#Unity - eviltoast
  • RelativeArea0@lemmy.ml
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    1 year ago

    ~~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

    • Ms. ArmoredThirteen@lemmy.ml
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      1 year ago

      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

      • Bloody Harry@feddit.de
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        1 year ago

        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.

    • Chariotwheel@kbin.social
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      1 year ago

      I am thinking about my darling Arknights that I like to play so much that I have it installed on three devices, but that would be 3 downloads just for me and assuming that I never get new devices where I install Arknights once again.