ReportWire

Tag: Game engine

  • Unity developers can now tap into system screen reader tools on macOS and Windows

    [ad_1]

    Unity is to support native screen readers in both macOS and Windows. The feature is available now in the Unity 6000.3.0a5 alpha, and should make the process of making games accessible for blind players cheaper for developers, .

    Screen readers narrate on-screen menus so blind and low-vision players can navigate a game or a piece of software without additional assistance. Typically, screen reading software is custom-built for each game, which can make them resource-intensive for developers to implement. “Building something like that from scratch has to be decided upon early in development so you have the time/resources allocated to make it properly,” Steve Saylor, an accessibility consultant and creator, . “Having it in-engine can mean the heavy lifting is done for you, and the cost of time/resources now is significantly lower.”

    Unity previously offered APIs for both Android and iOS’ built-in screen readers in its Unity 6.0 release, but hadn’t yet added support for Windows Narrator or macOS VoiceOver. With this new alpha and its eventual release as Unity 6.3, developers creating games with Unity will have access to a native screen reader in all of the engine’s major platforms. Considering how popular Unity is as a game engine, that could vastly improve the accessibility of future games.

    [ad_2]

    Ian Carlos Campbell

    Source link

  • A Year Later, Unity Cancels Controversial Runtime Fees Completely

    A Year Later, Unity Cancels Controversial Runtime Fees Completely

    [ad_1]

    Unity is canceling its controversial Runtime Fee and returning to a more traditional subscription model for its popular video game engine used by small and big developers worldwide. However, the price of some subscription plans will increase next year.

    A year ago, in September 2023, Unity announced a seismic change to how it charged developers to use its engine. Once a game was downloaded a certain number of times and had made a specific amount of money, Unity would start charging developers a Runtime Fee every single time someone installed any game developed using Unity, like Pokémon GO or Cuphead. Many smaller devs and creators criticized the decision and claimed it would lead to developers abandoning the engine to avoid paying thousands of dollars in install fees. This could have led to game delays and there was even fear that some devs might remove older games from sale, preventing players from re-installing them in order to avoid the Runtime Fees.

    All of this was a giant mess that eventually led to Unity partially walking back some of these decisions a week later. It also led to Unity’s CEO retiring and another exec resigning. And now, after all that, the company is fully ditching the install fees completely.

    On Thursday, in a blog post on Unity’s website, CEO Matthew Bromberg announced the news that “effective immediately” the company was removing all Runtime Fees from the engine.

    “I’ve been able to connect with many of you over the last three months, and I’ve heard time and time again that you want a strong Unity, and understand that price increases are a necessary part of what enables us to invest in moving gaming forward. But those increases needn’t come in a novel and controversial new form,” said Bromberg.

    Unity reveals price increases for some plans

    So Runtime Fees are gone and Unity will return to a subscription model. Bromberg confirmed that Unity Personal licenses will remain free until a game brings in over $200,00 in revenue or funding. Meanwhile, starting in January 2025, Unity Pro subscriptions will increase by 8% and cost $2,200 a year. Unity Enterprise will also see a price increase of 25%.

    Unity Personal will remain free, with the revenue and funding ceiling increased from $100,000 to $200,000, giving developers more flexibility before being subjected to Unity’s fees. The Made with Unity splash screen will be optional for games developed with Unity 6, set to launch later this year.

    Starting January 1, 2025, Unity Pro will see an 8% price increase, raising the annual subscription fee to $2,200 per seat. Unity Enterprise will experience a 25% increase, with new minimum subscription requirements for customers generating over $25 million in annual revenue. These changes will apply to all new and existing subscriptions from that date. (Because these licenses involve major companies, the prices can vary based on different packages.)

    Bromberg stressed in his blog post that Unity will continue to increase prices as it needs to, but will only do so annually via subscription fees going up. It won’t try to squeeze pennies out of every developer using the engine based on how many times people install your game.

    “Canceling the Runtime Fee for games and instituting these pricing changes will allow us to continue investing to improve game development for everyone while also being better partners,” said Bromberg.

    “Thank you all for your trust and continued support. We look forward to many more years of making great games together.”

    .

    [ad_2]

    Zack Zwiezen

    Source link

  • Devs React To Unity’s Newly Announced Fee For Game Installs: ‘Not To Be Trusted’ [UPDATE]

    Devs React To Unity’s Newly Announced Fee For Game Installs: ‘Not To Be Trusted’ [UPDATE]

    [ad_1]

    Unity, the cross-platform game engine that powers games like Rust, Hollow Knight, and Pokémon Go, has introduced a new, controversial fee for developers, set to take effect next year. Indie developers quickly responded to the announcement, with many suggesting the costs of this policy would kill smaller games, while confusion spread as devs wondered how it would affect their bottom line. Unity’s attempts to provide clarity have only fueled devs’ frustration and spawned more questions from those with both currently active and in-development games using the engine.

