this post was submitted on 16 Sep 2023
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Wait, is Unity allowed to just change its fee structure like that? | Confusing, contradictory terms of service clauses leave potential opening for lawsuits.::Confusing, contradictory terms of service clauses leave potential opening for lawsuits.

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[–] StarManta 178 points 1 year ago (4 children)

I have been a developer professionally and exclusively using Unity for 17 years. Yesterday, I installed Unreal Engine. I’m doing as many tutorials as I can this weekend.

I have no faith now that there will be enough studios willing to use Unity to sustain a career based on it.

[–] [email protected] 79 points 1 year ago (1 children)

Godot is in terrific shape should you not wish to give any of your revenue away. Of course I wouldn’t use Godot for a project that requires advanced rendering features or high graphical fidelity.

[–] tabular 16 points 1 year ago (3 children)

Godot is also free software; if they tried to do something like Unity then 3rd parties can remove the offending code and even continue development without the them. Unreal is only source available, you ultimately could have the same issue with Unreal in the future.

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[–] [email protected] 50 points 1 year ago (5 children)

"Proprietary Software A is evil. I'm switching to Proprietary software B. I'm sure they won't eventually fuck me over for money"

Maybe check out an actual FOSS product like Godot

[–] echo64 111 points 1 year ago (2 children)

Godot is great, and in 5 years it could be Blender level of capable, but today it's not at the level that Unity and UE are. and Op is a working professional apparently so they probably need that capability.

[–] [email protected] 69 points 1 year ago (7 children)

It would be a shame if OP were out of a job because he is waiting for Godot.

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[–] [email protected] 7 points 1 year ago (1 children)

It's not, but there are a LOT of games - particularly in the Indie or small-studio category - that don't actually need Unity/UE level features either.

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[–] [email protected] 46 points 1 year ago (4 children)

How many jobs require experience in Godot? We don't live in a fantasy world.

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[–] [email protected] 27 points 1 year ago

Based on their comment, I don't think they're the person deciding what engine is used. They work for someone else that has already selected an engine. They need to keep their skills employable first and foremost here.

Hopefully Godot takes off a bit here, I think there's good room for it to advance with indie devs and maybe use that growth to be able to be more of an alternative to UE sometime afterwards.

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

The business is about making good games and making money. If Godot can actually support that don't you think devs would've switched to it in droves?

Since it's FOSS I would assume it's got no crazy financial legalese to bleed the devs dry. So it stands to reason that the Godot product is simply not ready. Devs are not stupid, if there is a tech that is better and free they'd switch to it in a heartbeat, or at least put it on the table for the next game.

The fact that they haven't done so says things about Godot itself.

[–] Buddahriffic 15 points 1 year ago (3 children)

It is possible for things that are objectively better to not be as popular. I'd say Firefox is one example. Linux is another.

Rust is maybe the closest parallel. I'm currently learning rust slowly, but even if I got to the point where I was as comfortable in rust as I am in c++, the code I work with at work will still be c++. Even if my whole team learns rust and agrees that it's better in every way, we'd still need to take the time to rewrite everything if we wanted to switch. That's already the case for Python vs Perl. Python is a better language but we still have a bunch of stuff going on in perl because it's still working so we might as well just keep it for now.

Not that I'm saying Godot is necessarily there right now, just that it's lack of popularity doesn't imply its not as good.

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

Tell me you don’t understand how the industry works without telling me you don’t understand how the industry works. OP is learning another technology popular in demand. Like it or not, companies couldn’t care less about free software.

[–] [email protected] 7 points 1 year ago* (last edited 1 year ago) (1 children)

Godot please

Nothing will stop Unreal pulling the same thing

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[–] Buddahriffic 110 points 1 year ago* (last edited 1 year ago) (1 children)

Hey unity specialist programmers, if you want to boost your career out of this, learn another engine asap focusing on "how to do cool things I could do in unity in the other engine" and then market yourself as a "unity exit programmer" that specializes in converting projects from unity to different engines.

Your expertise still has value, you just need to pivot its direction.

Edit: extra word removed

[–] Shapillon 26 points 1 year ago

That's one of the smartest things I read all day (outside of the Rust book and sdl2 doc :p)

[–] LunchEnjoyer 102 points 1 year ago (3 children)

There's discussions about stopping the teaching of Unity in Universities too.

[–] [email protected] 54 points 1 year ago (1 children)

Damn, I hadnt even thought about that. A class on Unity right now would be only a month in, and those professors are probably agonizing over whether to continue teaching a course on an engine that might not even be a relevant skill by the time the semester is over, or desperately try to switch gears and teach something completely different. I don't envy that decision, prepping a new course in the middle of a semester is a nightmare

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

It's unlikely a lecturer will change the course material this quickly. There's a lot of planning and work that goes into a class. They probably will change strategy for the next semester, though.

In addition, game dev is game dev. The skills are 90% transferrable. A university class (should, at least) will teach you about the foundational and general concepts, using a game engine like unity to put theory into practice. Classes generally don't use and teach a tool to teach how to use that tool specifically, but to teach something more general/foundational, that will be useful in the future no matter how the tech landscape changes.

[–] [email protected] 41 points 1 year ago (1 children)

Lmao holy fuck. First I’ve heard about it. If that’s true, not only is that a very sensible choice for universities to make in this context, but also a pretty clear indicator to the entire industry that Unity has become a platform that is no longer feasible or acceptable to work with… and the industry is already reaching that consensus of its own accord.

