Unity loves unnecessary controversy. [List of Feedback and Suggestions]

This is not exactly a complain thread as you might be expecting.
It is all just legit wondering of what is going around Unity’s mind and their procedure for the new plans and prices announcement.

Reasons:
-Release new pricing plans revealing only the subscription plans and putting ‘perpetual licenses plan coming later’. This has written ‘complaints storm’ all over it in the sense even if the subscription plans are the best subscription plans ever conceived, some of us DO NOT LIKE subscription plans. You are forcing people(humans) into things they are against.
-Release new pricing plans that force Desktop users into purchasing things(features) they are not looking to purchase. This has written ‘complaints storm’ all over it.

So my deduction for you going with decisions that everyone knows would have caused controversy and complaining is that you were feeling cornered with your current monetizing strategy.
But I don’t think ‘making things worse’ is good for anyone.

Let’s be honest, this is all counter-intuitive for various reasons:
All of the latest Unity upgrades and R&D efforts have been directed at strong performance platforms like Desktop and Consoles. Enlighten right now is not even good performing in mobile, neither your terrain features, or anything really outside of 2D, and you have barely done anything for 2D in this 5.x cycle.
I said counter-intuitive for this reason: you are now gluing desktop users into a contract that they do not desire.
Desktop users right now don’t have a lot of incentive to use Unity when Unreal is as good as it is, and with these decisions you are only making things worse.

In other words, you already have the mobile market and yet decide to release a monetizing strategy that screws over desktop developers even when all of the engine’s latest R&D have been aimed mostly at rendering features for desktop and consoles.

Of course, now I wonder: could this also have to do with a 20 person studio being able to purchase 15 pro licenses and 5 mobile licenses when you want all 20 of them to also purchase the mobile licenses?
That might be it, but again, then that means you are being petty again hiding motive from customers and trying to implement change in their backs.

The worst part of this is that even my old thread that was perceived as trolling stopped being trolling and became a legit concern after you put so much emphasis on the splashscreen in the Unite presentation.
You should rethink your strategy around selling licenses around the splash screen and dark skin UI as the main driver because for your position as a software company in the market they sound as a petty and cheap device to display the appeal of your product. It didn’t look that way when you were a small company, but you no longer are a small company. Unity is no longer $99.

The message being sent with ‘Purchase Pro to get rid/disable the splashscreen’ is not a good one between. It is funny coming from those of us trolling but it is legit scary when it comes from Unity.

So let’s stop to think, which customers do you currently have in the palm of your hand/in a basket?
-Mobile users. The new $125 subscription plan is really a good value for your money. That was a fine decision.
-Some PC and Console users. Who are now disgruntled because they must pay for a features they won’t make use of and Unreal Engine is becoming more and more enticing with each passing day. Really, the Unreal Engine projects by epic already carry all of the knowledge necessary to create an AAA game with no exaggeration, from dcc workflow, to dcc authoring and invent things like how to import explosion simulations from Houdini. And tons of animation and cinematic tools. [Unless Unity makes use of the Asset Store for their projects, we will be locked in this cycle of your projects featuring tools made in-house that are not production friendly (not tried and tested) unlike some Asset Store assets that do the same function and are under constant testing and development. In that sense, you did a really good job by making use of CaronteFX for your Adam cinematic instead of going for APEX tools like you did before with the Butterfly Project, tools that have yet to this day not be released.]

Who do you want to monetize from (those who aren’t currently paying you)?
-Free users. Which rarely break the $100,000 wall.
On the other hand, they are REALLY effective at staining the reputation of the engine with the splashscreen ensuring that the really good devs feel less enticed to use it.

So with that said, some suggestions:
-Stop to think: is the splashscreen worth all the bad press within developer circles that you get?
Reading Youtube comments, all I read is ‘See Unity screen on start = no play’ next to ‘Unity has a hacked PBR implementation’ (Don’t know what this means exactly, I don’t use PBR).
Who exactly benefits from the splashscreen?
It is currently not Unity. Neither the customers. And no one will learn about Unity as a game engine through the splashscreen, and if they do, it is ‘so I never again play an Unity game’.
When I was a kid playing videogames, I never knew that there was a game engine called Renderware, and I played TONS of renderware games! Means that renderware still got tons of contracts even when none ever heard about it.
-5% like Epic until $25,000-50,000, isn’t a plan like that also functional? Does not even have to work like ’ 5% of $3000 every quarter’, but just ‘We take 5% of your profit until you go pass $50,000.’ rather than some unsubconscious ‘Better not get close to $100,000!’
It would be the equivalent to ‘We subsidize you until you break the $50,000 wall’. It might even give incentive to go pass $50,000 to indies.
-Unity splashscreen could be displayed when exiting the game, and maybe some incentive to use it.
-Allow users to author their own splashscreen animations.

