The golden rule, as usual. The guy with the gold makes the rules.
Comment on "Fuck you, we're not paying": inside Unity’s Runtime Fee fiasco
habanhero@lemmy.ca 1 year ago
So most of the indie devs will not need to pay if they are sub 1MM revenue, and the large players can just throw the weight around and negotiate the fees down? Then who is this fee meant to fleece, the “middle class” devs?
mosiacmango@lemm.ee 1 year ago
Johanno@feddit.de 1 year ago
It is still unattractive for indie devs. You risk a huge hit in your revenue when you accidentally hit the the limit. You can’t stop selling games to not hit it.
deleted@lemmy.world 1 year ago
It’s a cycle.
Rinse and repeat.
Johanno@feddit.de 1 year ago
Gdot is FOSS engine. This means it will most probably never pull shit like that and even if everybody is allowed to fork it before a bad change and continue with that
deleted@lemmy.world 1 year ago
While I totally agree with what you said, big corps would work hard to limit FOSS.
Googles web integrity API is an example of what might happen.
Invidia could pull shit like this processing only “trusted” code from trusted source like steam which might not consider FOSS as trusted.
Don’t get me wrong. I use Linux and I prefer FOSS over paid software.
But recently the gate seems to getting closed slowly. Corps devoting their resources to lobby against FOSS.
AeroLemming@lemm.ee 1 year ago
I think Godot will eventually replace Unity. They’ve definitely given us enough reason to never touch Unity again, and if you already know Unity, Godot isn’t that hard to switch to.
JohnEdwa@sopuli.xyz 1 year ago
The huge hit of a maximum of 2.5% of your future revenue. Unreal takes 5% in the same situation, for comparison.
The fee itself is perfectly reasonable, Unity just completely fucked up implementing it trying to force it on games already released or in development by altering the agreements solo and stirring up a well deserved shitshow for it.