click thru for more fun facts such as: the entire thing was a maneuver to try and kill a mobile ads competitor
what's still wild about this whole fiasco is how it seemed to be perfectly designed to piss off every runtime customer as much as possible. aaa studio, mobile studio, indie dev, boutique publisher, hobbyist, student - all the way down the chain it was a clusterfuck. Unity's such a big company with a large and diverse userbase (for the runtime, so excluding gambling, defense, and arch-viz) they can only see these huge pools of people as entries on a balance sheet. I'm sure to them there was some number of acceptable customer losses, but this is just a monumental failure to understand your customer's motivations and desires, to a staggering degree