About Marc Whitten
Marc Whitten, President of Create at Unity, addressed the company's pricing changes and community backlash in a September 2023 Q&A. He described the revised pricing model, which includes a 2.5% revenue share and seat license options, as a "better program" that resulted from community feedback. Whitten stated that the changes were intended to establish a "sustainable business" for Unity and that the company was committed to transparency, including making terms visible on GitHub. He acknowledged that "trust is easy to lose and hard to earn" and said Unity would seek ongoing feedback through surveys and direct engagement.
In an August 2023 podcast, Whitten discussed Unity's AI initiatives, including Unity Muse, a platform for integrating AI into real-time 3D creation. He described AI's potential to reduce development time from "months to minutes" and to enable more dynamic, interactive NPCs and environments. Whitten also highlighted Unity's collaboration with Apple on spatial computing and VisionOS, aiming to create cross-platform 3D experiences. He noted that AI's expansion into industries such as manufacturing and medical would reshape how complex systems are designed and simulated.
Source: AI-verified profile updated from Marc Whitten's recent appearances.
Browse all interviews →
Transcript (99 segments)
J
Jason0:11
YouTube, other influencers, game developers and people on Twitter first. I just want to clarify right from the bat that we were planning on talking before we were supposed to do a chat about AI stuff, but that got delayed, obviously, because something much bigger came up. This is not like a sponsored thing or anything like that. I want to make sure this is very clear. This is just an opportunity to ask Mark a bunch of questions and get some inside feedback on what's actually been going on, why all of the changes are happening, what the final results are going to be, and hopefully clarifying things up quite a bit. So without further ado, I want to bring out Mark and say thank you very much for coming out here and joining us and clarifying all this stuff, telling us what's going on, and giving us some insight.
I'm going to let you talk and say your piece first and go over what's going on and get all of that out before we dive into the questions, if that's okay.
M
Marc Whitten1:19
Yeah, awesome, thank you. I really appreciate being on, Jason, and thank you everybody for joining. I'm not going to go over all of the changes here. I'm sure we're going to talk about them a lot. I hope people had a chance to see my letter earlier today or to go through the fact and the other stuff there, but I did just want to hit one part first that's really, really important. And that's just I just want to say I'm sorry. I know it's been a very tough week to hear a bunch of the very well-deserved feedback on the changes we made. It's very clear we did not listen to enough feedback, listen to enough. And so I just really wanted to start with telling everybody here, and frankly the game development community at large, sorry. So with that, I'm happy to talk through any of the questions and just cover whatever you want to talk about, Jason.
J
Jason2:27
Alright, that's good because I've got a lot of questions. There's a lot of things that I think people aren't clear about and a lot of things that people are just really confused about, like why decisions were made, what those decisions are, and what's going to happen in the future too. So let's get started. I'm just going to start diving into my giant list of questions. So the first one was, why did you go about doing this?
M
Marc Whitten3:11
Well, the most fundamental thing that we're trying to do is we're building a sustainable business for Unity. For us, that means we do need to have a model that includes some sort of balanced exchange, including shared success. That's really important for the long-term future of how we think about our business, how we think about the engine. And the main reason is really clear: it has to be a sustainable business. We want to keep massively and deeply investing in the engine. We want to make sure that we can build the best editor and runtime for everyone to build the games today and tomorrow, and that's the reason why we work on it. I am very focused on that; it's very important for Unity.
J
Jason3:52
That's fair. And real quickly, can we talk about the other thing? There were some other things. Can you just give a real quick overview of that for anybody who's just catching up right now and maybe hasn't seen that post?
