So today Unity announced changes in how they are going to monetize their game engine, and it is, rightfully might I add, poorly recieved Here is how much youtuber Dani would have to pay unity if they consider his games to gain over $200k in revenue Dani's hypothetical unity payments

Now I don’t know how much tracking crackers and re-packers remove from the games getting cracked, but if unity were to count cracked games as a valid install (and they will count every install of a game they are aware of), thn piracy could seriously bankrupt indie devs. Like, not just losing them revenue, but actively losing them money. While piracy is already in an ethical grey area, I think that is just a bit too much. So, I want to raise awareness of this, and with it I have 2 questions to ask:

  • Do the people that crack games make sure to remove the ability of unity tracking cracked installs?
  • If the answer to the previous question is “no”, how do we make them aware of the fact that it is probably for the better if they do this?
  • @[email protected]
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    282 years ago

    I hope game developers can shift to different game engines! Can’t imagine how difficult that could be since I don’t even know more than some basic python.

    • ZILtoid1991
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      82 years ago

      It’s usually quite difficult, since most other engines use C++, which is pretty different from C# in many aspects. My engine (PixelPerfectEngine - 2D game engine primarily aimed at retro pixelart games, link: https://github.com/ZILtoid1991/pixelperfectengine ) is written in D, which is much closer to C# in a lot of aspects, however my engine is far less capable than Unity, still needs a lot of development, and also has it’s own quirks that make some features inconveinent to implement or add.

        • ZILtoid1991
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          22 years ago

          Mine is quite minimalistic, and relies for the D runtime and standard library (or other D libraries) for many things. Also my engine is primarily geared towards retro pixelart games, and works as such. Currently, the CPU renders to a low-res texture (as seen in emulators), which is then stretched to a higher resolution, later on it’ll replaced by custom shaders that do color lookup and render directly to a texture (which is quite complicated, simpler methods would cause easily misalignable pixels, thus defeating the engine’s purpose, even if some likes the “smooth” scaling from other engines).

    • riquisimo
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      162 years ago

      Probably difficult difficult limes difficult. Like rebuilding a wood frame house into a concrete block house.

      You can reuse parts (doors, windows, etc) but not everything comes apart easily, and it’s still a lot of work reassembling things. Even the parts you should be able to reuse, you may end up replacing since they don’t “disassemble” easily.

    • @[email protected]
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      342 years ago

      It’s pretty much a “develop from zero” situation. You can import assets, but will probably have to at least fix them up. If you are lucky, the two engines use the same language, but probably not. For example Unity uses C# while UE5 uses C++. And then you didn’t even get to the parts where you actually use use the engine. Everything that touches the capabilities of the specific game engine need to be rewritten. That is off the top of my head: interaction, physics engine usage, collision engine usage, AI stuff etc.

      • @[email protected]
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        132 years ago

        Godot also supports c# but 90% of the functions would be editor calls (maybe someone could make a translator)

  • @[email protected]
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    132 years ago

    Unity is janky as fuck so I hope this turns more developers away so that they’ll use Unreal or anything else for that matter.

    • @[email protected]
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      52 years ago

      makes me sad because for VR and AR, Unity got devkits working faster than anything. And new hardware is still supported overwhelmingly in unity sooner. but fuck everything about this shitshow

      • @[email protected]
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        12 years ago

        Everyr VR game I’ve played that uses Unreal feels sooo much more optimized then other games using Unity. It would be a significant win for everybody if more devs switched over.

        • @[email protected]
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          12 years ago

          they’re more optimized because they must be in order to hit performan frame rates. Unreal makes a fantastic FPS engie; for anything else, it must be beaten into a shape that conforms with the limitations - in VR’s case, sub 10ms frame timing so the GPU has enough time to get the scene drawn into the buffer for each eye.

  • @[email protected]
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    212 years ago

    The most hilarious thing about this is that, assuming crackers prevent Unity games from phoning home, the best way to support game developers would be to buy their game and then only play the cracked version, never installing the version you purchased.

  • LiveLM
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    152 years ago

    Make sure to firewall every single Unity game going forward folks!

    (… which is something you should already be doing for any pirated software in general)

  • @[email protected]
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    2 years ago

    Yeah that’s what tends to happen when you go into complete dependence to a single product of a private company. They will greedily fuck you over at some point and you look like a total dumbass.

  • @[email protected]
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    152 years ago

    I haven’t pirated a game for a very long time. Indie games are very very cheap; and AAA games don’t interest me anyway.

    So I’m not really looking at this change from a piracy point of view. For me, the big message here is (once again) don’t trust big corps. People who put their trust in Unity are now getting stabbed in the back. They’re now have to either pay up big, or do a huge amount of additional work to write their stuff using a different engine. And this could easily happen again, and again, and with other engines… … So its best not to rely on big corps.

  • @[email protected]
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    2 years ago

    Cracking often includes blocking all networking features of a game to kill any phone-home license checking, so it’s likely that Unity will not know cracked games are getting installed. But it is not guaranteed.

    More likely every game dev save for a few big developers (who we don’t give a shit about) is going to drop this radioactive business model like a hot plutonium potato and it will become a non-issue.

    • firecat
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      152 years ago

      unity is so bad at DRM, genshin impact got cracked a while ago and people made a private server with no paimon barrier. So not really worry about cracked games.

    • @[email protected]
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      152 years ago

      Yes and no, IIRC the last time I installed a cracked game (disclaimer: it has been a decade) I was required to install the game first with internet OFF, then replace the .exe with a cracked version. But it’s entirely possible that there are a lot of newbies doing this without blocking traffic, and launching the game with their internet on and without the crack. So Unity might not see EVERY pirate, but they will definitely see SOME. How many, I’m not sure.

    • LoafyLemon
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      292 years ago

      Usually, cracking doesn’t typically result in the blocking of network features. This is why most groups suggest blocking the executable in the firewall.

      • @[email protected]
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        22 years ago

        Blocks the 1st party networks, but it doesn’t mean they don’t implement their own (or more so that the repackers don’t)

  • @[email protected]
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    1332 years ago

    Hey boss Unreal is eating some of our market shares, what should we do?

    Boss: Isn’t obvious, we drive the company off the cliff. Duh

    God executives are the dumbest mother fuckers

  • @[email protected]
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    222 years ago

    I just run all games behind a firewall. Hopefully that blocks unity from learning about steam installs too.