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Unity to Cap Runtime Fee to 2.5% of Revenue Over $1M, Users Will Self-Report Figures [UPDATED]

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The overhauled Runtime Fee policy plan being considered by Unity Technologies will cap the fee to 4% of the game’s revenues over $1 million.
[UPDATED] Unity has now officially announced the new Runtime Fee terms, and they’re even better than the originally reported rumor.
Firstly, the Unity Personal plan won’t require the fee at all, and the annual revenue limit threshold for Unity Personal is being doubled from $100K to $200K. Moreover, users will even be allowed not to include the Made with Unity splash screen in their games.
For the Unity Pro and Unity Enterprise plans, users will choose between a 2.5% revenue share (provided that their game has earned more than a million dollars in a year) and a calculated amount based on the number of new people engaging with the game each month. Whichever is the lowest will be applied, and the numbers will be self-reported. Lastly, the Runtime Fee will only apply to games made with the LTS version due to release in 2024.
For even more details, check out the fireside chat hosted by Jason Weimann featuring Unity’s Marc Whitten.

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