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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. Invertex

    Invertex

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    You're only charged if your revenue exceeds $200,000 in the past 12 months. So it would have no effect in that situation. If you make more than that, you get charged that month, if on the next month, the past 12 months dips below that, you're no longer charged.
     
    BasicallyGames likes this.
  2. Sir_Mac

    Sir_Mac

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    worry not, even if you delist the game pirates and existing players can still pump the number of installs so you need to pay more and more
     
  3. sacb0y

    sacb0y

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    If the game is no longer making $200k a year you would pay nothing apparently.
     
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  4. f3styr

    f3styr

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    This is the dumbest thing I have ever read. Congratulations!
     
    angiemon, kfireven, yangboyu and 19 others like this.
  5. mgear

    mgear

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    sorry last post on this thread i promise, but even chatgipity is against it,

    upload_2023-9-12_18-8-59.png
    (my previous questions was about how to monetize all the large gamer/user and device base)
     
  6. Cartographer

    Cartographer

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  7. pleasantPretzel

    pleasantPretzel

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    I'm really worried about people exploiting "installs". Like others have mentioned, writing a script to uninstall/install could be devastating. Without details on how installs are tracked, this seems like a pricing model too dangerous be a part of.

    Also, people who released a game long ago who meet the thresholds are now going to be charged for something they never agreed to. How can you enforce that? What am I missing? I may be misunderstanding something.
     
    angiemon, krakeninferno, Alic and 6 others like this.
  8. pep_dj

    pep_dj

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    - How Unity track our games revenue?
    - Will Unity Plus now allow us to remove Splash Screen, or should we now pay for Unity Pro as small developers only for removing the Splash Screen?
    - Will Unity only track active installs or total downloads?

    Please, Unity, a lot of clarification is needed. This new pricing model is very difficult to understand.
     
  9. ArielSoft

    ArielSoft

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    I read everything, FAQ and posts and I still don't understand this scenario:

    The game made 205k in the last 12 months > 200k revenue threshold reached
    Lifetime installs until January 1,2024 is 10 millions > install threshold reached

    So each install after January 1st is over the threshold installation limit? If I get 50k installs in January do I need to pay 10k USD per january at 0.20 cents per install? That's nowhere near my monthly revenue and I hope this is really not the case or I and many more will have to stop using Unity
     
  10. Invertex

    Invertex

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    If you delisted the game, you'd no longer be making revenue from it, so you would not qualify for the fee.

    What need to be addressed here is how this will be safeguarded against same user rapid-reinstalls when your revenue actually is qualifying.
     
  11. PixHammer_

    PixHammer_

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    Unity loves AI, so I have a feeling this may convince them :D:D:D
     
  12. jjejj87

    jjejj87

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    So the goal of all Unity devs now is to make many small games that make less than $200k.
    Oh wait, don't forget the forced "upgrade" to Unity Pro!
     
  13. mrCharli3

    mrCharli3

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    There are so many issues with this model it's hard to even know where to begin.

    I really hope they take on the mountain of feedback they will get on this and make some adjustments before this goes live, cus as it stands right now I will not be using Unity for my next game.

    Per install? really? Wait until they realize the issues this will cause.
     
  14. unity_028AE3B1F1BC5DECE8AD

    unity_028AE3B1F1BC5DECE8AD

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    What is worse if what if UNITY themselves install your games 1.000.0000 times and then send you the cheque for their payment? ;)

    "Rent is due" - Unity
     
  15. waldgeist

    waldgeist

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    It always happens if a company thinks they are not replaceable. We should have expected this when they went public. What a sad development for a company that started as a free alternative to the "big names".
     
  16. bonickhausen

    bonickhausen

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    hey, at least the shareholders are happy!!!!!!!!!!!!!!!
     