M
Marc Whitten4:16
Yeah, there's a long fact with a whole bunch more details, but I think I would just probably hit four key areas. The first one I'll just start by talking about Unity Personal. That's the version of Unity that's free to use. It's used by the majority of all of our game creators. It's not a part of the runtime fee program at all. We made some other changes along with that. The first one is we made sure that people have the option to remove the Unity splash screen if they would like when they're using that particular product. And we're also changing it so that before, Unity Personal could be used up to a hundred thousand dollars of revenue for your company. Now it's two hundred thousand. And again, because we've announced some other changes around sunsetting Unity Plus, that means that you can use Unity Personal and not have to do the splash screen, which is a reason that some people were using Plus. The other, so then if we move on to the runtime program, the runtime fee applies for people who are over both a million dollars in trailing 12-month revenue, money they've made over the last year on an ongoing basis, and a million engagements with new users essentially. And for those users, the following changes: the first one is this is with next year's LTS, which would be 2023 LTS shipping in 2024. So it doesn't impact any games that have currently shipped, and it's very clear to us that having it start on a future version where everybody can make the choice to use it is really important. The second thing we heard along with that is that people need to know that they can rely on a set of terms when they start using a version of Unity. So we're going to make sure that's the case. There are even some pieces about things like the GitHub repo, which, by the way, prior to last week, I did not know existed, and now I know a lot about. We're making sure it's already back up there; it has all of them in there. Obviously, our website will always have our legal terms and terms of service and all of those sorts of things, but we're going to make sure it's also on GitHub so people can track that. And then the last piece is that the revenue share or measuring is based on this calculated amount of initial user engagements that you can do. And if you do both of those, you'll always be billed the lesser of whatever that calculation is. But it's also up to you; if you only wanted to do one of them, leave the box blank whatever. And again, that's only for those games that were over those thresholds. Sorry, one more minute. The other key part is it's self-reported. Both numbers being self-reported, both on the revenue side and on the user engagements.
J
Jason7:46
Yeah, and I think that's a big one. I think there are a couple questions about that that we'll get into, but I think the self-reporting and the mix-up around there is a big one.
Did you guys talk to customers? Can you talk a little bit about that?
M
Marc Whitten8:14
We did. We talked to partners, large customers, small customers, lots of internal people. We didn't listen to enough of their feedback. Just want to be clear: we should have listened to more of their feedback, and we need to do better. And I can tell you, as an example, on Sunday, I think it's been a long week, so the days post together a little bit. On Sunday, I think we put on X a kind of a statement saying that we'll get back to you in a couple of days. The reason we didn't get back to you in a couple of days is because we were, as we were working through the plan, we were going back and talking to big customers, independent developers, partners over and over again to get that feedback.
J
Jason9:10
So yeah, I think that in my opinion, at least the updates seem to kind of fix everybody's problems that I've talked to, especially we'll dive into the trust stuff later. But I think that's the one part people are still a little iffy on, but I think that's even probably going to get mostly cleared up. So let's go on to the next question, which was: why didn't you just go with a rev share model from the get-go? So why not just go, hey, we're two and a half percent now, or half of Epic or whatever? Why was there a whole install thing in the beginning anyway?
M
Marc Whitten9:44
We think it's going to be cheaper for a lot of games. So listen, we're trying to build a model that we think is fair and is a good value exchange that works for games. We think that in a pretty reasonable number of cases, that's actually a smaller number, and we think that's good. Now, what we heard from a lot of really good feedback is that there were cases where people first off couldn't plan because they're like, 'Well, I don't know, maybe something's going to go crazy,' or 'I have this particular scenario, and that doesn't work.' So adding in the 2.5% revenue share as an option, you can only use that or where you have the both, and so you can always plan for it and hopefully do better. It definitely was, frankly, in my opinion, made the plan better based on what we were trying to do. So it was really good feedback.
J
Jason10:48
Yeah, I was, to be honest, I said this in the streams earlier that the idea of being forced on a rev share doesn't... well, the argument of just force a rev share, so hopefully that doesn't change, and it will stay with both options. I assume that's the plan?
M
Marc Whitten11:17
No, that's absolutely the plan. The plan is that choice.
J
Jason11:21
Alright, so the next question is a pointer: who is responsible for the policy and its decision to roll out?
M
Marc Whitten11:30
Well, listen, this is my part of the business, and there are a lot of people obviously internally that have worked on this. The executive team has worked on this. But I'm responsible for what we're doing inside of Create. The entire executive team has been a part of this, but I'll also say this is really important for Unity. We have to focus on building a strong, sustainable business that allows us to continue to invest in the ways that we want, so we can build... make billions off of that to fund it, which would be nice.
J
Jason12:15
If you don't mind that idea... Alright, so yes, by the way, if it was easy, just make your own Fortnite. I think that problem number one there is that's extremely impressive to do once.
M
Marc Whitten12:31
No, I agree. I think it would be nice, but it's definitely a good dream.
J
Jason12:36
This next question is one I have been wondering, and I don't know anything about, and they were wondering if it's legal to change the terms of service overnight. I don't know if it was necessarily overnight, but do you know? I don't know anything about the legal side of the stuff. All I've heard is random speculation from people who are also not lawyers. Can you just address this question? The legality of it.
