Update: We’ve listened to your feedback on the changes to our products and pricing and made some changes, please read this blog post for more details.
Joachim has explained our decision for these changes, please see the response in this thread or head straight to the blog post.
We have unveiled our new product and pricing mix here at Unite Europe in Amsterdam. Coming this June, new subscriptions will allow you to target all platforms, meaning that the iOS and Android add-ons will be included.
Unity Personal remains the free way to get started making games. In addition, a new product called Unity Plus will be available that includes a higher tier of all services and the dark Editor skin. Unity Plus has the same revenue cap as Unity Personal. Unity Pro now comes with ramped up services, Asset Store project packs and online subscription management.
Read the full blog post for details on Unity Personal, Unity Plus and Unity Pro. There you will find an overview of the different pricing tiers and commitment periods for each.
If you already have Unity licenses, you will be contacted via email or phone to help you migrate to the new Unity subscription model. To find out when you will receive your offer to upgrade and more details about the features included for each pricing tier, keep an eye on the Customer Migration Roadmap. We’ve provided an FAQ for your questions, and if we’ve missed something please let us know here in this thread so we can address it.
Note: We are reading all of your feedback regarding the splash screen. We’re considering a semi-customizable splash screen for Plus. There will be updates in coming months.
If you have the Plus subscription, are you able to replace the splash screen that’s coming up when you start a game that’s been build from a Personal version?
If I buy a Plus license for a month (for 49$), after the month has passed will my editor skin turn back to the light one?
I understand the cut off date for ceasing to add improvements and features to Unity 5 but I would like to see bug fixes continue for some considerable time after that cut off date.
There was talk of a ‘Pay to Own’ version, as replacement of the perpetual licenses. What is the idea/cost of this version?
As people mentioned in the comments of the blog post; previously you could upgrade your perpetual license for ~750 every major cycle (2 years). With this, you’d pay 1500/year, or 3000 per major cycle. That’s a 4x price increase. It would be unfortunate if the ‘Pay to Own’ version doesn’t improve on this.
I’m still trying to digest this but as my first reaction I really don’t like it. You are making it harder for everyone. I want a good engine with good support. I thought that after the consecutive failed attempts to bug fixing that you would finally move to a moreopen development of the engine itself. (no it doesn’t need to be totally open like unreal). yet you are doing the opposite, putting more walls and bureaucracy that no one wants and needs. Why the forced splash screen in a paid model? Why am I being forced to migrate. There’s no advantage for me, in fact now I’ll need to keep paying you for something I already paid. Why? So you can take ages to put out new technology and eve more to correct some bugs?
I don’t understand the advantages of having a Plus license over a Free license. There doesn’t seem to be
The differentiators between all four tiers seem to be very wooly and undefined (do I need plus analytics or pro analytics? Are free asset packs like Level 11?).
If I earn over $100,000 and only make PC games, I’m subject to a 40% price increase for pretty much no benefit.
Also, how long does my $1500 Pro license last now? Does it stop working in 2017, or do I just stop receiving 5.X updates in 2017?
tl;dr: I don’t see how this will benefit many people
The blog post is full of PR-talk. If you cut down the spinning and compare prices before/after, what remains is
(1) a “fully featured” Free version that isn’t fully featured anymore, given that Plus (which has the same, crucial revenue limit as Free) now will offer “optimizations”,
(2) a drastic price increase and forced transition to a widely-disliked subscription model for Pro (non-subscription) users.
I have no problem with a price increase per se, this is your right and your choice. But please don’t spin this as something else…
Yes, I’m in exactly the same boat. I’d like a clear answer to these exact questions. I develop solely for PC, so the features advertised are completely useless to me. I’d essentially be paying for the dark UI skin.
I’m not seeing it myself. Seems like the only real differentiator is the profiler (that is assuming that the “Performance reporting” means that and not analytics). I would still get the “made by a person who lives in his mom’s basement” splash screen.
And what about mixing editions? How does that work now? Am I forced as a freelancer to upgrade from Plus to Pro if my clients use the latter?
Well said, it sounds like a lot of PR talk how they helping, Worst way to start Unite.
Also What about perpetual licenses?
To perpetual license customers: No, you can continue to develop with your current license(s). Your Unity 3x, 4x and 5x licenses are yours to develop with for as long as you wish, however, Unity 5 Pro perpetual licenses will not be supported with new features, fixes and improvements after March 3, 2017. We will contact our perpetual customers with an offer to switch to the new subscription.
With the 100K revenue cap, the plus plan doesn’t make any sense. The benefits over the personal plan are almost non-existant.
It would have been much better to have only a free personal plan and a 99$/month pro plan with all the features. You are wasting too much energy in complex bureaucracy.
Epic Fail
When will you learn Unity, set your price and make the Pro subscription pay to own, period.
Stop trying to think of clever ways to rip us off, and fix the damn bugs.
Seems that they are going to remove the personal edition text from the splash screen, but having the splash screen on still would suggest the “basement” part.
“It would be great if UT could create a paid edition of Unity that costs less than Pro and removes the splash screen restrictions,” said the forum users.
“It would be great if UT could create a paid edition of Unity that costs less than Pro and removes the splash screen restrictions,” heard UT.