Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Official Unity plan pricing and packaging updates

Discussion in 'Announcements' started by LeonhardP, Aug 22, 2023.

Thread Status:
Not open for further replies.
  1. tkVel

    tkVel

    Joined:
    Sep 14, 2023
    Posts:
    3
    that's impossible.. how can we be expected to pay this?
     
  2. Rocklio

    Rocklio

    Joined:
    Jun 25, 2017
    Posts:
    24

    Unity is EXACTLY targeting those small full time studios (which have barely passed their pricing threshold) with their current pricing plan:

    1. the more installs you can, the smaller cost-per-install you pay to them (Large companies got more installs)
    2. the flat cost-per-install favors big cos (large companies' games have better revenue-per install)
    3. Unity Enterprise charges less than Unity Pro

    It is insane isn't it?
     
    chanon81, mikejm_ and IndieMarc like this.
  3. emrys90

    emrys90

    Joined:
    Oct 14, 2013
    Posts:
    752
    That's trusting Unity will act honorably with nothing holding them to it. They already proved they will break their TOS. Why would you trust them on this?
     
    anon8008135 and xiao-xxl like this.
  4. rainysat

    rainysat

    Joined:
    Sep 20, 2021
    Posts:
    1
    The biggest problem with this pricing model is that it is fundamentally unfair. We all know that every game earns a different amount of revenue on average from each player. Casual games, for example, may have a large number of players, but each player contributes relatively little to the revenue. However, casual games do not receive any extra services from Unity, so why should they be required to pay a higher percentage of fees? Unity, I really like your engine, please don't dig your own grave!
     
    rafaelrbenavent likes this.
  5. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,124
    That's a fancy way of saying that they won't be able to detect it properly on their own and that you will have to provide evidence that it's not legitimate installations.
     
  6. Murgilod

    Murgilod

    Joined:
    Nov 12, 2013
    Posts:
    9,744
    Riccitiello forcing us to not be F***ing idiots by making it impossible to not think about monetization
     
    SunnySunshine likes this.
  7. caffeinewriter

    caffeinewriter

    Joined:
    Oct 6, 2019
    Posts:
    8
    You're right on that point, which I guess does self-resolve once a game's no longer popular, so the long-tail doesn't matter as much, and the I suppose on the consumer side it's more or less going to be resolved between Unity and the dev. Part of my misunderstanding there stems from just pondering a bunch of "what if" scenarios over the past day or so.

    But my point stands, that installs don't necessarily correlate to revenue. It's a difficult expense to plan for when you might not know if an individual purchase of a game will result in one install, or five. Not to mention the unilateral changing of terms of service with no way to stay on an existing version under the previous terms, and the black box of "trust us we know" on install tracking.

    It's impossible to audit because it's based on external aggregate data and proprietary data models. On the flip side, if it were specific enough to audit, it's a data-privacy nightmare for consumers. Plus, if it's really about letting developers keep more of the money they make on games as they seem to suggest in their announcement, why not just do a lower percentage revenue share? Predictability matters as well.
     
    Daydreamer66 and Rocklio like this.
  8. arczi79

    arczi79

    Joined:
    May 10, 2021
    Posts:
    45
    Ok... I went to the first page and now I see it has been changed:

    "Q: If a user reinstalls/redownloads a game / changes their hardware, will that count as multiple installs?
    A: We are not going to charge a fee for reinstalls. The spirit of this program is and has always been to charge for the first install and we have no desire to charge for the same person doing ongoing installs.

    (Updated, Sep 13)"

    In this case what for they started the topic about counting installs?

    [EDIT]
    However this post on a blog remains unchanged:
    https://blog.unity.com/news/plan-pricing-and-packaging-updates
    U2.png
     
    Last edited: Sep 14, 2023
  9. numberkruncher

    numberkruncher

    Joined:
    Feb 18, 2012
    Posts:
    953
    Not to mention; how would you know how many "installs" actually fall under the fraud or re-install category.
     
    sandbaydev likes this.
  10. MattCarr

    MattCarr

    Joined:
    Jul 5, 2009
    Posts:
    337
    Don't worry, there's a handful of idiots on here that will tell you it's fair and no big deal. We should all expect companies to change their terms and charge us 20000% more than we were paying before with no recourse.
     
  11. tomekdangd_unity

    tomekdangd_unity

    Joined:
    Feb 27, 2022
    Posts:
    10
    I just have a concern in my case. I worked as a freelance developer and sold my built game for clients. Lots of project doesn't really matter but there is 1 project I believed still generate money for client. If that project somehow hit the threshold. Am I the one who will pay for the fees of the game or my clients will some how got the bill from Unity?
     
