Archive link: https://archive.ph/Ys676

Our Unity Personal plan will remain free and there will be no Runtime Fee for games built on Unity Personal. We will be increasing the cap from $100,000 to $200,000 and we will remove the requirement to use the Made with Unity splash screen.

No game with less than $1 million in trailing 12-month revenue will be subject to the fee.

The Runtime Fee policy will only apply beginning with the next LTS version of Unity shipping in 2024 and beyond. Your games that are currently shipped and the projects you are currently working on will not be included – unless you choose to upgrade them to this new version of Unity.

For games that are subject to the runtime fee, we are giving you a choice of either a 2.5% revenue share or the calculated amount based on the number of new people engaging with your game each month. Both of these numbers are self-reported from data you already have available.

  • meta_synth@yiffit.net
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    1 year ago

    It’s good they removed the retroactive fees… That’s the #1 thing that was wrong with what they proposed. Unfortunately for them, it’s too little too late. Community trust in Unity has already been obliterated.

    • nowitsabby
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      1 year ago

      Yeah they already played their hand and showed everyone what they’d do if they thought they could get away with it

      • upstream@beehaw.org
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        1 year ago

        At best they did, at worst this somehow comes off as “better”, because they anchored the “worse” alternative first.

        https://www.pon.harvard.edu/daily/dealmaking-daily/dealmaking-grappling-with-anchors-in-negotiation/

        Likely this price model is worth a lot to them anyway, because there likely some big fish that are stuck in, and who are better off just paying Unity than sinking all that development cost to switch to a different engine.

        The small projects that go under or jumps ship is probably not worth that much to them anyway, but probably generates an ongoing support cost neither way.

        Thus, cynically speaking, Unity is probably better off like this, and they even got some PR out of it. Wether good or bad.

        • greenskye@beehaw.org
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          1 year ago

          They’re good for the short term possibly. But longer term, people will be wary of getting in too deep with them and will seek out other alternatives. A game engine like unity thrives on large numbers of skilled users and lots of games using the engine. One of those users or games could’ve been the next big win. Now that might go to unreal instead.

          • upstream@beehaw.org
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            1 year ago

            Considering their business seemed to run in the negative - turning that around probably matters the most.

          • Tarte@kbin.social
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            1 year ago

            Why would anyone switch from Unity to Unreal to evade the revenue share? Both engines have that.

            Godot might be an alternative.

            • Vordus
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              1 year ago

              Certainly the extra funding and interest generated by this whole Unity debacle will make Godot a viable alternative much more quickly than it was before.

    • conciselyverbose@kbin.social
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      1 year ago

      Yeah, the actual changes going forward might not be a huge deal.

      But the fact that they made an attempt to retroactively change license terms means that you can never trust them again.

    • all-knight-party@kbin.run
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      1 year ago

      Indeed. At this point it’s a “well, they got rid of the retroactive fees… this time, what about in five years?”

    • alyaza [they/she]@beehaw.orgM
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      1 year ago

      Unfortunately for them, it’s too little too late. Community trust in Unity has already been obliterated.

      yeah, i’d be shocked if they’ll ever put the genie back in the bottle. seems pretty clear that anybody who wants stability and isn’t contractually obligated to stick with Unity should finish their current project and jump ship before they do this again in the future.