![]() To put it bluntly, this new pricing is terrible. This is a massive departure from their previous pricing ( available here on WayBack machine). Keep in mind, this is on top of the $20/month subscription prices. If you update or re-publish a previously published game, the revenue sharing terms set forth here will apply. For existing subscribers, the advertising revenue share arrangements for games published prior to shall remain the same.As referenced on the Buildbox Pricing Page, the “Default” Monthly Threshold is US$5.00. In a given calendar month, AppOnboard will not take its share of revenue until the monthly advertising revenue sharing threshold (the “Monthly Threshold”) listed on the Buildbox Pricing Page is reached in such month.If you downgrade your subscription plan, the revenue share for the applicable subscription plan will apply to all your games. At that point, the revenue share percentage for that game will be set and will not change if you upgrade your subscription plan. The applicable revenue share for each of your games will be based on your subscription plan at the time that the applicable game receives 1000 ad impressions.As referenced on the Buildbox Pricing Page, the “Default” revenue share is 70% to Buildbox and 30% to you.So the news is still awful, and the pricing is still brutal, just slightly less brutal. Let’s put this in perspective, they are charging Unity-esque per seat pricing AND 2.5x Unreal Engine’s royalty rate (which doesn’t kick in until you’ve made $1M). Plus subscribers only have to pay 30% revenue share and Pro only pay 10%. While certainly confusingly worded, it appears “Default” refers to the free tier. In short, they have changed their pricing to have a 70/30 ( and yes… the 30% is what the developer gets!) ON TOP of the existing subscription costs. Today, they took a MASSIVE step backwards with some simply insane changes to their pricing. ![]() I don't have a problem with using C#, it's what to do with ALL those projects with ALL that JS code, many of which I'm still keeping current.BuildBox is a code-less 3D game engine we reviewed back in 2020 after they changed their pricing to be more accessible to the masses. I used it almost exclusively for many years, since Unity 3. JS support is one the features that initially attracted me to Unity. What happens if I stop paying for a while, until I get caught up and can once again use newer versions of Unity? Unity will keep running, but will I lose my "Pro" status? Will I have to use a Unity splash screen? Does this sound like a bad idea?īTW, dropping UnityScript is the WORST thing to ever happen to Unity, IMO. I hate to be paying for updates I'm not using. It make time if you have lots of projects, but Unity Hub does give you the freedom to have multiple versions of Unity installed and have projects automatically opened by the version you want that particular game associated with, so you can mix old and new projects using appropriate Unity versions. I converted the project in just over a day. It worked well by the third game, which had 14,000 lines of code. It is easy to look at the JS component and change the C# values to match, or drag in the same object into a field. Add the C# file to each object where the JS file was and move so the components are adjacent. The C# files would have loads and loads of errors, but most were just reordering syntax, or being slightly more verbose.ģ. Create C# files identically named to the JS and copy-paste the JS code in.Ģ. As I had learnt C# for that, I converted my other projects as it was easier for working with C# focused SDKs.īecause of this I developed an efficient workflow for converting.ġ. I was using Unity JS for years, but then had to convert a project to C# for a game I was licensing out. Use the current version of Unity for current projects, and an older compatible version for the JS projects. I don't have a problem with using C#, it's what to do with ALL those projects with ALL that JS code, many of which I'm still keeping current. JS support is one of the features that initially attracted me to Unity. What happens if I stop paying for a while, until I get caught up and can once again use newer versions of Unity? Unity will keep running, but will I lose my "Plus" status? Will I have to use a Unity splash screen? Does this sound like a bad idea?īTW, dropping UnityScript is the WORST thing to ever happen to Unity, IMO. ![]() But I'm still paying on the subscription. I'm in the process of updating many of the older apps, so I haven't been getting the latest Unity releases, since I can't use anything more recent. ![]() The latest version of Unity I can open these projects in is 2018.2, which is the last version to offer JS support. I have LOTS of older projects going back as far as Unity 4 and 5, most of which were done in JavaScript (UnityScript). ![]()
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