Unity plan pricing and packaging updates

Started by the-pi-guy, Sep 12, 2023, 02:39 PM

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Legend

#30
Bloomberg - Are you a robot?

Will cap at 4% of a game's revenue.

Good solution and one I expected, but meaningless unless they change the other far bigger issues with this approach.

edt: will also have devs submit their own install numbers. Great improvement their too. I really just need them to make the tos ironclad that they'll never be able to change fees or mess with anything else unless devs voluntarily upgrade to newer versions of the engine.

the-pi-guy


kitler53

wow, that's a lot of money to throw at them.
         

Featured Artist: Emily Rudd

Legend

An open letter to our community | Unity Blog

Great. Just need to see the fine print though since last time it was the fine print that turned it from great to horrible.

TLDR:
No fee for Unity Personal devs, no splashscreen for Unity Personal.
No fee if you stay on current versions of the engine and no fee for already released games.
Fee is capped at 2.5% of the game's revenue, and devs self report all numbers.

Legend

Fine print so far looks great. Just need something ironclad about the terms of service not being changeable since they literally already said they weren't changeable in 2019.

Fee per install has been switched to a fee per distinct unique engagement, aka for a premium game it's identical to sales minus refunds.

Legend

https://www.businesswire.com/news/home/20231009494331/en/Unity-Announces-Leadership-Transition

John Riccitiello is out. Hopefully he was the one behind/enabling these blunders and is not just a scapegoat.

the-pi-guy

"fudge you, we're not paying": inside Unity's Runtime Fee fiasco - Mobilegamer.biz

QuoteSeptember's Runtime Fee policy was "rushed out" and driven by Unity and IronSource's intense battle with Applovin over the mediation business

The firm's long-term profitability problem and tumbling share price were also a factor

Unity/IronSource has been offering some partners money to switch their UA and admon from Applovin

There was resistance to the Runtime Fee idea within Unity, but those concerns were ignored; it was announced before many staff knew anything about it

In the second version of the policy Unity had planned to go with a 4% revenue share, but the reaction to the first announcement was so fierce it got knocked down to 2.5%

The new policies effectively never really applied to larger partners anyway – most will be able negotiate their own rates through their account manager

One Unity insider told us that a major mobile game publisher – and one of Unity's biggest clients – met with John Riccitiello himself days after the first Runtime Fee policy was announced. They told him, in the words of our source: "fudge you, we're not paying."


Legend

Link is dead now.

"The new policies effectively never really applied to larger partners anyway - most will be able negotiate their own rates through their account manager"

I love how this line is followed by a larger partner showing what they thought of that.