This media is not supported in your browser
VIEW IN TELEGRAM
Seems like simple mechanics, but no, I solve some pretty complex logic
https://redd.it/1kimfrv
@r_Unity3D
https://redd.it/1kimfrv
@r_Unity3D
Unity is threatening to revoke all licenses for developers with flawed data that appears to be scraped from personal data
Unity is currently sending emails threatening longtime developers with disabling their access completely over bogus data about private versus public licenses. Their initial email (included below) contained no details at all, but a requirement to "comply" otherwise they reserved the right to revoke our access by May 16th.
When pressed for details, they replied with five emails. Two of which are the names of employees *at another local company* who have never worked for us, and the name of an employee who does not work on Unity at the studio.
I believe this is a chilling look into the future of Unity Technologies as a company and a product we develop on. Unity are threatening to revoke our access to continue development, and feel emboldened to do so casually and without evidence. Then when pressed for evidence, they have produced something that would be laughable - except that they *somehow* gathered various names that call into question how they gather and scrape data. This methodology is completely flawed, and then being applied dangerously - with short-timeframe threats to revoke all license access.
Our studio has already sunset Unity as a technology, but this situation heavily affects one unreleased game of ours (Torpedia) and a game we lose money on, but are very passionate about (Stationeers). I feel most for our team members on Torpedia, who have spent years on this game.
# Detailed Outline
I am Dean Hall, I created a game called DayZ which I sold to Bohemia Interactive, and used the money to found my own studio called RocketWerkz in 2014.
Development with Unity has made up a significant portion of our products since the company was founded, with a spend of probably over 300K though this period, currently averaging about 30K per year. This has primarily included our game Stationeers, but also an unreleased game called Torpedia. Both of these games are on PC. We also develop using Unreal, and recently our own internal technology called BRUTAL (a C# mapping of Vulkan).
On May 9th Unity sent us the following email:
>*Hi RocketWerkz team,*
>*I am reaching out to inform you that the Unity Compliance Team has flagged your account for potential compliance violations with our terms of service. Click here to review our terms of service.*
>*As a reminder - there can be no mixing of Unity license types and according to our data you currently have users using Unity Personal licenses when they should under the umbrella of your Unity Pro subnoscription.*
>*We kindly request that you take immediate action to ensure your compliance with these terms. If you do not, we reserve the right to revoke your company's existing licenses on May, 16th 2025.*
>*Please work to resolve this to prevent your access from being revoked. I have included your account manager, Kelly Frazier, to this thread.*
We replied asking for detail and eventually received the following from Kelly Frazier at Unity:
>*Our systems show the following users have been logging in with Personal Edition licenses. In order to remain compliant with Unity's terms of service, the following users will need to be assigned a Pro license:*
Then there are five listed items they supplies as evidence:
* An @ rocketwerkz email, for a team member who has Unity Personal and does not work on a Unity project at the studio
* The personal email address of a Rocketwerkz employee, whom we pay for a Unity Pro License for
* An @ rocketwerkz email, for an external contractor who was provided one of our Unity Pro Licenses for a period in 2024 to do some work at the time
* An obscured email domain, but the name of which is an employee at a company in Dunedin (New Zealand, where we are based) who has never worked for us
* An obscured email domain, another employee at the same company above, but who never worked for us.
Most recently, our company paid Unity USD 43,294.87 on 21 Dec 2024, for our pro licenses.
Not a *single* one of those is a breach - but more
Unity is currently sending emails threatening longtime developers with disabling their access completely over bogus data about private versus public licenses. Their initial email (included below) contained no details at all, but a requirement to "comply" otherwise they reserved the right to revoke our access by May 16th.
When pressed for details, they replied with five emails. Two of which are the names of employees *at another local company* who have never worked for us, and the name of an employee who does not work on Unity at the studio.
I believe this is a chilling look into the future of Unity Technologies as a company and a product we develop on. Unity are threatening to revoke our access to continue development, and feel emboldened to do so casually and without evidence. Then when pressed for evidence, they have produced something that would be laughable - except that they *somehow* gathered various names that call into question how they gather and scrape data. This methodology is completely flawed, and then being applied dangerously - with short-timeframe threats to revoke all license access.
Our studio has already sunset Unity as a technology, but this situation heavily affects one unreleased game of ours (Torpedia) and a game we lose money on, but are very passionate about (Stationeers). I feel most for our team members on Torpedia, who have spent years on this game.
# Detailed Outline
I am Dean Hall, I created a game called DayZ which I sold to Bohemia Interactive, and used the money to found my own studio called RocketWerkz in 2014.
Development with Unity has made up a significant portion of our products since the company was founded, with a spend of probably over 300K though this period, currently averaging about 30K per year. This has primarily included our game Stationeers, but also an unreleased game called Torpedia. Both of these games are on PC. We also develop using Unreal, and recently our own internal technology called BRUTAL (a C# mapping of Vulkan).
On May 9th Unity sent us the following email:
>*Hi RocketWerkz team,*
>*I am reaching out to inform you that the Unity Compliance Team has flagged your account for potential compliance violations with our terms of service. Click here to review our terms of service.*
>*As a reminder - there can be no mixing of Unity license types and according to our data you currently have users using Unity Personal licenses when they should under the umbrella of your Unity Pro subnoscription.*
>*We kindly request that you take immediate action to ensure your compliance with these terms. If you do not, we reserve the right to revoke your company's existing licenses on May, 16th 2025.*
>*Please work to resolve this to prevent your access from being revoked. I have included your account manager, Kelly Frazier, to this thread.*
We replied asking for detail and eventually received the following from Kelly Frazier at Unity:
>*Our systems show the following users have been logging in with Personal Edition licenses. In order to remain compliant with Unity's terms of service, the following users will need to be assigned a Pro license:*
Then there are five listed items they supplies as evidence:
* An @ rocketwerkz email, for a team member who has Unity Personal and does not work on a Unity project at the studio
* The personal email address of a Rocketwerkz employee, whom we pay for a Unity Pro License for
* An @ rocketwerkz email, for an external contractor who was provided one of our Unity Pro Licenses for a period in 2024 to do some work at the time
* An obscured email domain, but the name of which is an employee at a company in Dunedin (New Zealand, where we are based) who has never worked for us
* An obscured email domain, another employee at the same company above, but who never worked for us.
