The God’s only son in the sentence is Jesus. He gave (sacrificed) Jesus and whoever believes in him shall live eternal (and that somehow makes sense to people…), so that verse doesn’t say anything about AI’s possibility to go to heaven.
As your Lord and savior Jesus Christ, I can only tell you that all of my children who accept me into their hearts will gain entry into the kingdom of Heaven.
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.
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.
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.
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.
€10 may not be much, but as a broke gamedev student, I’m really hoping this Unity exodus is just the boost Godot needs to become more competitive with Unity.
Too early to tell, but it could signal the start of a trend where developers and game studios at least entertain the idea of having a look at other engine before going with unity.
Don’t underestimate the sunk cost of Unity. The commitment to Unity it big. Unity is taught in game classes, people are formed and specialized in it, and you might have years of in-house tools which you couldn’t re-use.
I can see hobbyist switching and game studios with games that are easy to port, like arcade-style 2d games. For a lot of studio switching is a real risk of bankruptcy, more so than the extra fees. It will take more than a few days for Unity to fall, or even have an “exodus”.
Blender was around for decades, with big name studios poking around and using it here and there along the way, then it more or less exploded. Hoping to see something similar for Godot.
Honestly, I rather hope the same for most software. FOSS is the way to go. Fuck privately owned, proprietary, spyware bullshit.
The whole thing seems rushed because the CEO of Unity, John Riccitiello, was the leading advocate of microtransactions when he was at EA, and now he is instilling the same culture at Unity.
How will they differentiate between pirated copies and legitimate copies? How will they distinguish first-time installs from repeat installs? Can we trust their algorithm? It just doesn’t seem possible.
You can usually tell a unique machine apart from another via MAC address, but even that has issues, and that's giving Unity the benefit of the doubt when they haven't earned it.
Are MAC address even shared ocer IP? as I understand MAC is for routers and other equipment to connect themselves, what MAC address are they going to receive? The one of the PC or the one of my router?
The game could read the Mac address and send it. It would probably violate GDPR because it’s not required for the game to perform its function, but it’s technically trivial.
Except iOS will randomize its mac adress at each boot / after a while to prevent users being tracked by rogue WiFi networks, which is actually a thing being used to track consumers in commercial spaces etc. So that wouldn’t work.
I think this is rather about checking the MAC “from the inside”, as a program running on the computer. This will work on a PC, as I think neither Windows or Linux systems restrict reading the MAC addresses of network interfaces and such, by default at least. On phones, I don’t know. But the point is that now the “attacker” is not on the wifi network you want to connect to, but inside your computer, and wifi mac randomization is worthless. Not just that they might have access to the original MAC of the wifi interface, what about the MAC of other interfaces like the cellular data interface or ethernet (over USB, when its supported), and then theres tons of other info too by which they can identify the device.
Well, if your mac address changes every time you connect to a different network, Unity would be detecting and billing for a lot of false positives, so it would be a bad method to identify unique devices.
There is still a lot of questions. How many components can I change and it still be the same computer and not a new computer? If I replace one component every two months after about a year I’ll have a new computer I’ve kind of ship of Theseused may way to a new rig. At what point would I have to buy a new licence?
If I don’t ever have to buy a new licence in that scenario why do I have to buy a new licence if I buy a new computer outright, it’s functionally the same difference.
The MAC address is the address of the network card, which can be either built into the motherboard, or on a replaceable card… so if that was the only thing they tracked, you could replace everything except that… unless you have a network card with an editable MAC (they don’t need to be unique worldwide, only on the network they directly connect to).
Microsoft seems to use a slightly different system, where they’d generate a sort of hash for all the components, then allow a limited number of changes per year, so you can change the while computer a limited number of times a year… but they call home all the time.
My phone at least has a setting where I can choose what it does regarding a MAC address.
It can either use a randomised MAC address or it can use the MAC address of the router itself (can’t really see why you’d ever want to do that). So while I am sure traditionally the MAC address comes from the network card it’s clearly not the only way to derive one.
Also I’m almost positive that I went to change my graphics card and that changed my MAC address. It was years ago so I can’t remember the details but I remember it causing some problems with some work software until I realised that’s what had happend and just remapped the licence.
The MAC address is the Ethernet address of a network card endpoint, whether fixed or not. Multiple network cards, multiple MAC addresses. A single network card can also respond to more than one MAC address, or use randomized ones like in the case of your phone. They still tend to come with a factory fixed one, that is just used as a default when nothing else is changing it.
it can use the MAC address of the router itself (can’t really see why you’d ever want to do that)
That’s… are you sure is what it says? There are MDM managed networks where a router can push an MDM profile to a device, and set its MAC that way, maybe it’s something like that?
A graphics card “shouldn’t” have a MAC address… unless it has an output which can push Ethernet traffic (FireWire, HDMI HEC, etc.). A bit weird to have a licence locked to the GPU’s whatever-port MAC, but possible.
I read it as 'stitching'(as in sewing) and I was like 'wtf? did it ripped apart?'
But it actually says 'stichting'(with the 't' before the 'ing').
According to wikipedia: A stichting is a Dutch legal entity with limited liability, but no members or share capital, that exists for a specific purpose.
It makes a lot more sense than 'stiching' tbh
lemmy.today
Oldest