Comment on Unity apologises.

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Aceticon@lemmy.world ⁨9⁩ ⁨months⁩ ago

Can you quickly tell me what’s the applicable jurisdition for this if say, a gamedev company based in Uruguay sells a game made with Unity (HQ US) via Apple Store (HQ US) to a user in China who installs it 3 times?

At the very least it will cost you quite some legal fees to merelly figure out the jurisdiction because there are multiple legal angles to go after this (contract law, intellectual property) which might yield different jurisdictions (maybe it’s contract law and then maybe its the US, maybe Uruguay, or maybe it’s IP law and it’s all about the copy of the game to the device local storage - i.e. the installation - which defines the jurisdiction, making it be China because that’s were the user did it).

Next you’ll have to figure out if it such retroactive pricing changes were legal there or not.

For new projects I don’t think it’s worth it for a small gamedev company to spend time and money pursuing the “let’s clear the legal status of this so that I can use Unity” option rather than the “let’s use something else one”.

It’s really only worth checking companies with existing or advanced projects on top of Unity were the income/potential-income from those projects justifies it (vs the option of just pulling the project out from distribution or redo it).

I mean, sure, eventually somebody will have paid the legal costs of this and maybe its a decision broad enough and in the right jurisdiction for your company and it’s applicable … and then Unity just goes and comes up with some other shit that has to go through the legal rigmarole to figure out if they can.

Meanwhile “Don’t use Unity on any future projects” is a pretty straighforward decision…

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