Going forward, Unity devs will need Unity Pro to publish on consoles
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* You have to pay to remove the unity logo from your games. This causes low quality games to proudly show the unity logo and well funded games to hide it.
* Very few devs are likely to release on console while on the free tier of unity pro but this has a daunting effect on the aspirational newbie, I guarantee. Lots of people have this silly habit of thinking about the monetary opportunity of their amazing solo indie game that will definitely never happen, but it still GETS THEM ON THE TOOL which is important
* Needless to say, breaking their own networked multiplayer setup and not even having a working replacement.
The engine really is fine, but the business is poorly run, and I feel that drives the trajectory of the engine downwards.
* Open bugs from years ago
* Refusal to fix bugs in the LTR = long term support version. They always try to weasel their way out by asking you to upgrade to the latest beta, which nobody will do mid-production.
* No source code access and no option to purchase it, because they are above negotiating prices with small companies.
* Bug reports are forcibly kept secret. For example, try searching for "Particle Rendering Errors & Flickering - Last light color in unity_LightColor0[] multiplied by random small number" which is a bug that affects 2018 LTR, 2019 LTR, and 2020 LTR and is still unfixed. (It's ID 1242620)
As the game developer, you're then forced to work around bugs in the Unity C++ core with pixel shaders and the stuff that they expose to C#, which is horrible for readability and (of course) very fragile.
Contrast that with UE where you have full source code and can step through things in a debugger...
I fully agree, the idea that my small irrelevant hobby game might end up somewhat successful and I might be able to sell it on console and be maybe able to live from and for it for ~1 year or so are quite tempting.
On the other hand the idea that even if my hobby game gets successful I will most likely never be able to put it on console is quite off putting.
Not even speaking about you having to put it up upfront and every year (I'm not sure if it's every year you still maintain or sell the game).
I mean typical prices for mini hobby games are 5-10 at most 20, if we go with 10 it means you would need to have already had 180 customers before publishing on a game console which is you only target e.g. the PlayStation is a problem.
And sure that might not sound like much, but we are speaking about small hobby projects of often young people, potentially worried about how to pay their student loans or teen not yet earning money.
And sure they probably will target Steam first.
And sure in the sells aspects this doesn't matter for EA, but it will make more young people use different things for their first games.
It's not about weather it is expensive, it's about it feeling expensive for the next generation.
Furthermore when it doesn't matter from a sells perspective why increase the burden? Why not just reducing the "less expensive" limit from 200k revenue to 80k or so?
How is Unity any different than any other tool?
If your business is profitable only if other people support you for free, you simply do not have a viable business.
Console manufacturers providing tools for development after you join their dev programs is bog standard stuff. In fact only needing a key is a huge step forward, back in the Wii-U days Nintendo would provide the actual binary of Unity Pro with changes baked in, not even a key.
If I had to guess Sony and Nintendo are paying some sort of fee to get those Pro licenses they then give to devs for free, and MS was relying on the fact that Unity didn't gate console targets.
Now Unity is forcing MS to join the program, which really isn't unreasonable to me. I'm going to go out on a limb and say it's a way to recoup the very real cost Unity incurs supporting these targets to the benefit of the manufacturers.
First to answer your question, luring in devs to the unity ecosystem is very good for unity because it creates a supply of unity devs who go on to create demand for the engine at studios. People don't like to switch tooling. It's sticky, like microsoft office.
But second, that's sort of my point. Unity is already fairly heavily monetized. You must already buy this license if you're making $200k or more on their engine.
But what if you're a solo dev who wants to publish something fun, small, and non-lucrative? Or something you think could be lucrative but is kind of a shot in the dark? $1,800 (per year) is a hefty price tag to take that shot. It doesn't move the needle on business revenue but it does scare away indies. Others are saying this is to get the console vendors to pay for it but honestly that sounds like its still adding a lot of friction.
- Pestering us for weeks about urgently needing to arrange a call with us and repeatedly refusing to tell us what it is about over Email, turns out one of devs didn‘t activate his seat and another user created an account with his work email an they thought we were abusing the license.
- Back then they offered build server licenses but there was nearly nothing in the docs about it, only „call us“. So we did and we had to arrange a call with one of their partners advising us on our use use (dynamically generating assets over an API). All of this boiled down to: 5 Instance license for the price of a normal seat.
Why all of this required hours of my and my co-workers time in calls is beyond me. All if this could have been done with like 4 mails max.
It‘s not only Unity‘s issue. I can‘t even create an AWS account anymore without someone calling me to talk about my „use-cases“. This insistence on personal calls and account managers is such a drag. Just feature your contact points prominently on your page and explain your offer publicly. I‘d rather have someone competent answer my mails than talk to someone who is just going to schedule another 3 calls because they are only sales people.
The reasons for this are:
To develop for consoles, one must be licensed as a company. Godot, as an open source project, does not have such a legal figure.
Console SDKs are secret, and protected by non-disclosure agreements. Even if we could get access to them, we could not publish the code as open-source.
Consoles require specialized hardware to develop for, so regular individuals can’t create games for them anyway."
Copied from: https://docs.godotengine.org/en/3.0/tutorials/platform/conso...
IIRC you could even use it to make a release PC game builds, but I'm sure Unity could figure out what you were doing if you actually shipped with it as a workaround for buying your own license.
It is very sad that whatever gamedev question you have, if you search in google and add "Unity" the answers quality degrades a lot.
Considering how beginner friendly UE is (visual scripting, graph based material editor, etc.), and their (IMO) much better pricing scheme**, I think UE will eventually replace Unity as the go-to engine for indie devs unless Godot really step up their game.
* This is an oversimplification. I don't really know what I'm talking about
** completely free until $1M in revenue, then 5% royalty. You also get free access to Quixel Megascans and Mixer (which are normally quite expensive) and full access to the source code. Not to mention MetaHumans which is a game-changer in itself
I'd be interested to know how many non-hobbyist devs are seriously affected by this.
Of course I can make a game for free on my desktop, laptop or phone and have many options available. But I was literally just last night thinking about making something for use with a controller on the sofa and bookmarked Unity for further consideration. I'd rather use Godot but I don't think that works with consoles at all.
It sounds like this still works for older versions of Unity? I am not imagining anything elaborate/commercial. The ps3 is not the best computer (or even console) I own, but it's one I like and use daily, even if just for a few minutes to play an old game or watch streaming video.
Edit: after looking around Unity's website it seems they're just not catering to hobbyists at all any more which I guess makes sense from their business perspective. Oh well.
Is there actually a guide showing anyone having been able to click build in a recent version of Unity and run the output on a PS3?
Because I'd be shocked if that actually worked, back in the PS3 days I'm pretty sure Sony was shipping modified builds of Unity just like Nintendo
(Also, talk about putting the whole story in the URL...)
Only hardware is marginally more expensive, and only sometimes.
I find their pricing very well calibrated.
Indie dev is super saturated. It's hard to make money without a ton of promo and virality.
Yet another predatory subscription licensing model. Thank god Unreal Engine is open-source.
But right now, where certainties aren't...
Unity sure is encouraging folks to move to Unreal or Godot lately.
If you're porting to consoles and making at least 100k/yr then this is a drop in the bucket.
If it was just paying for maintenance, or for memory limitations, CPU count, or compilation speed, that’s one thing. But if all your work turns to ash if you don’t pay the fee… that’s just not an ecosystem I want to invest time and money in.
Amen.
Remember all those closed and proprietary "4GL" programming languages throughout the 1990s? And all the business software titles built using them? All gone now.
History doesn't repeat itself, but it rhymes.
In a perfect world, maybe...
In one of my previous jobs? Nope! ...and no intention of replacing it!
