I’m not mad, but I did want to voice my disappointment at this policy. I didn’t see this mentioned anywhere until I turned on multiplayer for my project. There’s one little line under the Activate Live Mode tab. “Live Mode is for Multiplayer projects that are about to be publicly released to end users; including Early Access and Beta”. I’m a solo dev and I’m not sure what good 200 CCUs is to me if I can’t use them in early access.
It’s really got me doubting my choice to use uNet. Hopefully steam support gets added sooner rather than later!
Please consider changing the text on Game Development Software: Build a Multiplayer Game | Unity to reflect the actual policy. Right now it just says “Development CCUs”. I think most people would consider “early access” and “beta” to be development. The current text is misleading.
I think “Live” is a pretty self explanatory term personally. Early Access has become a catch all term for releasing a game before it is finished and letting the user know they are getting a somewhat broken game, but it certainly is “Live” when released even in this early state.
My main gripe was that this information was hidden and you didn’t see it until you were about to activate it. Also, the original post is almost a year old so the text could have changed since then.
Apologies for that language not being clear, I’ll work with marketing on that.
With regards to the 200 CCU, you can use that for whatever purposes you want. Whether that is early access or even a full release if that is all your game requires. Going into Live Mode simply removes the CCU restriction and starts accruing costs based on bandwidth consumed.