Unity announces its revamped pricing model | After outcry from the gaming community, Unity revealed a new plan that’s a drastic departure from what was initially announced.::Unity has introduced a revamped version of its new pricing model. The updated pricing scheme arrives a little more than a week after the disastrous original announcement that infuriated developers.
This is the best summary I could come up with:
A little more than a week after announcing a disastrous new pricing model that infuriated developers, Unity has introduced its revamped version.
So long as the developer did not update their version of Unity, newer terms of service wouldn’t apply.
Instead of charging per installation, Unity will now let developers choose: “For games that are subject to the runtime fee, we are giving you a choice of either a 2.5 percent revenue share or the calculated amount based on the number of new people engaging with your game each month.” The blog does not make clear what metric by which developers are supposed to calculate what to pay.
Throughout this rollout, users have asked how Unity will determine when a game has met download and revenue thresholds.
Developers were concerned that “proprietary software” was either unreliable, involved inserting unwanted DRM or would run afoul of privacy laws.
The company will be hosting a live “fireside chat” on YouTube to discuss the new policy on Friday at 4PM ET / 1PM PT.
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