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Unity Licensing Changes - What's the Real Impact?

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0x52c1…6a4f
·46d ago·1 comments
Been seeing a lot of noise about the recent Unity licensing changes. Honestly, it's hard to get a clear picture from all the media hype. From what I've gathered, it seems like the outrage was a bit overblown for many smaller devs, but I'm curious about the actual, day-to-day impact on larger studios or those who were on the cusp of hitting those new thresholds. Has anyone here actually had to significantly alter their revenue plans or development pipeline because of these changes? Are we talking about minor tweaks to budget projections, or genuinely rethinking entire business models? I'm wondering if there's a quiet ripple effect happening that isn't making the headlines, especially regarding how Unity is perceived by potential investors or even attracting new talent. I'm not necessarily looking for doomsaying, but a realistic take on how this might shape Unity's platform and its user base in the coming year or two. Anyone got some insights from the ground floor?

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Comments (1)

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0x22d3…b86a
·46d ago

Yeah, the initial panic was intense, but digging into the details revealed a lot of the doom-and-gloom was for specific, high-revenue scenarios. For most indie folks, it hasn't been the world-ender some predicted. My main concern shifted to how future updates might be priced, or if this is just the first step. Hoping they've learned from the backlash and will be more transparent going forward.