![]() Mention of Switch 2 relates to Nintendo’s much-rumoured next-gen console, which is reportedly due out in 2024. We're sorry that it has turned out this way, and we'll be looking at working with the console (or the rumoured Switch 2) in a future project not bound by Unity.” Several years of development has gone into preparing BallisticNG technically for the port while maintaining the usual output of updates for the PC version, so this comes as a big kick in the balls to both us and everybody else who was excited for this version of the game. “It comes with much frustration and disappointment that we're announcing the cancellation of the Switch version. “Despite Unity's efforts to recover after their PR disaster, there just isn't any trust and security for us to continue moving forward with newer versions of their tools in the foreseeable future,” Neognosis said. “By the time we'll have a Switch version of BallisticNG ready, the threshold for Unity versions will exceed the new versions that Unity are pushing their TOS changes with, and we currently have no confidence that they won't try pulling another move or pushing back to their original plans under / beyond this new TOS.”Īs a result, the Switch port of BallisticNG is canceled. “Two weeks ago this wouldn't have been an issue, no doubt there'd have been some pains in updating BallisticNG to a new version of Unity again, but it would have benefited us in the long run. “Nintendo has a rolling Unity version requirement for game releases and we're already behind the threshold by two years,” Neognosis explained. ![]() It seems this statement and a perceived requirement from Nintendo to run Switch games on newer versions of Unity has caused significant concern at Neognosis. You will always be billed the lesser amount." "Both of these numbers are self-reported from data you already have available. ![]() "For games that are subject to the Runtime Fee, we are giving you a choice of either a 2.5% revenue share or the calculated amount based on the number of new people engaging with your game each month," Unity continued. “Your games that are currently shipped and the projects you are currently working on will not be included – unless you choose to upgrade them to this new version of Unity," the company said. "No game with less than $1 million in trailing 12-month revenue will be subject to the fee," Unity's Marc Whitten said.Ĭrucially, Unity said the Runtime Fee policy will only apply beginning with the next LTS version of Unity shipping in 2024 and beyond. It also increased the financial threshold of Unity Personal from $100,000 to $200,000, and removed the requirement to use the Made with Unity splash screen. ![]() The different tiers of Unity plans (Unity Personal/Unity Plus, Unity Pro, and Unity Enterprise) had different thresholds and, per the original announcement, smaller developers using Unity Personal/Unity Plus would have had to pay Unity $0.20 per install once their game passed $200,000 in revenue over the last 12 months and 200,000 life-to-date installs.īacktracking, Unity said there will now be no Runtime Fee on games built on Unity Personal, which will remain free. As originally announced, starting on JanuUnity would have started charging developers a small fee every time someone downloaded a game built on Unity's game engine after a certain threshold for minimum revenue and install count.
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