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Lumos delisted from Asset Store

Discussion in 'Assets and Asset Store' started by matthewminer, Nov 7, 2013.

  1. matthewminer

    matthewminer

    Joined:
    Aug 29, 2005
    Posts:
    331
    Our package, which provides an analytics and debug logging service and has been on the Asset Store for over two years, was removed yesterday. We've been notified that because we provide a service, we're now required to either pay $150 per download or a flat annual fee of $100,000. This applies regardless of whether the service is provided for free or if it's paid (we do both). Unfortunately we're a small company and such a hefty bill makes it impossible for us to continue distributing our Unity package on the Asset Store.

    If you're currently a Lumos user, you can download the most recent package from our downloads page: https://lumospowered.com/downloads. We apologize for the inconvenience (the Asset Store provides a great way to receive updates), we just simply can't afford this while simultaneously offering a free plan.

    It makes sense that Unity wants to take a cut of the profit earned by services, but a revenue sharing model for subscriptions would be much more reasonable. With this new policy (which affects all services, not just ours), only those generating significant revenue or who have funding have a chance at being listed in the store. It's unfortunate — there are many great services out there that game developers can benefit from but who probably can't afford this. If you're interested in the details, I wrote more about it on our company blog: https://lumospowered.com/blog/66295910444/lumos-delisted-from-asset-store
     
  2. Jmonroe

    Jmonroe

    Joined:
    Jul 7, 2012
    Posts:
    123
    Consider going to a paid asset to recoup some of that $150 acquisition cost, and limits the number of non paying downloads, and have a link directly to the free trial version hosted by you. Not perfect but still meets the requrements, no? At least you still get the Asset store presence. Good luck!
     
    Last edited: Nov 7, 2013
  3. matthewminer

    matthewminer

    Joined:
    Aug 29, 2005
    Posts:
    331
    We've been considering this option. The cost of the package would have to be greater than $200 to break even, and we don't want to cause confusion by offering it as a paid download on the Asset Store when the code is available as open source on GitHub. But perhaps it's not a bad idea, if only to maintain a presence on the store.
     
  4. Brad-Keys

    Brad-Keys

    Joined:
    May 1, 2006
    Posts:
    161
    Looking at their provider agreement, section 5.5.1, they say
    And of course they have the right to refuse any asset package. A company attempting to get around this policy in any way can be snuffed based on that alone.
     
  5. npsf3000

    npsf3000

    Joined:
    Sep 19, 2010
    Posts:
    3,830
    Why am I not surprised? After the EULA issues earlier in the year, I've had to take a very cynical view of Unity.
     
  6. imtrobin

    imtrobin

    Joined:
    Nov 30, 2009
    Posts:
    1,548
    So those providing free sdk to their hardware will also need to pay Unity soon? Way to go.
     
  7. Baroni

    Baroni

    Joined:
    Aug 20, 2010
    Posts:
    3,256
    The Unity Asset Store gets better and better. This is ridiculous.
     
  8. lmbarns

    lmbarns

    Joined:
    Jul 14, 2011
    Posts:
    1,628
    Insanity....
     
  9. Aiursrage2k

    Aiursrage2k

    Joined:
    Nov 1, 2009
    Posts:
    4,835
    100k a year, is anyone making that much money off the asset store?
     
  10. darkhog

    darkhog

    Joined:
    Dec 4, 2012
    Posts:
    2,218
    $qvk0iCC.jpg

    But seriously, they should back from that, this is serious cash grab, nothing more.
     
  11. Doddler

    Doddler

    Joined:
    Jul 12, 2011
    Posts:
    269
    What confuses me is that there's quite a few assets (many free) on the asset store designed to integrate with external tools and editors. I'm not sure how an asset that connects you to the lumos service is much different from an asset that loads models from some proprietary 3d editor. As an example, I'm using the Sprite Studio plugin, which is available in the asset store who's sole purpose is to work with files created in Sprite Studio... is this also against the rules?

    What's right silly though is asking a fee that is greater than most people will end up paying for the asset or service outside of the asset store.
     
    Last edited: Nov 11, 2013
  12. stechmann

    stechmann

    Joined:
    Feb 24, 2012
    Posts:
    34
    Stupid decision on behalf of Unity.

    One great thing about Lumos is the built-in SocialAPI feature. Leaderboards and Achievements that work cross-platform and on any device.

    While at the same time Unity's own SocialAPI is suffering from neglect and not being worked on anymore, so it seems. Documentation is a mess and Google Play Services support nowhere in sight.

    Unity should embrace Lumos just for this feature alone, as it provides a great workaround for the shortcomings of Unity's own SocialAPI!