  12. Rocklio

    Rocklio

    Joined:
    Jun 25, 2017
    Posts:
    24
    Yes, that would be much better if it is a low percentage (say, 1-2%) revenue share of IAP (all IAPs are tracked by Unity anyway) beyond a certain threshold (say, 1M per year per game). In that way, Unity can force the big boys like Tencent, Nintendo and miHoYo to pay, without affecting small indie developers
     
    IndieMarc and caffeinewriter like this.
  13. Sluggy

    Sluggy

    Joined:
    Nov 27, 2012
    Posts:
    840
    They will go with the safest option. They will have a range of targets for sales and on top of your development fees they will also have their own costs for advertising and publishing. If any potential future lands in one of these red zones it will be a dead deal right then and there. Even potential unforeseen successes are a problem as it is no longer pure profit for them in the long tail but a potential risk that they need to permanently balance for as long as they are willing to sell the game.
     
    Alahmnat, Daydreamer66 and Ryiah like this.
  14. LeftyTwoGuns

    LeftyTwoGuns

    Joined:
    Jan 3, 2013
    Posts:
    260
    There’s a very easy way, in case of console/PC you compare the install data with sales data. Very easy to spot a discrepancy or fraud.

    For mobile, Apple and Google already keep very accurate records of downloads and installs.
     
  15. Noisecrime

    Noisecrime

    Joined:
    Apr 7, 2010
    Posts:
    2,000
    Well this is worrying, especially as there seem to be a few other sources that have mentioned that anyone who knew of this plan tried to push it back and apparently everyone was ignored.

    AFAIK this is genuine twitter account and this person works ( or did ) for Unity.

    https://twitter.com/jonoforbes/status/1702075391958204502

    Jono Forbes on X: "@IRCSS As a unity employee until this morning, I assure you we fought like hell against this, brought up all the points everyone has, were told answers were coming, and then the announcement went out without warning. Those of us who care are out -- more resignations coming end of week." / X (twitter.com)

    jono.PNG
     
  16. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,124
    Torvold1, Sluggy and caffeinewriter like this.
  17. tkVel

    tkVel

    Joined:
    Sep 14, 2023
    Posts:
    3
    so there is no limit? they will just send us an invoice for money that we don't have at all?
     
    chanon81, Rocklio and sandbaydev like this.
  18. Sluggy

    Sluggy

    Joined:
    Nov 27, 2012
    Posts:
    840
    I also forgot to mention... this is entirely pivoting around some supposed technology they have that will totally work correctly all of the time.

    Where is this magic F***ing box that makes all of this work reliably in a way that any sane publisher would have their mind put at ease?
     
  19. joshuaflash

    joshuaflash

    Joined:
    Oct 27, 2015
    Posts:
    36
    Yes, it is. I don't think today's statement does anything to redeem Unity, but it does clarify some of the confusion about re-downloads and stuff.

    As for the whole thing. I've never felt so incredibly saddened and disappointed by a company's actions in my entire life. If the confusing fee structure wasn't bad enough, the uncertainty aroused in ALL of Unity's customers, from massively successful studios to fresh indies and everything in between, will potentially be felt for years to come.

    15 years to build a reputation, 3 years to weaken it, and 1 stupid day to shatter it into a thousand pieces.
     
    hurleybird, gman, sandbaydev and 5 others like this.
  20. BarriaKarl

    BarriaKarl

    Joined:
    Jul 30, 2020
    Posts:
    65
    The install and reinstall thing is a separate thing in this instance.

    Old games would need to remake 1M per year to even get back on this discussion.

    Honestly the only ones affected by this are mobile ad/gacha games. Cuz they are the only ones doing the weird low cents per player but a looooot of players.

    In my case (and in most devs's case) I will just look at unity request price, open up steam, epic, whatver and see how many copies have I sold. Do the numbers match? Cool. Do they not? Unity can take it up with Steam (epic, whatever), I aint paying until they prove where these extra installs came from.
     
  21. neginfinity

    neginfinity

    Joined:
    Jan 27, 2013
    Posts:
    13,321
    The whole thing reminds me of Lithium fiasco and unity connect.

    Basically, judging by past behavior, now the company will continue to stubbornly insist that all is well and that they know what they're doing. This could last couple of days, couple of months, or, in the worst case, a couple of years.

    *sighs*
     
  22. Rastapastor

    Rastapastor

    Joined:
    Jan 12, 2013
    Posts:
    543
    Thats sad.
     
    Marc-Saubion and Ohnonono666 like this.
  23. mikejm_

    mikejm_

    Joined:
    Oct 9, 2021
    Posts:
    346
    Mobile development is F***ed with Unity now. I feel so bad for you man. Jesus Christ. This is crazy. None of us signed up for this when we started working on Unity.