M
Marc Whitten13:10
You know, companies change their terms over time frequently and constantly and consistently because, frankly, the world changes. Gaming is a very dynamic world; the world we live in is dynamic, and there are always new things being added or whatever. However, I want to back up from that and say it kind of comes back to your trust point, which is I think one thing that I heard a lot is people very deeply need to know what they're signing up for when they pick a version of Unity to build their game on, and that they can be sure that they can continue to use that. And I think that feedback, there are a lot of other things that come along with trust, so I just want to be clear, but that feedback is really, really, really super clear. And that's one reason why, in what I talked about today, we're going to make sure that you can do that. It also does come back to the GitHub thing. You know, terms change between those two. However, we're a community. We're heavily used by a community of game developers, so another way that we can make sure that that's clear is to put it in the types of tools that they use, like repos and GitHub, so it's easy to track. So for me, that was an obvious one that we should also put back.
J
Jason14:31
Yeah, like I said, when it gets to the legal stuff, I really try to avoid it because I barely understand it when it comes to the simple stuff. So yeah, one day I want to have a chat with a YouTube lawyer on game stuff. I think it would be a fun one. So there's another question about getting updates on stuff. They're wondering when you're going to share more details regarding all of the questions and concerns that people have had. You released a fact, but there wasn't a lot of detail.
M
Marc Whitten15:10
For sure. And you know, that's one of the key things. This was an announcement. It was an announcement a week ago; it's an announcement today of something that's coming in the future. And we're going to be providing a lot more details around it. But I'd actually say something even more specifically: we don't have all the answers right now. That's one thing we heard very clearly over the last week. And so we're not putting out 'here's this perfect thing right now' because we're actually engaging with our customers at every level, our customers and our developers, and listening. And we're going to work on that transparently. And yeah, there'll be a lot more details that are coming out over the next weeks and months for this program. But I will also say those will be part of a conversation that we're having so people understand how we're thinking and we're getting the feedback from our game development community.
J
Jason15:56
I'm not too surprised that it's taking a while to nail it all down if you want to get it perfect and talk to people. You can't just... I think that was the big lesson here. So, I want to go on. Like I said, there's a lot of questions, and I want to make sure that everybody gets asked. So, how will you track what version of Unity developers are using, or is that something you're even going to track?
M
Marc Whitten16:36
You know what version of Unity that you're using? We're going to make sure that you're clear on what terms are associated with that particular version. This is actually the same as Unity Personal. When we say that you can use Unity Personal up to two hundred thousand dollars, we're also not tracking that. We're just telling you the rule. We're not tracking or anything added in.
J
Jason17:10
Which I kind of assumed. I figured it would be just like the current setup where you use Unity Free and then eventually you upgrade to Pro, unless you don't like to follow the rules. And maybe if you get super huge or something, Unity might hit you up, but I don't expect anything outside of that. So, speaking of huge, this is a question that I think has come up a lot, and I really don't know the answer to. I don't understand the solution for it, which was: who pays the runtime fee or rev share when your game is on something like Microsoft's Game Pass? How does that actually work? I mean, did Microsoft already say 'yeah, we're good with it,' or is that... can you talk a little bit about what's going on there?
M
Marc Whitten17:49
Yeah, well, this program is associated with our licenses for our developers and the publishers that are publishing those games. And the rules are different on all of those. And in some of those it might be hard to track something like engagements, and so that's why there are things like a choice for revenue share or engagements. And it's also why there are not 100% perfect details on exactly how you count all of those, because we're engaging with our community to make sure we come up with really good examples for information that you have that track the intent of what we're talking about, that's easy for you to self-report. And we put some of that into the fact today. You can see some of the examples, and we're listening there and we'll be building even more examples and documentation for everyone.
J
Jason18:47
Can you real quickly just explain the engagement thing one more time for everybody who's unsure on what that is too? I feel like you've got the details.
M
Marc Whitten19:11
Yeah, I'm going to sound a little corporate here for a second while I use the words around it, but I'm just going to use them and then try to explain them a little bit. The goal is as simple as saying that it's a legitimate user of your software on a particular distribution channel. So, what's a legitimate user? A legitimate user would be an actual user, not your automated process, not your automated use, not whether there was piracy, not someone that had bought it and instantly refunded it, but a legitimate first time that someone was engaging with your free-to-play game or your paid game. What's a distribution channel? Well, an app store is a distribution channel. If you have gotten the same thing in my library from a store that I can use on a couple of different devices, great, that's one, not two. There are a bunch more examples around that in the fact, and we're very committed to making sure that we give more details around that. But our intent is very simple: the first time that your game, using our runtime, engages with a legitimate user on a distribution channel, use that as an account. And then, again, we think that many times that will be much less than this 2.5% revenue share, and so you could pay less through that, or you just go to the revenue share if you didn't want to track that.
