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Unity reintroduces the Runtime Fee through its Industry license

ksec

So somehow Unity gave away or sold part of its engine and now China has a different fork of Unity that has some of the Unreal features built in along with lots of work on Cel-Shading.

0cf8612b2e1e

The last CEO lost his job over the backlash from the runtime fee. Guess you can try to boil the frog again at a lower temperature.

Lev1a

As soon as companies don't give public concrete numbers/tables/etc. and instead tell me to "contact sales for pricing", I know they're not worth the headache of dealing with them trying to squeeze as much money as possible from me and every other individual customer.

I.e. Fuck Off!

qualeed

From the linked page:

>"Industry Customers requires explicit authorization from Unity and is subject to a fee ("Distribution License') which is generally equivalent to 4.0% of the revenue generated by the software product that incorporates the Unity runtime (discounts may apply)"

And from this page (https://unity.com/products/unity-industry):

>"$450.00/mo per seat"

pbarry25

"What happens if I am distributing the runtime for commercial purposes?

According to our terms of service, the distribution of the Unity runtime for commercial purposes by Industry Customers requires explicit authorization from Unity and is subject to a fee ("Distribution License') which is generally equivalent to 4.0% of the revenue generated by the software product that incorporates the Unity runtime (discounts may apply). Please contact sales to discuss further."

For folks who didn't make the move to Godot the LAST time Unity pulled this, there's Godot... (not saying that move is easy for everyone, but am just sayin'...)

poly2it

This shows once again that Unity is an unreliable option for new projects. The worst part is not the 4% fee, but the bluntness with which Unity has administered these changes. They show that any terms can change at any moment.

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