> Initially, the Runtime Fee sought to charge developers a per install tariff once projects had passed certain milestones. It was a decision that left many users reeling, resulting in a colossal backlash (…)
> Any install, any reinstall, any installation on a second device, each and every one slap the dev with a fee. It gets dumber, because that cracked copy of your game on the high seas still incurs a fee when the pirate installs it.
You might think we're at peak stupidity. You might think anyone who makes anything with Unity is a "fucking idiot" (the CEO certainly does), but we're not done yet.
It's retroactive. (…)
arijun 1 hours ago [-]
Side note--is there any way to access reddit now for people who refuse to log in or get the app? Old reddit asks tells me I have to use new reddit for "security" and new reddit says "Get the app to keep using Reddit".
rob-lag 50 minutes ago [-]
I just used UBlock Origin to block the "Get the app..." message.
Sounds similar to Apple's "Core Technology Fee", literally a mechanism for sabotaging third party app distribution in the EU.
Elfener 1 hours ago [-]
This is a very big oversight in that EU law.
Allowing third-party "app stores" is completely useless when all apps must be approved by the operating system company.
It's also being abused by google (technically, will be, very soon), I guess they saw that since the legal framework for this kind of thing has now been written, they can do it too.
gumby271 2 hours ago [-]
Except at least there are alternatives to Unity without replacing your entire OS and hardware.
martz 4 hours ago [-]
yes this is good too, actually started contributing to this :)
martz 8 hours ago [-]
Recently added support for Linux to VLC for Unity, with full hardware decoding.
It uses OpenGL rendering through GLX and EGL, with DMA-BUF texture sharing to pass video frames efficiently to Unity’s renderer.
Only x86_64 is supported at this time. In the future, I will add ARM64 support as well as Vulkan.
torginus 40 minutes ago [-]
Would it not be more efficient to create the decoder in-process, then you could feed it the bitstream via a compute buffer, and the video would be rendered to a texture.
sylware 5 hours ago [-]
Don't forget to build 'correct' ELF64 binaries for broad elf(glibc)/linux distro support (-static-libgcc -static-libstdc++, and tight glibc ABI version control with binutils VERSION scripts).
At least those build options should be default.
martz 4 hours ago [-]
thanks for your comment, will look into it!
SurajMishra 5 hours ago [-]
Thank you very much.
hparadiz 43 minutes ago [-]
VRChat folks will love this. Videoplayers are embedded into Unity scenes aka "maps" as a regular imported lib. The videoplayer is a drawn surface where users can see video playback. Most commonly used for streaming live music from a stream like Twitch.
torginus 41 minutes ago [-]
Forgive me for my ignorance - but my understanding is that VLC is a frontend for ffmpeg, and even ffmpeg is 'just' a wrapper for hardware video decoders such as NVDEC when viewing supported codecs, like h264/5.
fusslo 5 hours ago [-]
Can a unity dev/game dev help elucidate why you'd use vlc in unity?
For cutscene playback?
harrisoned 5 hours ago [-]
For a sandbox game this is very useful, where you can spawn video players in-game. For social games (like VRChat) this is also great since synced video playback is a very popular feature for people to watch content together in VR.
csande17 4 hours ago [-]
Unity includes its own video player implementation ( https://docs.unity3d.com/Manual/Video.html ), so presumably you'd mainly want to use VLC for wider range of supported codecs?
kjjohnsen 3 hours ago [-]
Basically. Unity video player is fine if you control the content. The other very reasonable option is to funnel shared content through a synced web browser interface. I've developed a few collaborative XR applications, and have used a blend of things to support sharing.
ComputerGuru 2 hours ago [-]
It’s not hard to use libavcodec to transcode, though.
martz 4 hours ago [-]
RTSP support, twitch-style in-game visio, any kind of non-game Unity apps (there are many), 360 video playback, mediaplayer in VR headset, simulators of all kinds, etc..
Hendrikto 4 hours ago [-]
To everybody else being confused: This is about Unity the game engine, not Unity the desktop environment.
tokai 3 hours ago [-]
Unity (the DE) was discontinued 9 years ago..
happyPersonR 1 hours ago [-]
Sidenote:
Video game programming with unity was an absolute nightmare to try and get working with any kind of gitops and or with multiple people working on the same code base a couple of years ago
Wonder if that changed ?
ekjhgkejhgk 5 hours ago [-]
Blocked because I don't use cookies. Ok, I've always preferred mpv anyway.
nisiddharth 4 hours ago [-]
I've 3rd party cookies blocked and it works just fine.
Have you disabled all cookies?!
xena 3 hours ago [-]
Why do you do this to yourself?
TiredOfLife 58 minutes ago [-]
Yeah, why use software that works instead of software that doesn't
Rendered at 16:48:33 GMT+0000 (Coordinated Universal Time) with Vercel.
> Initially, the Runtime Fee sought to charge developers a per install tariff once projects had passed certain milestones. It was a decision that left many users reeling, resulting in a colossal backlash (…)
How users reacted: https://old.reddit.com/r/OutOfTheLoop/comments/16h9lnw/whats...
> Any install, any reinstall, any installation on a second device, each and every one slap the dev with a fee. It gets dumber, because that cracked copy of your game on the high seas still incurs a fee when the pirate installs it. You might think we're at peak stupidity. You might think anyone who makes anything with Unity is a "fucking idiot" (the CEO certainly does), but we're not done yet. It's retroactive. (…)
Allowing third-party "app stores" is completely useless when all apps must be approved by the operating system company.
It's also being abused by google (technically, will be, very soon), I guess they saw that since the legal framework for this kind of thing has now been written, they can do it too.
It uses OpenGL rendering through GLX and EGL, with DMA-BUF texture sharing to pass video frames efficiently to Unity’s renderer.
Only x86_64 is supported at this time. In the future, I will add ARM64 support as well as Vulkan.
At least those build options should be default.
For cutscene playback?
Video game programming with unity was an absolute nightmare to try and get working with any kind of gitops and or with multiple people working on the same code base a couple of years ago
Wonder if that changed ?