J
Jason20:52
Right, it makes sense. I think it's most of the time, or at least like I said, I'm just going into Steam and saying, 'Hey, I sold this many,' well, subtracting my refunds from that.
M
Marc Whitten21:11
Exactly.
J
Jason21:11
Yeah, okay, yeah, that's kind of what I expected.
M
Marc Whitten21:23
Yeah, the whole thing is self-reported based on data that you easily have available. Not, like, 'I have to track some sort of user behavior that's different than I've ever done or anything like that.' You don't have to go add in analytics or some tracking or anything. You just look at whatever your numbers are and then put those into the page.
J
Jason21:39
Yeah, that's kind of been what I expected from the start, but it was definitely, I'll be honest, it was very unclear because it said there was a proprietary algorithm in there. I feel like those two words made the thing drastically more confusing and led to a lot of speculation, even for me.
M
Marc Whitten21:54
Yeah, that feedback was super clear. So we're trying to make sure it's easy for our game creators as well.
J
Jason22:14
Yeah, that's good. I mean, that seems like data that at least I've always had. You know, if you sell games and have people download them, you've got the info on how many are downloading it or how much money you're making each month. So that seems relatively straightforward and a lot better than some built-in tracking spyware thing that I kept hearing about.
M
Marc Whitten22:34
Sorry that I had to use the corporate jargon, but the truth is there's just a lot of different scenarios in games. Some people might say, 'Why isn't it sales?' but sales doesn't work if it's a free-to-play game. So we're just trying to make sure we can clearly define that in a way that works for a bunch of different ways that Unity is used.
J
Jason22:53
It makes sense. It's just that now the room is going away from the word.
Have you lost, and how many more are you expecting to lose over this? I mean, I've seen a lot of people just say they're changing different engines or at least start looking into different options. People talking about changing their future games. Have you guys tracked that or are you keeping an eye on that?
M
Marc Whitten23:27
Well, listen, we've seen all of the critical feedback, and it really hurts to read those types of things. And it's based on what we said and not getting the feedback. So I think those are real reactions that people had, and it's tough to see. My job, our job at Unity, is to make sure that we build the best product, the best platform that we can, so that you can build great games. And we're going to focus on that and hope to give people a great option. If we don't build a great game platform and a great product, they'll go somewhere else, and that's why that's our focus.
J
Jason24:14
Okay, well, I think that with the changes, a lot of the people that were considering changing will probably reconsider that, especially when we get into the terms of service type stuff, which we'll get into the questions in a few minutes. I think let's go on though. It's just tons, and I'm running out of time. We have a hard stop at two, so I gotta go quick. So, you'll be charging a revenue share and a seat license cost. How is that benefiting your users, and talk about why they both still exist.
M
Marc Whitten24:44
Yeah, well, listen, our goal is to build a sustainable business so that we can continue to invest. But the key thing I would say is the majority of our users pay neither. The majority of our users are using Unity Personal, which is free. For games that pass those really high thresholds, there would be the runtime program as well. We feel like it's a balanced program that allows us to invest in the way that we want and be able to deliver the features that will make it great for people building the amazing games that get built on Unity, both today and tomorrow.
J
Jason25:32
Real quick, I want to go back to that last question. There are a couple people complaining that you didn't tell them how many people you've already lost. I'm curious, is that like a number you actually know? Like, do you know that there's been a dip in users, or is that something you have to wait a little while to see?
M
Marc Whitten25:46
I mean, I listen, I see all of it on any channel where we get feedback. Obviously, we see all of the sentiment. But we're just focused on building great games.
J
Jason26:12
Alright, yeah, that's kind of what I figured. I figured if you'd seen a big giant drop, you would have mentioned it. But yeah, I mean.
So, let's see. Here was one of the questions that I... this was one of my own questions finally. If you could go back in time and redo this from the start, I'm wondering how you would have done this differently. Like, if you went back to January or whenever the idea for this started coming up, what would you have done different?
M
Marc Whitten26:39
Yeah, listen, we were going to do a business model transition that is new and different, and there's a lot to work through there. So obviously, I would have probably engaged in the conversation earlier, listened more, been more consistent and clear with some of the information we put out there. A good example is we have a calc... and the plan today is a great plan for Unity and I think it's a really strong plan for creators, and that's because we got better feedback and it made us build a better plan. So candidly, what I would do if I went back is I would get that feedback.
