer:
Q: If a user reinstalls/redownloads a game / changes their hardware, will that count as multiple installs?
A: Yes. The creator will need to pay for all future installs. The reason is that Unity doesn’t receive end-player information, just aggregate data.
Which has lead to a lot of confusion. It seems like their “proprietary data model” is focused on another point, which is preventing install spamming. Or maybe it’s also about reinstalls, even though they “don’t receive end-player information” so that was impossible a few days ago.
Well, I am just going by what their own official statement is:
“We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user. We chose this because each time a game is downloaded, the Unity Runtime is also installed.”
But the link that you sent indeed sounds a lot more vague. It’d be a major mistake on their part if they are not going to be transparant on how they are going to do the counting.
That’s ridiculous. There’s no technical way they can accurately detect repeat installs on the same device, or pirated copies. Which means devs will pay out the nose for no reason. The outrage exists for a reason
It’s based on downloads. Of course those are easy to track. Outrage exists because people hate change. I get that, but it still isnt unreasonable.
It’s NOT based on downloads. Where are you even getting your info from?
“We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user. We chose this because each time a game is downloaded, the Unity Runtime is also installed. Also we believe that an initial install-based fee allows creators to keep the ongoing financial gains from player engagement, unlike a revenue share.” - https://blog.unity.com/news/plan-pricing-and-packaging-updates
Here’s the FIRST sentence of your link
Here’s the details of how the plan will work a few paragraphs down, again from your link
If that wasn’t clear enough, here’s the pricing table. Notice what it refers to? Hint: It’s not downloads
Which is based on downloads.
Source that’s not you pulling it out of your ass? Because your own link disagrees with you
It says so right there. The license is based on installs which will be tracked via downloads:
"We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user.
Nobody here is arguing from direct information, just implications of vague statements. Here’s where they spell it out in more detail:
https://forum.unity.com/threads/unity-plan-pricing-and-packaging-updates.1482750/
Note the update there. They completely walked back their previous answer:
Which has lead to a lot of confusion. It seems like their “proprietary data model” is focused on another point, which is preventing install spamming. Or maybe it’s also about reinstalls, even though they “don’t receive end-player information” so that was impossible a few days ago.
Well, I am just going by what their own official statement is:
“We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user. We chose this because each time a game is downloaded, the Unity Runtime is also installed.”
https://blog.unity.com/news/plan-pricing-and-packaging-updates
But the link that you sent indeed sounds a lot more vague. It’d be a major mistake on their part if they are not going to be transparant on how they are going to do the counting.