It's not going to affect my day job one iota, because that's in Unreal. I'm gonna get real on how I expect this will affect me: it is predictable, locked in not a "trust me bro" variable to deal with And yes both Unity and Epic are taking there cut at 1m, but you see with a % based rev they can NEVER take more than 5%. So no Unity's model isn't better but even if you think your indie game can just adjust its price and your user base will just eat that you still have the trust issue. that is complete BS and no Epic doesn't do that in fact Epic has verbiage (as Unity used to) to prevent that behaviour. o this is retroactive to all existing games and projects in flight and goes into effect in 90 days. even good in some cases but never worse and not possible to eat your lunch so fine that is doable.īut this issue of. "Not to exceed 5%" then it would be fine. then this is EXTRA bad so will definitely be more than 5% and can be well more than 5%Ģ) Setting all that aside the issue is of how the royalties are claced is an issue but one that is easily resolved with a simple cap e.g. Unity can eat your lunch and if your aiming for a wide install base with a low conversion rate and value e.g. 115% sure its also possible for them to take 2%. It is absolutely possible for Unity to take 10%. WE did the maths, we sent that to support we asked for clarification and yep, it is what we think it is. and can be a lot more than 5% what it will be depending on how its calced and its calced with "trust me bro" install count. Unity's hair-brained ass option yes can be less than 5%. Click to expand.1) Not the same at all, a % rev share can NEVER exceed that % of your revenue.
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