Most recently, our company paid Unity USD 43,294.87 on 21 Dec 2024, for our pro licenses.
Not a *single* one of those is a breach - but more
concerningly the two employees who work at another studio - that studio is located where our studio was *founded* and where our accountants are based - and therefore where the registered address for our company is *online* if you use the government company website.
Beyond Unity threatening long-term customers with immediate revocation of licenses over shaky evidence - this raises some *serious* questions about how Unity is scraping this data and then processing it.
This should serve as a serious warning to all developers about the future we face with Unity development.
https://redd.it/1kiyqzn
@r_Unity3D
Beyond Unity threatening long-term customers with immediate revocation of licenses over shaky evidence - this raises some *serious* questions about how Unity is scraping this data and then processing it.
This should serve as a serious warning to all developers about the future we face with Unity development.
https://redd.it/1kiyqzn
@r_Unity3D
Reddit
From the Unity3D community on Reddit
Explore this post and more from the Unity3D community
Made an Opensource, Realtime, Particle-based Fluid Simulation Sandbox Game / Engine for Unity!
https://redd.it/1kiytqa
@r_Unity3D
https://redd.it/1kiytqa
@r_Unity3D
Reddit
From the Unity2D community on Reddit: Made an Opensource, Realtime, Particle-based Fluid Simulation Sandbox Game / Engine for Unity!
Explore this post and more from the Unity2D community
Weekly Dev-Log #6 – Ashes & Blood: Shader-Based Highlights & Procedural ...
https://youtube.com/watch?v=mlSCyqKNmzU&si=xTVKl8lcLJxYi8ub
https://redd.it/1kitbur
@r_Unity3D
https://youtube.com/watch?v=mlSCyqKNmzU&si=xTVKl8lcLJxYi8ub
https://redd.it/1kitbur
@r_Unity3D
YouTube
Weekly Dev-Log #6 – Ashes & Blood: Shader-Based Highlights & Procedural World-Gen in Unity
Hey everyone—this update dives into how I:
- rewrote the Unity C# path-finding and LineRenderer logic for a smoother turn-based tactics feel;
- added a custom Shader Graph pulsating material for the movement grid (#URP glow + HDR bloom);
- implemented CPU…
- rewrote the Unity C# path-finding and LineRenderer logic for a smoother turn-based tactics feel;
- added a custom Shader Graph pulsating material for the movement grid (#URP glow + HDR bloom);
- implemented CPU…
Code only data
Hi, let me say that I've come to this decision myself and that I know it may trigger some devs. I do not like using the editor so I'm doing everything code only. (My work flow is faster)
The problem is that I want to make data that is save-able and load-able. For example an enemy can have a specific sprite png, health, etc. I researched online and found to use noscriptable objects, but this requires dragging stuff in the editor which I find infeasible if I plan to have 100+ unique enemies.
Any other suggestions?
https://redd.it/1kj2gxm
@r_Unity3D
Hi, let me say that I've come to this decision myself and that I know it may trigger some devs. I do not like using the editor so I'm doing everything code only. (My work flow is faster)
The problem is that I want to make data that is save-able and load-able. For example an enemy can have a specific sprite png, health, etc. I researched online and found to use noscriptable objects, but this requires dragging stuff in the editor which I find infeasible if I plan to have 100+ unique enemies.
Any other suggestions?
https://redd.it/1kj2gxm
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
Media is too big
VIEW IN TELEGRAM
In less than two weeks, I’m finally going to release my indie, story-driven space shooter made with Unity. A project I’ve been working on for over five years alongside my family and a full-time job. It’s my dream project, and I hope it will find its fans.
https://redd.it/1kj5ach
@r_Unity3D
https://redd.it/1kj5ach
@r_Unity3D
Looking to code
I'm getting the itch to code in unity again. I'm not very creative when it comes to creating art resources, however, I do consider myself an excellent programmer.
I was wondering if anyone was looking for a programmer for their game? I'm not looking to get paid but I'm also not looking to be set to a schedule. Just looking for an opportunity to join a team and build something fun.
https://redd.it/1kjca4h
@r_Unity3D
I'm getting the itch to code in unity again. I'm not very creative when it comes to creating art resources, however, I do consider myself an excellent programmer.
I was wondering if anyone was looking for a programmer for their game? I'm not looking to get paid but I'm also not looking to be set to a schedule. Just looking for an opportunity to join a team and build something fun.
https://redd.it/1kjca4h
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community
Smooth camera movements
Hello folks,
how to get the camera movements (without having a player gameobject) smooth when you move in the room with a, w, s, d, e, q?
Is there a quick solution for this.thx
https://redd.it/1kjd4wv
@r_Unity3D
Hello folks,
how to get the camera movements (without having a player gameobject) smooth when you move in the room with a, w, s, d, e, q?
Is there a quick solution for this.thx
https://redd.it/1kjd4wv
@r_Unity3D
Reddit
From the Unity2D community on Reddit
Explore this post and more from the Unity2D community