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[-] ICastFist@programming.dev 13 points 2 years ago

For Unity Personal and Unity Plus users, the thresholds are $200,000 in revenue a year and 200,000 lifetime installs.

The fees also vary, with Unity Personal developers having to pay the most for every install above the threshold ($0.20)

So, if you get 200k lifetime installs but don't get the 200k revenue a year, you don't have to pay it?

Existing games built on Unity will also be hit with Runtime Fees if they meet the thresholds starting January 1.

OOOHOOOOO BOY, now, that's going to hurt a fair amount of people!

Also, what about web play? I guess that'll only count towards revenue, but not towards downloads?

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[-] HawlSera@lemm.ee 9 points 2 years ago

And that's why we need more than one standard

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[-] scrubbles@poptalk.scrubbles.tech 7 points 2 years ago

This makes sense to me, it looks like it's $0.20 for each install, only if

  • you have passed a threshold of installs
  • you yourself are charging for your game

Which, I know Lemmy has issues with proprietary software, but if you are charging for your software and it's built off this, I don't think $0.20 is too much to pay them. Unreal takes a percentage I believe, sounds like this is a "keep the lights on" charge.

[-] vrighter@discuss.tchncs.de 10 points 2 years ago

as already confirmed by others, it is per install, not per sale. Meaning that if you uninstall your game and mhen reinstall it, the dev has to pay twice. You buy the game and install it on your pc, and your steam deck so you can play it whenever you want? developer pays twice.

that sort of thing

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this post was submitted on 12 Sep 2023
828 points (100.0% liked)

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