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Unity U-Turn On Runtime Fee Charges

Unity U-Turn On Runtime Fee Charges

A while back, there was uproar in the development scene, as Unity proposed a new charging model and revenue share scheme that impacted many small to medium development companies (not to mention some indie devs with popular titles).

 

This could well have closed down some struggling companies and lost a lot of faith in the developer community.
There was revolt and even users moving to Unreal or other platforms because of it.

 

Finally they have backed down on this, here is their official response:

 

"Hi there,

 

After months of consultation with our games community and customers, we’ve made the decision to cancel the Runtime Fee, effective immediately. We’re keeping our existing seat-based subscription model, and we will not be charging any revenue share.

 

We are also updating Unity subscription plans in 2025. We’ll be increasing the price of Unity Pro subscriptions for the first time in over two years, and we’re offering a new, customized plan for Unity Enterprise customers.

 

We are committed to supporting the millions of creators who are just starting out. Unity Personal will remain free, and as announced last year, we’re raising the revenue limit to $200,000 USD so more people can access these tools.

 

Learn more about these changes and what they mean for you on the blog. Thank you for creating with Unity." - MATT BROMBERG President/CEO of Unity

Written by Ford Hollett on the 9/12/2024

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