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Unity has announced new pricing and billing plan for their customers (Unity game developers) :

https://blog.unity.com/news/plan-pricing-and-packaging-updates

https://unity.com/pricing-updates

Effective January 1, 2024, we will introduce a new Unity Runtime Fee that’s based on game installs.

We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user. We chose this because each time a game is downloaded, the Unity Runtime is also installed.

An install is defined as the installation and initialization of a project on an end user’s device.

The Unity Runtime Fee will be charged to the entity that distributes the runtime.
Quite interesting that FAQ states that "entity that distributes the runtime" should pay this new Runtime Fee.

Also, looks like installation and first run of a Unity game will require on-line connection if Unity will track number of installations ("installation and initialization of a project on an end user’s device").

EDIT 16. 09. 2023.
Quite a few findings and developments in the last few days :

1. People at r/gamedev found out that Unity has changed their ToS and removed Github repo that was tracking ToS changes :

Unity silently removed their Github repo to track license changes, then updated their license to remove the clause that lets you use the TOS from the version you shipped with, then insists games already shipped need to pay the new fees.
https://www.reddit.com/r/gamedev/comments/16hnibp/unity_silently_removed_their_github_repo_to_track/

2. Multiple mobile developer reported that Unity offered them not to pay Runtime Fee if they switch to Unity's User Analyitics (UA) platform :

Unity is quietly offering developers a Runtime Fee waiver if they switch to its LevelPlay mediation platform, we’re told.

“They just want to kill AppLovin”, said one developer.
https://mobilegamer.biz/unity-is-offering-a-runtime-fee-waiver-if-you-switch-to-levelplay-as-it-tries-to-kill-applovin/

3. Company that helps with administrative and legal work to video and technology development companies thinks Unity's new pricing model and ToS might have some legal risk :

It’s clearly early days with Unity's changes to its pricing policies and it may be that the PR backlash will determine what happens next. However, it is far from certain that Unity’s plans will be able to progress even if it doesn’t effect a U-Turn – at least not without significant legal risk.
https://www.linkedin.com/posts/sheridans-interactive-games-commercial-production-and-ar-vr_unity-gamedevelopment-activity-7108110372053606401-qcKQ

4. A number of mobile developers are turning off IronSource and Unity Ads monetization in their mobile applications and games :

Collective letter from game development companies: Turning off all IronSource and Unity Ads monetization until new conditions are reviewed.
https://www.pocketgamer.biz/news/82426/developers-issue-collective-ultimatum-to-unity-no-more-ironsource-or-unity-ads-until-runtime-conditions-are-reviewed/

5. A growing number of developers are leaving Unity (tracked by this Twitter account) :

https://twitter.com/FuckedByUnity/status/1702625653063852402
Post edited September 17, 2023 by Veki
So what does this mean for GOG?
Removal of all games developed with Unity?
... wow. Almost sounds like an April Fool's.

Should make those who'd end up being charged want users to block those games from connecting...
On the other hand, if they won't work without connecting, it'll mean Unity games will definitely stop being DRM free anywhere.
Who else thinks the older unity toolset will become the only ones used and newer versions with the fees will not be used?

That or use the UE4 engine instead....

Or a hacker will crack it to just run without sending back information, and every unity game will have the cracked exe instead?
Post edited September 12, 2023 by rtcvb32
The content in the OP needs further elaboration and clarification, about things like:

How, exactly does this new information differ from the old way how it previously was? We need to see the old information posted as well so that we can compare & contrast the differences.

Does this apply only to upcoming, not-yet-published Unity games? Or, does it also apply retroactively to already-published Unity games?
The definition of "install" seems a bit confused, they seem to have no concept of people reinstalling a game from an offline source. Both of these are from https://unity.com/pricing-updates

Creators only pay once per download.

An install is defined as the installation and initialization of a project on an end user’s device.
That's wild... in every way and aspect of it.
It leads straight into DRM hell.

Does it mean that devs now get charged for something they can't control? I.e. users downloading/ installing game files? What happens, when I repeatedly install & uninstall a game? Ka-ching for the maker of Unity over and over again? That would require devs to make sure THEY get money too every time a game is downloaded/ installed.
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Veki: Also, looks like installation and first run of a Unity game will require on-line connection if Unity will track number of installations ("installation and initialization of a project on an end user’s device").
Unity running a world wide DRM database to track billions of game installations.
That doesn't bode well.
Post edited September 12, 2023 by g2222
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Ancient-Red-Dragon: The content in the OP needs further elaboration and clarification, about things like:

How, exactly does this new information differ from the old way how it previously was? We need to see the old information posted as well so that we can compare & contrast the differences.

Does this apply only to upcoming, not-yet-published Unity games? Or, does it also apply retroactively to already-published Unity games?
unity.com/compare-plans?currency=EUR

Looks like current pricing model is subscription based with plan eligibility based on revenue.


unity.com/pricing-updates
Yes, the fee applies to eligible games currently in market that continue to distribute the runtime. We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024. For more details on when the fee may apply to your game, see When does the Unity Runtime Fee take effect?
It applies retroactively to all games released before 01. 01. 2024, but charges will start from 01. 01. 2024.
This means that Unity will count number of installs and money earned before 01. 01. 2024. to see if they will charge new installs from 01. 01. 2024.
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rtcvb32: Or a hacker will crack it to just run without sending back information, and every unity game will have the cracked exe instead?
Can't see many new games being developed that way (or under the new pricing either).

A lot of industry folks today are already looking at switching to Unreal - though interestingly theres also a lot of interest in Godot.
I'd been warning people away from Unity for a while, but this isn't the sway I expected.
Oh God, now I have to check the game engine and not install it extra times for not making developers go bankrupt...
Doesn`t exist two Unity licenses/versions for the developers? I mean, the free one, those games were the Unity logo is launched as an intro and the charged one? Not really sure.

If it is true Will this draconian buccaneristic practice affect to games developed with any version?
Post edited September 12, 2023 by Gudadantza
This sounds like insanity. I'm not quite sure what this means for Unity games already here. It's just too bonkers for me.
That's just desperation. Unity company loses about billion dollars yearly (~200M per quarter). Devs who will be most affected by this will just switch to UE or maybe Godot.
high rated
Well I would think this is a very poor business decision on the part of Unity.

Let's actually think a moment what enforcement in the broader sense could cost them ...
1) Steam, Epic, Gog and other game sales sites could pull all Unity engine games to avoid paying the fees;
2) Which leads publishers to stop publishing games with the Unity engine because no one will sell them;
3) Which leads developers to stop developing games with the Unity engine because no publisher or vendor will take them;
4) Which only leaves the small recreational only indie dev with not enough sales or money for Unity to even try to sue ...
5) Which leaves Unity bankrupt with legal fees trying to pursue what they can't enforce, and with no future; and
6) a whole lot of backlash and hate from gamers angry that their games were pulled.
And good luck trying to track down and file lawsuits to get fees from the gamers themselves every time they boot up a Unity game they've already paid for, downloaded and installed.

I am thinking some hot-shot marketing VP sold this to some don't-have-a-clue boardroom types without really looking at possible ramifications.