This _seems_ like an attempt to shore up that part of the business.
Speculation: They know the returns from the game engine/vr-ar future will take a long time to arrive. So they need — given they’re a publicly traded company - to ‘show them the money’, and they fell down the ‘ads!’ hole, and I’m not sure they’ll get out of it.
Those pesky consumers, who have explicitly chosen not to be tracked.
When Apple Tracking Transparency first came about, many of my clients had a hard time grasping the situation. They couldn't understand why we couldn't track them anyway, even though within the agreements between all parties it was clear that the consumer has not allowed you to track them. The attitude for some business owners is that their engagement with their consumers is not an agreement between two parties, consumers are just feedstock for their advertising apparatus.
So, they're going where the money is. They're pivoting to mobile games, and to make bank in that, they partner with a spyware company that installs shit on your phone and is neck deep in helping with predatory pricing and abusive psychological manipulations.
Unity is a sinking ship, and the captain is a rat.
0. https://venturebeat.com/2017/08/10/pc-gaming-weekly-watch-ou...
A game engine company cannot ask for much money at all without the people holding the purse strings turning around and asking "Why don't we just use an open source engine or build our own?" So Unity is stuck with a huge foot-in-the-door problem regarding their game engine business: their direct competition is their customers.
To their credit, I have been consistently impressed with their approach to addressing that challenge, but that challenge makes the whole space of game development support tooling hard to persevere in.
It’s very difficult to justify the expense of developing your own engine, especially if you intend to release for multiple platforms.
Now you have to ask how many of those games would have happened absent a Unity, and the answer is "Most would not." But it's a chicken-egg problem: without Unity, the games wouldn't have existed, but if Unity asks for too much money to publish the game with their engine, the game also doesn't exist.
It's a conundrum that caused Unity's predecessors to mostly try and fail (with a few exceptions that are still around), and I've been impressed by their ability to thread the needle on this market. But it's a delicate market... lacking a Unity out there, I doubt OnlyCans Team would have rolled their own engine, but I also doubt they'd have paid money to Unreal to execute on their novelty idea. They just... Wouldn't exist. Unity has to pull far, far less revenue from developers of a game project than Unreal does to maintain the existence of the ecosystem they grew around themselves.
While I think your point still holds, I think it should be noted that 2005 was 2 years after steam released. And still primarily a distribution platform for valve’s first party games. There were many more games available via other distribution channels.
Unreal has technology moats like Lumen and Nanite to justify the royalty while Unity doesn't.
On Steam, it seems to be about 20% - pretty much the same share as Unreal's: https://www.gamedeveloper.com/business/game-engines-on-steam...
There's also a difference between rolling your own in-house engine like Frostbite or REDengine, and making a game on your own with no general-purpose engine using something like SDL. There's little point in doing the former nowadays, but there's plenty of titles that still successfully take the latter approach. General-purpose engines make this whole field obviously more approachable and for some kinds of projects are the only viable option, so the percentage share of no-engine games will likely continue going down, but I don't expect absolute numbers to drop significantly.
Those people should be fired
Unity has always had a pretty predatory business model. And has basically never made money from successfully shipping games.
This would also help Unity's image of being an engine for bad games; currently, bad games use the free version of Unity, meaning they show the Unity logo splash screen, while all good games built on Unity use the paid version which allows customizing the splash screen.
If there was only one version of Unity, which was free up-front but took a 5% royalty, it seems like a lot of problems would be solved for both Unity and developers.
1. Unity only grabs the Indie especially the mobile market.
2. Unity cannot compete with UE without a huge investment.
So the only solution is to go down the ads road. Sorry I really don't see a second option. Only with ads can Unity makes more money to afford more editor development. Editor development needs very expensive people (those senior and staff engineers with large TC) and has no way to prove that it can be profitable so far.
> Unity already has Unity Ads, "our monetization solution for mobile games that enables game developers to monetize their entire player base", but obviously there are benefits to combining that with IronSource: "Unity and ironSource's complementary data and product capabilities will give creators access to better funding for user acquisition (UA) and monetization to successfully scale their games and accelerate their economic performance."