J
Jason27:25
Yeah, I like that. And the reason I wanted to ask that question too is because I think a lot of people are concerned about what happens with future pricing changes. If stuff needs to change in the future, how is that going to be addressed? If this doesn't work out or something else drastically changes in the economy or the gaming scene, what's going to happen? So I was kind of curious. It seems getting out there and having this be a conversation with questions from the beginning would have been a whole lot easier.
M
Marc Whitten28:10
Yeah. On financials, we had a really reasonable second quarter, and we're optimistic about the path that we're on. But we're also really focused on making sure that we have the sustainable ability to continue to invest in where we're going. I mean, it's like I'm saying the same thing over and over again. I don't really mean to be doing that sort of repeated thing, but it's the truth. This is about making sure that this massive investment that we put into our engine and tools is one that we can keep doing, because for us, that's the focus: making sure that we can build the very best platform that we can.
J
Jason28:42
I'm curious on a little follow up on that. According to your internal projections, is this going to be enough to just keep things stable, or do you feel like you're going to need to do more?
M
Marc Whitten29:10
This is not about, 'Hey, we need to do something for the next three months or something like that.' This is about setting up the foundation of the company. This program is critical for us for the foundation of the company to be able to continue to invest for a very, very long period of time. So if the shape is like this, a little shape that goes like this versus being earlier, that's less relevant than making sure that we have the right program that works for our creators. That's why I believe that this is a better program, because I think we've got great feedback to make it a better program, and it works for Unity.
J
Jason29:43
Yeah, well, hopefully it works for everybody going forward too. I think it seems viable, and it seems a lot better than the previous one. So I'm good with it so far. Let's go over... I want to get into these trust issues.
Have the money to invest in whatever the new thing is that you're working on or get it done, or is that not an issue? I have no idea what the answer is.
M
Marc Whitten30:19
Well, I'm not going to accept the word stagnation because we are extremely focused and have been for years on a huge amount of things that we're putting into the engine. And by the way, I know we get a lot of feedback where the engine or the editor doesn't work in the ways that people want, and there are things we could do better. So I'm not trying to say that, but we are focused in every one of our releases on putting out a bunch of new stuff. The 22 LTS, I believe, was a really great LTS. We made a ton of progress on things like DOTS 1.0, multiplayer, and other features. There's way more for us to do, but we invest across an extraordinary number of platforms to make sure that Unity remains performant and easy to use. And I believe the feedback we get where things aren't perfect always pushes us to do better.
J
Jason31:17
Okay, I'll give you the multiplayer side. At least I've seen some really good improvements, so I tend to support it. There's more to do, but Unity is so used across such a large variety of use cases that in any one of them—2D, 3D, multiplayer—I'm proud of the work we've done, and I would say there's a lot more for us still to do.
M
Marc Whitten31:41
Yeah, no, Unity is still my favorite engine. It still does the most stuff that I need to do, so I'm happy with it. I haven't had a whole lot of complaints personally. I know a lot of people have specific complaints about different systems.
J
Jason32:10
Probably can't talk too much about it because I don't know anything about stock laws and all that stuff, but I've seen all kinds of conspiracy theories posted about how people want Microsoft to buy the company and they're selling all their stock and all kinds of different things. I have no idea how much of it is based in any kind of fact or rumor or just totally made up. Some of it is about JR selling some stock, which I assume he does regularly. Can you talk about this and explain that situation?
M
Marc Whitten32:43
Yeah, no, I'm happy to answer it. The simple truth is that all of the key senior executives have extraordinary legal rules on when they can trade stock. It sells on a certain number of times, and you have no control over it because the only way you can actually trade the stock is to make sure it trades in a way that you have no control. So that stuff happens, and every time it happens, someone says, 'Aha, they did this thing,' when typically it's either that automated plan or some shares were granted and then taxes were being sold. That's the general situation. I don't know about a specific case, but I will tell you that I do see that a lot. That particular one comes up every time anybody gets reported, because they all have to be reported publicly, but they're all on automated plans.
J
Jason33:46
That's kind of what I assumed. You don't get to make those decisions, and you probably wouldn't want to because it's just too risky. The amounts of stock... I assume it was all kind of automated too, especially after talking to a couple of people who explained that.
David Helgason posted on Facebook that he thought you [expletive] up. Did you not consult your board before you decided to roll out this policy? I like the way that's posted. Hey, it's on my Facebook—he's one of my Facebook friends, so I definitely saw the post. But I think the most important part is it's not actually cracks; he said 'we [expletive] up.' And David, number one, is on the board; number two, bleeds Unity; number three, is super connected to the game developer community. He has his pulse on it.