    The new Runtime Fee, announced in a September 12 Unity blog, is based on the number of installations a game built with the Unity engine receives, as well as the revenue it generates. Though it won’t start until January 1, 2024, the Runtime Fee will apply to any game that has reached both a previously established annual revenue threshold and a lifetime install count. Games developed with the lower-cost Unity Personal and Unity Plus plans reach that threshold at $200,000 of revenue in one year and 200,000 lifetime installs, while Unity Pro and Unity Enterprise accounts must reach $1 million in revenue and 1 million lifetime installs for the fee to kick in.

    Read More: Unity CEO Calls Mobile Devs Who Don’t Prioritize Monetization ‘Fucking Idiots’

    Unity Personal and Unity Plus devs will have to pay $.20 for every game installed past their subscription-specific thresholds, Unity Pro devs will have to fork over between $.02 and $.15 for every install past theirs, and Unity Enterprise devs’ costs range from $.01 to $.125. Developers in emerging markets will have lower costs per install past their threshold. The announcement was met with widespread confusion, as devs of free-to-play games scrambled to figure out if they’d end up owing hundreds of thousands of dollars, charity bundle creators became concerned about potentially being punished for supporting a good cause, and more.

    Developers react to Unity Runtime Fee

    Shortly after the policy was announced, Rust developer Garry Newman wondered if “Unity [wants] us to start paying them $200k a month” before doing the math and realizing that Facepunch Studios would owe the game engine company about $410,000 total.

    “While this isn’t much, here’s some stuff I don’t like,” Newman shared to X (formerly Twitter). “Unity can just start charging us a tax per install? They can do this unilaterally? They can charge whatever they want? They can add install tracking to our game? We have to trust their tracking?”

    Though many devs initially thought this new fee would apply to all games made in Unity (including free ones), and reacted accordingly, it soon became clear that the fee will only apply to monetized titles. Axios’ Stephen Totilo shared some clarification he’d received from Unity a few hours after the initial announcement, including that charity games and bundles are excluded from fees. But some of Unity’s clarifications only served to further suggest the notion that it didn’t really think this initiative through.

    “If a player deletes a game and re-installs it, that’s 2 installs, 2 charges,” Totilo posted. “Same if they install on 2 devices.” This means that developers could be “vulnerable to abuse” from bad actors who repeatedly uninstall and reinstall their games. “Unity says it would use fraud detection tools and allow developers to report possible instances of fraud to a compliance team.” So, if you get a massive bill from Unity, you’ll just have to wait on their customer support line. Shouldn’t be an issue, right?

    Xalavier Nelson Jr., head of Strange Scaffold, the indie studio behind games like El Paso, Elsewhere and An Airport For Aliens Currently Run By Dogs, expressed concerns about the entire situation. “This is the danger of modern games and game development cycles becoming exponentially more complicated, lengthy, and prone to immense dependency,” he told Kotaku via DM. “When a decision like this gets announced, and you’re three years into a five-year journey, you have little to no choice. You’re stuck with a partner who may be actively working against your interest, and who you increasingly cannot trust.”

    Tiani Pixel, indie developer and co-founder of Studio Pixel Punk, the studio behind the 2021 Metroidvania Unsighted, told Kotaku via DM that “there’s a lot of things in Unity’s statement that aren’t clear and are very worrying.” She brought up not only how complicated it is to measure actual installs, but the privacy issues inherent with such a policy.

    “There are some certifications you need for having such service in your game and releasing it on consoles and other platforms. You need an end-user license agreement (EULA), because you’ll be sending info from the player’s device to an external server. So, will indies be forced to add such DRMs on their games so they can track the installs? Again, Unity does not make it clear. Forcing DRM on games has a long (and bad) history in gaming. Many tools used for this are literally indistinguishable from malwares…There’s no benefit to the devs or the user here.”

    She also pointed out how these new fees could affect indie developers. “Small indie games, like our game Unsighted, which had the chance to appear on services like Xbox Game Pass, (in which the game isn’t sold directly to the consumer), might be penalized for becoming popular there, because we will be charged for every install,” she said.

    Brandon Sheffield, creative director at Necrosoft Games, warned game developers off the engine in a scathing op-ed for Insert Credit. “But now I can say, unequivocally, if you’re starting a new game project, do not use Unity,” he wrote. “If you started a project 4 months ago, it’s worth switching to something else. Unity is quite simply not a company to be trusted.”

    The op-ed ends by stating that Unity is “digging its own grave in search for gold.”

    Unity continues to court controversy

    Shortly after Unity’s blog post went live, game developer John Draisey posted that Unity had “eliminated Unity Plus subscriptions” and that the company was automatically switching members to its Pro subscription next month. Draisey shared an image showing the price difference between the two subs, which are billed annually, and it was nearly $3,300. “Be careful not to have auto-renew on your account if you can’t afford the price. And this is with just 2 people on my team with project access,” he warned.

    It’s unclear how the potential change in subscription options will translate to the newly minted Runtime Fee, as the thresholds are different for each sub. Kotaku reached out for clarification, and a Unity spokesperson pointed us to their FAQ page. When asked for further clarification, the spokesperson sent this statement: “Unity Plus is being retired for new subscribers effective today, September 12, 2023, to simplify the number of plans we offer. Existing subscribers do not need to take immediate action and will receive an email mid-October with an offer to upgrade to Unity Pro, for one year, at the current Unity Plus price.”

