We put enormous effort into the Unreal Engine EULA to ensure everyone has access to the full source, can share all their changes with other licensees (including commercially), and can operate lasting services and business around the engine with confidence.
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We specifically make the UE4 EULA apply perpetually so that when you obtain a version under a given EULA, you can stay on that version and operate under that EULA forever if you choose.
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Unreal Engine is open to everyone on equal terms, including competitors. There’s a Unity Ads plug-in. There’s native Steam support. At the peak of our UWP argument with Microsoft, they maintained a GitHub fork with support and we referred mutual customers to it.
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The scenario it prohibits exactly describes a dedicated game server that runs the engine to host a multiplayer game. This is how game servers have operated since the early Quake and Unreal days!
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Without authorization from Unity*
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How does that work though? You spend years building a game with a piece of middleware, then you have to go to your middleware prover for permission to release it a certain way? What if they say no? What if they make unreasonable demands?
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They already have - this webpage was just updated today https://unity.com/solutions/real-time-multiplayer/game-server-hosting …
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Well shit, I hate being right sometimes.pic.twitter.com/vNOAc2l8tC
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My thoughts exactly, it's clearly setting up for a new paid service if it wasn't a mistake.
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Yeah they did... but I think they will change their tune soon. Some lawyer dialed it up to 11. If they don't dial it back, looks like we are all coming over to your place Tim!
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