this post was submitted on 14 Sep 2023
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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.

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[–] [email protected] 74 points 1 year ago (3 children)

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.

[–] [email protected] 6 points 1 year ago* (last edited 1 year ago) (1 children)

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..

[–] [email protected] 0 points 1 year ago (2 children)

They carved out an exception for pirated copies

[–] [email protected] 1 points 1 year ago

And they can tell.. how exactly?

[–] [email protected] 4 points 1 year ago (1 children)

If I've read this right, they don't count re-installs on the same hardware, so just "I don't want to play this anymore" uninstall -later- "I want to play this again" reinstall won't count as two installs. But reinstalls of the same license on different hardware does, so "I just bought a game! Let's play it on my aging gaming PC" installs I just bought a new gaming PC, let's see what that game looks like on high graphics settings installs again does count as two installs and the studio will...bewilderingly...be charged twice for that one sale.

[–] [email protected] 1 points 1 year ago (1 children)

Now I'm intrigued about multiple installs on multiple virtual machines.

[–] [email protected] 2 points 1 year ago

You're not the first to consider that possibility. It seems possible to grief a studio by repeatedly installing games in virtual machines and running up their Unity bill.

The question of "what about pirated games" has also come up. Are developers going to be charged per install of pirated games? Unity's answer to this has been an LTT brand "Trust me, bro."