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Official Unity plan pricing and packaging updates

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

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  1. DwinTeimlon

    DwinTeimlon

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    Exactly this.
     
  2. nishikinohojo

    nishikinohojo

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    I wouldn't mind but actually it is very complicated and specifically not appropreate for converting existing Unity project.
    ex. I don't allow no MonoBehaviour in scene. Need converting process like ECS.
    In addition, I use custom solution for animation and skinninng. Mesh rendering is also done by highly customized BRG. That is why I can convert everything into custom bytes.

    It has almost no dependencies to Unity because it is not Unity way at all... So, I think I cannot help anybody here. Really sorry.
     
    Tx likes this.
  3. kiratzochris

    kiratzochris

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    It was reply in an if condition it has nothing to do with the current actual situation
     
  4. Qriva

    Qriva

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    Nobody was there,
    yet xD
     
  5. DavidBVal

    DavidBVal

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    If only it was just that.

    "We will tell you how many copies were downloaded, don't worry. In case of discrepancies, our lightning-fast support will be ready to look into it before we decide unilaterally how much money you owe us"

    "multiple downloads will be counted multiple times"

    "multiple downloads will NOT be counted multiple times"

    "people reading it on a browser will also count as downloads"

    "people reading it on a browser will NOT count as downloads"

    "don't worry about pirate downloads, we will not count them. We just won't, don't ask"
     
    Alahmnat, Noisecrime, itsneal and 7 others like this.
  6. pekdata

    pekdata

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    Unity splash screen has never been popular with neither gamers or developers, but who is willing to display it at all after all this. Even if you avoid the runtime fees this is looking pretty bad for Unity and Unity developers alike.
     
    anon8008135 and rawna like this.
  7. Rastapastor

    Rastapastor

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  8. tatoforever

    tatoforever

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  9. bugfinders

    bugfinders

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    they did, it was called unity plus, it got you a few extra perks, and........... oh apparently it was too much effort so they just killed it.
     
    dungdajhjep_unity likes this.
  10. Dommo1

    Dommo1

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    "And in many cases, the price we charge you per download is more than you are getting from the user"
     
    Last edited: Sep 14, 2023
    itsneal likes this.
  11. Rammra

    Rammra

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    Parents should be warned!

    Your family can face a financial disaster if you have a kid who enjoys developing and publishing fun stuff using Unity.
     
    dungdajhjep_unity likes this.
  12. Gdizzie

    Gdizzie

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    Thanks Unity for being a competitor to Unreal so they made it free and now we can switch.

    We made you, now we'll take advantage of that fact.
     
    Sluggy and Rammra like this.
  13. Epsilon_Delta

    Epsilon_Delta

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    Tragicomically, if the higher ups weren't trying to be smart and just copied the model from Unreal Engine - 1M$ threshold, 5% revenue share + discounts when using Unity services, no retroactivity - I think most of the people would be ok with it, understanding that Unity has to be making money and it's currently not.
    But this... what a shame
     
    dulinieck, OrinocoE, pantang and 2 others like this.
  14. Therian13

    Therian13

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    Stride Engine might be a good choice too. It is in C#, functions practically the same, can handle 2D, 3D and VR/XR/AR games, can use Visual Studio or any other common IDE and is 100% free. You will probably have to tweak your scripts some though, since there are some differences in the naming convenions they use.
     
    Bis and YagirX like this.
  15. tatoforever

    tatoforever

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    What up with this post?
     
  16. anon8008135

    anon8008135

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    Better hit dem C++ learning books
     
    Sluggy likes this.
  17. Sandler

    Sandler

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    thats for a court to decide. they contradict their own TOS and im pretty sure there will be lawsuits if they keep this up. the had a clause in there before 2022 Oct. so i dont know. highly unprofessional and damaging
     
    senkal_ likes this.
  18. Sponge2k

    Sponge2k

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    I don't think anyone was cheering, as everyone realized that our beloved CS2 "It's forever yours!" copy would cease to exist, and now we get the forced "rental". However from a business side it is genius though. Guaranteed income and the longer your customers use it, the more they get "locked in". I do not even use new features of the latest CS, however, still have to pay for all of it. Would rather have just a one time purchases every X years.

    There is also a reason why various software developers (Autodesk, Adobe) give their software for free or high discount to students: Every year a new batch of freshly cash cows that will try to request the software at the organization they will work for. (Same for banks, giving presents to children - how often does a child close a bank account he or she got at child' age?)
     
    DrMeatball and Bis like this.
  19. Sandler

    Sandler

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    nerds. we give honest opinions.
     
    Ony, tatoforever and ltomov like this.
  20. tankdurn

    tankdurn

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    Unity have to pay to the developers 0.20$ per install after certain threshold, not vice versa.


     
    pantang, gnore, anon8008135 and 13 others like this.
  21. pus2meong

    pus2meong

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    From what I can understanding, right now, scenario B is the one that matched with what I currently believe, only with different details that I can understand (at least for now).
    200K Installs count is not a free install, but it just a measurement for the first payment flag.

