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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. batteryyrettab

    batteryyrettab

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  2. Arkuni

    Arkuni

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  3. TheOtherMonarch

    TheOtherMonarch

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    They are going to track your hardware ID/mac address. If someone upgrade / switch's computers or installs on multiple computer that is an install. Who knows how many times over the life of your game it gets installed. It could easily be 10 time greater then your sales.

    Basically if you make more then $1 million per game you should not use UNITY.
     
  4. atomicjoe

    atomicjoe

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    from this page: https://impromptugames.com/movingtounreal.html

    About the price of Unreal Engine 5:
     
  5. pnyxtr

    pnyxtr

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    Ok for me that has a f2p low margin game. Say I that I on a yearly basis make $199k and spend $100k on ads, getting 1M installs. So $99k profit. But if I were unlucky enough that I instead sell for $200k I would have to pay Unity $200k (0,2 per install). So with the money I spend on ads I would lose $100k per year.

    If I stay under the yearly revenue limit my business model is good, otherwise it is catastrophic. Is this how it works or have I missed something? It seems so.. broken
     
    ltomov and krzychuwr1_unity like this.
  6. ScionOfDesign

    ScionOfDesign

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    So he either earned 40k and paid 160k in fees if he did not pay for pro.
    Or he paid 2k per developer for Pro and kept the rest.

    Memes are more funny when they have an actual grain of truth to them.
     
  7. daveinpublic

    daveinpublic

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    So, the apps have 'lifetime download' counts. Let's say on year one you pass the threshold & have 1 mil games download.

    In year 2, you get 5 mil downloads, plus you make $1m within the first million downloads:

    Then you sell 4 mil more and make another $1m.

    Unity Fees on a Pro Account for 5 million downloads:
    (Fees start after the first $1 mil passes)
    200,000*.15 + 300,000*.075 + 500,000*.03 + 3,000,000*.02 = $127,500

    $2 million revenue - $127,500 (4 million downloads costs) = 6.4% to Unity

    This may not be AS bad as I was thinking initially. Still a little bit complex. The reason it doesn't seem as bad up front, is that you have to make $200,000 AND you have to get 200K downloads before the fees start accruing. And you always have the option of $1,000,000 AND 1,000,000 downloads before passing initial flat fee.

    ----

    Still a few issues, what if I randomly pass $1m dollars from 10mil downloads, and then make very little on subsequent downloads? It will continue to eat into my profits for the rest of the year.

    Also, if Unity changed the price once, why wouldn't they change it again? And charge me twice as much the next year? I have no guarantees.

    ---

    The benefits of this system, is it's better for games that make more money. Because you're paying the fee upfront on all your users, and can then monetize them as much as you want.
     
  8. TibiTibith

    TibiTibith

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    Page 100 here we gooo!
     
    Meltdown likes this.
  9. LeonhardP

    LeonhardP

    Unity Technologies

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    We want to acknowledge the confusion and frustration we heard after we announced our new runtime fee policy. We’d like to clarify some of your top questions and concerns:

    Who is impacted by this price increase: The price increase is very targeted. In fact, more than 90% of our customers will not be affected by this change. Customers who will be impacted are generally those who have found a substantial scale in downloads and revenue and have reached both our install and revenue thresholds. This means a low (or no) fee for creators who have not found scale success yet and a modest one-time fee for those who have.

    Fee on new installs only: Once you meet the two install and revenue thresholds, you only pay the runtime fee on new installs after Jan 1, 2024. It’s not perpetual: You only pay once for an install, not an ongoing perpetual license royalty like a revenue share model.

    How we define and count installs: Assuming the install and revenue thresholds are met, we will only count net new installs on any device starting Jan 1, 2024. Additionally, developers are not responsible for paying a runtime fee on:

    • Re-install charges - we are not going to charge a fee for re-installs.

    • Fraudulent installs charges - we are not going to charge a fee for fraudulent installs. We will work directly with you on cases where fraud or botnets are suspected of malicious intent.

    • Trials, partial play demos, and automation installs (DevOps) charges - we are not going to count these toward your install count. Early access games are not considered demos.

    • Web and streaming games - we are not going to count web and streaming games toward your install count either.

    • Charity-related installs - the pricing change and install count will not be applied to your charity bundles/initiatives.
    For additional questions, we have updated our blog and FAQ resources.
     
