Unity did a big ol' walkback. Not a complete walkback, which is what they actually should have done, but at least for the time being devs who were mid-cycle making a game aren't completely screwed now. They've changed their new policy so that it only applies to projects made using an LTS (long-term support) version of Unity that will be released next year and after so current projects and Unity-based software that's already released are no longer covered by the new policy. Furthermore, as long as developers continue to use the same version of Unity without updating to the 2024 LTS version, they will be beholden to the TOS for the version of Unity they are using, not whatever is changed after.
For those creators on Unity Pro and Unity Enterprise, we are also making changes based on your feedback.
The Runtime Fee policy will only apply beginning with the next LTS version of Unity shipping in 2024 and beyond. Your games that are currently shipped and the projects you are currently working on will not be included – unless you choose to upgrade them to this new version of Unity.
As for the policy itself, it has been massively softened. Now the revenue cut Unity wants is either a flat 2.5% of revenue or a fee for each new user. It also only applies to games that made over a million dollars in revenue in the previous 12 months, so older games that no longer crack a million dollars in sales yearly and and small indie games won't be covered:
No game with less than $1 million in trailing 12-month revenue will be subject to the fee.
For those creators on Unity Pro and Unity Enterprise, we are also making changes based on your feedback.
The Runtime Fee policy will only apply beginning with the next LTS version of Unity shipping in 2024 and beyond. Your games that are currently shipped and the projects you are currently working on will not be included – unless you choose to upgrade them to this new version of Unity.
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For games that are subject to the runtime fee, we are giving you a choice of either a 2.5% revenue share or the calculated amount based on the number of new people engaging with your game each month. Both of these numbers are self-reported from data you already have available. You will always be billed the lesser amount.
They also have made further concessions for the free tier targeting indie devs suggesting that at least someone there has understood the magnitude in which they've fucked up in their alienation of indie developers.
Our Unity Personal plan will remain free and there will be no Runtime Fee for games built on Unity Personal. We will be increasing the cap from $100,000 to $200,000 and we will remove the requirement to use the Made with Unity splash screen.
Removing the requirement that games have to have the "Made With Unity" splash screen is a surprising thing as they've never budged on the requirement and supposedly there were a lot of cases where devs/publishers were paying for Unity specifically to get rid of the splash screen.
Obviously Unity has already burned a bunch of bridges and will have to do a lot more to win back the trust of the developers and studios that made up the customer base of the company. This seems like an at least somewhat okay start in that it does have a lot of the things that developers were demanding in it. I still think they will need to get rid of some of the senior leadership who approved of the policy despite what was apparently a ton of pushback from within the company if they want to have any chance of winning back trust. Riccitiello shouldn't be running the company anymore. A fuck up on this magnitude should end his career in the industry, but given how this industry is it probably won't.
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