Unity: We have to charge for every install because we only see totals. Also Unity: We can tell which install is which, so you won’t be overcharged.

  • Platform27
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    1 year ago

    Lying about collecting that data, because they do (and I block it). Not lying, but backtracking on everything else.

    • nothingcorporate@lemmy.todayOP
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      1 year ago

      You’re right, they’re absolutely collecting data, but saying they can’t differentiate between activations and then saying “oh yeah, actually, we can when it comes to (piracy/bundles/charity/etc.)” less than 24 hours later tells me that not only do they not care about game devs, but they think we’re stupid too.

      • dfyx@lemmy.helios42.de
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        1 year ago

        It also tells me that this is the first time their internal devs have heard about these plans. This is the C-level‘s wet dream, not something they have actually implemented yet.

        But hey, it can’t be that hard, can it? The code monkeys should be able to get it to work in three months, right?

      • Platform27
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        1 year ago

        There’s a couple of ways to block it.

        1. Via an application Firewall, which will run on your PC. Safing’s Portmaster works on both Linux and Windows. Objective-See’s LuLu is a good Mac option. Both of these tools are free and open source.

        2. If you know Unity’s IPs, you could block it in your firewall. I’m guessing you do not. Though, with a little work, it can be done.

        3. If you can’t do either, you could at the very least block it at the DNS level. This will stop the software getting those IPs. It doesn’t really work if the IPs are already baked into the software, but that is incredibly unlikely in games. A great configurable DNS provider is NextDNS. If you have the know how to self-host a Pi-Hole or Adguard Home are great options.

        There’s also ways to analyse that traffic, which I won’t go into here.

        • Tick Dracy@lemm.ee
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          1 year ago

          Thank you for the inputs. I guess that it can also be blocked at a router level, I guess?