  17. Invertex

    Invertex

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    It's not about you making 205k revenue, it's about that specific app/game making that much revenue.
    It's on a per-game/app basis.
     
    angiemon likes this.
  18. Liam2349

    Liam2349

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    I have always felt that Unreal is sort of a better product for having a revenue share. As others have pointed out, it means that Epic succeeds when their users succeed, and that is a good incentive for them.

    I love using Unity, I just feel it is less consistent and less stable.

    With Unity not having the revenue share, and having a reduced income, this is perhaps why there are so many bugs. I feel that this fee is unlikely to help the situation and is probably to create more money for shareholders, as opposed to more money for developers to fix things, and improve QA.

    I still would not argue with a revenue share similar to Epic's, if Unity can commit to improving the above categories.

    However, what is absolutely wrong is for Unity to retroactively impose these changes on existing games. That is, as someone else said, a complete violation of trust. Maybe there is some clause somewhere in the license agreement, but it still seems entirely unreasonable to do that retroactively.

    How am I supposed to trust Unity if they will try to change the license agreement retroactively for existing projects?

    Unity also must clarify how they are going to track installs. I do not want "phone home" DRM in my game.
     
  19. jjejj87

    jjejj87

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    No, I think you are being naive. Unity will "invoice" you, and you will need to "prove" it. That is how it will eventually go.
     
  20. tsibiski

    tsibiski

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    [Original wrong response]Well, you'd also have to meet a threshold in income. You aren't charged for installs by Unity. There is just a dual threshold of installs and income limit before you pay Unity. So it is impossible for someone to destroy a studios like this. But if it's a really hot game that hasn't met the threshold, someone could theoretically get them where they need to be to start needing to pay Unity something.


    EDIT: Nevermind. Once you hit the install limit AND the cost threshold, this sort of thing would start to cost the dev per download. That is INSANE...
     
    Last edited: Sep 12, 2023
  21. andyz

    andyz

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    I have so much invested in Unity as an engine but first the subscription price boosts - Only Pro or the dumb priced Industry subscriptions now and now this incredulous install fee which will drive away all users!!
     
    Last edited: Sep 12, 2023
  22. pillowfightio_conrad

    pillowfightio_conrad

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    Well dang. Hey, genuinely, thank you I didn't know that and I've learned something today.
     
    Cartographer likes this.
  23. ArielSoft

    ArielSoft

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    Of course is not me. I am talking about a game
     
  24. TCROC

    TCROC

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    This is an absolutely unacceptable pricing model. We will be seriously considering porting our existing titles over to alternative game engines and will absolutely not be using Unity going into the future.
     
  25. p13t3rm

    p13t3rm

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    I read the email this morning and nearly spit out my coffee. The level of greed on display here is disgusting and unwarranted.

    Why did I dedicate a decade of learning to a platform only to have this level of greed upend the platform? Whoever came up with this plan should be ashamed and removed from any decision making in the company.

    The past few years have been nothing but bad news from you all and it’s only pushing your user base further and further away.

    Cancel this plan immediately.
     
  26. XSUnity

    XSUnity

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    You guys have just killed Unity.

    We had four Unity Pro seats that were about to renew on September 15th.
    I have just canceled them.
     
  27. ChristianTeister

    ChristianTeister

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    The FAQ says: "An install is defined as the installation and initialization of a project on an end user’s device."

    Since Unity doesn't force you to use a specific installer, a game doesn't know, how it has been installed (files copied/extracted onto the system). I assume the key step of the "install" is running the executable, which will check and create some registry entries and files if necessary (= initialization).

    So install-bombers, who want to hurt a company don't even have to re-install the game, but could just write a script, which:
    1. Removes the registry entries/initialization files
    2. Starts the game
    3. Closes the game
    4. Starts again with 1

    And each initialization would count as an "install" for which the install fee applies?
    This shouldn't take more than 30 seconds, so per install-bomber machine that is 2880 "installs" per 24 hours, which is $576 € install-fee.

    And developers would have to trust Unity to do something against the fraud, against their own interest...
     
