🚀 I've got these #SciFi models ready and am considering turning them into a cohesive #AssetPack. They're optimized, but will need some more polish. Thoughts? Would you be interested in using such assets for your projects? 🌌
Anyone who believes the #Unity3D retraction and stays on their tech is, well, a fool.
Capping at 4% of your rev is an arbitrary number based on appearing lower than Unreal because optics. They can change it. They will.
They don't know your revenue either, unless you tell them (don't tell them), meaning this is more navel gazing into a proprietary AI model then they try to shake you down.
20c per install doesn't sound like much to PC users, but that's potentially enough to nuke mobile gaming entirely. Which they know, because they also run the stats system mobile devs use to calculate ARPU/ARPPU.
Unreal taking a small cut of revenue works fine. That's based on you know, money you made.
Unity charging based on "Installs" might actually cost you money in mobile space. Or if you do a PS+ freebie. Or GamePass. Or especially an EpicStore freebie. They know what they're doing, and it's fucking evil.
EDIT: holy shit it's per month (it's listed under "monthly")
I regret to inform you that the crouch roll now works properly so instead of a cool breakdance you get to see my terrible animation as intended. #gamedev#animation#unity3d
GameDev problem: the music in our WebGL game on itch.io won't start until the user clicks in the window. Unity claims this is a browser limitation (no autoplay):
... but the user has already clicked to load and launch the game, so it seems there should be no reason to require another click. I know I've seen WebGL games on itch that don't have this problem.