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<a target="_blank" rel="nofollow">Kiori</a> said:
I thought with the changes to "plus" removing the splash screen and revenue increase to 200k, now it's pretty good. You're talking $420 a year to do whatever you want in any platform in the engine, with all the features.<br><br>If you're making real money off of games that's not too bad frankly. Until then you can use personal.<br><br>I would choose Godot for other reasons, not financial.<br><br>Reasons like engineering(I mentioned before), OSS, and frankly the fact that I have a bigger trust in the Godot devs, than in the Unity devs.<br><br>Unity goes around i circles when adding new features...
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werd.<br><br>I did have a problem with their pricing model back when they came out with the subscription model(unity 4 IIRC), the fault wasn't entirely on their side though. I should have known better than to try and use my visa debit card I guess.<br><br>I subscribed for a year with monthly subscription, about $800 per year. Now since I had previously used my debit card just fine to pay for things on steam and elsewhere I expected it to work fine but for some reason after the first monthly payment the automatic charges just wouldn't go through.<br><br>So I contacted their support and after about a month I got a reply from their customer support saying that they can't help me and that I will be contacted by a third party to solve the issue. Another month later I finally got contacted by a guy from a US(WTH? I'm an EU citizen buying something from a EU branch of a company, the hell...) company who took another month to actually help me get the full years subscription payed via wire transfer, jeesh... by the time everything was sorted I was already 4 months in to my subscription and had only gotten to use unity pro for a month.<br><br>Needless to say at that point I didn't really feel like doing anything with unity and haven't been back since.<br><br>As for the reason I was going for the pro license: I found the indie versions renderer to be very limited for the sort of things I like to do. Now with godot I'm essentially back in that exact same point, still limited by the renderer but at least I know that a new renderer is on it's way and that I will get it when it's ready without $800(+ some assets/plugins I had purchased! Well over a K invested into it) strings attached.<br><br>Mind you I'm the kind of OSS user who's willing to financially support the project. I have invested quite a bit into blender over the years for an example. But I do prefer to finance specific things if possible. I.E. Should there be some kind of fundraiser for the renderer work I'd be willing to support that.<br>