License Unity3D to make videogames

Hello community, Im developing a videogame with Unity3D for Android to put in Play Store. I developed 50% of my game and now I’m thinking about licenses and all legality for it.
My videogame will be “Free to play” but you can buy improvements (optional) inside the game store (candy crash style). My question is, I have to buy Unity Pro? I have to buy Android Pro? I had read that you can publish the videogame with Free Version of Unity until you reach 100.000€.
And if I reach 100.000€ (I don’t think this will happen xD) then I can upgrade my free version to pro without removing the game of Play Store and make update or something to remove unity logo at start?
Finally, some tip to publish the game? I know I have to pay “Google Play” license but its near 30€ so this don’t scare me, and if I want also publish the videogame in iOS and Windows Phone?. I’m also using 3dsMax to make the models 3d, and import them to my project, I have to buy license of 3ds Max? or it doesn’t matter? Thanks a lot for all replies and good luck with your videogames.

No you don’t have to buy pro. Only if your gross revenue exceeds $100k you will have to buy the pro licenses.

TL;DR You can publish to android, iOS etc for free.

To add to zDemonhunter99’s post.

Apple charge $99 per year for iOS development.

Yes, you must buy a 3DS Max licence.

When I play your free-to-play game, can I just hack the game and get all the improvements without paying you any money?

Cut the poor kid some slack Graham, lol. :wink:

Wow didn’t think you were that cheap graham :slight_smile: unity doesn’t pay you enough for all that you do? :wink:

If you play my videogame will be a honor for me and I give you all improvements for free, so don’t complicate your life :smile:

As I am sure you all know, I don’t think anyone should pirate software.

I think the point Graham is driving towards is: to do unlockable improvements in a secure (or secure-ish) way, you may need to use Asset Bundles, which are a Pro feature.

And yes, if you buy a Unity Pro license then you should be able to just release an update to your game that makes use of Pro features.

Until we find a cure for pirating that is non-intrusive, it’s best to just look at the positives of a losing situation.

I have an asset that I plan to release in a couple weeks that makes assetbundles obsolete, works with one click and is deployable to almost most platforms(iOS, PC, Mac, Android, Consoles(Don’t see a reason why they wouldnt work), haven’t had the opportunity to test with HTML5 yet) without needing to make separate bundles and performance wise is comparable to assetbundles, it also works on Free. Along with streaming, as well, that can be multi-threaded.

It’s serializes more than Unity does at the moment(It retains references to pretty much everything, Unity doesn’t retain references to classes that don’t inherit from Monobehaviour, it just makes a new copy), it casts back to the childrens type, it can serialize object types and will cast back to the proper type etc. It can also be used at runtime to export a whole scene with everything intact with an option to either A: Copy all used data(textures,meshes, sounds) or just use the references the objects have.

It can also replace Unity scene files, since it will retain references to files in your actual project. There is no components to add to any objects, it works out of the box with just one method call. This is all done right now, but I want to do a major clean up and hopefully add in the ability to load in very large worlds in the editor scene mode which are loaded and unloaded as you go around seamlessly.

I’ve been using it internally for a while now and it works great.

No more need for that pro anymore;).

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Well, that’s interesting; I use assetbundles and they are very quirky to use, especially when I have to use them uncompressed as they are part of local game patching. Anything that worked better would be of interest.

I’ll be probably making a post with a video in two weeks(I’m pretty busy at the moment), I don’t see any potential problems with patching my bundles though, the only things that will change would be scene files and files you’ve altered yourself. What are the quirks you’re experiencing?

I just want to reiterate that this is completely one click to serialise. No modifications to anything is required(except for loading I guess, which is just a method call). You can even use my scenes like Unitys and just save when you’re done, not requiring any workaround and hacks for stuff that would normally happen with Unitys serializer.

I’ll be writing a pretty lengthy description with a cool video explaining all the things you can do with it you couldn’t do before(like user created levels etc). I’m also looking at making a trial/free version, maybe minus some things like runtime saving and keeping references to projects files, limited to one scene per bundle, obfuscated names for files etc.

I want this to make Unity’s assetbundles obsolete, it already has for my projects. There is nothing Unity supports that I don’t at this time and it’s easier.

Apologies for derailing thread - will respond by PM

Man seriously I must pay 3.900€ for Autodesk 3ds Max? And how they can know wich program did I used to model my objects if all of these export to .fbx xD. There aren’t some way to don’t pay? ¬¬ (I’m poor xd)

Well, metadata is stored in the exported model about from where it was exported. Either shell out the money for 3DS max or go with the much better option for you: Blender

Use blender if you don’t want to pay.
By your logic you could also steal a computer to make a game, as no one would know which computer you actually used to make the game.

Be legit.

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