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(+1)

Whether or not it's "fair" for Unity to charge per install...

they're being very cagey about how they're going to get that number.

Example: I download a Unity game from itch.io. It's in a zip file. I unzip & click on  the .exe. Is that an "install?" I put it on a flash drive and run it on a different laptop. Is that a second "install?" How can they tell? If I'm offline when I do this, how do they even know it exists? 

Are Steam, Itch.io, GOG, and Epic going to give them access to the number of installations of Untitled Goose Game next year?
Right now, Unity's info on their counting method is "Just trust us, bro."

...I can't wait for the lawsuit when someone they bill demands they prove how many installations happened for that game.

And that's before we get into, "how are they going to prevent hostile bot installations" - someone who decides they hate a dev, so they rig a bot to a VPN and a cluster of virtual machines to make it look like there's 5,000 new installations. Or 50,000.

Charity bundles are exempt... what counts as a charity bundle? Does that mean any bundle, or are they picking which ones count? (Do they have ANY IDEA AT ALL how many game bundles are active at any given time? Or do they think there are, like, six game distributors on the internet and only two of them run charity bundles?) What about not-charity bundles, like the Humble Trove - those are "pay $15/month for a subscription; get a cluster of high-value games, plus keep access to a swarm of over 50 small indie games as long as you're subscribed." 

How are they going to figure out whether a game has made more than the threshold? AFAIK, financial records of gaming distribution sites are not open to the public. (Has Untitled Goose Game made more than $200,000 in the last year? How would Unity know?)

They're dodging a lot of very basic questions about how they'll get the numbers they plan to use to invoice people.

Even if they had that - this is the end of Unity as the default "not sure what engine to use? Here, this is free and fairly easy to learn." Because shifting from "free forever" to "maybe we'll charge you some day, some amount that we'll decide, based on numbers that maybe we made up but we're not going to tell you any details," means it no longer works for people getting started in the industry.

(Right now, they're saying they'll charge up to 20 cents per installation. What prevents them from deciding to change that to $1 per installation next year?)

Unity's analytics can tell them how many installs there are. It will only trigger an install if someone actually opens the game. So downloads, without opening it, does not count. I have a game published through Unity's UDP that have many downloads (shown by the store) - bots I assume - but Unity shows there's only 1 person who actually opened my game (I assume the tester).  I had queried it with them, and they explained how their analytics works. 

In contrast, Unity has no way of knowing how much the game actually earns. They will have to extrapolate that from x installs with this funding method is likely to yield x return. 

Note the analytics and UDP, and their own marketing division, gives them a lot of data, and they might have implemented their pricing plan based on the data they have.  This data most likely excludes small developers, but the price point of $200,000 also means most of us will never need to pay for the software.

I can foresee a scenario where someone earns on average 10c per install, and now faces a bill of 20c per install. But as far as I can determine that's only after earning $200,000, and not retrospective. Their pricing shows it is a cost per new install. So the developer at that point would need to change their pricing model or talk to Unity about it.  

What concerns me is everyone is looking to currently "free" software as an alternative. That software is not free, someone is paying for it in the background. It will come down to your risk tolerance - I see using "free" software as too risky - if something happens to the sole developer, can the software continue?  I don't foresee most of my games ever reaching $200,000 in earnings and I'm excited about some of the new tools Unity is developing. So I have no reason to abandon Unity. But this is a personal decision every developer must make for themselves. 

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Interesting. On their faqthey claim differently. Or they try to make it seem that they claim differently.

Is collecting the install data GDPR and CCPA compliant?
The method we are using to calculate installs is currently derived from aggregated data from various sources collected in compliance with all privacy laws and used to build a confidence around our estimate.  If anything changes, we will provide you with notice and compliance mechanisms to assure all parties remain in compliance with applicable laws.  Please note we will always work with our customers to ensure accurate billing.

What various sources were used to estimate that your tester used the game?

Will games made with Unity phone-home to track installs?
We will refine how we collect install data over time with a goal of accurately understanding the number of times the Unity runtime is distributed. Any install data will be collected in accordance with our Privacy Policy and applicable privacy laws.

So actually, they do not have the slightest clue how to collect the data, and hope they will come up with something that does not get them sued over breaking privacy laws. And this one will be tough. Will players have to agree to tos and eula of Unity now, for playing games made in Unity? Retroactivly? Because all this applies to already made games as well.

(+1)

Godot is open source. That means it's not being maintained by a sole developer - anyone can make a copy of the code; anyone can make edits. The current developer decides what goes in the main version, but anyone can develop their own fork of it - and if the developer abandons the project, or decides to inflict adware in it, someone will grab the last stable version and make a new project where other people can develop that. (Tenacity is a fork of Audacity after its hostile takeover.) 

You can, of course, keep using Unity... and hope that next year they don't decide "actually it's 50 cents per install, even for free projects." Once a company has decided to squeeze money out of formerly non-paying participants in their project, they don't stop.