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Hello, OP, I’m not so good with math, and its taken me months to finally begin to understand the unity way of managing my game, and just as I begin to create a semblence of a functioning Unity product, and consider perhaps purchasing a perpetual license (for my first few “professional looking products” I’ve begun to see Unity adopt a new pay model this month?

But, how is this commitment payed exactly?

"Unity Pro – $125/month with one year commitment, no revenue cap.

The new and improved version of Unity Pro for professional individuals and teams who need complete flexibility for creating commercial games and interactive content."

I can’t understand what I am reading, could you explain to me what a user has to do if they agree to this, exactly?

One year commitment means that you have a contract to pay $125 every month for a year. If you don’t, then you lose your ability to access your project. This is to prevent that you buy Pro just for a month to release a game made in the Personal edition and then stop paying for Pro.
Do note that only Pro can release on mobile without the splash screen.
No revenue cap means that there’s no $100,000 revenue limit/cap unlike Plus and Personal.

Well I apologise for locking your old thread if it was meant in good faith. But it does actually read exactly like a troll post. I didn’t seek you out - you had your post reported to the mod queue a few times so I acted on that. It does kind of read troll. This thread seems fine though so don’t mind me.

If I might mention though, Unity honestly believed they were addressing everyone’s requests - from the people they emailed, polled, asked etc and from the forums, ie several sources were compiled to come up with the plan. Unity plans to address these (I asked on slack) soon but they can’t move quickly because it’s not a snap decision so they will probably be a while before responding to pricing/new products.

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"Pay to own option

In addition, we will be offering pay to own Pro products for customers who want to keep their version of Unity at the end of their subs period. Existing perpetual customers will be able to purchase either a 24- or 36 month prepaid subscription to Pro that allows them to keep the software as a perpetual version at the end of their commitment period. The 36 month prepaid pay to own option will be available to new customers as well. Pricing for the pay to own options will be available when we launch the new licensing."

What does this mean, “pay to own option will be available”, will there be other models?

Hrmmm, 36 months of commitment? … 4,500??

Oh sheesh, I think I’m going to be finished using Unity. This is more painful than I’d like.

Question: why do you care?

If unity tech makes a big mistake they’ll go out of business and you’ll switch to another engine. That’s it. If it happens, it happens. Same would happen if they make changes that will prevent you from using the engine.

Monthly subscription could be a better deal than UE4 on a big project. That was mentioned couple of times in the past.

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You assume Unreal/Epic will stay the same as it is now in case Unity goes under. You forget too easily.

Just a little reminder:
-UDK was always more unuseable than CryEngine.
-Epic is backed by the giant Tencent. As with anything they do, they have a long term inversion plan. Epic can afford to bleed money, hence why their current monetizing scheme might not even be profitable, but who cares: they can afford it.

The current game engine landscape only looks the way it does thanks to Unity, this coming from an ex-CryEngine fanboy.

Once they are out, the Saint ‘Epic’ will show its true colors.

‘You will switch to another engine’ makes it sound as if there are many other multiplatform engines out there.

The other main 3D engines are: CryEngine, Lumberyard, Xenco, Unigine and Stingray.
Just stop to think about it.

Well, I wouldn’t like to see Unity dev’s out of work. Also it’s great for competition, it keeps things lean and in check…

So that’s a couple of good reasons to care.

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This should probably be merged with all of the other threads on the topic

Choose your poison. Either Unity is committing business suicide with this pricing change. Or Unity has an effective monopoly and can charge what they want.

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You’re jumping to conclusions and assume too much. Did you know that you have no ability to read minds?

I don’t assume that. Even if ALL major engine companies (Unity, Epic, Cryengine, Amazon) go out of business tomorrow, that will be just another minor obstacle to overcome. Such is life, as they say. You’ll have to pick up something else for your projects, or you’ll have to write it yourself.

Someone makes cool tech, and you like them. For the time you use their tech and “you two walk together” because your interests match. One day, however, owners of the technology may decide to radically change something, and after that your interests will be no longer compatible. So at this point, you pack your things and switch technology. It happened once, twice, and will happen many times. “this too will pass”. Get used to it.

If you think that unity is about to do something stupid that will backfire, just start figuring out backup plan in case you’re right. In general, however, when a big company decides to do something, they do it anyway, often ignoring opinions of individual users.

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You got it wrong, sir. Or maybe you didn’t even read considering you are taking that quote out of context.

