In a heartfelt message to the Unity community, Marc Whitten, the head of Unity Create, which includes the Unity engine and editor teams, extended a sincere apology and announced significant changes to the recently introduced Runtime Fee policy. Whitten acknowledged the importance of community feedback and admitted that Unity should have engaged with its users more extensively before unveiling the policy. The primary objective of this policy is to secure the company’s ability to provide ongoing support and invest in the development of their game engine.
Key changes:
1. “Unity Personal Plan“: Unity Personal plan users can breathe a sigh of relief as it will remain free. The cap on revenue for this plan will increase from $100,000 to $200,000, and the mandatory “Made with Unity” splash screen requirement will be removed. Games with less than $1 million in trailing 12-month revenue will not be subject to the fee.
2. “Unity Pro and Unity Enterprise“: For creators on Unity Pro and Unity Enterprise, the Runtime Fee policy will only apply starting with the next Long-Term Support (LTS) version of Unity, set to release in 2024 and beyond. Existing projects and games will not be affected unless creators choose to upgrade to the new Unity version.
3. “Payment Options“: Unity is offering flexibility in payment options for games subject to the runtime fee. Creators can choose between a 2.5% revenue share or a calculated amount based on the number of new players engaging with their game each month. The billing will always be based on the lesser of the two amounts.
Too late, ya greedy Bastards.
Too late, bozos.
Unity has a problem and its name is John Riccitiello
He didn’t do it alone. He had the rest of the C-Suite behind him.
Maybe so. But it takes an EA man to piledrive years of public relations work with this degree of deadly efficiency