Änderungen der Unity-Abonnements und Preise

We announced a Unity Runtime Fee on September 12, 2023 and updated the policy on September 22, 2023. This page reflects the most updated policy.

Summary of Unity Runtime Fee program

On September 22, 2023, we shared a letter with a summary of changes to our Runtime Fee policy. This page summarizes and replaces the prior Runtime Fee policy (introduced September 12, 2023).

If you’re on the Unity Personal or Plus plans, the Runtime Fee does not apply. The new Unity Runtime Fee will only apply to Unity Pro and Unity Enterprise.

No games created with any currently supported Unity versions will be impacted. Only those created with or upgraded to the Long Term Support (LTS) version releasing in 2024 (or later), currently referred to as the 2023 LTS will be impacted. For those games, the fee is only applicable after a game has crossed two thresholds: $1,000,000 (USD) in gross revenue (trailing 12 months) AND 1,000,000 initial engagements. After crossing these two thresholds, you can choose to pay the Runtime Fee, either based on monthly initial engagements or 2.5% of your game’s monthly gross revenue. Ultimately, you will be charged the lesser of the two.

Key updates

Unity Personal: No Runtime Fee, splash screen optional

The Unity Personal plan will remain free and there will be no Runtime Fees for games built with the plan. We will be increasing the annual revenue and funding limit from $100,000 (USD) to $200,000 (USD), and we will remove the requirement to use the Made with Unity splash screen (starting with the LTS version releasing in 2024, currently referred to as the 2023 LTS, or later).

Runtime Fee is forward-looking

The Runtime Fee does not apply to any games created with any currently supported Unity versions. It only applies to games created with or upgraded to the LTS version releasing in 2024 (currently referred to as the 2023 LTS) or later.

Editor terms

We will make sure that you can stay on the terms applicable for the version of Unity you are using as long as you keep using that version.

Runtime Fee, self-reported

On a monthly basis, you have a choice of the lesser of 2.5% revenue share or the calculated amount based on unique initial engagements. Both your initial engagements and your revenue are self-reported from data you already have available. You will always be billed the lesser amount.

Häufig gestellte Fragen

We have heard you, and we will work with you to refine the policy details. Below are answers to some of your top questions, and we’ll continue to build this into a more comprehensive FAQ.

Unity Runtime Fee

Does the Runtime Fee apply to my game?

The Runtime Fee does not apply to any games created with any currently supported Unity versions including 2022 LTS, 2021 LTS, 2020 LTS, or any earlier versions. The 2022 LTS is our latest supported version. The Runtime Fee only applies to games created with or upgraded to the Long Term Support (LTS) version of Unity releasing in 2024, currently referred to as the 2023 LTS, and any future associated betas, Tech Streams, or LTS releases.

The fee will only apply if ALL of the following criteria are met:

  • Your game is made using a Unity Pro or Unity Enterprise plan.
  • Your game is created or will be upgraded to the next major Unity version releasing in 2024.
  • Your game meets BOTH thresholds of $1,000,000 (USD) gross revenue on a trailing 12 month basis AND 1,000,000 lifetime initial engagements.
Will the fee apply if I started creating a game with an earlier version of Unity, but shipped it with Unity 2023 LTS (releasing in 2024) or later releases?

In this example, if you release a game using Unity 2022 LTS, the Runtime Fee would not apply. If you release or upgrade a game in 2024, using the Unity 2023 LTS (to be released in 2024), the Runtime Fee would apply.

What about Tech Stream 2023.1 and 2023.2?

Tech Stream 2023.1 is available and 2023.2 is in beta and neither are supported for full game production. For the small number of customers that have downloaded the Tech Streams, contact us if you have questions. The Runtime Fee will apply to the LTS version, which we will release in 2024.

Was ist die Unity Runtime Fee?

On a monthly basis, for games that are subject to the Runtime Fee, you have a choice of the lesser of 2.5% revenue share or the calculated amount based on unique initial engagements.

How does Unity define an “initial engagement” for the Runtime Fee policy?

When we first introduced the Runtime Fee policy, we used the term “installs” which the community found to be unclear so we’re using the term "initial engagement" as the unit of measure. We define an "initial engagement" to mean: the moment that a distinct end user successfully and legitimately acquires, downloads or engages with a game powered by the Unity Runtime, for the first time in a distribution channel.

To explain the definition in a little more detail:

  • We use the word ‘distinct’ because we do not want you to worry about situations where it is impossible to tell players apart, such as a game deployed in a public space (such as a trade show floor). You can count such a situation as if it was 1 player.
  • We use the word ‘legitimate’ because we do not want to bill you for activity from piracy, or from people obtaining the game fraudulently.
  • We use the term ‘end user’ because we do not want to bill you for activity from your development team, from automated processes, or other people who are not the actual players of your game.
  • We use the term ‘for the first time’ because we do not want to charge you for players playing your game multiple times, reinstalling your game, or installing your game on extra devices.
  • By ‘in a distribution channel’, we mean that for a given end user, the Runtime Fee will be charged once for each method that they obtained the game. For example, if they buy your game from two different app stores, then you would count and report the initial engagement once per store; but if they buy your game from one app store and deploy it to two different devices, you would count and report the initial engagement once.
How does Unity expect me to measure the number of initial engagements for my game?

