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If you're trying to make a living from the app (I don't think the post is too clear), I found my only success with a unity plugin was to release it for cheap/fr
by soylentgraham 8y ago
If you're trying to make a living from the app (I don't think the post is too clear), I found my only success with a unity plugin was to release it for cheap/free to build users and charge for new features at freelance rates.
People who REALLY need features are businesses or projects who have money and usually a deadline.
At one point I was making maybe 1k/month from sales and 3k in feature inplementations. (Helps that I also freelance so not a big jump in terms of my day to day flow)
Not crazy, but I was also freelancing at the same time.
The real time drag is supporting the free users. The people paying for features and using the plugin commercially were a lot more competent.
TLDR: build free reputation & word of mouth, then go B2B.
Obviously depends on the target audience
- macappthrowaway 8y ago> If you're trying to make a living from the app (I don't think the post is too clear), Agreed, I was ambiguous on this point. It would be nice to make a living from it (of course!), but I've got other apps in my brain that need building, and other types of work that I do, so it's not necessary. I don't have all my eggs in this basket. Let's say: in order to be more than a hobby, a program has to be financially self-sustaining. For some software, that can mean enough to spend 10 hours a week on it, and for other software, it might mean enough to hire a team of 50 people to work on it full-time. Below about 10 hours/week, though, and it starts to lose the ability to be called self-sustaining. There's just not enough hours to take on significant work. > I found my only success with a unity plugin was to release it for cheap/free to build users and charge for new features at freelance rates. This is a great and helpful data point.