I wrote to Unity’s email the other day, but I haven’t heard back from them. Figured I’d ask here since somebody is bound to know the answer. I read in the EULA, that if you share your Match-Making project with someone not registered to Unity, you could be banned?
You agree to provide accurate, current and complete information during any registration process and also in connection with the use of any administration interface or other interface related to your account or the Services and you agree each of your Users must do the same. You also agree and to promptly update any such information to keep it accurate, current and complete and you agree each of your Users must do the same. Unity reserves the right to suspend or terminate your Unity ID account (and other account(s), including User accounts) and access to and use of the Services if any information you or any of your Users provide is inaccurate, not current or incomplete.
So I’m not allowed to use my ‘Unity Personal Addition’ 20 CCU with friends? How else am I supposed to test the service outside of my Local Network? While we’re on that topic, how does 20 CCU work? Do I get 20 users maximum every month? Just at once? Does it need to refill monthly? Can I go over the limit on accident and be charged? Do I get 20 CCU for every Network Project I open or just 20 in total under my Unity Account?
I would be incredibly surprised if this was the case. I often share builds with people to get feedback on gameplay - I’m a one-person team and can’t possibly rely on my own feedback, so it’s an absolute necessity. I’m pretty sure that the EULA is just stating you cannot/should not provide others access to the Unity services administration portal.
That makes the most sense to me. Thanks for the clarification.
Do you know anything about the CCU Limitations? I’m hoping it replenishes over time or wondering if 20 is shared across all projects, if I’m charged a fee for accidentally exceeding the limit. etc. etc.
You can’t exceed the CCU limit - matches will fail creation with an error saying you’re attempting to exceed the CCU limitation. The 20 CCU’s for development are indeed shared across all projects, but are kept track of in real time (the “replenishment” occurs simply when they’re not being used). You can configure the maximum match size for each project, however, such that some games will take up less of your CCU’s at a given time as compared to others.
The only cost component for using UNET is bandwidth-based, and is only incurred after you switch your project to “live”.