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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)TE
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  • You do know the hash of the file part of the address, right? Any different file would by definition be a different address.

    There could be an undiscovered bug in ipfs, but then that bug would be highlighted and fixed, and you could find a way to break the hashing algorithms, but then we'd have far bigger problems than an NFT being changed.

    Also, the article you linked to lists no attacks on the blockchain, only theft of bitcoins using normal blockchain operations. That's like saying someone hacked the US dollar when doing a bank robbery.

  • A few points:

    • If your revenue is above $100.000 the last 12 months, you need a professional license. Which you pay for. The "free for smaller games" is what allowed Unity to gain it's current foothold in the market. This install fee will be in addition to that. And for all games, including older games or games made on older versions of unity.
    • It takes years to develop a game, and Unity announced this pretty recently (September 12). If you had a plan that would be profitable with ads or microtransactions and you and your team spent years making it, you'd suddenly might not have a business model any more. And for games already released, it might not be profitable keeping it up any more. Unless you have a way to predict the future, that point is completely moot. If you started developing a new game the last .. 5 days, sure. But then you'd probably pick a different engine that doesn't have such a requirement.
  • Let's say you have a free game, that's pretty popular. You offer some cosmetic stuff players can buy, and/or a few ads. The game gets really popular, and you exceed $200000 income. You also have millions of downloads of the game.

    In that case you could end up owing unity money, because a download/install is not the same as a sale.

    Now imagine you published this game a month ago and it's popularity is climbing, and your income is slowly climbing too.

    Do you gamble that the game will be profitable, or do you delist the game because you risk bankrupting yourself if you don't?

    Edit: also, what's stopping them from changing it to $2 per install, or $20? You have no guarantee. Not something you'd feel comfortable building your business on, and sink years of development into.

    Edit2:

    • geometry dash lite - 100M+ downloads
    • Roblox - 500M+ downloads
    • Solitaire - 10M+ downloads
    • angry Birds 2 - 100M+ downloads

    If they'd be made in unity, they would each have owed unity millions just from downloads. I'm not sure they're that profitable..