    IF this month you're started to reaching 200K USD (counted from the last 12 months) with the current total 300K installs, you only need to pay for whatever amount of installs count you have at this month.

    So with this 300K lifetime installs count (from the past months to the current month) , but this current month you got 1.000 installs (it mean in the past months you got 299.000 installs), you only need to pay 200 USD.

    For the next month, if you have an additional 500 installs and and still reaching 200K USD (counted from the last 12 months), you need to pay for this 500 installs count.
    If you are not reaching 200K USD in the last 12 months (for next month), you can skip it.
     
  22. AlbertoVP

    AlbertoVP

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    The fee must be accumulative.
     
  23. rafaelhmelo

    rafaelhmelo

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    11 years using Unity for both work and as a hobby.
    As a hobby developer, I am part of the 90% "not affected by this".

    In my understanding, those 90% of people aren't affected because they don't meet the thresholds of making enough money + having enough installs. But I believe most of them didn't choose to not sell enough. It's just how the market is, how the industry is, and that's totally okay, it's how it is. If everybody's wishes would become true, I think people would love to see their games selling way more than the threshold values.

    So when I see Unity using this fact as an excuse to justify their changes as "Chill guys, this isn't even going to affect 90% of you" it sorta feels to me like an insult to most game dev dreams: To make a successful game and/or to make a living out of their passion. And the worse part is that for the people who meet those thresholds, the situation don't look any better. People already did the math and pointed out the trust issues, the lack of transparency and 100% clear answers from Unity about piracy and abuses to their system, etc.

    To me, this kind of pricing model makes people wonder "So if I want to make something and it happens to be successful, I better not use Unity, otherwise I'll have to deal with this painful pricing system filled with unclarified issues.". Not to mention the risk of being hit by a change like that again in the future, which is a type of damage to trust really difficult to undo.

    I think the last thing people want now is more damage control and corporate language thrown at them. In the end it's Unity's decision to either stick to their decision and then deal with the consequences whatever they might be (I assume a sharp drop in the userbase of the Engine) or revert this announcement with an apology and a way to show compromise to not deliver this kind of surprise again in the future. Or something else, I can't predict the future anyway.

    Personally, if those changes stick for real, I'm joining the others and embracing the journey or learning a new Engine.
    Just leaving my 2 cents here
     
  24. Game-Dragon

    Game-Dragon

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    This is incorrect. You're not paying $40,000 at least. 200,000 install is the qualifying threshold. If you had exactly 200,000, then you pay $0. If you have 200,001 installs, then you pay $0.20.
     
    pumpkinszwan, JellyBay and bugfinders like this.
  25. Extrapolated

    Extrapolated

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    Hi @Unity how do you know what I'll make by ads? The 200k is that only for paid apps?
     
  26. 4tzer

    4tzer

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    Q: Do I own the content I create using Unity?


    A: Yes. You created it, so you own it.

    ehhhhhh....
     
    colinleet, Alahmnat, pantang and 8 others like this.
  27. RFLG

    RFLG

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  28. therobby3

    therobby3

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    Looks like they changed it so WebGL isn't effected now. Does that mean they'll be neglecting the heck out of WebGL since they don't have plans to milk devs dry through it then?
     
  29. Sandler

    Sandler

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    they will send you a estimated payment that probably will be above what you made. then you have to prove you made less. its basically like income tax
     
  30. Qriva

    Qriva

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    I don't understand why so many people says "they don't know what they are doing".
    They clearly know, this is all planned and intentional. The question is did they try to "sneak" this somehow and count on it will work or just rude door-in-the-face technique to enforce other form of the fee.
    What I don't understand is what was the point to play it so hard like that to shatter PR completely and anger everyone.
    The only answer in my head is:
    upload_2023-9-14_14-57-55.jpeg
     
    dungdajhjep_unity likes this.
  31. UncertainZero

    UncertainZero

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    Another large aspect to this, and Unity just reverting back to prior pricing doesn't fix, is that gamers have picked up on this. Specifically, they have picked up on Unity saying they can accurately track when a user installs a Unity game on their system.

    We are absolutely going to see customers outright refusing to purchase Unity based games on the grounds they don't want to install spyware (whether Unity has spyware or not is irrelevant at this point, based on the messaging customers will believe they do).

    Be prepared for potential customers to start asking what engine you are using and making purchasing decisions based on that information.
     
  32. helloroy

    helloroy

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    Agree, I have many assets in Unity, but I plan to use Godot/Unreal for next project.
     
    Astha666 likes this.
  33. Lurking-Ninja

    Lurking-Ninja

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    I will buy their games and never install it.
    (It sounds bad, but this is the BEST way to support Unity-using indies from now on)

    No, it's just enough if Unity tells the boy that "bad luck, you went over, pay up, Larry, this is your homework, Larry!"...
     