Their price change is not that of a monopoly, because they are more self-aware than anyone that they do not have a monopoly when Epic is out there. All the contrary, I am more fearing the new pricing approach might have the complete opposite effect to bringing more profit when there are much more effective ways of profitting that benefit both Unity and their customers without them being perceived as ‘petty’ (“Buy Pro to remove splashscreen!”).

In the first place, $125 a month so it definitely is a gamble in the sense it will take them 3 years to gain the same as they did before selling Mobile licenses for separate, and they are counting on this taking off.

The problems I addressed in the OP is that they are running circles about the real problem that is ‘Pro is not appealing at all unless you want to deploy to Mobile and remove the splash screen’, and that they haven’t found an ‘incentive’ to promote the purchase of Pro and rather went and made things worse for the users that had nothing to do with it (Desktop users, when their problem is with the Mobile ones and Free users under $100,000).

I suggested rather ask for a percentage of the revenue until a certain amount before adding more features no one is asking for because it basically feels like they are forcing them into you.
‘Unity Ads’ for example shouldn’t be a bulletpoint. There are many Ad services out there for free, so they shouldn’t be promoting it as a feature.

Do you work for unity? OR do you have experience running company? What makes you think that your understanding of situation is correct, and your idea of “better plan for unity” is right? Jsut few things to consider.

Here I am watching a video to understand Unity lighting, because I’m going from 2D games to 3D games now, and 2 years from now I’ll be published on Steam… and I’m thinking about your post…

Because I’m watching a YouTube video made with the free version.

I’m going to be uncharacteristically nice, and not snobby or try to rub it in… sigh. But, you have to imagine that the sheer number of free users out there has created an organic method of expanding the user base, you’re essentially talking about one of the biggest and most successful marketing campaigns ever. Use the product for free, pay when you finally have something that is polished enough to be worth money… and you have a conversion. And it’s all about conversions, friend.

So your post did tick me off a little bit.

Unity is winning… all of us small-time hobbyists are winning… everybody is winning and you’re not happy. And I don’t care that you’re not happy. So I’m going to listen to this fine example of loving racism and learn how to make cool stuff in Unity… and I’m not going to be asked to pay a cent until I succeed… I mean, God, if that’s not the best fucking deal I’ve ever heard I don’t know what is.

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I do have my backup plan.

However, Unity going down when you have been using it for 5 years and have tons of codebases and custom workflows/pipelines to get stuff done in it is the equivalent to Windows suddenly disappearing or the same as Softimage going down, except worse because Windows will always work in old computers and Softimage last version will always work, but without Unity it all becomes obsolette unless you port it because you can no longer publish games with it and there is no more multiplatform support. I don’t think Unity will go down though.

Basically, for anything 2D, I have no problem porting to other engines.
But for 3D, I make use of too many asset dependencing that wouldn’t surely be that easy to port without understanding the source code. A year or a few of downtime in a person’s life isn’t a short time.

But yeah, I have been working in organizing my stuff to be more movable between engines by organizing it finely in a wiki, started last year actually.

This is an interesting point to examine. I would contend that much of Unity’s success is because of the free tier. Not in spite of it.

Having every man and his dog know how to develop in Unity is a good thing. That means that any studio starting a new project considers Unity. If only because most of their staff have used it at some point.

The free tier also makes Unity a good choice for startups. There are plenty of just out of school devs that make some pretty good games, that go on to do well. Much of this wouldn’t be possible if they were required to purchase the engine straight up.

Then there is a ton of content on the asset store, forums, YouTube and the like that is produced by free users. The community is a valuable part of the Unity product. And the community would not exist without the free version.

You’ve mentioned that free users are bad for Unity before. But it doesn’t seem to be backed up by any evidence. If anything its the opposite, other engines have started to follow Unity’s lead and make a free version.

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That’s what I’m sayin’

Hmmm…has the op considered taking up writing EULAs?

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On the other hand, any reasonable user would have no problem paying a percentage of their revenue until a certain amount gets reached and they have financed their own Unity Pro license.

The perfect middle ground between Unreal’s ‘5% with no cap’ and Unity’s ‘Buy engine after the revenue cap has been reached’.

I never said that ‘Free Users’ are bad for Unity. I said that they could also profit off them rather than going around taking measures that could harm the plans of those who actually pay.

In a sense, as it stands, Unreal Engine’s ‘5% of your revenue’ feels closer to free than the current Unity model assuming you are starting from zero* all because the Splashscreen, as much of a joke as it sounds, is lately perceived as a deterrent for Unity games that can affect your game marketing and sales performance.

That’s not profitable :smile:

Not like the old standby profession of forum postin’

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I don’t believe this is true, at least not since 5.0.