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In my spheres (full-time game dev), I've already seen ripples down to teachers/professors switching from Unity to Unreal in their courses. Many of the content creators I've enjoyed in Unity are also either switching or considering switching to another engine for their videos. Brackeys allegedly even said he might come back and start a Godot series. It's a long tail of ripples that reduces the number of "Unity devs" at every stage of their lifecycle (learning, starting out, graduating to small studios, etc) which doesn't bode well for Unity long-term.

Most A/AA devs I follow are planning to switch to another engine when they can (e.g. not mid-project), but I know a few who immediately started porting to Unreal/Godot. Most AAA devs I know already don't use Unity.



Unreal is even more expensive and requires reporting your revenue to pay for it. How is that a better option than Unity?


Even though the walked back the price change this time, Unity still contends that they have the authority to increase the price and apply that price increase to old versions even if the users don't agree [1].

Unreal lets users stick to a license with predictable fees.

By using Unity you are still agreeing to a liability with no limit that can change at any time and your only recourse is to cease development or stop selling your already-complete game.

1. https://forum.unity.com/threads/unity-plan-pricing-and-packa...


doesn't address the initial comment's concerns


It directly addresses it: the single-digit % cash difference in profit-sharing between Unity and Unreal's programs aren't what most people are worried about with Unity's changes.

The bigger issue is that Unity is trying to assert (again) that they can retroactively change your licensing agreement at any time, and for any reason -- and have explicitly said they reserve the right to increase these fees (which, yes, are less than competitors right now) in the future.

> Unreal is even more expensive and requires reporting your revenue to pay for it. How is that a better option than Unity?

With their new changes, Unity also requires reporting your revenue/installs. In terms of the cost difference, the consensus seems to be that people will pay a little more to lock into a predictable license that can't infinitely add unpredictable fees later, even on games for sale that are no longer in development.


Unreal has yet to state that they have the authority to alter the terms of the deal at their whim. Who would ever choose to do business with someone who believes they can unilaterally change the business agreement?




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