Unity’s new “per-install” pricing enrages the game development community | Fees of up to $0.20 per install threaten to upend large chunks of the industry.::Fees of up to $0.20 per install threaten to upend large chunks of the industry.
Unity’s new “per-install” pricing enrages the game development community | Fees of up to $0.20 per install threaten to upend large chunks of the industry.::Fees of up to $0.20 per install threaten to upend large chunks of the industry.
Not downloads. Installs. They also count re installs. So if you. Install a game, play it, remove it, then install again later that is an additional charge to the dev.
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You’ve entered into a brand new era of trolling game developers by directing costing them for the fun of it.
I can even automate it for pennies.
Spin up 100 digital ocean droplets with Terra form. Install steam, the game, open the game, let it crash. Kill the droplet and do it again.
For every $0.70 I spend, I could get ~2000 installs. Per hour. Costing some dev up to $400/h
They don’t count reinstalls.
You can tell because they totally promise and definitely won’t let you see how their system works because it’s “proprietary”.
That’s the cool part, it doesn’t.
So… if your game becomes the most pirated game in history, you’re on the hook for millions off zero income.
Way to go Unity…
They carved out an exception for pirated copies
And they can tell… how exactly?
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Now I’m intrigued about multiple installs on multiple virtual machines.
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