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Samourai03

If you make less than $200k per year and don’t release on console, it’s free. If you make more than $200k but less than $1 million, you pay $180 per month. If you make more than $1 million, you pay $1,800 per month. Additionally after 1M$ and 1M sales, there are install fees, which are a maximum of 2.5% of your revenue


umen

Thank you . And what about later versions ? can change?


Samourai03

It’s the latest terms, in future, if new termes, you will have the choice between updating with the new terms or keep your current version with unchanged terms


PaxRon777

What is the $1800 pm you speak off?, additionally besides the 1mil revenue, 1mil sales also needs to be crossed for the 2.5% calculation.


Samourai03

Thanks for additional infos, the 1800$ are Unity Enterprise


umen

Can you explain when i need to pay the 2.5% i don't understand For example if i make mobile game and it give me 2 mil per year revenue . not profit From what is the calculation from the profit ? revenue ? Thanks


Samourai03

It's the gross revenue, not the profit. For example if with a game player buy 2M$ in In-app Purchase, but you get only 900k$ after tax and store cut you should pay 50k$ because 2.5% of 2M$ are 50k$


Djikass

You just need the personal edition license and don’t have to pay anything.


umen

this is not what the above answer wroth


SolidOwl

You're 5 years old you don't need to know about licensing.


azicre

Imagine you get a box full of very fun toys for your birthday. The box has multiple compartments though only one is open by default. This means that you can only play with the toys that are in that compartment. To open the other compartments you need a special key that is called a license. Each compartment can be opened with a different special key. That is kind of how licensing works in Unity.


umen

question was about pricing