this post was submitted on 15 Sep 2023
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Piracy: ꜱᴀɪʟ ᴛʜᴇ ʜɪɢʜ ꜱᴇᴀꜱ

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[–] [email protected] 207 points 1 year ago (2 children)

According to what Unity reps said elsewhere, they have no way of knowing what's a bought install, what's a demo, what's a charity bundle, what's a pirated install, and what is someone loading a webpage with a WebGL program integrated (every page view = 1 install).

Instead, they want to estimate how much people owe them. Using secret methods with no accountability.

[–] [email protected] 84 points 1 year ago (1 children)

"according to our extensive research, when we multiplied how much we like you by fuckall, you owe us 20000"

[–] [email protected] 32 points 1 year ago* (last edited 1 year ago)

This is my kind of maths, add on p&p, handling, admin and VAT let's it call it a nice round milly. No, no questions at this time sorry.

[–] [email protected] 15 points 1 year ago

Exactly. To me, this explanation sounds like they'll just magically estimate the numbers without really being able to prove it. And that sucks.

However, we can be sure that developers will have their own analytics, that are probably way more accurate and they know exactly how many people have played or installed their game. And I'm betting that this number will be a lot smaller than the Unity "estimation", and people will get even more angry.

[–] [email protected] 162 points 1 year ago (3 children)

Now I can finally download a game 100000x to bankrupt a game company, just like they always said we could.

[–] [email protected] 39 points 1 year ago (3 children)

Well you would just have to download it once. But install it 1000000 times. Sounds like a lot of work.

[–] [email protected] 39 points 1 year ago (1 children)

Not if you automate it with a good script and run it on a few machines at a time.

[–] [email protected] 38 points 1 year ago (1 children)

Virtualization is the key. Multiple VMs, installing, uninstalling, reinstalling.

[–] [email protected] 17 points 1 year ago (1 children)

Hell, that's even better. Running scripts on a bunch of VMs on a couple hundred server machines. If that doesn't do it, I don't know what will.

[–] [email protected] 24 points 1 year ago (2 children)

A webGL program that just sends the packet with the install count details.

You could send 200 packets a second easy.

[–] [email protected] 11 points 1 year ago

This is the real answer.

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[–] [email protected] 8 points 1 year ago

Easy enough to do with PowerShell and just leaving the box running.

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[–] [email protected] 34 points 1 year ago

We have come full circle. Hurray?

[–] [email protected] 19 points 1 year ago (1 children)
[–] [email protected] 12 points 1 year ago

Doesn't matter. Regardless of what Unity said their "Enterprise" plan was, it doesn't matter.

B2B deals just work differently since both companies have more at stake. If a company like EA used Unity, there is no way Unity would want to lose that contract and EA couldn't afford to drop Unity. Large companies will likely go through a few short renegotiation meetings, if that.

Plus, lawyers. If Unity even tries to force this on its larger customers, they are going to be hauled into court and most likely lose. When they lose, Unity will likely be liable for court costs as well.

[–] [email protected] 81 points 1 year ago* (last edited 1 year ago) (1 children)

It would mean every Unity game was not-so-secretly shipped with code that phones home to the Unity company upon install.

Either they've been egregiously spying on gamers for years (and by extension, game developers using Unity have just been fine with that), or they're lying through their teeth.

[–] [email protected] 31 points 1 year ago (1 children)

Unity includes telemetry for some time
I believe you can't actually disable the telemetry (or Unity intro logo) in the "free" version

[–] [email protected] 18 points 1 year ago (1 children)

So then this falls under "devs didn't care" because it was useful information for them and they didn't see how it could be used negatively.

[–] [email protected] 16 points 1 year ago

Probably the opposite actually. The devs who utilize the feature probably enjoy having some numbers to look at and analyze. They're trying to make a game that people enjoy after all; the more info they have on how you're playing the game, the better. The devs who don't use it probably aren't even aware that it exists. Additionally, I'm not sure if it requires a subscription to view the telemetry (the page suggests you have to sign up for it in some capacity), but if it does then it makes sense that devs might believe that it's something that's disabled until you manually enable it.

Personally, I know if I was a dev I'd be checking that shit every day. I like watching the funny numbers go up and down.

[–] [email protected] 76 points 1 year ago (1 children)

RED FLAGS!! red flaaags. RED FLAAAGS, get your red flags heeeeere folks 🚩🚩🚩🚩🚩🚩

[–] [email protected] 11 points 1 year ago (1 children)

Do you have a special going if I need more than one?

[–] [email protected] 24 points 1 year ago (1 children)

Red flags are always free. Upfront anyway. You pay for them at an unexpected time in unpleasant ways later. So feel free to have as many as Unity is providing. 😊

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[–] [email protected] 67 points 1 year ago (1 children)

I love their response to (paraphrasing) "Are you going to do another Darth Vader and alter the deal on us in the future?" - "Oh yes, potentially every year."

[–] [email protected] 15 points 1 year ago (2 children)

Is it just me, or does "we have a proprietary data model that calculates..." sound an awful lot like "we have no actual method of tracking that"?

