Unity is coming out with a new pricing model for 2024, where game developers will have to fork over money every time someone installs their game. this includes redownloads of already bought games, and downloads of games from places like game pass. it also applies to game demos and free games. it even applies if someone transfers a game from one device to another.
the policy applies if your company makes over $200,000 in yearly revenue and the game has been downloaded over a certain number of times in its entire lifetime.
there are rumors that gambling games and gotcha games are exempt.
https://blog.unity.com/news/plan-pricing-and-packaging-updates
I'm not really sure using C++ is a mark of wisdom. I understand games people find some use in it's flexibility. It is terribly implemented though and very dated.
C# or whatever being slow is dwarfed by the inefficiency of games programmers. Using C# doesnt make stuff efficient, in fact due to the difficulty of it probably the game just ends up being less well written. Starting with c++ is kind of optimizing first. Because you do extra work and your game is more efficient ( hopefully). But it's harder to refactor the code and change your actual algorithms, not to mention that bugs in C++ can be insidious since there is very little runtime safety.
What I see is people saving a few cycles writing CPP only to waste billions in order to lag out while nothing literally is happening in the game. It's just an endless loop that uses all your CPU cycles to get to 30 fps.