this post was submitted on 12 Sep 2023
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[–] ICastFist@programming.dev 15 points 1 year ago (7 children)

For Unity Personal and Unity Plus users, the thresholds are $200,000 in revenue a year and 200,000 lifetime installs.

The fees also vary, with Unity Personal developers having to pay the most for every install above the threshold ($0.20)

So, if you get 200k lifetime installs but don't get the 200k revenue a year, you don't have to pay it?

Existing games built on Unity will also be hit with Runtime Fees if they meet the thresholds starting January 1.

OOOHOOOOO BOY, now, that's going to hurt a fair amount of people!

Also, what about web play? I guess that'll only count towards revenue, but not towards downloads?

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[–] MooseBoys@lemmy.world 10 points 1 year ago (1 children)

Starting January 1, a Unity Runtime Fee will be charged to any game that has passed a revenue threshold in the past year and a lifetime install count.

Still shitty, but at least the fee only applies if you’ve already hit the revenue threshold. Maybe this is an ill-conceived effort to raise the floor on game prices (or price out low-cost ones)? A $60 game can afford a 20-cent extra fee a few dozen times. A 99-cent game is a non-starter though.

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[–] HawlSera@lemm.ee 7 points 1 year ago (5 children)

And that's why we need more than one standard

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