Unity’s per-install fee turns cache invalidation into a revenue model
Description
Image is a dark-mode Twitter screenshot. The avatar is blurred, next to the bold white name “Stephen Totilo” and handle “@stephentotilo”. The tweet text reads: “I got some clarifications from Unity regarding their plan to charge developers per game install (after clearing thresholds) - If a player deletes a game and re-installs it, that’s 2 installs, 2 charges - Same if they install on 2 devices - Charity games/bundles exempted from fees”. There are three bullet points in standard Twitter font, all on a black background. Technically, the image highlights Unity’s 2023 proposal to bill developers for every runtime installation, exposing the peril of telemetry-driven pricing, double-counting reinstalls, and the deeper vendor lock-in risks for studios that built entire pipelines on a single engine
Comments
40Comment deleted
When your billing algorithm treats rm -rf and a fresh git clone as two separate revenue events, congratulations - you’ve achieved eventual consistency on your invoice
Unity discovered the one pricing model that makes Oracle's licensing look consumer-friendly: charging developers every time a teenager rage-quits and reinstalls their game
Unity's new pricing model: where 'Hello World' costs $0.20 per compile, and every time you fix a bug and redeploy, that's another install charge. At least they're finally making developers pay for their technical debt - literally. Next up: charging per frame rendered, because why should game loops be free?
Per-install billing is basically monetizing non-idempotency - support now says, 'Clear cache; whatever you do, do not reinstall.'
Unity's installs: non-idempotent operations where every retry doubles the billable events
Billing per install without deduplication is just at-least-once delivery applied to invoices - enjoy your new denial-of-wallet attack surface
even if they install multiple times with one download ? Comment deleted
even if the installation and execution is offline? Comment deleted
weird, why dont they just rollback the changes as they see how much negative impact it does Comment deleted
that's just one huge social experiment Comment deleted
rhey already went back on that decision Comment deleted
Not really: they've just promised not to charge for reinstalls, but the first install fee is still here. And it raises a lot of questions like, "how are they going to distinguish between first installs and reinstalls or installs on other devices?", "how are they going to tackle fraudulent automated installs aimed to squeeze money out from developers?", "what about pirated installs?" And it really doesn't change the situation for F2P devs which have small turnout for a large install base Comment deleted
yup, only part about reinstalls was my point Comment deleted
ah, well … yeah, I think they'll have to backpedal a lot more Comment deleted
But I wonder how many are actually affected Comment deleted
Some game devs, eg creators of Genshin Impact wouldn’t agree with you 👀 Comment deleted
There are 1-10% of high-impact F2P devs which have managed to convert their player base into huge revenue and can afford this kind of "runtime fee", but as for the rest, these studios gain less than a dollar from each user. There are stories on Twitter of devs which gain $200,000 from the userbase of tens of millions people and are barely getting by, and there are theoretical graphs on how much of your gross revenue gets eaten by that "runtime fee", sometimes exceeding 100%: https://blog.runevision.com/2023/09/charts-to-visualize-how-much-you-owe.html?m=1 Comment deleted
did they? Comment deleted
is this legal? Comment deleted
nope Comment deleted
unless, ofc, they backpedal. which they will, after consulting with someone internally who has a brain Comment deleted
im not even a developer but im trying to be, but this has too many catastrophic consequences Comment deleted
use godot or unreal instead. ez fix Comment deleted
Who is this guy? It's clearly stated in FAQ that reinstalls not count for like 4 days already. Comment deleted
if you want to know about circular imports, this is a good start! Comment deleted
"And just if prev post wasn't enough" Only clown here is dev_meme mod who posted this Comment deleted
fair, but you can't expect a meme page to fact-check everything they post Comment deleted
I will use a script to download a game 1000 times a day and indebt the developer Comment deleted
Y not 1Hz :3 Comment deleted
Will need to emulate download completions then Comment deleted
should be relatively easy if you have a router with a generous amount of IP addresses, although doing that might get the ip range blocked Comment deleted
Thank you for idea Comment deleted
Hahahahah, how to bury your engine Comment deleted
Oh no one ducking cares Comment deleted
every unity dev cares lol Comment deleted
reddit big chungus wholesome keeanu reeves moment😂😂😂 EDIT: thanks for the gold, kind stranger! Comment deleted
fuck you Comment deleted
what was the deleted message? Comment deleted
ad spam Comment deleted
is this real? Comment deleted