One good point made in the video is that Unity may not have thought this through, so changes might be in the works. (The video said "income AND installs," but some of the comments make it looks like the "and" there is actually an "or," which is rather worse for freemium models). There are also minimums for income and installs, so they're not hitting very small developers making only minimal income. Let's see "new fee, based on game installs." I wonder if that includes existing installs. If Unity does indeed start charging fees for games already released (or soon to be released, even), then I think they're going lose a ton of good will. I heard about this but I wasn't aware of the details. The games in Godot's 2022 mobile showreel don't look groundbreaking, but do look serviceable. Maybe more mobile devs will start looking at Godot. ![]() Are the benefits of that to mobile game devs enough to make up for increased cost? IIRC Unity has their own built-in advertisting support system. Many of the commenters at RockPaperShotgun ( first article, second article) think the change is motivated by F2P games, mobile and otherwise. That seems the easiest way for Unity (the company) to get data about installs for particular games. I always assumed that's some sort of analytics thing, with a dashboard where developers can see reported statistics about installs. (I don't have an easy way to check that for mobile games, but I suspect they behave similarly.) That's fresh in my mind, because just recently I finally added a rule to Little Snitch to block connections to that host globally, so I didn't warned every time I launch a new Unity game. ![]() Every Unity game I launch on desktop attempts to connect to the hostname 圓d.com immediatly after launching.
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