In the game development field “Unity” is a big company that provides a platform for developers to develop their games on different platforms. However, recent announcements of Unity’s regarding new runtime fees have left many game developers confused, frustrated, and concerned about the impact on their projects and the industry as a whole. In this article, we’ll delve into the details of Unity’s new policy and the reactions it has garnered from the developer community.
The Controversial Change
Unity’s decision to introduce install fees has stirred up a storm of discontent among game developers. There are two criteria [threshold] to meet for new per install charge being applied, 1st Your game reaches to certain number of total revenue in USD, and if and only if this threshold is met you are charged based on per install of your game, Also this will vary of different unity versions [Personal, Plus, Pro, and Enterprise]. See this detailed table for in-depth detail
Unity Runtime Fee Schedule | Unity Personal and Unity Plus | Unity Pro | Unity Enterprise |
---|---|---|---|
Step 1: Check Your Eligibility | |||
Revenue Threshold (last 12 months) | $200,000 (USD) | $1,000,000 (USD) | $1,000,000 (USD) |
Install Threshold (lifetime) | 200,000 | 1,000,000 | 1,000,000 |
Step 2: Calculate the Fee | |||
New installs per month | Standard rate (if thresholds are met) | ||
1–100,000 | $0.20 per install | $0.15 per install | $0.125 per install |
100,001–500,000 | $0.075 per install | $0.06 per install | |
500,001–1,000,000 | $0.03 per install | $0.02 per install | |
1,000,001+ | $0.02 per install | $0.01 per install | |
New installs per month | Emerging market rate (if thresholds are met) | ||
1+ | $0.02 per install | $0.01 per install | $0.005 per install |
Clarifying Install Definitions
One major point of contention has been how Unity defines and counts installs. Unity, in response to the confusion and frustration, has attempted to provide some clarity on this matter. According to the company, they will only count “net new installs” on any devices starting January 1. This means that reinstallations, fraudulent installs through botnets, trial versions, web and streaming games, and charity-related installs will not incur fees.
Unity has also updated its official blog with additional details to shed light on the intricacies of its new policy.
Developer Discontent
Despite Unity’s efforts to address concerns, many developers remain unsatisfied. The comments section of Unity’s post is a testament to this discontent, with nearly 1000 comments expressing frustration compared to just 239 likes.
Some tweets are funny tho!
One of the prominent voices in opposition is Genokids, who argues, “This fee has still no upper bound, we are penalized for users installing the game on as many devices as they want, and no piracy/fraudulent checks are (nor can be) put in place, leaving it to the developer to figure out.”
Calls for Reversal
The discontent isn’t limited to individual developers; there is a collective call from the community for Unity to completely reverse its new policy. Smaller game developers, in particular, have raised concerns about the unexpected financial burden this change places on their projects.
Games like “Cult of the Lamb” and “Among Us” face the possibility of being removed from digital marketplaces if Unity proceeds with its plan. The uncertainty surrounding the future of these beloved games has only added to the frustration of both developers and players.
Unity’s Stand
Unity, on the other hand, remains resolute in its decision. The company argues that “90% of Unity customers will not be affected by this change.” Unity sees this move as a way to ensure a sustainable revenue model that can support the platform’s ongoing development and improvements.
While Unity acknowledges the challenges raised by the developer community, they maintain that their new policy is essential for the long-term health and stability of the platform.
Conclusion
The rift between Unity and its developer community over the planned install fees continues to deepen. While Unity aims to secure its financial future, many game developers, especially those with smaller projects, are left grappling with unexpected expenses. As the industry watches closely, the ultimate outcome of this controversy remains uncertain.
I am clear in my support for Unity’s new pricing model because it ensures that only games with substantial revenue will contribute a small portion of their earnings to Unity, not all games.
So, if you’re an indie developer like me and your game isn’t making much money right now, don’t worry. You won’t have to pay anything unless your game meets two specific criteria. And if your game does meet those criteria, it means you’re earning well🤑. So, why not contribute a small amount to Unity? Remember, this game engine helped shape your game to what it is today, so giving back a little to Unity is a good thing. Cheers, game devs!