  10. Sir_Mac

    Sir_Mac

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    But what if you did? some group of youtubers suddenly grows interest in your game drives sales but also legit/pirated copies installs.
     
  11. MorganYT

    MorganYT

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    OK, everything fell into place. (no)
     
    oxyverse, MadMonkey119 and elias_t like this.
  12. ScionOfDesign

    ScionOfDesign

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    If you are approaching $200k revenue and have well over 200k in installs, you can pay for Unity Pro and the limits for each go up to $1 million and 1 million installs.
     
    daveinpublic likes this.
  13. elias_t

    elias_t

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    CSEliot and DungDajHjep like this.
  14. anon8008135

    anon8008135

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    I rely on donations which is still just revenue from users to create NSFW furry-like content, but I get to be on a high horse and say f2p games with microtransactions are bad for existing. But donations aren't mandatory! Neither are watching ads or making IAP. The plot thickens. Better hope Unity doesn't install-bomb you after the thresholds are met.
     
    MadMonkey119 likes this.
  15. fucrate

    fucrate

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    How can you do the math when you don't know what an "install" is? We have no idea how they will count it, you might cross the 200k limit on 50k sales, you have no clue.
     
    MadMonkey119 and TheSmokingGnu like this.
  16. LeftyTwoGuns

    LeftyTwoGuns

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    Thank you for NUMBERS, real math. People begging for a flat royalty because they're caught up in the manufactured hysteria have no idea what they're asking for. The irony being they'll never be affected by any of these plans anyway.

    I already don't use UE because I find a 5% flat royalty for software use unacceptable. If Unity did the same, it would be equally unacceptable. Charging a modest fee on every sale, essentially, only on sales that generate profit over a certain threshold, is much more palpable.

    The proper context is, no one wants to pay ANYTHING. Which is understandable I guess. But it's not gonna happen, period. Unity needs more money, this is how they'll get it. They're not going to backtrack anything. How people expect Unity to keep up with Unreal without the revenue stream to pay for it is beyond me. As is the expectation to have access to powerful and robust software like Unity and Unreal, use it to make potentially millions or billions of dollars, and not pay a cent for it. This is how business works, if you can't stomach it you should stick with being a hobbyist. Of course the plan as is is way too vague and completely untested but the fact remains, software like Unity can't be maintained let alone expanded for free
     
    museypoo and BarriaKarl like this.
  17. Saniell

    Saniell

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    Dude if you haven't figured it by now. You can "clarify" all you want people aren't going to eat it up
     
    Trigve, Daedolon, Noisecrime and 7 others like this.
  18. impheris

    impheris

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    guys please... charging 5% like unreal is a bad idea for unity because unity is way behind unreal in terms of technology, you will end up paying more for less, literally.
     
  19. t-ley

    t-ley

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    On top of the pro
    subscription
     
  20. unity_028AE3B1F1BC5DECE8AD

    unity_028AE3B1F1BC5DECE8AD

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    The pricing plan wasnt conveyed correctly to him as it wasn't for many others so he didnt know about pro, instead he paid the 160K of his hard earnings to greedy, explotive unity, the banks took his home and his son ended up in an orphanage. The cold, unforgiving new York streets became his home now.
     
    elias_t likes this.
  21. SuperByte_

    SuperByte_

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    Basically I'll be forced to use Unity Pro now :(
     
    Last edited: Sep 14, 2023
  22. Kreyg

    Kreyg

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    I'd like to acknowledge that this is still garbage. You can polish your turd all you want there buddy, it's still a turd.
     
    Alahmnat, rawna, POOKSHANK and 4 others like this.
  23. Matty86

    Matty86

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    What you are missing is that a single user can make a bot to trigger milion of installs, and you can't stop that in any way, once your runtime is out, you are done.

    With Unreal you pay 5% from what you actually earn, with this scheme unity has a backdoor to your bank account, the can charge you 10x your entire lifetime earnings.
     
    Noisecrime likes this.
  24. TibiTibith

    TibiTibith

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    How is this not forcing our hand to price-gauge the hell out of our players if their LTV is too low. If I have a lot of tier 2 and 3 countries downloading my game, Unity will still just charge me more than I make or at best I will break even, not taking other running costs into consideration. Why not a new revenue-share tier? Why the sudden shift? This is insane.
     
    MadMonkey119 likes this.
  25. GOFury

    GOFury

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  26. MiyukiNinja

    MiyukiNinja

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    What about the Plus users who are now faced with a 400% price hike for effectively the same service from Pro?
     
