Why again is anybody surprised
Hey guys,
You are able to share assets with your team. We do require at least on person on the team to purchase and be able to prove that purchase to our support team.
If you need to share content with your team please have the person who purchased the asset e-mail the following to marketplace-support@unrealengine.com:
-The order ID and e-mail account associated with the purchase.
-The names and e-mail addresses of your team
Confused - why do they hate displaying the Unity Splash Screen? Are they ashamed they are using Unity?
Is this need to know only basis thing or required action every time purchase is made and shared inside team as part of the project?
Its autodesk all over again…
But what is hapening is that they are paving the way for unity 6.John came at the exact moment to them for uniy 5 (wich still doesnt work as it shoud)as it was just a delay in order to keep the people there not going to ue4.
But what im sure is that the main reason that man is there is to help prepare to extract the company in probably the next 10? years and probably sell it to someone like microsoft.There was a talk loong ago and XNA las a fail.I suspect unity shoud be the next target.It will live but at a cost…for the consumer.
Any asset your team wants to share needs to follow this process for every purchase.
Well if you actually sit down and do the math their subscription fees are not that bad and in some ways better than Epics commercial use licensing.
At full pop of 125 bucks a month a prepaid version of Unity Pro per seat is 1,500 which is now royalty free so for ten seats that 15k. That’s to say you have unlimited revenue capacity with out having to pay a per unit royalty.
Lets say you make a game in less than a year, say Angry Birds, and with in a month makes 5 million dollars your up front cost and after unit expenses is still 15k but with UE4 you own Epic $250,000 bucks.
To top it off you can write Unity off as a business expense, along with the companies car lease, where you probably will have to pay taxes on the $250,000 bucks as earned income before giving Epic their cut.
Over all both companies offer excellent licensing with Unreal 4 being a good choice for start up indie developers with zero market experience and a company like Big Fish games who seem to pump out a new game every day.
Doing the math though if your 100% sure that your game will sell Unity is the better option. This from someone who love his Unreal 4 but the maths don’t lie
People pay 30 percent to Steam because steam gives them a large customer base… And, Epic wants 5 percent for giving them a great engine…! I’ve got no problem with giving Epic 5 percent of my total sales for such a fantastic engine.
teak
If you’re going to be making millions of dollars at that point you would negotiate a custom licensing option with Epic, they’re not expecting people to pay huge amounts in royalties. Though honestly I think it would be easier for UE4 to have a licensing fee rather than royalty because of how confusing it is for people to understand how much they pay on royalty and how they report/pay it to Epic.
+1 darth
If anyone needs custom licensing you can apply for it :
Oh sure one can always negotiate their own terms and conditions but all I’m saying is off the rack a license for Unity is just another option to consider and for a indie dev is a good thing.
No, it’s only Enterprise.
Their website indicates otherwise:
http://blogs.unity3d.com/wp-content/uploads/2016/05/Pasted-image-at-2016_06_01-09_10-AM.png
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Which means you have to pay for source access.
Whoops, you’re right ambershee. It still looks like you have to pay more than $125 for source access. I wonder how much that is…
Um, am I misunderstanding this or is it real? You have to pay more for more players per server?
It’s for their matchmaking service. You can of course use your own solution.
But this seems to be one of the issues with Unity right now. They use a lot of resources for non-core systems, that although nice to have can’t compete with dedicated solutions. At the same time there are large problems with the basics of the engine.
They will have to decide if they want to focus on the hobbyists and low end indies with stuff like simplified source control or compete with Unreal as a high end enigine with PBR and global illumination.
From what I’ve heard it is out of most indies reach. Also rumors have it that working with the source is not for the faint of heart.
The most important part is that this makes Unity more expensive even for mobile developers releasing on both iOS and Android.
Earlier you could upgrade every two years for a total of $1500 making the cost per year $750. That cost is now $125*12 = $1500.
Twice as much for a mobile developer and four times as much for desktop only!
I’m not saying that Unity is expensive or that it is never a better deal than UE4, but such a drastic increase in price will make customers mad. Especially if you try to sell it as an impovement…