Unity is Reportedly Making Changes to Its Controversial Runtime Fee

Unity is reportedly making changes to its controversial Runtime Fee, all thanks to its community for its hard feedback. That said, Unity Personal and Plus users will no longer be affected by the Runtime Fee.

Unity Controversial Runtime Fee

Unity Controversial Runtime Fee

The president of Unity Create, Marc Whitten, has just published an open letter thus responding to the backlash over the recent announcement of the Unity Runtime Fee and has therefore outlined a host of changes that are going to be made to the policy just before it is finally enforced in the coming year.

“I want to start with simply this: I am sorry,” Whitten reportedly wrote. “We should have spoken with more of you and we should have incorporated more of your feedback before announcing our new Runtime Fee policy. Our goal with this policy is to ensure we can continue to support you today and tomorrow, and keep deeply investing in our game engine.”

The President of Unity Create Explaining the Changes

Whitten explaining the changes initially confirmed that the Runtime Fee will no longer apply to Unity Personal and Unity Plus users. Runtime Fee aside, the yearly revenue as well as funding limit for Personal is being increased from the original $100,000 to $200,000, and it will no longer be a requirement to make use of the “Made in Unity” splash screen as this will now become optional.

Whitten detailing the further alterations to the Runtime Fee, continued: “No game with less than $1 million in trailing 12-month revenue will be subject to the fee.”

How the Runtime Fee Will Apply On the Platform after Said Changes

And while the Runtime Fee will still be applied to Unity Pro and Enterprise users, it will now only be applicable to games that are created with the next Long Term Support (LTS) that is reportedly releasing in 2024, so games that have already been shipped and projects that are currently in the works will not be affected unless it is that they are upgraded.

New Update for Affected Users

Furthermore, affected users on the other hand will have the choice between paying 2.5% of revenue that is shared or as a calculated amount based on the amount of “unique initial engagements” on their game(s). That said, they will pay whichever amount is the smallest, and both potential costs as you should know are calculated based on self-reported data.

Whitten wrapping up the letter, added: “Thank you for caring as deeply as you do, and thank you for giving us hard feedback.”

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