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The blog post: https://blog.unity.com/news/plan-pricing-and-packaging-updates https://blog.unity.com/news/plan-pricing-and-packaging-updat... You are likely al
by CaliforniaKarl 3y ago
The blog post: https://blog.unity.com/news/plan-pricing-and-packaging-updates https://blog.unity.com/news/plan-pricing-and-packaging-updat...
You are likely already paying a recurring cost to Unity, as per https://unity.com/pricing https://unity.com/pricing: Excluding the free Student & Personal tiers, the starting list price is $2,040 per year per user (for Unity Pro), going up to $4,950 per year per user for the top tier (Unity Industry).
So, this is a new charge, which becomes active when the following conditions are met for a particular game:
• # of installs, over the life of the game, passes 200k (Personal) or 1MM (Pro/Enterprise).
• Revenue, over the last 12 months, passes $200k (Personal) or 1MM (Pro/Enterprise).
Once both of those thresholds have been met, then you get charged a flat fee per install over the threshold. So, if you meet the Revenue amount, and you've had 200k/1MM installs, your next install requires you to pay a fee to Unity.
This is all covered in the table at https://unity.com/sites/default/files/2023-09/NewFeeTable.png https://unity.com/sites/default/files/2023-09/NewFeeTable.pn...
For games that are not being distributed through a channel (Steam, GoG, console/app store, etc.), this is going to be really annoying to track and report on. This is also going to be annoying for games that are distributed through multiple channels. Unity's probably going to get into the auditing game at some point; à la Microsoft, Oracle, etc.
- crtasm 3y ago> this is going to be really annoying to track and report on. I imagine they could expand on their existing analytics platform, which I believe is already forced into any release from Unity Personal? https://docs.unity3d.com/Manual/com.unity.services.analytics.html https://docs.unity3d.com/Manual/com.unity.services.analytics...