M
Marc Whitten35:10
I assume the whole board... he said 'we,' not 'you.' I think he would put himself in that. He's on the board, the board was in all of those sorts of things. And yeah, he doesn't like disappointing our creators any more than any of us do.
J
Jason35:28
Yeah, nobody does. It's totally understandable. I would assume the whole board has some insight and visibility and say on this kind of stuff. All right, now it's time for the big question, one that everybody keeps asking about in chat. I think everybody is really, really curious to know.
M
Marc Whitten35:45
Yeah, that's a good time for water too.
J
Jason35:51
All right, double water drink. I'm not really sure.
M
Marc Whitten36:11
There's only one way to answer that, and that's with actions, not with words. So the first thing I'll tell you is I'm committed to making sure that we continue to work as hard as we can to earn your trust. That said, actions show that, not words. Here are a couple of actions we're taking today. Number one is what I said about the terms of service, to make sure it's in there so you can see action around that and see it inside the actual terms. Number two is why we are doing things like putting the GitHub repo back up, because we want to make sure there's also visibility. That's another way we can make sure there's visibility into our actions and people see it. But I totally get that trust is easy to lose and hard to earn, and we have to show it. You have to decide on your own whether to trust me.
J
Jason37:14
That's fair. On the terms of service thing, one of the questions that came up earlier that I think is related is: if you're locking them with a specific version, like 2019 is in the 2019 terms of service, is there anything that stops you from just changing that in the future? Or is there a legal thing in that terms of service that says we're not going to change this and we won't be changing this in the future? People are worried that you could say that now and then three years from now just change it again. I mean, three years from now, 2019 and 2020 will be pretty old, but still.
M
Marc Whitten37:55
Well, we're not going to. Someone told me that bold text is not legal. Is it okay? We're putting something bold in an email, and it's why we're going to make sure, like the repo, we'll make sure we keep putting it on the website including what changed. We'll make sure there are clearer systems there. That's how we're showing it. I don't know what other actions I can take other than that, but that's what we're going to try to do as a company. It's just going to take some time, probably.
J
Jason38:41
So in the meanwhile, the next question was: why should users keep choosing Unity in the future? Seems like a very soft question. I'm sure they meant it as a very mean question, but I think people have a lot of choice. There are a lot of really good game engines.
M
Marc Whitten39:11
The anger that we've justly received this week from our community is part of why I would say you should pick Unity. We have an extraordinary community that builds extraordinary resources. It makes it easy for people to work with each other and learn things from each other. We're going to try to continue to make sure that we build tools that continue to be there. And again, you definitely have choices, and it's our job to make sure that you feel like ours is the best choice.
J
Jason39:39
Yeah, I feel like every game developer should experiment with all engines and try them all out, and then see what works best for them. In my case, it's been Unity for everything, or for most of the things recently. I feel like you've got to try them all out and see.
M
Marc Whitten40:10
Go ahead.
J
Jason40:12
Oh, I should say I'm not switching either. I really love it. I'm not biased, no.
There was something in the chat that I wanted to quickly bring up. You mentioned Plus going away, and one of the questions that nobody had an answer to was: what happened with the splash screen if you're in 2020 and you no longer have Plus, so you're now forced to put the splash screen on or upgrade to 2023 or upgrade to Pro? Or is there a way to keep the splash screen off without Plus on the old versions? Or is that something that's not worked out yet?
M
Marc Whitten40:50
Well, first off, for those that are on Plus—which, by the way, there's not a ton of our users that are on Plus—but for those, we'll see what the plan is around sunsetting it. That also includes an offer for people if they wanted to get a special offer to go to Pro or go down to Personal Edition. We'll make that the case. But we'll make sure that going forward, if you're on a Personal Edition, on 2023 and beyond, you can not use the splash screen.
J
Jason41:35
Okay. I think the splash screen should still be like a fancy Pro-only thing in the new versions, like a fancy cool one.
M
Marc Whitten41:47
Yeah, I gotta say yes. It's crazy. I want to make sure that everybody wants to use this Unity splash screen. I know that a lot of...
J
Jason42:11
This question I'm sure came from someone in The Insider group. They asked: how you plan to better utilize feedback from trusted users, given you've obviously failed to do so over the years?
M
Marc Whitten42:25
Yeah, I think... so we have what am I going to do and what does the company do? How is it a process, not me individually?
J
Jason42:35
Yeah, I feel like it's got to be process-wise. It's too big to just be one person.