    Last edited: Sep 13, 2023
  28. gui_dev

    gui_dev

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    Each company has the right to decide when and how to disappear but this is absolutely out of the market. Not sure which studios are targeting with this but at least in our case:

    Small development studio, focused in games for kids (we don't display advertising for monetization), have million of downloads but only a few are monetized (we rely exclusively on In-App purchases), for now we are not reaching the million threshold but I made some quick calculation and in case we do, with the current number of downloads we would automatically owe Unity... 900.000$!!!! that's 90% of our revenue, if I place salaries and taxes into the equation, well, you can figure out.

    With Unreal Engine that amount would be 50.000$. 900.000$ vs 50.000$ you made the mistake of your life choosing a per-download pricing model in the mobile era. Good luck with that.

    This is absolutely non sense. I can understand that all companies get greedy sometimes, but not that much. You clearly don't understand how mobile market works and that some companies are getting millions of unwanted, unmonetized, tier 3 downloads. You are trying to get money from wherever we developers don't want to (because we don't want to display advertising) or wherever we are not able to get from (because some studios can't).
     
  29. mdwx

    mdwx

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    Do we have to meets the both minimum thresholds ? Or only one (install or revenue) to pay per install ? We need real clarification on mobile games. Are we going to have to pay 15/20 cents per installation??? Even after 1 million installations, a mobile game will never earn enough for 15 cents per installation. You're living on another planet that I'm going to leave. Don't forget that if Unity is popular, it's because we developers and studios use it.
     
    Last edited: Sep 12, 2023
  30. web-engineer

    web-engineer

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    This is absolutely ridiculous... having just subscribed to Unity Plus for the purpose of producing Web-GL content to run in browser without having to show the advert - we wont pass the thresholds so unit costs unlikely to affect us (though over time this is uncler), at $399 this was a lot of money as it was but now to do exactly the same it will cost nearly 5x the amount, I cant justify this price increase to my customer! We will change platform first! Furthermore none of the new "features" are of any interest to us! Very disappointed as a new customer to find within a month of purchasing were now getting hit with a massive eventual price rise - we will be using the remaining subscription time to re-platform to something else.
     
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  31. jjejj87

    jjejj87

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    But pretty much everyone here meets that figure...the issue is "installs". Are we not due for a fee then?

    So for example, let's imagine the game is making $200k and there are bout 200k installs in a year. Then something whacky happens and Unity registers 100k extra installs (Steam Deck, reinstall/uninstall, hackers, system bug etc) will I not be charged for that 100k extra install? And do you not think Unity will require us "devs" to prove that it is fraudulent?
     
  32. CorWilson

    CorWilson

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    I ain't feeling this.
     
    angiemon, chingwa, DrMeatball and 9 others like this.
  33. mrCharli3

    mrCharli3

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    Say goodbye to gamepass and demos, cant do that anymore.
     
  34. CodeSmile

    CodeSmile

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    Just an hour later and we're already on page 4 of this thread! :eek:


    After reading that post the main thing I took away from this was:
    • All Unity plans will get Unity Sentis [..] without needing to pay additional cloud-compute costs or introducing latency.
    I'm happy. :)
     
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  35. BTStone

    BTStone

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    Unity is trying to have and eat the cake at once. In any case they will get a fixed amount of many based on the amount of installs over the threshold and more importantly it will force Unity Personal Users to swap to Unity Pro because Unity Personal is just not viable if I got the math right:

    Unity Pro is 185 USD. If I am a Unity Personal User and am over the threshold of 200k revenue and install I pay 0.20 USD per install after that. Which means an additionall of 100k users will cost me 20k.
    Those are around 20 Unity Pro Licenses. For a solo dev or a very tiny team it's way more viable to just pay this fixed monthly subscription fee than loose money bc god forbid your game is popular :/

    That being said: For the love of all deities out there.
    Please Unity, get your communication crystal clear. You cant introduce such a fundamental change which impacts the livelihood of gamedev-businesses (which are your clientel) without having a prepared catalogue of answers, the FAQ is vapid and lacks so many details and it still is not clear how and when exactly people are charged with the fees.
    Apparently it's a one time fee per year, but when and how will the devs be notified? There are countless unanswered questions here in this thread already.
    This is something you should have anticipated and prepared.

