Jump to content

Unity Engine runtime fee

From Consumer_Action_Taskforce
Revision as of 16:59, 1 February 2025 by Nimfer (talk | contribs) (Created a stub for the site, requires a lot of work before it'll be of use.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)


Unity Technologies know for their Unity game engine attempted to force all of its paying users to adopt their new business model that included a per-download fee.

Background

Unity is a well known game engine used by plethora of both big and small studios. Unity had multiple subscription tiers:

Unity Personal

Costs nothing and allows you to the Unity game engine to produce commercial works up until your revenue from the product created using the Unity game engine reaches 100,000$ at which point you're required to change license to one of the higher tiers.

Unity Pro

Costs [TBD]$ yearly per seat, and allows you to continue working on your projects past the 100,000$ revenue limit and gives additional features.

Unity Enterprise

[TBD]

Runtime fee

On the [DATE] Unity announced the new pricing model which requires you to pay a fee starting at 15 cents per install of product developed with Unity, this change was to be applied retroactively to any product released prior to this change, and going forward the developers would have to pay for future installations of their product.

To ensure adoption of this change Unity quietly changed their EULA to allow for such a change and never notified their users, going as far to private their EULA Github repository which was created as a result of a prior incident where Unity Technologies changed quietly their EULA quietly.

Consumer impact

What the repercussions of the incident are for consumers in the context of "new" consumer protection (privacy,right to ownership,right to say no).

Consumer response

Summary and key issues of prevailing sentiment from the consumers that can be documented via articles, emails to support, reviews and forum posts.

References