  27. Tom_Timothy

    Tom_Timothy

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    Web and streaming games - we are not going to count web and streaming games toward your install count either.

    well that stops 80% of my current stress.
     
  28. krzychuwr1_unity

    krzychuwr1_unity

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    You didn't even mention absurd fees for low revenue per install games, which is like the biggest issue...
     
    oxyverse, Dommo1, manutoo and 8 others like this.
  29. eurasian_69

    eurasian_69

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    No update on the sneaky ToS changes. What a surprise :D
     
    HUIYA, GamesbyJP, Procyonx_ and 12 others like this.
  30. ScionOfDesign

    ScionOfDesign

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    If you had deleted your Unity account, then that's up to them. They might have your project archived or something and notice the increase in installs and send you an email. But if they can't contact you then they can't contact you.
     
  31. essbee

    essbee

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    Why not charge 0.20$ on each sale then? What is the upside to this "on new installs" non-sense?
     
    Trigve, manutoo, MadMonkey119 and 3 others like this.
  32. spryx

    spryx

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    Axing plus is the sh*t icing on the sh*t cake for me…
     
    waldgeist, Artanic, NEHWind2 and 3 others like this.
  33. Glazic

    Glazic

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    It's so sad that you're making things worse by not answering the real questions.
     
  34. unity_32bitnaride

    unity_32bitnaride

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    happy 100th page fellas, here's to 100 more (god forbid)
     
    manutoo, Royy212, stephanu and 10 others like this.
  35. Aazadan2

    Aazadan2

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    I appreciate the updates to the OP but this still leaves me with a lot of questions about installs and changes to the information regarding them.

    My main question is essentially what is the definition of an install? Philosophically it's a copy of the game on a machine, but defining it technically gets a lot more complex. If I sell a separate DLC that uses the game, is that DLC sale another install? If the DLC alters the exe or some other files, is it possible for it to be an install in some cases? If so, will we or won't we be told as developers what we can't alter?

    As an extension of that, what about an update to the game? Steam and other platforms will frequently have auto updates enabled, will our customers auto update and trigger a bunch of install fees?

    To build on these points, if patching isn't an install, and dlc isn't an install, then what about a situation where my game is a single installed launcher that can then download relevant code/assets as needed? To give a silly example, say I made and sold an app that was all the old microsoft games like solitaire, chess, and so on. I sell a single install which is a launcher/in app purchase to add additional games. It's technically one package, and just updates/dlc's but clearly violates the spirit of per game installs.

    I'm not trying to angle shoot here despite how this sounds, but rather trying to understand what my costs will be as a developer with different methods of adding content. As a developer I want to stick with Unity, but that also means that if someone is investing in my game as a publisher, or business decisions are being made on the models to use when making a game these are the types of questions that are going to need solid answers.

    Edit: Furthermore, I wanted to address the change in information on multiple installs. Previously it was reported that multiple installs versus an initial install couldn't be tracked because the data is aggregated and not something that Unity would be collecting to an extent that information on individual devices or machines would be tracked. Now that the information on this is different, as developers we need to know things such as if this affects GDPR data collection when we say what our app grabs. This also doesn't really address community concerns of botnets. I can appreciate that any security on that front might not be something you're comfortable talking about, but security through obscurity is not recognized as a good practice anywhere except content recommendation algorithms. And nothing mentioned on this front so far addresses concerns like VM's and mass installs. The community could really use some additional information here.
     
    Last edited: Sep 13, 2023
  36. KRGraphics

    KRGraphics

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    What about that constantly online Unity Personal licence and 200 hours of build time? I usually test my games offline on my dev computer for my own personal safety and I log on to my WiFi to check for updates. I'll be pretty upset having to log in every 3 days just to phone home. And I personally despise the Unity hub
     
    elijad and LiefLayer like this.
  37. GrimReio

    GrimReio

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    Why did Unity CEO and other superiors suddenly sell stock shortly before this update?
    If they anticipated backlash why they had to proceed with this step into oblivion?
    Pure blinding greed.
     
    NEHWind2, KRGraphics and Rammra like this.
  38. dbrown30

    dbrown30

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    Dear John Riccitiello,

    I'm actually in disbelief at how foolish a decision a company your size could make. Make no mistake about it, this is a fatal error that you will not recover from. Even if you posted a YouTube apology video of you crying about your mistake tonight and promised to reverse this decision, it's already too late. The trust is gone.

    This change is a blatant, greedy move to abuse developers already invested in your platform and we are not going to tolerate it.

    I'm actually excited to learn and contribute towards Godot and its community moving forward.

    Kind regards,
    -David
     
  39. Nest_g

    Nest_g

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    Reach 100 pages in 24 hours of anger, at this moment Unity cant will recover the trust of their users.
     
    BarriaKarl and Rammra like this.
  40. Antiquity83

    Antiquity83

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    You didn't.

    You didn't.
     
  41. unity_028AE3B1F1BC5DECE8AD

    unity_028AE3B1F1BC5DECE8AD

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    You got one thing right, more than 90 percent of customers wont be affected because 90 percent of your customers will be using unreal and godot tomorrow.
     
  42. BjornNelson

    BjornNelson

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    Does "reinstall" here mean that a single user has installed the game multiple times, regardless of the device on which they re-install? So if a single user upgrades their PC and re-installs the game on that new PC, does this count as a "reinstall"? (and therefore does not apply to the lifetime install count?)

    With regard to the point about fraudulent install changes, it may not be cost effective to "work directly with you". That requires time and money both on the part of Unity customer support and the developers (many of whom cannot afford to expend this effort). Now, this manual, anti-fraud work must be factored into a game's budget, and it makes working with Unity even more expensive.
     
  43. anon8008135

    anon8008135

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    Until we change the terms of the deal again in our favor.
     
    waldgeist, Astha666, Alahmnat and 9 others like this.
  44. Alewx11

    Alewx11

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    What would stop You from updating these terms again after 6 months and 6 months after that again? This is in itself a cashgrab and double pricing of paying customer. How should anyone expect that you not just want more and more and more and more; because some smartass has made a nice excel table where you benefit the more success you have?
    How can you look in a mirror ever again.....
     
  45. BSimonSweet

    BSimonSweet

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    I'm curious how you will know that. If we want to have our game in a bundle, should we make a special build that can exonerated from the fee, or can we use the same build ? What if we distribute a Steam key in the bundle ? Will you be able to know that a game installed from Steam is from a charity bundle ?
     
  46. Sir_Mac

    Sir_Mac

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    they will update their TOS so that they can increase price every other week
     
  47. strawberrydoll

    strawberrydoll

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    No one is going to pay this, the vast majority of internal dev discussion now is "let them sue us and we'll dig up the messages where Unity have said they would not retroactively change the TOS." No one will update past Unity 2023 and will switch to another engine for future projects, your actual engine development may as well stall now.

    You are delusional, you're destroying your brand and throwing away the talented dev team you've accumulated under the bus for short term and misguided greed. Even if this is a bait-and-switch situation where you have a less terrible plan under the table the damage is already done, and you've failed.
     
    waldgeist, Daedolon, Dommo1 and 12 others like this.
  48. valentinwinkelmann

    valentinwinkelmann

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    Only the immediately resignation of John Riccitiello can restore trust. This was already overdue when he insulted us as "F***ing idiots", but now it is high time that he is removed from his position.
    Of course Unity has to be profitable and I think we all agree that we love Unity and appreciate the development team behind it! But it is the worst possible way to completely destroy its user base with such perfidious business practices.

    Unity is lagging behind in many ways. Instead of focusing on alternatives to Lumen or Nanite, they promise us some crappy AI solution or microtransactions and advertising services. It hardly matters what developers really need these days.

    I'd be perfectly fine with Unity saying they'll take 5% of revenue, I'd be perfectly fine with them raising Plus and Pro prices, I'd even be fine with them lowering the limit from 200k to 150k or even 100k as long as it remained a lower percentage(and of course never retroactively!), so developers could firmly calculate what they'll pay. None of us want Unity to go bankrupt or Unity to stagnate because there is no funding. There are many ways to make Unity profitable fairly. Squeezing out its user base is not.
     
    Daedolon, Royy212, Alahmnat and 8 others like this.
  49. khos

    khos

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    Ha, I just found an old installer UnitySetup-4.6.9.exe, if I install and use that will they know about the runtime fees?
     
    KenzoGames38 likes this.
  50. TCROC

    TCROC

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    This is absolutely unacceptable and does not address ANY of my concerns that I have asked. The biggest one being:

    How will you handle situations where install rates outpace profits? Let alone revenue?
     
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