Hacker News new | past | comments | ask | show | jobs | submit login

How is this tracked though?? It could work like this..

+ When you build, Unity secretly adds your Unity account id to the build.

+ When the game is run for the 1st time it secretly calls home to Unity server with your account id

+ The server increments # of installs from your account by one..

But couldnt this be overcome by just creating a new Unity account for every build?

I really want to know btw. I am a unity dev and have just tendered for a contract assuming we'll build it in Unity. Switching to Godot will take us time and reduce quality as we are not experienced in it.




No way you'll be changing bundle id/package name on every store release!

My guess of the original game plan was likely to just print out a list of most installed games, manually work out package names to developers, and pick up the phone at Unity's convenience for negotiation talks, working out disagreements including knocking out dupes and fraudulent counts. That should be technically doable.

The real problems are, most devs just don't have the cash flow to split for $0.20 per install, nor they believe they have leverages to reach into agreement for mutual benefits(special 99.9% discount or whatever), nor any viable paths for making the full amount even as eventuality(just add those banners at the top and bottom of your screen! On the launchers! People love clicking those gifs right!? Ads!), and that total dead end feeling had traumatized developers enough that they had formed impression that Unity is a total showstopper with ropes included.

But the part they cast int to dollar isn't the most problematic part.




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: