![]() XR SRP: Editor performance drops as OculusRuntime.WaitToBeginFrame Time ms increases to 150-200 ms in Play Mode when MSAA is enabled and Scene View is opened/focused Visual Effects: Crash on VFXBatch::AddInstance when switching to Custom Batch Capacity in Asset Inspector Visual Effects: Editor crashes on VFXRenderer::AddAsRenderNode when assigning a Renderer’s materials toits to materials/sharedMaterials UI Toolkit Controls: List View automatically collapses when reordering items Serialization: Crash on SerializedProperty_CUSTOM_GetStringValueInternal when renaming a ScriptableObject Asset Profiling: Memory Leak when Memory Profiler is in project Native Window Management: Crash on core::Join > & _ptr64,char const (& _ptr64),core::basic_string_ref > when the Editor runs out of memory saving an invalid override IOS: App freezes and the "You can attach a managed debugger now if you want” message doesn’t show up when running the app on iOS devices with the "Wait For Managed Debugger" setting enabled Input: The device selection menu does not respond to mouse clicks when trying to add a device in a Control Scheme Until then, be sure to check out exactly why these new install fees are spurring massive backlash among game developers and the Unity games that could be impacted most by these controversial changes.Asset Importers: Crash on "'anonymous namespace'::ConvertFBXShapes" when importing an FBX file We will obviously continue to follow this story closely and share all the new details as they are shared from Unity. The pushback got so severe that Unity offices in San Francisco and Austin had to close due to what it called a credible death threat. Others, like Massive Monster, threatened to delete its Unity-made game Cult of the Lamb on January 1 should these changes happen. The development community did not take kindly to these proposed changes and clarifications, and many teams across the globe, including Rust 2 developer Facepunch Studios, said they won't be making their games in Unity now. Unity also claimed that "90 percent of customers will not be affected by this change." Unity tried to clarify the policy, saying it will only count "net new installs" on any devices starting January 1 and devs would not be paying fees on re-installations, "fraudulent" installs via botnets and the like, trial version, web and streaming games, and charity-related installs. For example, will devs get charged for multiple installs from those who install, uninstall, and re-install their games? Even though there is no charge to the consumer after the monthly fee, do Xbox Game Pass or PlayStation Plus installs count? This obviously raised a lot of eyebrows as the term install in today's day and age is a bit hard to pin down. The Unity Runtime Fee Policy is set to go into effect on January 1, 2024, and would charge $0.20 per install for any game with more than 200,000 installs. Thank you for your honest and critical feedback." We will share an update in a couple of days. We are listening, talking to our team members, community, customers, and partners, and will be making changes to the policy. "We apologize for the confusion and angst the runtime fee policy we announced on Tuesday caused. We will share an update in a couple of…- Unity September 17, 2023 ![]() We apologize for the confusion and angst the runtime fee policy we announced on Tuesday caused. While it didn't share any details on what those changes may be, it did promise another update will arrive in "a couple of days." Unity took to Twitter/X to share the news, saying it has been talking to a number of people inside and outside the company and is planning on changing course to the controversial policy. ![]() ![]() ![]() PREVIOUS STORY: Unity has apologized for the "confusion and angst the runtime fee policy" it announced last week has caused and has revealed it will be "making changes" to it. ![]()
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