Unity has announced dramatic changes to its Unity Engine business model which will see its introduce a monthly fee per …
Unity has announced dramatic changes to its Unity Engine business model which will see its introduce a monthly fee per game install beginning on 1st January next year - a move that has already send shockwaves across the development community.
Unity - the engine behind countless acclaimed games including Tunic, Cuphead, Hollow Knight, Citizen Sleeper, RimWorld, Outer Wilds, Fall Guys, Ori and the Blind Forest, and Cities: Skylines - was previously licensed to developers using a royalty free model built around subscriptions tiers. Anyone whose revenue or funding was less than $100,000 over the course of the year (or who didn't want access to features such as the ability to remove the Unity splash screen) could stick to the free Unity Personal license, while a Unity Plus subscription was required up to $200,000 in revenue, and a Unity Pro or above subscription was needed for more.
How could they even enforce this? Couldn't devs just include a wrapper or small firewall (or settings for Windows firewall) with their games to block Unity's analytics?