    Most people for mobile are monetizing free to play mobile games with ads, microtransactions, and/or in-game purchases/subscriptions.

    I think you are okay in that they will not charge you retroactively for any past installations. But if you get 100,000 installations per month and are over their annual revenue cutoff, you are going to be on the hook for $180,000-240,000 per year. So if you make $1,000,000 per year from those 100,000 installations per month, you are now giving an 18-24% income tax to Unity.

    If you are distributing for mobile through Google Play or Apple App Store they are also taking their percentage cut. Between Google/Apply/Unity taxes we can easily go broke. At least Google/Apply only charge you a percent so you can't completely get buried.

    With Unity charging for every download (even if someone only plays for 10 min and stops) you can end up in debt if the downloads to revenue ratio doesn't work out (which one can't even predict until you launch).
     
  24. Dabeh

    Dabeh

    Joined:
    Oct 26, 2011
    Posts:
    1,614
    A CEO could care less what any of us think. The job of a CEO is to make the tough decisions, get some hate, and then bail under "new leadership", driving speculation which can bounce the shares back up.

    Feels like the only reason this isn't backtracked yet, lacks any real substantial information and hasn't been really modified in any substantial way, is because they're waiting for a critical mass of users to just say "why didn't they just go with royalty %?".

    Then they can proclaim "we listened". Just like they always have.
     
  25. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,124
  26. Noisecrime

    Noisecrime

    Joined:
    Apr 7, 2010
    Posts:
    2,000
    So much this. Ignoring the fact that the plan is outright bad from the start and needs to be reversed, we have no legally binding license or T&C to examine to truly understand all the details. Nothing that was written on the blog, social media or this thread has any legal weight at all.
     
  27. fritty

    fritty

    Joined:
    Aug 1, 2020
    Posts:
    2
    Going to get my popcorn to watch them do acrobatics trying to damage control THIS.
    While I'll be moving to another engine
     
    JBR-games likes this.
  28. RUNTIME_FEE

    RUNTIME_FEE

    Joined:
    Jan 19, 2015
    Posts:
    39
    Fee is the part of plan? Is Rici a trojan horse sent by aaa industry?

    rico.jpg
     
    Last edited: Sep 14, 2023
    DungDajHjep and arczi79 like this.
  29. Daydreamer66

    Daydreamer66

    Joined:
    Nov 14, 2009
    Posts:
    218
    Then, why not just use sales data instead of this bananas install metric?
     
  30. Matty86

    Matty86

    Joined:
    Oct 23, 2013
    Posts:
    76
    I have no problem with unity charging a royalty, hell they can charge me 10% without any threshold, literally from my first sale, I would be totally fine with it, the problem is they are charging 0.20c x install, which is absolutely absurd, I bought a steam game 2 days ago at 80% discount for a little more then 1 dollar and I installed the game 3 times already on my pcs and steam deck

    That dev would be charged 60c by unity, after steam cuts and taxex the dev would be 20-30 cent in NEGATIVE for a sale, I can't understand you people comparing this to unreal 5%, this is nothing like it, this system can easily cost devs more then 100% their revenue even without the whole piracy thing, just from users normally installing the game between devices.
     
  31. TheOtherMonarch

    TheOtherMonarch

    Joined:
    Jul 28, 2012
    Posts:
    791
    [QU
    They are targeting to their top 10% of earners and it is insane that you could pay $1.5 per customer if someone installs your game 10 times. 100,000 sales per month is a huge number few will breach that level but you may only need 10,000 sales per month to have a 100,000 installs per month.

    If you earn 10 dollars after Royalties, Taxes, Wages and advertising expenses. You are selling $20-30 games and doing well. That is 15% of profits gone.
     
    Rocklio likes this.
  32. mikejm_

    mikejm_

    Joined:
    Oct 9, 2021
    Posts:
    346
    Exactly. Anyone saying this is "no big deal" because most people will not be that successful is crazy.

    EVERYONE who goes into game development knows most games will never have runaway success, but runaway success is exactly what we all hope and strive for. You cannot plan your business model around the idea that if tens of millions of people download your app/game because it becomes popular, it will potentially bankrupt you given that you don't know how downloads will convert to revenue until you actually launch and can see what happens.

    This is absolute Russian roulette. And the extra layer of it is that they can change the fees any time they want, so you could be just skating by making a small profit after they take their cut, then next month see another fee rise, and end up buried.

    The only way this works is if you are not offering any free-to-play downloads, know exactly what percent of downloaders will convert to income, and/or are absolutely sure your game will be a failure or at most a middling success.

    If you are developing for mobile, this now means the only safe options are if you are sure your game will be a minimal success or you are charging every download (which doesn't work on mobile to begin with).
     
