Multiplayer licensing for non-game apps

My current understanding is that, as far as the licensing goes, you can use Unity the same way for non-game applications as you can for games. I hope that’s right?!

I’ve read the UNITY MULTIPLAYER TERMS OF SERVICE and there’s this definition:
Applications” as used in these Terms means both the client- and server-side components of entertainment software applications built with a version of the Unity Software supported by the Services and which implement the Services.

However I’m not developing an entertainment software app. I’m developing a b2b VR-application and I’d like to know if I can use the multiplayer functions for that and how much it will cost me.

The app will be used by only few people and the real-time demand is quite low. I guess not more than 100 concurrent users within the next few years. Is it really enough to purchase the Pro version for that?

Thanks!

Unity is surprisingly unapologetic about its freedom of usage from what I’ve seen. If you can market a VR product to businesses, where that kind of thing hardly exists in the business world (It still barely exists in the early-adopter world, let alone mass consumer market), chances are you can charge a premium to keep it running and well beyond that. But realistically, if you’re expecting “100 concurrent users within the next few years,” you could probably start with the free 20 to start out with and see how it goes.

Remember that businesses don’t have rational understanding of a dollar, euro, pound, etc. This means if small multiplayer games can comfortably survive with free-to-play models utilizing currency from lower- to upper-middle incomes, the heavier problem you’re going to run into is demands, not currency.