[–] Buddahriffic 8 points 1 year ago (3 children)

Meanwhile wall st seems to be out of touch and unaware the industry is currently turning on unity because this article was released yesterday, bullish on unity. https://invezz.com/news/2023/09/15/unity-stock-price-forecast-bank-of-america-analyst/

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[–] [email protected] 11 points 1 year ago (1 children)
[–] SpaceNoodle 15 points 1 year ago (5 children)
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[–] [email protected] 75 points 1 year ago (1 children)

That might be surprising for developers that released a Unity game back in, say, 2015, when Unity CEO John Riccitiello was publicly touting Unity's "no royalties, no fucking around" subscription plans. Now, even developers who paid $1,500 for a "perpetual license" to Unity back then could theoretically be subject to additional per-install fees starting next year (provided their game is still generating sufficient revenue and installs).

This reminds me of a story from earlier this year from Wizards of the Coast, publishers of Dungeons & Dragons (and subsidiary of Hasbro). It hinged on exactly the same semantics.

The short version is that, in 2000, Wizards of the Coast released D&D under the "Open Gaming License (OGL)," which gave third parties explicit approval to make and sell their own material using most of the D&D content, under a perpetual license. Cut forward 23 years, and lots of major publishers got their start making D&D supplements, and continue to use the OGL because (a) it's a cover-your-ass license in case they tread into a legal gray area, and (b) allows them to open up their own content to third parties. Plans for an update OGL leaked, with predictably dogshit terms that I won't get into right now, but essentially killed the license as anything anyone would want to use. The malicious part was that they would be "de-authorizing" the OGL 1.0a, because while it was a perpetual license, that didn't make it irrevocable.

(IIRC, it's also a legal argument based on case law established after the OGL was written. Not a lawyer, though.)

Predictably, there was a huge backlash. WotC backtracked, and even gave up ground by releasing a bunch of stuff under the Creative Commons. However, the OGL is still dead, because third parties can no longer trust that WotC (or Hasbro) won't try this ratfuckery again. (Sound familiar?) Lots of products were subtly rewritten to no longer need the OGL, and several publishers worked on an industry license amusingly called the Open RPG Creative License, or ORC.

The thing is, D&D's going to survive this a lot better than Unity. The business model was to sell D&D and D&D supplements, they only indirectly benefited from third-party material, and people are still going to make D&D stuff because it's D&D. Unity's entire business model relies on licensing, so if people stop using it... that's it.

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

Or be like me and abandon D&D outright in favour of Pathfinder.

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[–] Hotdogman 52 points 1 year ago (2 children)

Play stupid EA CEO games, win stupid EA CEO prizes.

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

Complete corporate collapsed. IT'S IN THE GAME!!!

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[–] [email protected] 37 points 1 year ago (3 children)

Isn't fraudulent to change the terms of the deal after you've agreed to a contract? How are the new fees enforceable at all?

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

Probably with just a bit of text in the agreement that says Unity can change the agreement at any time, just like they do with standard EULAs.

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[–] frazw 36 points 1 year ago

One of the most important things in a tool line this is long term stability. Unity just showed anyone intending to use their engine they are not a stable choice. I wanted to use unity for a recent project and found unreal engine terms more acceptable for my use case before these changes. Now there is no competition.

[–] [email protected] 17 points 1 year ago

This is the best summary I could come up with:


This change led to a firestorm of understandable anger and recrimination across the game development community.

But in an FAQ, the company suggests that games released before 2024 will be liable for a fee on any subsequent installs made after the new rules are in effect.

Now, even developers who paid $1,500 for a "perpetual license" to Unity back then could theoretically be subject to additional per-install fees starting next year (provided their game is still generating sufficient revenue and installs).

Unity has yet to respond to a request for comment from Ars Technica, but a spokesperson outlined the company's legal argument in a forum thread after reportedly "hunt[ing] down a lawyer":

Broadly speaking, the general legal agreements signed by all Unity developers give some support to this position.

At least as far back as 2013, the Unity EULA has included a broad clause that says the company "may modify or terminate the subscription term or other Software license offerings at any time."


The original article contains 420 words, the summary contains 163 words. Saved 61%. I'm a bot and I'm open source!

[–] [email protected] 11 points 1 year ago (2 children)

I hope that shit spark interest in decoupling things, your whole project depending on a single tool is very dangerous, and foss engines should try to agree on some standards to discourage vendor lock-in.

[–] MotoAsh 26 points 1 year ago (1 children)

It's a core part of any game. You basically CANNOT not make it a core part of the product.

[–] Cypher 8 points 1 year ago (1 children)

At the point where you can write a “generic” wrapper for switching game engines you could damn near write your own engine.

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[–] anlumo 18 points 1 year ago

There are a bunch of fundamentally different approaches to designing game engines, and every single one is very different in that regard. There’s no way to find a common denominator.

[–] dx1 10 points 1 year ago

Open source software, love it or...eventually be miserable

[–] [email protected] 7 points 1 year ago* (last edited 1 year ago)

But the underlying problem here is even bigger than unity's shitty practices - it means you can change your ToS at any point, at any time, without notice, without the need of consent, and the user has nothing to do about it.

Basically, the user agrees to a certain contract, that the other party can just silently change at any time, and if this is applicable in court, we are screwed.

What if visual studio suddenly added a line in their ToS "we have full rights to any code you ever write in VS" and they suddenly own your 10 years old project? What if android just silently added "we can take pictures of you from your front camera and sell them to porn sites".

How the hell is it possible you can change the ToS without any notice or consent?

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