3 ms·
Because you aren't paying unity for each copy you sell, you're paying for each time a user installs the game, which will basically always be much higher than th
by distract8901 3y ago
Because you aren't paying unity for each copy you sell, you're paying for each time a user installs the game, which will basically always be much higher than the number of copies sold. I regularly install my games on 3-4 different machines. My activity would cost the developer 3—4 times as much in unity licensing.
Unity has clearly stated that they will charge for reinstalling, installing on multiple machines, and implied that pirated copies also count.
If you get unlucky and your game is popular with pirates, you're suddenly paying for a ton of licenses on copies of the game you never even sold.
You can quite literally script a process to repeatedly reinstall a single copy of the game to rack up unity charges for a developer you don't like.
That's not really very reasonable.