this post was submitted on 12 Sep 2023
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Game Development
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I gotta ask, considering the "per install" pricing, what exactly is an installation in the eyes of Unity?
A game download? In which case would a cancelled and restarted download result in two installations being logged?
Is it an API call during first start-up? What would keep malicious actors from simply modding their game to repeat this call a thousand times?
What about pirated copies? Do they count as being "installed"?
Unity's official response to those questions as of a few hours ago is akin to "we have ways... trust us."
If I had to do something like that, I would make it every time the installer runs, every time it's installed by a launcher like Steam, and as a fallback every time the game executable runs for the first time unless an installer or launcher hands it a key to say "you've been paid for already." But I'm by no means a game dev so idk.
Cool, find a game dev you hate and set up a script to install their game and run it once as many times as possible. Let that run on a machine you don’t use for a while, then drink their tears
I'm not saying it's a good idea, that's just how I'd implement it - no matter how you do it it's evil, unsafe and evasive.