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341Y

How can be retroactive?

I mean legally. The devs agreed to a contract, it can’t be changed with different economic terms later

If someone published an Unity game 4 years ago, has now abandoned the project, doesn’t release any update, why needs to pay a per install fee “for supporting the runtime”? The version is now ancient. I could understand if it was “from version xx.yy”

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211Y

I’ve been asking this and never got an answer. I think the answer is that it isn’t.

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121Y

I also asked the question, and got an answer. The hypothesis is that they’ll release new versions under a different license, also meaning that if the devs never agree to the new license, they’d avoid the fee. Of course, that would mean that any engine level bugs in their game would become unfixable. This also means that large developers would be exempt, as they likely have contracts in place that supersede the license agreement.

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51Y

Doesn’t that go directly contrary to what they actually said, though? They explicitly stated that existing games would be affected.

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41Y

Could also be. I’m not sure about how the legal situation works exactly. My understanding is that you can’t change a contract, such as a license agreement without the other party’s consent. Maybe they have a clause in it allowing them to revoke the existing licenses, meaning the developers would be forced to agree to the new license or be without a license.

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31Y

Im trying to think like a money hungry, out of touch POS CEO here.

Unity uses a subscription model right? Where each year you have to renew it and agree to new ToS. Well if they just put in their new ToS that companies have to pay retroactive fees and that company “agrees” to those ToS, then that means it’s not illegal since they technically “agreed” to it…

Hope to he’ll it doesn’t hold up in court but if Unity goes through with this who knows.

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11Y

Oh yeah, I was thinking about the income sharing rules when you don’t buy a subscription. The people who need Pro features are fucked.

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