Is Unity3d banned by new Apple SDK licence?
answers.unity3d.com
answers.unity3d.com
It's also a somewhat stunning to see people pondering whether or not Apple can be sued. Clearly most people here are unfamiliar with the licensing terms of other mobile gaming platforms. The terms for Nintendo, for example, are far more egregious. And if the mobile gaming terms scare you, then you should refrain from even looking at the terms for big three console development.
My point is that if this is to change, it will not be in court that the change happens. Running to the government should, in general, be avoided in all entrepreneurial activities. It invites 'help', of the kind that may be unintended.
Vote with your IP on this issue. If you think these terms are bad, don't develop for Apple's platform. If enough developers stop developing for it, things will change.
If you try to get around it by using something like Unity that compiles to C, Apple is just going to gain access to Unity, ascertain the 'fingerprints' if you will, and ban you on that basis. Software forensics has been around a good deal longer than Unity, so I would not bet against it. The only question is whether or not Apple cares to be strident about these rules. And if I am investing my money, I wouldn't bet against that either.
And really, why play cat and mouse, when you can develop elsewhere? For web, or for Android, if Google ever figures out how to deliver a package attractive to consumers.
I realize I am proposing that we engage in a massive game of the Prisoner's Dilemma, but talking to Apple won't work. They may be willing to accept something now, but not in a year. So you're still screwed.
Best to vote with your IP.
The problem with Apple in this case and in many others is that they do not enforce every app's compliance consistently and see no problem with the fact that they don't.
This is the crucial point. You can talk to a human at those companies if you have any doubts whatsoever about what is allowed and what isn't, or if you're trying something that sails a bit close to the wind. They do occasionally change their rules, but there is usually some wiggle room, and they give you notice. The changes are generally also not as drastic as this. With Apple you don't find out until after you're done and have submitted your app.
Besides, the rules tend to be fairly obvious and predictable stuff, with the occasional technical subtlety, not the kafkaesque nightmare that is the iPhone SDK Contract.
The Nintendo developer newsgroups are pretty friendly and staff (real humans!) are very keen to help you out - I guess the barrier to entry is also somewhat higher than to iPhone development, but it's much more pleasant and predictable than Apple, which only ever seems to act as one faceless corporation.
I'm under the impression that the bigger name developers do have more contact, and if you have the budget to develop something big, you probably have access to them as well. If this is not the case, this is clearly something they should do, because otherwise it will stunt the development of big software projects on their hardware.
It would be difficult to argue that Nintendo's developer agreement is more lenient than Apple's.
http://www.h-online.com/open/news/item/Atari-settle-over-Scu...
http://sev-notes.blogspot.com/2009/06/gpl-scummvm-and-violat...
I did not mean to spread a mistruth. Perhaps they meant GPL specifically when they said open source? I expect it runs contrary to the "Confidentiality Agreement" clause.
Elided for clarity, like a MAD Magazine fold-in. :)
Again if you want to make iPhone apps, I think you should. Just stick to Apple's rules while you do it.
Apple is aware of this - they briefly rejected all Unity games in November of last year for unpublished APIs before an update brought Unity back into compliance. http://toucharcade.com/2009/11/12/ravensword-and-many-other-... http://forum.unity3d.com/viewtopic.php?t=35744
I'll be very surprised if this language isn't modified to give Unity a pass, or to relax this rule for games.