Skip to main content
‹ Back to Tutorials
Intermediate Unity

Unity's New Pricing: What You NEED to Know!

Sep 25, 2023
About this tutorial

Unity shook the dev world with a new pricing model, then listened to us and made key changes. Dive in to discover what's new and how it affects you! Unity Pricing Updates. ► https://unity.com/pricing-updates My discord link ► https://discord.gg/DgUdNDT7KU ► Download Unity at https://unity.com Cha

Written Guide

In September 2023, Unity announced a per-install 'Runtime Fee' that triggered the biggest backlash in the engine's history. Within two weeks, the company apologized and substantially revised the policy. This article summarizes what the revised terms actually said, what they meant for indie developers at the time, and — important context if you're reading this later — what ultimately happened to the Runtime Fee.

The walk-back

Credit where due: rather than doubling down, Unity listened to the developer community and issued a public apology — a rare move. The revised policy rolled back the most alarming parts of the original announcement, and the changes were significant enough to change the math for most small studios.

What changed for Unity Personal

The revised terms made Unity Personal meaningfully better than it was even before the controversy. The runtime fee no longer applied to Personal at all. The mandatory 'Made with Unity' splash screen became optional — previously one of the main reasons developers paid to upgrade to Plus. And the revenue ceiling for staying on the free Personal tier doubled from $100,000 to $200,000 per year.

How the revised Runtime Fee was structured

For the paid tiers, the revised fee came with three major concessions. First, it only applied prospectively — to future revenue, never retroactively to money already earned. Second, it only applied to games built on the then-upcoming 2024 LTS version of Unity; projects on existing versions were never affected, and Unity committed to honoring the terms of service attached to whichever version you shipped on. Third, the fee was capped: you'd pay the lesser of 2.5% of revenue or a charge based on unique initial engagements — with a download to a second device by the same user counting only once.

Where it stands now

The story didn't end with the revision covered in this video. In September 2024, Unity announced it was cancelling the Runtime Fee entirely, returning to a straightforward seat-based subscription model and again raising the Personal revenue ceiling. So the fee discussed here never ended up charging most developers a cent — but the episode remains a useful case study in how engine licensing terms can shift, why locking in the terms of service for your shipped version matters, and why the community speaking up worked.

Transcript
Show / hide transcript (64 segments)
0:00 okay so if you have lived under a rock
0:04 you haven't heard of all the unity
0:06 upheaval and the changes but I'm not
0:09 going to go over those because most of
0:11 you know if you're a Unity developer or
0:13 in the Game Dev world at all you know
0:16 that there are all kinds of stuff going
0:18 on with unity and the pricing changes
0:21 okay not going to talk about that so
0:24 what are we going to talk about we are
0:25 going to talk about the apology and then
0:29 also what the new pricing changes are
0:31 first off let's go ahead and give Unity
0:34 just a little bit of credit they faced a
0:37 wave of criticism after their previous
0:39 pricing changes now I personally thought
0:42 that they were going to double down and
0:44 stick with those pricing changes
0:46 they listen to us the Game Dev community
0:49 and actually took a step back
0:51 and they issued an apology
0:54 how many companies do that these days
0:57 okay so now let's get on to the meat of
0:59 what the changes are
1:01 so Unity personal now has no runtime
1:04 fees and an optional splash screen this
1:07 is one of the reasons why most people
1:09 upgraded to plus is so they didn't have
1:11 that on their game and they also updated
1:13 the revenue limit from one hundred
1:16 thousand to two hundred thousand so you
1:18 can use personal up to 200 000 for a
1:22 given year
1:23 also any runtime fees are going to be
1:26 looking forwards it's going to apply to
1:29 revenue that is made in the future not
1:32 anything that you have done in the past
1:34 it's only going to be applied to the LTS
1:36 version that's coming out next year in
1:39 2024. current versions of unity will not
1:43 be affected
1:44 and then also Unity assures that they're
1:47 going to stick with the terms of service
1:49 for the current version of unity that
1:51 you're using in the terms of service are
1:53 only going to be applied if you update
1:55 to the newer version of unity in the
1:57 2024. now let's talk about the runtime
2:00 fee so the runtime fee is going to be
2:02 based off of 2.5 percent of the revenue
2:07 or based off unique initial engagements
2:11 so if user downloads it on one device
2:13 and then downloads it on another it's
2:15 only going to be charged with one device
2:17 all right so what's that mean for us as
2:19 developers it's clear that Unity wants
2:22 to continue to invest in success and us
2:25 as developers and I'm glad that
2:28 everybody spoke up because now that's
2:30 going to continue to help us and I think
2:33 these changes reflect that commitment
2:35 and it's pretty darn exciting for us as
2:38 game developers now let's get back to
2:42 making games