  34. Dommo1

    Dommo1

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    Preach fam! I caught this too. Like it might only be effecting 10% but near 100% are aiming/hoping for that level! It's like hey congrats... Now give us all the money (if mobile game)
     
  35. Sandler

    Sandler

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    yeah its borderline crazy and in the EU you cant collect this sort of data. so they probably will need to have different app versions for that. then they will estimate those things. together with conflicting TOS changes. its so damaging to the whole eco system and crazy. unity shot itself in both knees and it will be their downfall if they dont come up with a system that works.
    unity is lead by morons
     
  36. MattCarr

    MattCarr

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    Just talking from the perspective of existing published games that would start getting charged under these new terms, which is my situation and where my thoughts are focused, I feel pretty good about the "I'm not going to pay" sentiment.

    In regards to changing the TOS now and affecting a game developed and released on a previous TOS, does anyone think there would be a legal distinction between Unity asking for 1c-20c per install or asking for $100 per install or 100% of revenue per install?

    This amount of money they're asking for is arbitrary, they made it up. It's the current amount they hoped they could get away with, but it doesn't reflect any cost to them for an install of an existing game. Therefore how is is any more justifiable than if they had to justify $100/install.

    I know very little about the law, I admit that freely. But I do not believe they would succeed in court and I'm pretty sure if they don't change course they're going to have to try.
     
  37. Qriva

    Qriva

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    Unless it actually probably does not matter as numbers are made up from space xD

    * sad crying in the corner *
     
  38. tatoforever

    tatoforever

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    What I meant was that it got deleted, can't find it anymore! :oops::rolleyes:
     
  39. Zarkow

    Zarkow

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    As a Indi-dev (expected 10K USD income range per title, unless one get lucky and go viral) the install-count doesn't really impact me, as I charge per sale and do not develop mobile games or free titles.

    The REMOVAL of Unity Plus however will mean that games I started on YEARS ago will need to be FINISHED within a year and after that will receive NO UPDATES (unless they suddenly pull in a lot of money) as going Pro to fix some bugs and rebuild a minor version would be economical suicide.

    The Indi-level of devs will now be removed, some large studios and a lot of showel-ware crap devs will remain.
     
    Argument, elias_t, com8com1 and 2 others like this.
  40. Sluggy

    Sluggy

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    One of several reasons why some of us made the leap in the last couple of days. To paraphrase a quote from gaming streamer I was watching a couple of years ago about his main game at that time,

    "It's not what did you do that makes me not want to stay. It's what you did that pushes me away."
     
  41. pKallv

    pKallv

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    This is exactly the situation!
     
    daveinpublic and Dommo1 like this.
  42. Rastapastor

    Rastapastor

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  43. Gorki1337

    Gorki1337

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    When they see how many people are quitting Unity, I'm 100% sure they'll impose a fee for uninstalling Unity :D .
     
  44. Zapan15

    Zapan15

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    I am on board since unity 3.5...

    It is so painful to see how the focus of unity has shifted over the years, from creating a great product to just let's make money (somehow).

    Revert your proposed changes, otherwise the sunset will come faster then you think!
     
  45. Rammra

    Rammra

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    Cost comparison of $1M revenue generated over 5M downloads

    Unity-Free costs: 1.000.000,00 USD
    (100% of the revenue)

    Unreal Engine costs: 0,05 USD
    (0.00000005 % of the revenue)

    That's crazy how Unity has become a million times more expensive than Unreal Engine

    upload_2023-9-14_16-2-41.png
     
  46. Zapan15

    Zapan15

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    Oh, boy!
     
  47. Jelmer123

    Jelmer123

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    What happens if you put the ex-CEO of EA in charge. THIS.
     
    Kras, Framehacker, atomicjoe and 6 others like this.
  48. gg_michael

    gg_michael

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    If all the installs came within a month, yes. Otherwise no.

    The key here is that the lifetime installs are only used to gauge eligibility. Once you pass 200k installs (assuming you're on the personal plan) you are now forever eligible from the install count perspective. Whether or not you are actually charged depends on your revenue eligibility, which is on a rolling 12-month basis. If, in the last 12 months, you passed the revenue threshold, you would then pay the fee based on the NEW INSTALLS over the previous month. Those installs would never cost you again; only NEW INSTALLS the following month (assuming you are still over the revenue threshold).

    Examples:

    If you only got 1k installs in the previous month, and you exceed the revenue + lifetime installs thresholds, you'd owe 1000 x .20 = 200 bucks for that month's installs.

    Next month you get 4k installs, but your revenue is down and you no longer exceed the rolling revenue threshold, so you owe nothing. If your revenue still exceeded the threshold, you'd owe 4000 x .20 = 800 bucks. Notice you are NOT re-charged for last month's 1k installs.

    The scenario that destroys value is if you rapidly (within a month) generate >200k installs AND have >200k in revenue over the past year. If you struck gold and saw, for example, 2M installs and 250k revenue in a single month, you'd owe for all of those installs, 2M * .20 = 400,000 dollars. This fee structure seems designed to punish viral successes. It's bonkers.
     
    JellyBay likes this.
  49. Shizola

    Shizola

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  50. eurasian_69

    eurasian_69

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