I liked the job but wrangling that unholy cobbled together mess made me want to fly to America and commit seppuku in front of the Progress offices to express my displeasure.
HAHAHAHAHA I wish. Progress is still alive and kicking.
Source: I got hired to help port away from it.
Unity users are pretty much a captive market at this point. Really good business for Unity, probably not so good a situation for Unity users long term.
Unity doesn't dogfood their own engine. Unity does not develop any games themselves. This is completely unlike Unreal, who has always released games using their own engine. Unity doesn't do it, and it shows.
Unity has a handful of features that either barely work or only work in some contrived prototype case. They still have 3 different rendering pipelines without clear direction on which you should use.
They have this whole new game architecture (DOTS) but it seems like you should not use it. It's just there to confuse you.
They have a new GUI coming soon? Maybe?
Mobile builds are a complete clusterfuck with all the native code plugins you have to integrate. As soon as you get a few native code plugins (which every serious mobile game does), it takes several days of messing with your build pipeline to make things build properly on iOS and Android. And then you have to do it all over again every year to keep up with platform changes.
They've also released a ton of plugins and features for AAA games and cinematics that are completely useless to indie devs and mobile devs. I would love to know what their revenue split looks like between mobile, AAA, indie, and everything else. From my perspective, they haven't done much the past 3 years to make mobile dev & indie dev better.
Still no good webGL export if you care at all about load times. I'm not sure if they have just given up on this or what.
The Unity Editor also just has weird problems sometimes. It gets exponentially worse if you have large projects too. This is why Unity never sees these problems because they only work with small prototypes. They have no "real" projects which can easily get into the 50+ gigabytes range. At that size of a project, you start to have more weird issues.
Unity is still (usually) the best choice for mobile and indie, but man I wish they would just spend the time to make their own mobile game, see the many pain points, and fix them.
I will say, they did create and release the Addressables system, which is a big improvement for resource loading on mobile. Also their acquisition of TextMeshPro and support of that plugin for rendering text, super good. Their shader graph editor is still WIP and tied into their rendering pipeline mess. Nested prefabs are also a huge improvement.
If I was Unity, I would setup 2 internal game teams. One team building PC & console games, another team building mobile games. Build real games, release them on the app stores, and keep them updated for 2 years. Who cares if they don't make any money, that isn't the point. This is a realistic usage of the engine and it would expose problems that Unity doesn't seem to know about.
Overall their business model of providing some kind of foundation to be filled up with plugins is terrible. I don't have an issue with plugins, but needing to rely on plugins for the very basic things like input management, localization, animation, source control... Just so they do less, and earn more (because otherwise people would just wouldn't pay for that, presumably?). That's a shitty way to run a software company.
Only recently they have started to care, but I think it is too late, and it will be hard to beat the momentum that Godot already has. I would bet that in a couple years the tables will turn and Unity will be juggling to keep their market share.
I got into an argument on the Unity forums with a maintainer about whether this was a necessary feature. That was surreal, and I think spoke volumes as to how it came to be broken in the first place.
I wonder if the Unreal Engine team's testing includes recompiling and retesting shipped Unreal games to make sure engine updates don't break backwards compatibility.
If a customer relies on bad architecture/undefined behaviour, that shouldn't pull back all the other customers that want their subscription materialize into engine improvements.
1. Their package/plugin system sucks (last I tried it anyway). It basically just seems to download a bunch of junk files for every plugin without any intelligence, and if the package updates you have a big mess on your hands, trying to combine your app code with the newest plugin code.
2. You are pretty much forced to use C#, even though the company has more money than god and could easily fund grants to allow for great variety of language options. By siloing themselves within the C# ecosystem, they will likely never have an ecosystem of third party development tools that could improve the lives of their users.
You can actually use F# quite well in Unity, I've done it, you just need to develop in a separate visual studio solution. Debugging is a bit of an issue too but it is a reasonable experience overall.
