Then comes the question of piracy, as many developers are concerned that people who illegally download their games could rack up Unity Runtime Fee expenses. “Subscription services, like Game Pass, do count as an install.” Unity That said, developers who put their games in a subscription service like Xbox Game Pass or PlayStation Plus Premium will need to take these fees into account.”Demos, trials, game bundles, and giveaways like the Humble Bundle do not count as installs,” a Unity spokesperson tells Digital Trends. When it comes to the multitude of ways players can acquire games, Unity says developers don’t need to worry about fees related to trials, bundles, and giveaways. Digital Trends reached out to get clarification on what counts, and Unity responded. There has been a lot of confusion over what exactly Unity defines as a “game install” in an industry full of subscription services, game bundles, and piracy. It is particularly harsh for smaller developers using Unity Personal, as they will be $0.20 per install if their game makes over $200,000 within 12 months and gets over 200,000 lifetime game installs. We have formed a working group to investigate alternative technical solutions and will update the community as we progress.Unity angered lots of game developers earlier today when it unveiled its upcoming Unity Runtime Fee program, which takes a cut every time a Unity game is installed. "Unity deeply understands the importance and historical relevance of Web Player powered games and keeping this back catalogue of games playable is something we care about. Unity also has one eye on preservation, acknowledging the issue of losing so much creative work with the shift in technologies. "We are working closely with browser vendors to make sure this gap becomes as narrow as possible, but there are some limitations which are defined by the platform - such as restrictions on the networking protocols you can use, which are mandated by security concerns," the company said. However, the company emphasised the difference in the performance of the Web Player versus WebGL, in order to manage the expectations of developers making the transition. At that point, Unity developers will have to use the engine's WebGL export, which is still in the preview phase but doesn't require a plugin. Versions 5.2 and 5.3 of the Unity Engine will still allow Web Player content to be published, but support will disappear entirely with 5.4. "Given this outlook, Unity is diverting resources into alternative web technologies and will begin the end-of-life process of the Unity Web Player plugin." "Clearly, the web ecosystem is moving away from browser plugins and we are quickly approaching the point where no current browsers will still be able to run plugin content," the company said. In a post published yesterday, Unity highlighted its lack of options, given the widespread move away from NPAPI plugins among the biggest browsers: Chrome has already abandoned support, Microsoft's new Edge browser has done the same, and Mozilla announced its intention to do so yesterday. The Unity engine will no longer support its Web Player plugin starting with version 5.4, which is scheduled for release in March 2016
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