- cross-posted to:
- gamedev@programming.dev
- cross-posted to:
- gamedev@programming.dev
~~oof, chinese devs are probably havin some headaches right now
For example theres this huuuge game called “mobile legends” developed by bytedance, ya know a chinese company. Unfortunately, that uses unity, Checked playstore and theres like what? 500M downloads
So quick napkin tissue mafs annnd
500M x .2 = 100M
Yikes -100M USD? not including apple appstore and other 3rd party app repos
wow USA, they’re on the roll with their trade war stuff vs china~~
Edit: my bad, it looks like i shortsightedly red or overread this whatever is happening with unity rn, and to those who added more info. Thanks
Ps: seems like textmods is not working
Pricing per download is cheaper for higher tier licenses and also gets cheaper per install the more installs you’ve had. It is still going to be expensive but I doubt this company is using anything less than a pro license, which starts at .15/install and scales to .02 after a million plus installs. https://unity.com/runtime-fee
I’m irritated that they’re making it especially hard for small and low budget applications. AFAIK they are what made Unity popular in the first place?
Guess the big studios need more competitive pricing because they will just switch to another engine or build their own if Unity’s price model turns out to be too high for them. Small devs won’t be able to switch around too much, on the other hand.