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{"id":3084460,"date":"2023-09-27T13:13:00","date_gmt":"2023-09-27T11:13:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/unity_game_engine-neuer_gebuehrenplan_im_offenen_brief_veroeffentlicht\/3084460"},"modified":"2024-05-03T21:46:30","modified_gmt":"2024-05-03T19:46:30","slug":"unity_game_engine-neuer_gebuehrenplan_im_offenen_brief_veroeffentlicht","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/unity_game_engine-neuer_gebuehrenplan_im_offenen_brief_veroeffentlicht\/3084460","title":{"rendered":"Unity: Nach starker Kritik kommt nun das Update zum Geb\u00fchrenmodell"},"content":{"rendered":"

Nachdem sich Unity<\/strong> mit der Ank\u00fcndigung eines Geb\u00fchrenmodells Mitte des Monats geh\u00f6rig in die Nesseln gesetzt und einen Shitstorm aus der Spieleindustrie auf sich gezogen hat, sah man sich beim Engine-Entwickler gen\u00f6tigt, dieses Modell zu \u00fcberdenken.<\/p>

Man habe die Kritik und das offene Feedback vernommen und wolle sich zusammensetzen, um das Konzept noch einmal zu \u00fcberdenken<\/strong>, hie\u00df es daraufhin nur wenige Tage sp\u00e4ter. Dies ist augenscheinlich nun geschehen, denn Unity hat eine \u00fcberarbeitete Version ihres Geb\u00fchrenmodells ver\u00f6ffentlicht.<\/p>

Unity: Umsatzgrenze hochgesetzt, Geb\u00fchr erst ab einer Million<\/h2>

In einem offenen Brief auf dem hauseigenen Blog entschuldigte<\/a> sich Mark Whitten, Leiter von Unity Create, noch einmal im Namen des gesamten Teams und gestand den Fehler ein, im Vorfeld keine Gespr\u00e4che gesucht zu haben. Ferner sei man sich bewusst, hart zu arbeiten und Feedback einzuholen<\/strong>, um das Vertrauen bei Partnern wieder zur\u00fcckzugewinnen.<\/p>

Aus dem neu vorgestellten Plan geht hervor, dass Unity Personal kostenfrei<\/strong> bleibt und die Umsatz- und Finanzierungsgrenze von 100.000 auf 200.000 US-Dollar<\/strong> angehoben wurde. Eine Laufzeitgeb\u00fchr wird nur f\u00fcr Spiele erhoben, die mit der LTS-Version erstellt oder auf LTS 2023 aktualisiert werden. F\u00fcr ein Spiel wird erst eine Geb\u00fchr f\u00e4llig, wenn es innerhalb eines Jahres einen Umsatz von einer Million Dollar<\/strong> oder mehr verbucht.<\/p>

In diesem Fall zahlt der Entwickler entweder 2,5 Prozent vom Umsatz<\/strong> oder einen Betrag, der aus der Anzahl neuer Spieler pro Monat errechnet wird und auf den Angaben der Entwickler basiert. Dabei wird jeweils die geringere Geb\u00fchr berechnet.<\/p>

Unity: Vorsichtiger Optimismus in der Branche<\/h2>

Von den Entwicklerstudios gibt es erwartbar gemischte Reaktionen. Einerseits ist man froh, dass \u00c4nderungen nach der Kritik seitens Betroffener<\/strong> gemacht wurden, allerdings schwingt auch der Vorwurf mit, warum dieser Aufschrei erst n\u00f6tig sein musste. So schreibt<\/a> Mitch Dyer, Autor bei Warner Brothers Games, auf Twitter: “Es f\u00fchlt sich an, als w\u00fcrden sie einfach nur den Teppich wieder zurechtr\u00fccken und hoffen, dass die Leute so lange ruhig darauf stehen bleiben, bis sie wieder dran ziehen.”<\/p>

Some solid change here, but it feels like they\u2019re putting the rug back in place and hoping you just stay standing on it until the next time they give it a pull. https:\/\/t.co\/U7RGDfsdhH<\/a><\/p>\u2014 Mitch Dyer (@MitchyD) September 22, 2023<\/a><\/blockquote>

Dass sich Entwickler also weiterhin nach einem alternativen Anbieter<\/strong> einer geeigneten Engine umschauen, w\u00e4re nachvollziehbar; das Tischtuch scheint zerschnitten. Aus ihrer Sicht \u2013 und im Endeffekt nat\u00fcrlich auch von der Warte der Endkunden \u2013 bleibt zu hoffen, dass es der einzige Schritt Unitys in diese Richtung bleibt und andere Engine-Hersteller sich kein schlechtes Beispiel nehmen. Unseren urspr\u00fcnglichen Beitrag zum Thema k\u00f6nnt ihr hier<\/a> nachlesen.<\/p>","protected":false},"excerpt":{"rendered":"

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