[–] [email protected] 23 points 1 year ago* (last edited 1 year ago) (1 children)

To me it sounds a lot like "We don't really want to answer that question, so here's a bit of technobabble to ease your mind."

I mean, writing your own linked list in C and then summing its values could be considered as having "a proprietary data model that calculates", but it has basically nothing to do with the question on how they track such things, just hints that they're not using an existing - and proven - tracking method.

To clarify; they took the question "How are you tracking installs" to mean "With your tracking data, how are you counting installs", and then basically answered "We add the numbers together"
This is a complete non-answer, and it seems to suggest that their actual tracking method is likely unreliable.

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[–] [email protected] 53 points 1 year ago (2 children)

Why couldn't someone set up a script to install, uninstall, and reinstall Unity games on a loop? That would fuck with their numbers hardcore.

[–] [email protected] 28 points 1 year ago (1 children)

They don't care. That would fuck the creator instead.

[–] [email protected] 13 points 1 year ago (2 children)

Right but if it's something that's affecting every single creator then why would anyone continue to want to use Unity

[–] [email protected] 19 points 1 year ago* (last edited 1 year ago) (1 children)

The only reason people will continue using Unity is because they've already made )or are in the process of making) a game using it and switching to something else would waste massive amounts of time and effort. Unity is depending on this - this is basically them squeezing everything out of existing customers without regard for long term growth.

Remember, the whole idea here is that Unity is demanding payments for already existing games. They clearly don't care about whether people keep using Unity for new games in the future; the executives who made this decision will have cashed out and will be long gone by the time all the existing Unity games in the pipeline are done and things dry up.

[–] [email protected] 14 points 1 year ago (3 children)

They will try to sell based on future payments owed, or projected earnings. Then they will be sued by a big guy for breach of contract, having changed the terms without consent.

Then the money will disappear. Already, the engine will be abandoned. Unity is dead now.

Foss is available and with the programming community now incentivised to use it, it should do well. That might be their play. They knew the end was nigh.

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[–] [email protected] 7 points 1 year ago

As far as I know the developer community, doesn't want to continue using it.

[–] [email protected] 11 points 1 year ago

If I'm reading this right, it isn't even the real numbers they're working with. It's their "proprietary data model."

[–] [email protected] 50 points 1 year ago (2 children)

If they could tell an install is pirated then they would lock it down

They either count all installs as legitimate or pirated copies are not picked up by their telemetry

[–] [email protected] 16 points 1 year ago

Why would you ever let a pirated copy online anyway

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[–] [email protected] 40 points 1 year ago (2 children)

All points made in that post are LMAO.

They estimate the installs. Or least thats what remains between they wont track installs and they have a proprietary data model to calculate them.

Enshittification takes its course.

[–] [email protected] 13 points 1 year ago

rofl seriously? Not only will they charge for the installs, but they won’t even use the actual number of installs - they’ll guess? This is the most hilariously stupid business model I’ve ever heard of

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[–] [email protected] 32 points 1 year ago (1 children)

No, they can not. This is just a standard PR response.

[–] [email protected] 15 points 1 year ago* (last edited 1 year ago) (5 children)

When crackers don't patch out the phone line, they can.

Edit: Only in some cases, though. They can detect popular ways to crack games, like Steam DRM stubs. If the game has zero identifiable information about the buyer and no or an unsupported DRM, they're SOL.

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[–] [email protected] 28 points 1 year ago (2 children)

Can I pirate just the Unity bits, so they don't telemetrize?

[–] [email protected] 12 points 1 year ago

Firewall your pirated games

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[–] [email protected] 27 points 1 year ago* (last edited 1 year ago)

Oh it's our fault for being confused is it, ok.

What a jackass.

Oh and look at that they are 100% going to increase the price on you down the line.

[–] [email protected] 25 points 1 year ago (1 children)

Which company will become insolvent 1st, Twitter or Unity?

[–] [email protected] 9 points 1 year ago

I would place my bets on unity. It has tougher competition imo

[–] [email protected] 24 points 1 year ago

So those who aren't victims of piracy will be "fairly hurt"?

[–] [email protected] 14 points 1 year ago (2 children)

Unity jumped the shark.

Engine was trash anyway. Unreal for lyfe.

[–] [email protected] 38 points 1 year ago (2 children)

Proprietary software A is bad. Long live proprietary software B!

(Or maybe check out Godot)

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[–] [email protected] 8 points 1 year ago (1 children)

Nah, unity is/was a good engine. The reason why it has a bad reputation is for the same reason that Game maker used to have a bad reputation. Almost everyone who's learning how to make games uses Unity because it's easy to use, is extremely well documented, and has a massive store full of add-on scripts, programs, model sets, etc. As such, all the poorly optimized games and 0-effort asset flips end up being made in unity (though I've seen some unreal games that make even the most poorly optimized Unity game look good). The result? Even though there are a number of high-quality, highly-regarded games that use unity, it has a reputation for being a shitty engine.

Don't believe me? Keep an eye on Godot or Unreal. If unity sticks to their new license, then it's highly likely that one of those engines will become the new "newbie engine" and gain a reputation for being shitty.

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[–] [email protected] 8 points 1 year ago (1 children)

I'm sure they can track the installation. Not sure if they can tell it was pirated.

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