Effective January 1, 2024, we will introduce a new Unity Runtime Fee that’s based on game installs.
We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user. We chose this because each time a game is downloaded, the Unity Runtime is also installed.
Games qualify for the Unity Runtime Fee after two criteria have been met: 1) the game has passed a minimum revenue threshold in the last 12 months, and 2) the game has passed a minimum lifetime install count.
Unity Personal and Unity Plus: Those that have made $200,000 USD or more in the last 12 months AND have at least 200,000 lifetime game installs.
Unity Pro and Unity Enterprise: Those that have made $1,000,000 USD or more in the last 12 months AND have at least 1,000,000 lifetime game installs.
This means that if you have made more than $200K in the last 12 months and have lifetime installs of over 200K, you’ll have to pay per game install. It won’t affect most people but this sounds outrageous. It’s a good time to be a Godot enthusiast. Unity really is insanely desperate these days.
- Unless you have an irrational hatred of open-source, I don’t know why you wouldn’t be using Godot at this point. - People who stick to Unity: 
- I’ve seen lots of games with a Unity and Unreal splash screen. I don’t think I’ve ever seen a game using Godot. - Developing a game is a long expensive project and developers need to be sure that their tools are viable for the sort of game they want to make. - You pay to remove the unity splash screen. - You can choose to include it with Godot. - It also doesn’t appear to support any consoles. So that’s another reason not to. 
 
- Dome Keeper and Cassette Beats are two notable games made made with Godot. As to the second point, making games is a long process, but it doesn’t have to be expensive. That depends entirely on the skills of the developers, and the nature of the game. 
 
- Easy to strawman unity devs when you paint them as “irrationally hating open source”. What a highly productive argument. 
 
- Also read as: Unity shoots itself in the foot again - But think of all the value they’re creating for shareholders! 
 
- Charging per game install is… courageous - I find “lunacy” has a nice ring to it 
 
- I’m curious what happens if a developer cancels their contract and refuses to pay? - Does that mean I can no longer install the games I already own? - Edit: Looking more at the pricing across the various plans, it seems more like a way to force lower tier subscribers into the higher tier plans. It’s like 20 cents an install for the cheaper plan, but drops to 1 cent for Enterprise customers. - Doing it per installation is still fucking bullshit though. Do it per sale, unless you’re not tracking that. In which case how are you tracking how much money they’re getting? 