M
Marc Whitten42:39
I agree. So we engage a lot across the company with developers everywhere of all types. I think the thing the last week has really shown is there's talking, and then there's listening, and then there's doing it iteratively back and forth in a conversation. I think the part that we need to do better is: we get information from a lot of people, but are there other ways that we can make that a deep part of the planning that we do? Inside Unity, the Unity employees talk to their friends in game development all the time and are constantly getting feedback from them, but I want to make sure that that is represented in our plans.
J
Jason43:37
Okay, hopefully you guys got some set plans for how to lay that out internally to make sure that all the things are getting to where they need to get to. There's a question over here I wanted to ask, not on here, about Unity being a mobile-first company. How do you guys picture that? I started with Unity because they were first to mobile, and I needed to make something for iPhone and it was the only option. That's what pushed me into it. I know that's where a lot of the revenue and the new pricing model would be coming from. Is that how you guys picture the company?
M
Marc Whitten44:32
I think we're a game developer-first company. I'm not trying to cop out on that question because I'm going to come back to it, but our job is to listen to our game developers where they're trying to build games and then go support those platforms as well as we can. What I think is awesome about Unity is that Unity works to make it easy for you to build a game and ship it across the platforms that matter to you. Mobile is an incredibly important platform for many of our creators, and obviously we're going to continue to invest in that, just like PC, just like consoles, just like VR devices or new devices or whatever the next thing is. Because if developers are going there, then that's where we want to make sure we support it well.
J
Jason45:31
Okay. For me, the access to the devices was the pushing point, and it's one of the things that I think keeps a lot of people in Unity because Unity has this wide access to deploying out to whatever you want to deploy to, and for the most part it just works and is pretty straightforward. I've got 15 minutes left. I want to see if I can get through a bunch more of these questions.
Any more you want to say about it?
M
Marc Whitten46:12
Yeah, to me there's two things we can do. I'll just call it trust and verify. Trust and do, and verify. So we're saying it very clearly, we're going to put it in our terms, and then we're going to make it clear and easy to track by making sure it's in our GitHub so that you can check to see whether there's something that's changed in any of those terms of service. That's the way we're addressing how we do it. But yeah, I think that's the answer.
J
Jason46:40
Okay. Let me get through as I'm reading through all my questions. There's a lot of good stuff here. Oh yeah, I want to take this one because it's one that I was talking to Dave earlier on the stream. He said, 'I would really love it if Unity had some magic piracy tracker thing that tells me all of my valid installs and tells me all of the pirated ones.' Can you briefly answer that one?
M
Marc Whitten47:22
Well, our focus is on self-reported. First off, I'm not the deep technical expert to give a deep technical answer on anything. I wouldn't try to pretend to be because then I would really get picked apart. But the answer is it's self-reporting, and our focus is on making sure that we're clear on data that works, that's easily accessible, that you have store reports and things like that. And if you don't want to do that, you have a choice and you can just do the 2.5% revenue share. And by the way, we are...
J
Jason48:12
There were things that people didn't know about, and I didn't know about either, and it really made it a big mess. I want to go on to another question that just popped up about whether you still believe the runtime fee policy works given all this backlash. Do you think it's still a good idea? I get the sense that you do.
M
Marc Whitten48:35
I think this is a really important, critical program for Unity. I think what we announced last week, and we had some changes for today, it's a critical foundation for the company. I think the choice is a good thing. I personally believe that when people do it, they should try the calculator, try it with your numbers, see whether it works for you or not. They might find that they're going to pay less if they do it based on the revenue share. So yeah, I really do believe it's going to be a strong program.
J
Jason49:16
Yeah, I feel like for the majority of developers, it's probably going to be pretty good. It's a lot better than a big revenue cut, especially if you're doing a $20 or $50 or $60 game. When you guys were thinking this through, was the rationale just that if you're building a $20 game, this is a nothing fee to you, and if you're building a massive game where you're not charging very much but you're making millions, you're still paying something? I'm also curious why the revenue cap was not in there from the beginning. I assumed you always wanted to be under Unreal's percentage, but why was that not kind of in there from the beginning?
M
Marc Whitten50:19
Well, listen, this is a transformative business model change, something we're really focused on. When we were working on our models, we expected that the vast majority of people would pay two to three percent, and often less. One of the things we heard when we put it out there is that even if that was the case, it was hard to plan for it because there are these outlier situations that maybe you couldn't control. For some cases, we thought, 'Well, if there's a case that doesn't work, we should have communicated this better and planned for this better.' So we added the revenue cap to give people choice. The real fundamental idea was always that this was going to be somewhere around two to three percent. We're frankly just building on this transformative business model.
