I fail to see the problem. The UE4 engine already has guidelines for creating plugins and add-ons within the scope of the EULA. Xamarin was operating in murky waters. So Epic added clarity via a EULA change. Not the same as what Unity just did. Change my mind.
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They where selling a product .. what's wrong with that?
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Replying to @Mark13139540 @ceciphar and
Nobody was forcing anyone to buy it from them, yet epic killed it for no apparent reason. And now epic is taking this fake moral high ground just for PR purposes after Unity changed their EULA to protect their interests from a company that was trying to circumvent their EULA
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Replying to @Mark13139540 @ceciphar and
You are arguing in bad faith. If Xamarin were operating within the guidelines of the UE4 lic, they would be just like any other add-on dev with products currently sitting on the UE4 store - no exception 'kill list' needed. This is Xamarin's core biz:https://www.indiegamebundles.com/xamarin-cross-platform-development-bundle/ …
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Replying to @dsmart @Mark13139540 and
Epic Games makes money from products sold on their store. It's a business. They have NO incentive to "kill" Xamarin's product as it posed NO THREAT to Epic Games's core business. That's NOT the same issue in Unity v Improbable You literally can't be this ignorant - of facts.
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Replying to @dsmart @Mark13139540 and
Go ahead and explain to me, in clear terms, how exactly it is that Xamarin's product posed a threat to the Epic Games biz model, and was bad enough to warrant clarity in a EULA update which was designed to ENSURE that Xamarin knew and played by the rules. This isn't hard.
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Replying to @dsmart @Mark13139540 and
I mean, right now, if you weren't busy wasting my time while engaging in bad faith args and deflection, you could download the UE4 and Unity licenses and do a version comparison. I mean, that's probably a better use of your time; though my guess is that you'd just ignore that
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UE4's scripting-plugins-must-be-open-source EULA change was not commercial in nature. It recognized that projects and their sequels often develop decade-long dependencies on script code, thus it's vital that they can be maintained even if the original developer goes away.
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The motivation was actually the earlier situation where Unity adopted Mono, but couldn't upgrade to the new version because of Xamarin license changes. Because Mono was open source, they were able to adopt it and maintain it themselves, which they're still doing today.
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Replying to @TimSweeneyEpic @ceciphar and
Well that's a rather unreasonable explanation. Not enough drama, you see.
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Replying to @TimSweeneyEpic @ceciphar and
Fascinating. So is unity working with a forked older version of Mono?
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