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Ryan Paul

@segphault@mastodon.social
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Engineer at Stainless API. Creator of Markdoc. Ars Technica open source editor emeritus. Formerly, engineer at Stripe and developer evangelist at RethinkDB and Xamarin.

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Joined May 23, 2017

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segphault
Ryan Paul @segphault@mastodon.social · Sep 14, 2023
Ryan Paul
@segphault@mastodon.social

Engineer at Stainless API. Creator of Markdoc. Ars Technica open source editor emeritus. Formerly, engineer at Stripe and developer evangelist at RethinkDB and Xamarin.

mastodon.social
Replying to @segphault@mastodon.social
Unity updated the FAQ and reversed course on this issue. The new answer indicates that they no longer plan to charge the runtime fee for WebGL content. It seems like somebody finally explained to them how WebGL works. It's still amazing that they didn't get this right in the first pass.
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segphault
Ryan Paul @segphault@mastodon.social · Sep 13, 2023
Ryan Paul
@segphault@mastodon.social

Engineer at Stainless API. Creator of Markdoc. Ars Technica open source editor emeritus. Formerly, engineer at Stripe and developer evangelist at RethinkDB and Xamarin.

mastodon.social

FAQ from Unity says that for WebGL content in the browser, it counts as an "install" for every "initialization of the runtime on a client device" — which would seem to mean every page load.

Nobody involved in writing this policy understands the product. It's wild that their attempts at clarification are actively making this worse.

https://forum.unity.com/threads/unity-plan-pricing-and-packaging-updates.1482750/

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