    The bigwigs at Unity have been making some, uh, interesting decisions as of late. In June, the company announced two new machine-learning platforms that would be integrated into its engine: Unity Muse (essentially ChatGPT for using Unity, a service that would allow devs to ask questions about coding and get answers from a bot) and Unity Sentis, which “enables you to embed an AI model in the Unity Runtime for your game or application, enhancing gameplay and other functionality directly on end-user platforms.” As former Kotaku writer Luke Plunkett pointed out at the time of the announcement, AI technology heavily relies on “work stolen from artists without consent or compensation,” so Unity Sentis raised a ton of eyebrows.

    And as Rust’s Newman shared shortly after the latest Unity announcement, it seems these changes are having a negative impact on the company at large: their market shares tanked as of 11:17 a.m. EST. Let’s see if Unity sticks with these changes, or makes adjustments based on feedback from developers.

    Image: Facepunch Studios

    Unity responds to negative feedback

    At 6:38 p.m. EST, the official Unity X account shared a post on the game engine’s official forums titled “Unity plan pricing and packaging updates.” The post contains a series of frequently asked questions that cropped up shortly after the announcement of the Runtime Fee, many of which were focused on game installations.

    As many devs worried on social media before these FAQs were released, under Unity’s new policy, multiple reinstalls or redownloads of games will have to be paid for by creators—and the definition of “install” also includes a user making changes to their hardware. Further, any “early access, beta, or a demo of the full game” will induce install charges, according to the FAQs, as can even streamed or web-based games. And Unity won’t reveal how it’s counting these installs, posting that “We leverage our own proprietary data model, so you can appreciate that we won’t go into a lot of detail, but we believe it gives an accurate determination of the number of times the runtime is distributed for a given project.”

    The FAQ does not clarify how Unity will ensure it does not count installations of charity games or bundled games with its “proprietary software.”

    The Verge’s Ash Parrish was quick to point out that the multiple install charges could give right-wing reactionaries a new way to damage a game and/or studio: revenue bombing. If certain groups are angered by, say, a queer character in a game or a Black woman lead (both of which have whipped gamers into a frenzy before), then they could repeatedly install said game over and over again, racking up Unity’s Runtime Fee for the studio.

    “I can tell you right now that the folks at risk of this are women devs, queer devs, trans devs, devs of color, devs pushing for accessibility, devs pushing for inclusion—we’ve seen countless malicious actors work together to tank their game scores or ratings,” developer Rami Ismail wrote on X.

    Nelson confirmed to Kotaku via DM on the evening of September 12 that “concrete talks are happening among some of the most significant developers in the space” regarding a class-action lawsuit against Unity.

    Update 09/12/2023 7:35 p.m. ET: Updated to include information from an official Unity forum post, more reactions from devs, and the confirmation of a potential class-action lawsuit.

    [ad_2]

    Alyssa Mercante

    Source link

  • Unreal Engine Videos Give Us A Glimpse At The Graphics Of The Future

    Unreal Engine Videos Give Us A Glimpse At The Graphics Of The Future

    [ad_1]

    Epic Games held a little showcase at the Game Developers Conference earlier today, called State of Unreal. Designed as a way to keep everyone who makes games up to date on what’s in store for the industry-dominating Unreal Engine, the highlights are also obviously interesting to anyone who plays games as well.

    Both Epic and some external studios took the opportunity to show off some of the stuff they’ve been working on in Unreal Engine 5. The shortest video, and perhaps most impressive, is this clip from Ninja Theory’s Senua’s Saga: Hellblade II, which highlights some incredible facial animation capabilities (using Metahuman, which we’ve written about previously):

    State of Unreal – Senua’s Saga: Hellblade II | GDC 2023

    It still doesn’t look real, there’s something about the exaggeration of the lips and her teeth that I can’t fully explain, but it still looks amazing.

    Another subject of the technical showcase was action RPG Lords of the Fallen, with a more conventional look at how games are made using the engine:

    Lords of the Fallen – State of Unreal Technical Showcase Trailer GDC | Wishlist: PC, PS5 & Xbox X/S

    Next up is this gameplay demo from Infinitesimals, a backyard bugs game that I’m pretty sure was first announced years ago, but which is still in development. This clip is a little more developer-focused, but still gives you a look at how Unreal Engine 5 handles the scale of a large open world:

    Infinitesimals – Unreal 5 Gameplay Demo | State of Unreal 2023

    And finally we’ve got this driving video, which is not just an ad for Unreal Engine and Epic’s Quixel, but for EV company Rivian as well (their car’s dash screens run on the Unreal Engine). This one is showing off some lovely foliage, along with some impressive driving physics as well (it’s particularly neat how the car will hit small rocks that will then fly away):

    Unreal Engine 5.2 – Next-Gen Graphics Tech Demo | State of Unreal 2023

    While it’s expected to take everything shown at these presentations with a grain of salt, it’s encouraging that three of the four videos here were of actual games currently in development, meaning that the usual “well, your actual games aren’t going to look this good” caveats we normally need on these posts aren’t quite as needed here.

    [ad_2]

    Luke Plunkett

    Source link