[-] panachemidi@lemmy.world 2 points 1 year ago* (last edited 1 year ago)

Plus on top of all the other subscription fees

False. This 200k number assumes you would stay on Unity Personal, which breaks EULA anyway since you’re required to buy Unity Pro once you have more than 200k in revenue and funding.

The real cost for 1M installs, under Unity Pro, would be 62k$, to which you’re adding 2k annually for every seat of Pro you need, that’s it. Again, this assumes you’re making upwards of 2M$ annually. As soon as your game falls back under that, there’s no runtime fees anymore.

Compare with Unreal, where as soon as your game made 1M$ revenue over its lifetime, you’re on the hook for the 5% revshare perpetually. Over time, there’s loads of situations where that will stay more expensive.

[-] panachemidi@lemmy.world 2 points 1 year ago* (last edited 1 year ago)

it’s actually my favorite engine for game jams too. you get a great input system out of the box, a really fast build and compile time when you stick to blueprints only (which is more than fine for a jam), and great lighting for practically free when turning on lumen, if you care for that.

[-] panachemidi@lemmy.world 4 points 1 year ago

how have i been using ios for 6 years and never knew this

panachemidi

joined 1 year ago