That's why his coins were identical to Dinars, with OFFA REX next to the islamic shahada.
https://artofthemiddleages.com/files/original/e5a8cb4eadae18...
https://www.islamic-awareness.org/history/islam/coins/dinar1
Interestingly enough the first coins minted in the Islamic Caliphate and based on the Roman Solidus actually had portraits (they just removed the Christian symbols) on them for a while:
https://en.wikipedia.org/wiki/File:First_Umayyad_gold_dinar,...
They really should of straight matched Unreal's revenue cut from the start, and maybe offer a deduction for site licenses.
Instead they announce something like a 20 cent fee per "initial interaction" which they track via embedded spyware. You had a massive backlash from indie developers who realistically weren't Unity's target in the first place.
People who never programmed or made a commercial product already complaining Unity is coming for them.
That said, Godot is often good enough for what most new programers can actually do.
It's also OK for certain non gaming projects. No need to worry about Unity deciding your not making a game and hiking your fees.
They announced it, but based on their actual pricing tables effectively nobody outside of a tiny extremely unlucky proportion of users would have paid that much. The effective fee was several times smaller and they also switched to a per project instead a per company revenue limit for personal tier (which would have resulted in a significant price cut for a quite a few people).
Yet nobody noticed any of that because their announcements were incomprehensible .
Not that I am a fan of the whole pricing model but they were so exceptionally bad at communicating it. Like it's hard to even fathom what sort of incompetent idiots they had running their marketing department (I mean an average intern would have had handled it better). IMHO it would have been hard to bungle it more even if they tried doing it on purpose...