This is of course not including the yearly Unity subscription, where Unity Pro costs $2,040 per seat (although they may have Enterprise pricing)

Absolutely ridiculous. Many Unity devs are saying they’re switching engines on social media.

  • @Katzastrophe@feddit.de
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    4310 months ago

    I gotta ask, considering the “per install” pricing, what exactly is an installation in the eyes of Unity?

    A game download? In which case would a cancelled and restarted download result in two installations being logged?

    Is it an API call during first start-up? What would keep malicious actors from simply modding their game to repeat this call a thousand times?

    What about pirated copies? Do they count as being “installed”?

    • Veraxus
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      3710 months ago

      Unity’s official response to those questions as of a few hours ago is akin to “we have ways… trust us.”

      • @PixxlMan@lemmy.world
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        410 months ago

        Yup let’s trust Unity’s crummy ways, keeping in mind that it’s actually in their best interest to NOT detect false installs, since they get money when it doesn’t…

    • ℛ𝒶𝓋ℯ𝓃
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      810 months ago

      If I had to do something like that, I would make it every time the installer runs, every time it’s installed by a launcher like Steam, and as a fallback every time the game executable runs for the first time unless an installer or launcher hands it a key to say “you’ve been paid for already.” But I’m by no means a game dev so idk.

      • body_by_make
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        1510 months ago

        Cool, find a game dev you hate and set up a script to install their game and run it once as many times as possible. Let that run on a machine you don’t use for a while, then drink their tears

        • ℛ𝒶𝓋ℯ𝓃
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          310 months ago

          I’m not saying it’s a good idea, that’s just how I’d implement it - no matter how you do it it’s evil, unsafe and evasive.