this post was submitted on 13 Sep 2023
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Gaming

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Unity: We have to charge for every install because we only see totals. Also Unity: We can tell which install is which, so you won't be overcharged.

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[–] recycledbits@discuss.tchncs.de 28 points 1 year ago (6 children)

Was Unity lying yesterday or are they lying today?

Yes and yes. It's not an either-or situation.

[–] echodot 3 points 1 year ago (4 children)

Well it kind of is. Either they can differentiate between a new install and a repeat install, or they can't.

[–] recycledbits@discuss.tchncs.de 14 points 1 year ago* (last edited 1 year ago) (1 children)

It's also possible that they can't track new installs either. Or have not implemented anything yet, so they have no idea what properties it will have.

FAQ:

How is Unity collecting the number of installs?

We leverage our own proprietary data model and will provide estimates of the number of times the runtime is distributed for a given project – this estimate will cover an invoice for all platforms.

Which is some kind of weird nebulous BS.

They're not saying their engine phones home and/or collects data from end-user devices. With the associated data protection nightmares.

[–] luciole@beehaw.org 15 points 1 year ago

Oof. This is corporate lingo for "we'll pull a number out of our ass and charge the dev accordingly". "Proprietary data model" makes it clear they intend to remain conveniently (for them) opaque about it.

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