J
Jason51:25
Yeah, it felt to me like one of those things that was probably thought internally and just never put down on paper. Everybody just kind of assumed it would be that. I saw the posts and the calculations and saw the numbers, and my default reaction was like watching MythBusters. It just doesn't seem plausible. If they did that, everybody would leave, so it wouldn't make any sense at all.
M
Marc Whitten51:50
Yeah, by the way, we didn't help either, right? Because as soon as it came out, we didn't have the information to make it clear. But even beyond that, the plan that I think we have now is a better plan because it gives people predictability and choice.
J
Jason52:22
Yeah, I think that gives them a lower rate, at least for the guys I know who are working on high-end PC games. It makes it much lower. There was another question about how you plan to work with the community on big decisions in the future, not just pricing ones. Are you going to start reaching out for feedback before making big decisions? Something like that would be good. Do you guys have plans to do anything like that going forward, especially when they're big ones that are going to piss off a lot of people?
M
Marc Whitten53:24
Well, listen, I've been really focused over the last week on getting this particular plan updated and making sure we could get back out. I think the idea that you just gave is a really great idea—polling, putting it in the editor, and finding other ways to connect is awesome. But yes, we will do it. I don't have any other key things to talk about there except for one that I'm really excited about. This is our first real in-person Unite back this year. I think one of the best ways these things happen are at GDC. We did a hybrid one last year, but the first real one of being back in person. I think we miss having that. Beyond pitching Unite, the actual thing is not having as much of that where devs themselves are all together with Unity, talking about where we're going. I'm glad we're getting back to that because I think it's really important.
J
Jason54:34
Yeah, I'm excited for Unite too, especially now that I think things are mostly better and that most of the issues that I had and a lot of the people I talked to personally had are pretty much addressed. There's still people talking about trust in the company, but I think we had a discussion about this earlier. A company changes, morphs, merges, sells, and all kinds of random stuff happens. It's a tough one, but hopefully you're able to rebuild some of that. I think it could happen with a lot of these changes, especially the retroactive removal thing. I think that alleviates most people's concerns. Obviously not everybody in chat and not all Unity developers. By the way, yes, we are live for a couple of people who seem to be confused about it. Well, I know we have a hard stop in like four minutes because you've got a ton of other stuff to do today. I want to give you a chance to say any last words.
M
Marc Whitten55:55
I think I've gone through all the questions. I just want to say thank you. I love this community. I love being part of it because of this extraordinary community of game creators building extraordinary games. If there's anything the last week shows, pulling Unity out of it, it's the extraordinary passion that everybody here has for what they do—their livelihood, their games. It is inspiring. I know we have work to do. I know that this announcement, while I feel very strong about the set of changes we announced, I feel very passionate about this transformative business model. We have work to do to continue to earn your trust every day, to make sure that we build the best version of Unity we can. So thank you for the feedback.
J
Jason56:54
Cool. Hopefully everybody keeps... I totally understand it. I don't mean to be too happy and make too many people angry, but it's hard for me not to. Anyway, thanks again, Marc. I appreciate it. This was helpful. Thank you especially for listening to everybody's feedback and not just doubling down and saying, 'Hey, we're sticking with this, screw you all.' I like that you guys actually made the changes that I think addressed most of the people's problems. So thanks again for that and for coming on and answering these questions. I really appreciate it.
M
Marc Whitten57:42
All right, thanks. I really appreciate the time, Jason. Thank you everybody for being here.
J
Jason57:52
All right, thank you, Marc. All right, well, I'm going to wrap this up. I'm sure there were lots of great comments. If you had anything super awesome, leave it in the comments below, and I'll try to reply to all the comments afterwards. Again, I wanted to say thanks to Marc because this was helpful. I think it clarified some things that were not on the FAQ for me, so at the very least it was helpful for me, and hopefully clarified everything up for all of you. Anyway, if you want to find out more about this stuff, I'll probably stream some more later this week or this weekend. I got a birthday party tomorrow, so we'll be working on that, but I'll be doing that later this weekend. If you're interested and still want to learn more Unity stuff, make sure you're subscribed. I'll be doing lots of videos. Hopefully it helped. If there were questions that were not answered that you want to know the answer to, drop them in the comments. I will see if I can forward them on and get answers. All these questions except for one were from other people on YouTube, a lot of the people who've been very critical about what's going on, and from other people on Twitter. So it's not been my questions. I feel like everybody else has much harder questions than I do. So anyway, thanks again. We'll see you in the next stream. Make sure you're subscribed and all that. I think I'm out of work.