  33. Sluggy

    Sluggy

    Joined:
    Nov 27, 2012
    Posts:
    840
    This right here is the crux for me personally. The onus is on me. I now have to take time out of my day *every* day to justify that Unity shouldn't just get payed more at point in the future in perpetuity. Doesn't matter if the game is fifteen years and being installed on new machines by users that bought it ten years ago. I have to prove that. And every minute I spend doing that is money that I lose even if I do prove it because it's my time being spent.
     
  34. neginfinity

    neginfinity

    Joined:
    Jan 27, 2013
    Posts:
    13,321
    As they say, "this, too, shall pass".

    A good idea would be to start damage control. See if you can migrate your game to flax, godot or anything else.
     
  35. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    12,891
    Exactly
     
    Ohnonono666 likes this.
  36. fidelr1988

    fidelr1988

    Joined:
    Jun 25, 2023
    Posts:
    13


    I guess GDPR is no longer an issue overnight and they can track the end-player info now.
     
  37. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,124
    I highly doubt a response like that on a forum is legally binding. You need to wait for the license agreement. Until then all of this is just marketing and public relations.
     
  38. sandbaydev

    sandbaydev

    Joined:
    Aug 9, 2013
    Posts:
    104
    Unreal and Godot could be worth a look.

    last time I checked they have no pay-per-install costs.
     
  39. Sluggy

    Sluggy

    Joined:
    Nov 27, 2012
    Posts:
    840
    Oh sweet so it's worse than I thought. Just re-installing counts too? Unity literally wants us to pay because someone ran out of harddrive space and had to reinstall to their shiny new SSD they bought?
     
    Ryiah and Ohnonono666 like this.
  40. Murgilod

    Murgilod

    Joined:
    Nov 12, 2013
    Posts:
    9,744
    As mentioned multiple times, this is wrong. This is a free game and won't hit the revenue threshold.
     
    Ohnonono666 likes this.
  41. forestrf

    forestrf

    Joined:
    Aug 28, 2010
    Posts:
    207
    This didn't happen, don't make stuff up. Unity has already made several stupid statements on their own, there's no need to lie inventing new fake statements and confuse people.
     
    atomicjoe and Ohnonono666 like this.
  42. nasos_333

    nasos_333

    Joined:
    Feb 13, 2013
    Posts:
    12,891
    What is needed is add a cap to the ammount related to actual revenue. E.g. max of 5% of revenue.

    That would solve any issues and make it same or better to Unreal option.

    Plus then the scheme would make lot more sense.
     
  43. Jonathan-Westfall-8Bits

    Jonathan-Westfall-8Bits

    Joined:
    Sep 17, 2013
    Posts:
    202

    Where can I can read this utter bull crap of a statement. He is considered one of the most untrustworthy people in the industry. I have to see the full statement.
     
    Rocklio and Ohnonono666 like this.
  44. DevPanela

    DevPanela

    Joined:
    Aug 11, 2019
    Posts:
    6
    Really? What capitalism has to do with Godot or open source in general, who also drive innovation forward?
     
  45. MadMonkey119

    MadMonkey119

    Joined:
    Dec 20, 2013
    Posts:
    64
    So this decision is driving away development talent too, that's great! Big things coming for Unity clearly. What a disgrace.
     
    Kreshi and Alahmnat like this.
  46. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,124
    MadMonkey119 likes this.
  47. Nikita500

    Nikita500

    Joined:
    Aug 18, 2015
    Posts:
    62
    at first look yes but they have changed TOS with new fee rules.so its not game with people emotions its serious decision/
    and royality plan dont need this shoking ceo - they scared big companys allready/ companys will invest in own game engines or switch it.
     
  48. ScottyDSB

    ScottyDSB

    Joined:
    Mar 18, 2016
    Posts:
    114
    115 pages and only one Unity employee has appeared, and only at the beginning. It is a very clear sign that there is internal chaos in the company of biblical proportions. At this moment Unity is staggering, and has three options: either it remains the same in its policy and falls, or the CEO is fired, or it is bought by another company, which organizes a new coherent payment system, or it directly returns to the previous one. In any case, the chaos in Unity is total and is already having disastrous consequences, no matter what they do.
     
  49. JBR-games

    JBR-games

    Joined:
    Sep 26, 2012
    Posts:
    707

    like the part where the TOS can change as they feel like when ever they want to any version of unity and games that have already been build and released years ago ?
    i 100% hope you stay with Unity.. dont worry they care about you..
     
  50. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,124
    Tell me how you skipped reading the thread without telling me how you skipped reading the thread. Not that I blame you with 115 pages. I've skipped a ton too. But even I know that there has been more than one employee.
     
    Trigve and joshuaflash like this.
Thread Status:
Not open for further replies.