You can also develop native plugins and doing so with C or C++ for certain things isn't uncommon. In this case you mostly want to avoid interacting with Unity APIs though and just write standalone code that Unity code calls into.
There's lots to complain about with Unity but it's not all bad.
If for example the target is to re-make an old game in a modern engine, Unity is the better choice.
The reason Unity doesn't do this is pretty simple, and it's the same reason people get really angry when Amazon begins to manufacture high margin products themselves and pushing other sellers out of the game.
Epic has no qualms with such things, and it seems like there's no end to what they can get away with, so why wouldn't they?
I think you do not understand why people are angry with Amazon. Say there is a dude that discovered that he can make money if he sells coffee cups with black cats painted on them, Amazon then runs an SQL query or run some ML and find all profitable products including the coffee cups and they then find where the dude buys the cups , negociate a better deal with the manufacturer, make tons of money and the dude gets frustrated.
Unity making 2 games would not upset the developers, they could make the game "open" for all customers so anyone can learn from them.
See Epic v. Apple.
Making games is a huge liability if you’re a game engine. Making a game store even more so.
Unity has made plenty of “demos” as you’re suggesting.
See id, valve, unreal, crytek.
As a result, these marketplaces will try and favor some other engine, such as Unity.
I think it's tough for the average techie on here to really grasp the nuances of business (mostly due to lack of direct XP), so I'm not going to belabor the point.
Direct product flaws in Unity are more likely to push customers away to a competitor compared to nebulous business relations conflicts.
A different solution I think works is to have the developers do support , you have your regular support handle the first contact but then have support forward non trivial stuff to developers and have them respond to customers. After a dev has to tackle same weird issue over and over again with support he will have the idea on how to make the thing more intuitive or less buggy.
Not everyone that wants to develop for consoles gets the privilege to do so anyway, only when the game manages to win the hearts of publishers, and the company has a sound financial history to ensure being able to deliver the game.
Realistically no one can develop for a console without having a significant amount of funding.
Microsoft had an indie storefront a while ago , but it's essentially gone. I wasted hours , and 25$ trying to get my Unity game to build for Xbox S. The tools Microsoft has for hobby devs are just completely broken.
Looking on the bright side with Steamdeck we might see even more great handheld PC games.
I wish Godot was anywhere near Unity, but it's not. UDK melts my computer and I've never been able to do anything with it.
Now with GDK, the XBox has made quite clear that UWP is on the death row.
https://github.com/microsoft/GDK
=> How does the GDK compare to the Microsoft Universal Windows Platform (UWP)?
"UWP apps and games are community-supported only; partners inside Xbox managed programs (Xbox, Xbox Game Pass, Xbox Game Streaming) should use Microsoft Win32 + GDK."
I expect a fate similar to XNA, given that HoloLens also deprecated UWP.
> Xbox console development requires the “Microsoft Game Development Kit with Xbox Extensions (GDKX)”. Games will need to retarget and rebuild for Xbox One or Xbox Series X|S with the GDKX installed.
> The GDKX is currently only available under confidential license within an NDA Xbox program (e.g. ID@Xbox).
Given that games are mostly DirectX with maybe 5% of UWP-dependent code I personally don’t mind if they deprecate it at some time in the future.
HoloLens (aka Windows Mixed Reality) has already moved away from UWP, you are supposed to use Unity, Unreal or OpenXR.
While I agree it's not a fair comparison, the Unity fee at least provides substantially more value than Apple's, like covering the publishing process for multiple console platforms, which is almost always relatively expensive.
Assuming you're not doing it as a hobby the flat cost is far more economical unless you release a lemon in which case the scaling cost does minimize the losses at least.
According to Apple's Powerpoint in Epic v Fortnite [1] 30% is more or less standard, for consoles as well as on PC. Microsoft was supposedly also going to 88/12 though that seems like it might have been dropped.
1. https://www.theverge.com/2021/5/3/22417725/apple-vs-epic-ful... (slide 15)