- cross-posted to:
- games@lemmy.world
- technology@lemmy.world
- gaming@beehaw.org
- cross-posted to:
- games@lemmy.world
- technology@lemmy.world
- gaming@beehaw.org
Archive link: https://archive.ph/Ys676
Our Unity Personal plan will remain free and there will be no Runtime Fee for games built on Unity Personal. We will be increasing the cap from $100,000 to $200,000 and we will remove the requirement to use the Made with Unity splash screen.
No game with less than $1 million in trailing 12-month revenue will be subject to the fee.
The Runtime Fee policy will only apply beginning with the next LTS version of Unity shipping in 2024 and beyond. Your games that are currently shipped and the projects you are currently working on will not be included – unless you choose to upgrade them to this new version of Unity.
For games that are subject to the runtime fee, we are giving you a choice of either a 2.5% revenue share or the calculated amount based on the number of new people engaging with your game each month. Both of these numbers are self-reported from data you already have available.
That’s actually a very good point, especially with the number of EULAs that we encounter on such a regular basis. How hard would it be for Adobe to slip a clause in about royalties without us noticing?
Is there even a stated reason for this change beyond just simple greed? To my knowledge they aren’t maintaining any servers or other cost centers for the games developed on Unity.
As you said, hopefully there’s still enough of a negative reaction to this that it doesn’t take hold elsewhere.