this post was submitted on 17 Sep 2023
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I made a video to help Unity devs quickly navigate things before they make decisions. Watch is not necessary I copy paste my video description below with all the links I shown in video. If you like to hear my thoughts or opinion then watch I don't mind, I don't use youtube video to make a living.

-----copy paste below-----

This is not tutorial video, also not video to tell you to use UE. It is a video that tell you the information you might need to start and make a decision for yourself. There are plenty of other better tutorial content creator than me, feel free to search for those.

TL;DW: Just click through the links if you don't want to spend 30+ mins hearing me talking about it.

1:06 Migration Doc: https://docs.unrealengine.com/5.0/en-US/unreal-engine-for-unity-developers/

2:18 License Portal: https://www.unrealengine.com/en-US/license

Standard License: https://www.unrealengine.com/en-US/eula/unreal

EULA Change Log: https://www.unrealengine.com/en-US/eula-change-log/unreal

8:16 UE Features: https://www.unrealengine.com/en-US/features

9:46 Setup Visual Studios: https://docs.unrealengine.com/5.3/en-US/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine/

10:46 D3D Crash: https://docs.unrealengine.com/5.0/en-US/how-to-fix-a-gpu-driver-crash-when-using-unreal-engine/

14:04 Good Sample Projects to start

17:42 Show Lyra, talk about Blueprint, C++, making your thing in plugins

20:35 Convert Blueprint Project to C++ project.

21:15 Create your own plugins

24:24 Deal with Experimental, Beta features

27:07 Market Place free content and restriction

29:00 UEFN: https://dev.epicgames.com/community/fortnite/getting-started/uefn

30:28 Show UEFN, example island UEFN Doc: https://dev.epicgames.com/documentation/en-us/uefn/starting-out-in-unreal-editor-for-fortnite

32:41 Verse Doc: https://dev.epicgames.com/documentation/en-us/uefn/learn-programming-with-verse-in-unreal-editor-for-fortnite

34:27 Creator Economy 2.0: https://create.fortnite.com/news/introducing-the-creator-economy-2-0?team=personal

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[–] DocBlaze@lemmy.world 12 points 1 year ago* (last edited 1 year ago) (1 children)

I have no idea what you're talking about, it's literally against unreals Eula to ever force users to accept changes to the Eula. they can't (legally) rip it out once it's accepted.

If you're talking about the rev share, at least you can plan for that, and Id much prefer a consistent amount that scales to how much my game made instead of magical spyware that can't ever be verified, is open to last minute changes, and is susceptible to end user abuse.

[–] brisk@aussie.zone 2 points 1 year ago (2 children)

Unity had a very similar clause until it suddenly didn't

[–] DocBlaze@lemmy.world 3 points 1 year ago (1 children)

It literally says if you don't want to accept a new Eula, you don't have to. I'm not a lawyer but that's pretty gotcha-proof. There's no way you can lose that in court.

My original point was, how can that be worse than Unity's if the clause literally makes it against the contract to ever intend to change the contract?

[–] brisk@aussie.zone 3 points 1 year ago (2 children)

This was in the Unity 2022 ToS

Unity may update these Unity Software Additional Terms at any time for any reason and without notice (the “Updated Terms”) and those Updated Terms will apply to the most recent current-year version of the Unity Software, provided that, if the Updated Terms adversely impact your rights, you may elect to continue to use any current-year versions of the Unity Software (e.g., 2018.x and 2018.y and any Long Term Supported (LTS) versions for that current-year release) according to the terms that applied just prior to the Updated Terms (the “Prior Terms”)

Unity is trying to enforce the new terms on everyone regardless. I have no experience in law but Ars Technica / Hoeg's Law seem to think it's not a clear cut case. There is a class action being taken so we will get to see exactly what the courts think of their shenanigans.

I don't support the claim that Unreal's terms are worse than Unity's.

[–] PenguinTD@lemmy.ca 3 points 1 year ago

The Unreal terms are pretty straight forward they have entire section just for this part in "clear" language. I will copy paste below. It's really not ambiguous compare to the Unity terms. This is why any company that develop with UE will have their own fork/repo and not just develop on the vanilla you download off launcher. And if you are indie without a company or lawyer, you better read the EULA everytime a window pop up to ask you to accept.

Actually, just follow proper procedural, create a proper business entity with proper lawyer review things for you and accountant that help you make sure all your papers are in place.

Unreal terms below regarding term changes, source link in my OP.

  1. The Agreement Between You and Epic

a. Amendments If we make changes to this Agreement, you are not required to accept the amended Agreement, and this Agreement will continue to govern your use of any Licensed Technology you already have access to.

However, if we make changes to this Agreement, you will not be allowed to access certain Epic services or download the Licensed Technology unless you have accepted the amended Agreement. If we make changes, we will provide you with notice, such as by sending an email or giving you notice when you next log into an Epic service.

b. Alternative and Additional Terms With respect to your rights and obligations related to Licensed Technology, this Agreement supersedes any prior Unreal Engine End User License Agreement For Publishing or Unreal Engine End User License Agreement For Creators you may have. Those agreements will continue to survive only to the extent that you continue to have rights and obligations under them related to Content. Once you have also agreed to the Epic Content License Agreement (unrealengine.com/eula/content), those agreements will be superseded completely.

This Agreement, however, does not supersede, amend or otherwise affect other agreements you may have with us or any sublicensor authorized by us, other than as described in Section 7(a). For example, if we grant you a license to use Unreal Engine to develop one or more products under a custom license, that custom license and not this Agreement governs your use of Unreal Engine and related materials with respect to those products.

c. Notice Where this Agreement calls for notice from us, including written notice, we may provide notice to you through the Epic services or by any email address that you’ve provided to us. Our notices, when provided to you through the Epic services, will be effective when you access the Epic services, and when sent to you by email, will be effective when they are sent.

[–] PenguinTD@lemmy.ca 2 points 1 year ago (1 children)

That's why if you are starting a business(not just game dev), you have to talk to business/IP/patent lawyer about the tech you licensed and review all the terms. You pay them to help you save time on those issues and avoid getting trapped.

And believe it or not, I think Epic's EULA is reviewed by "many" lawyers to say the least.

Lastly, if you are not satisfied with the standard terms they provided, you can negotiate with them for custom terms between your lawyers.

[–] janWilejan@kbin.social 0 points 1 year ago (1 children)

Or you could stick to software that doesn't need lawyers or licensing or eulas or negotiations.

If you use Godot, you actually own your copy of the game engine, can do whatever you want with it, and aren't waiting for some corporation to do crazy nonsense like unity did.

[–] PenguinTD@lemmy.ca 2 points 1 year ago

MIT is sort of a "author" protection license, means you if do use and get it, you can't sue the author for whatever issue arise from it.

It however does not protect your or your company from using it. The Godot Foundation doesn't even need to protect any entity using Godot Engine other than to ensure Godot can keep going and resolve the IP/copyright conflict if they getting served with a legal notice. (so the main devs don't have to sweat, until the legal team tell them what to do so Godot dev can resume. (If some merge is indeed violation of IP/copyright.)

Some explanation from Internet people: https://law.stackexchange.com/questions/42663/what-if-the-code-found-in-github-with-mit-license-was-stolen-by-someone-and-uplo

So, use your own judgement. I do support open source softwares like I mentioned in my other comments, running a business however is very different beast. Vetting merges is only going to get more serious as Godot grew.