    Hell, I sound like my grandpa when he does the old "I am not angry, I am just disappointed"-routine.
     
  36. Invertex

    Invertex

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    The insanity of this system is Unity's presumption that installs directly correlate with a specific profit.
    A game could have 10,000,000 installs in a month and only be making barely $200k in revenue (of which much might not be profit). Whatever marketing/analytics a**hole thought this up is truly braindead, sorry.
     
  37. waldgeist

    waldgeist

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    So why does the blog mention a monthly fee then?
     
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  38. Stardog

    Stardog

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  39. tsibiski

    tsibiski

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    Yeah I just grasped how this works. Updated my post. This can definitely be used to mess up a studio once they break the profit threshold too.
     
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  40. PixHammer_

    PixHammer_

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    Says per game on their "news" article.
     
  41. wickedworx

    wickedworx

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    says "game" in the blog post. - so I guess it's per game.
     
  42. unity_028AE3B1F1BC5DECE8AD

    unity_028AE3B1F1BC5DECE8AD

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    If these unhappy responses from the community are anything to go by, they won't be for long when unity stock plummets.
     
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  43. HBG-Mathieu

    HBG-Mathieu

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    Except the ethical question about install tracking...
    I have one little question, especially with the end of Unity Plus :

    Are revenue thresholds really by games ? And does the export to console feature is required even when you no longer work on the game?
    Basically, if you have an old console game which doesn't really generate anything. Do you have to pay Unity Pro to keep it on the store?

    Thanks
     
  44. Cartographer

    Cartographer

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    Classic unity communication. A Unity staff member clarified it in this thread, which is something which should not happen when announcing such an INSANE change to how the unity platform functions.
     
  45. DanjelRicci

    DanjelRicci

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    If you can do it it doesn’t mean you have to do it. This might not affect small indies, but at the same time it doesn’t mean it is a good choice. Yet another decision that benefits shareholders and makes your actual users mad, well done.

    It’s incredible how my expectations for Unity totally subverted so quickly this year. Will seriously consider Godot for all my next projects.
     
  46. ArielSoft

    ArielSoft

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    upload_2023-9-12_17-25-41.png

    So besides paying per install I still need to pay the subscription? I hope this is some kind of a joke
     
  47. Invertex

    Invertex

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    The fact this change is even happening shows how little forethought the people managing the money side of things are putting into it. It is actually baffling how these people can get hired to work at such a big company and not see such obvious flaws in the system they're pushing.
     
  48. bart_artanim

    bart_artanim

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    That's how things go these days. A poorly thought out announcement is made. The community is up in arms. Some comments are cherry-picked by a poor sap at Unity who's thrown in to answer some questions. Further hot topics will be ignored, and the company knows the thread will die out anyway.

    Until the next announcement.
     
  49. madpolydev

    madpolydev

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    Why not just take a % royalties after the developers cross a certain threshold? Game installs is stupid. However note the devs mention that if your game crosses a certain amount of revenue AND has a certain download count, then they will charge you flat.

    The biggest issue is going to be free to play games with monetised content.
    Lets say the ratio of people who download your game and never buy a thing vs the people who download your game and do end up buying stuff is 8:2(like cosmetics, boosters etc). That would pretty much cripple your company IF that is how I understand it since you charge a flat fee per download. So even though you crossed both the thresholds, the crippling ratio of free to play installs who never buy a thing vs the people who spend is just too high.
     
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  50. blackbird

    blackbird

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    the stock hiked ... greed has no limit
     
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