Is this an accurate assessment?
Is this an accurate assessment?
By adding this license fee, Adobe puts a serious damper on that.
(edit: people were planning on using Unity for plain old 2D games; the nature of the toolkit is that even exporting those to Flash would run afoul of the licensing requirement)
> Is this an accurate assessment?
No.
If you want to create a 3D game using Unity and deploy to Flash, for example, you will need to pay the 9%. That's a lot of people, Flash support for Unity was a much-requested feature. So that's a lot of people right there.
And this isn't just Unity users. Any fast 3D game will require the premium features.
You might want to export to Flash if you're going the licensing/sponsorship route ala Armor Games, Kongregate etc but there's not a ton of demand for the 3d stuff anyway.
This 9% cost will affect all those developers. They are not a small group - Unity would not have put the effort it did into supporting a new (and very different) platform, Flash, if it wasn't for a large group.
Here's a question in general though, ExternalInterface.call allows you to execute javascript in the browser from flash. So if you'd use ExternalInterface.call to control WebGl you wouldn't need Stage3D.request3DContext for hardware acceleration and thus allows you to use ApplicationDomain.domainMemory at the same time without needing a licence?
Caveat: Adobe has actually not issued specific rules or statements on when licensing is required, so until they do, any analysis is really just conjecture.
Edit: The facts on which I based my analysis have changed. Adobe has issued a FAQ, and Unity has confirmed that the Unity-Flash conversion uses both features. Consequently, the practical effect is that any game that succeeds in reaching the $50,000 revenue threshold will incur licensing fees of 9% on the revenue in excess of $50,000 (i.e., $0.09 for $50,001 total revenue, $4500 licensing fee for $100,000 total revenue).
Unity's export to Flash does currently require both 3D and memory-optimization technologies. Any Unity-Flash game that has a chance of netting $50k falls under the requirement, from what I currently understand. This basically covers any non-hobbyists. Unity could solve this problem by making their Flash exporter not use "domain memory", but that might be technically infeasible.
One interesting question is, if my company makes 5 games, each of which makes $49k, is that legit? Could I get away with taking down any game right before it nets the magic number and putting up a "new" game which is only slightly different? I'm guessing the answer is "no", but edge cases sound like a nightmare.
Yes, but all Unity games on Flash do use both. So all Unity games on Flash will need to pay 9%.
Adobe is targeting operations that are 1) making allot of money of their platform and 2) could benefit from the new features.
And for exchange to access the new features that will make their games port easier, run faster, and allow for more play, they want a small fee back.