Unity plan pricing and packaging updates

I ain’t feeling this.

12 Likes

Say goodbye to gamepass and demos, cant do that anymore.

11 Likes

Just an hour later and we’re already on page 4 of this thread! :hushed:

After reading that post the main thing I took away from this was:

  • All Unity plans will get Unity Sentis […] without needing to pay additional cloud-compute costs or introducing latency.

I’m happy. :slight_smile:

2 Likes

Unity is trying to have and eat the cake at once. In any case they will get a fixed amount of many based on the amount of installs over the threshold and more importantly it will force Unity Personal Users to swap to Unity Pro because Unity Personal is just not viable if I got the math right:

Unity Pro is 185 USD. If I am a Unity Personal User and am over the threshold of 200k revenue and install I pay 0.20 USD per install after that. Which means an additionall of 100k users will cost me 20k.
Those are around 20 Unity Pro Licenses. For a solo dev or a very tiny team it’s way more viable to just pay this fixed monthly subscription fee than loose money bc god forbid your game is popular :confused:

That being said: For the love of all deities out there.
Please Unity, get your communication crystal clear. You cant introduce such a fundamental change which impacts the livelihood of gamedev-businesses (which are your clientel) without having a prepared catalogue of answers, the FAQ is vapid and lacks so many details and it still is not clear how and when exactly people are charged with the fees.
Apparently it’s a one time fee per year, but when and how will the devs be notified? There are countless unanswered questions here in this thread already.
This is something you should have anticipated and prepared.

Hell, I sound like my grandpa when he does the old “I am not angry, I am just disappointed”-routine.

10 Likes

The insanity of this system is Unity’s presumption that installs directly correlate with a specific profit.
A game could have 10,000,000 installs in a month and only be making barely $200k in revenue (of which much might not be profit). Whatever marketing/analytics a**hole thought this up is truly braindead, sorry.

25 Likes

So why does the blog mention a monthly fee then?

8 Likes

RIP Unity.

23 Likes

Yeah I just grasped how this works. Updated my post. This can definitely be used to mess up a studio once they break the profit threshold too.

2 Likes

Says per game on their “news” article.

says “game” in the blog post. - so I guess it’s per game.

If these unhappy responses from the community are anything to go by, they won’t be for long when unity stock plummets.

12 Likes

Except the ethical question about install tracking…
I have one little question, especially with the end of Unity Plus :

Are revenue thresholds really by games ? And does the export to console feature is required even when you no longer work on the game?
Basically, if you have an old console game which doesn’t really generate anything. Do you have to pay Unity Pro to keep it on the store?

Thanks

Classic unity communication. A Unity staff member clarified it in this thread, which is something which should not happen when announcing such an INSANE change to how the unity platform functions.

9 Likes

If you can do it it doesn’t mean you have to do it. This might not affect small indies, but at the same time it doesn’t mean it is a good choice. Yet another decision that benefits shareholders and makes your actual users mad, well done.

It’s incredible how my expectations for Unity totally subverted so quickly this year. Will seriously consider Godot for all my next projects.

8 Likes

So besides paying per install I still need to pay the subscription? I hope this is some kind of a joke

17 Likes

The fact this change is even happening shows how little forethought the people managing the money side of things are putting into it. It is actually baffling how these people can get hired to work at such a big company and not see such obvious flaws in the system they’re pushing.

7 Likes

That’s how things go these days . A poorly thought out announcement is made. The community is up in arms. Some comments are cherry-picked by a poor sap at Unity who’s thrown in to answer some questions. Further hot topics will be ignored, and the company knows the thread will die out anyway.

Until the next announcement.

14 Likes

Why not just take a % royalties after the developers cross a certain threshold? Game installs is stupid. However note the devs mention that if your game crosses a certain amount of revenue AND has a certain download count, then they will charge you flat.

The biggest issue is going to be free to play games with monetised content.
Lets say the ratio of people who download your game and never buy a thing vs the people who download your game and do end up buying stuff is 8:2(like cosmetics, boosters etc). That would pretty much cripple your company IF that is how I understand it since you charge a flat fee per download. So even though you crossed both the thresholds, the crippling ratio of free to play installs who never buy a thing vs the people who spend is just too high.

2 Likes

the stock hiked … greed has no limit

2 Likes

@Mike-Geig

Can you please clarify, is this how this Fee is intended:

So if I have a game with the following:
Ad Spend: $1,000,000
Users Bought with that spend: 2,000,000
Game Revenue: $1,000,000
Profit: $1,000,000 - $1,000,000 = $0 (ZERO!)

I now have to pay Unity Runtime Fee (I simplify calculation here, it’s actually way more):
1,000,000 users * $0.02 = $20,000 meaning…

Profit is actually: $0 - $20,000 = -$20,000?

This is not an unusual scenario until further iterations of the game actually starts making a profit. And now we are even further away from making profit? You guys run ad business and knows how small the margins are to be able to scale.

REVENUE != PROFIT

And how are you calculating revenue from each game?

23 Likes