neumi5694: Looking at the numbers listed as threshold, I think this whole thing is designed to push developers towards at least paying for the pro version of Unity.
By doing so the numbers are high enough that it's very unlikely that anyone ever has to pay a lot unless he has at least medium success with his game. If no one plays the game, the limits won't be reached.
Perhaps. But getting the pro license or whatnot would likely be suicide until you have made your own thresholds.
I either read in, or spoke with TripleB games (Made Ring Runner, and now Popup Dungeon). They said they worked something like 4 years on Ring Runner, and it cost them about $400k to make. After some years of sales they managed to 'break even' i think it was.
And personally i'd have to preferably make twice as much money on a product as i put into it before i'd consider paying fees and licenses, since any fees before you manage to hit a profit point means it takes that much longer to reach it, especially if it takes years of sales to break even.
Mind you i think using someone's tools and engine should totally entitle them to some money, especially once i've pushed into profit territory, or runaway successes; But unless you're making very tiny and very fast made games (
like asset flips) then the thresholds i think they put there are too low.
Maybe you can throw a game together in 2-3 months like Vampire survivor, but the install fees would crush the game as he sells it for like $5 or something. Meaning such a cheap game is not feasible and raising the price of the game would likely result in a lot of lost sales. Lose-lose situation.