In practice, we do not expect most customers to measure initial engagements directly, but to estimate them using readily available data. The most appropriate approach to use will depend on your game and your distribution platforms. Here are some examples of metrics that we recommend:

  • Number of units sold: For a game with an up-front payment, using the number of units sold is an acceptable estimate. Subtracting units where the end user requested a refund can make the estimate even more accurate.
  • First-time user download: For a game with no up-front payment, distributors often provide the number of distinct user accounts that downloaded a game for the first time. This is also an acceptable estimate, it is an event that typically occurs only once for each end user.

This list is not comprehensive, but submitting an estimate based on any of these metrics will be acceptable. We plan to provide more specific guidance on how you can find these numbers in publisher dashboards for the major distribution platforms. We are also happy to work with you to identify the best way to approach estimating initial engagements for your game.

Are games distributed through subscription services, streaming services, or as WebGL applications, required to pay the Runtime Fee?


For some of my distribution channels, I do not receive data that I can use as an accurate estimate for initial engagements. How should I report these channels for calculation of the Runtime Fee?

In these cases, in which your game has crossed the necessary thresholds, we recommend you use the revenue share.

How do I report my data?

Both revenue and initial engagements are self-reported. We will work with customers and partners to develop tools and processes to make this as easy as possible for customers.

Does installing the same game on multiple devices count towards the Unity Runtime Fee?

Multiple device initial engagements from the same distribution channel count as a single initial engagement. Initial engagements from separate distribution channels count separately. 

Does installing and reinstalling a game count as two separate initial engagements?

No. For a given end user and distribution channel, there can only be one initial engagement event, which happens the first time the user plays the game. If the end user later uninstalls and reinstalls the game, there is no additional initial engagement.

Can I get a discount or a custom deal on the Unity Runtime Fee?

Developers and publishers adopting Unity services beyond the Editor, such as Unity Games Server Hosting, Vivox, Unity LevelPlay, and other Unity cloud services may be eligible for credits for the Unity Runtime Fee. In cases, game publishers may want partnership structures that more specifically meet their development and operational needs. Please contact Unity to discuss a custom deal that fits your specific case.

Wem wird die Unity Runtime Fee berechnet?

You may work with a publisher to publish a game, and Unity’s terms support your ability to distribute through a publisher. It may be optimal to have your publisher connect with their Unity account manager in order for you and them to work with Unity on a mutually-beneficial agreement.

Muss ich trotzdem für meinen Unity-Abonnementplan bezahlen?

Ja. Der Unity-Abonnementplan ist unabhängig von der Unity Runtime Fee.

How does Unity estimate the Runtime Fee when I have not supplied data?

While we always recommend you supply your own data, in the absence of that, we will use our own data from Unity services that you have agreed to integrate into your project, and readily available external data.

Wie wirkt sich die Unity Runtime Fee auf nicht-spielbezogene Anwendungen aus?

The Unity Runtime Fee does not apply to our film, gambling, or education subscription plans at this time. Die Unity Runtime Fee fällt für Industry-Kunden, die einen Unity Industry-Abonnementplan abgeschlossen haben, nicht an. Industry customers who have questions about the Unity Runtime Fee or deploying and monetizing the Unity Runtime should reach out to their account manager or contact sales.

Does the Unity Runtime phone home by default?

It does not, unless you have hardware stats enabled.

For the Runtime Fee, what are Group A and Group B countries?

Group A and Group B represent the countries of the end user’s engagement. Group A countries have tiered rates and include Australia, Austria, Belgium, Canada, Denmark, Finland, France, Germany, Ireland, Japan, the Netherlands, New Zealand, Norway, Sweden, Switzerland, South Korea, United Kingdom, and the United States. Group B countries are a flat, discounted rate, and represent all other countries not in Group A.

How do I calculate the Runtime Fee?

The image below outlines the Runtime Fee schedule. You can also use the Runtime Fee Estimator.

Run time fee breakdown


What’s the status of the editor terms on GitHub?

We are republishing our GitHub repository, where you can find all versions of our Unity Editor Software Additional Terms (previously titled ‘Unity Software Additional Terms’) from June 28, 2016. For a complete list of Unity’s current terms, see https://unity.com/legal.

What are you changing in the terms?

The last changes were made on April 3, 2023. We will make sure that you can stay on the terms applicable for the version of Unity you are using as long as you keep using that version. We will post these changes on our GitHub repository and https://unity.com/legal.

Changes to Unity Plans

Is the price increasing for Unity Pro and Enterprise?

We will increase prices on Unity Pro and Unity Enterprise in line with our previous price change. We’ll have more information to share soon.

What changes are being made to Unity subscription plans?

Unity subscriptions will include better collaboration (Unity DevOps), cloud-based asset management (Unity Asset Manager) as well as role and access controls (Team Administration). These will be added to Unity subscription plans later this year.  

  • Unity Personal will include the Unity Asset Manager free tier (10 GB storage total), a maximum of three Unity DevOps seats featuring 5 GB of storage and 200 Windows build minutes, and Team Administration base roles. Unity Personal’s revenue and funding threshold will be increased from $100,000 USD to $200,000 USD and the use of the Made with Unity splash screen will be optional starting with Unity 2023 LTS.  
  • Unity Pro will include the Unity Asset Manager (50 GB of storage per seat, pooled for a team to share), along with an equal number of Unity DevOps seats featuring 5 GB of storage and 200 Windows build minutes. Team Administration tools to manage access will also be included.  
  • Unity Enterprise will include the Unity Asset Manager (120 GB of storage per seat, pooled for a team to share) along with an equal number of Unity DevOps seats with 5 GB of storage and 200 Windows build minutes. Team Administration tools, including custom roles and SSO, provide a higher degree of control.

Unity Personal

Will the Runtime Fee apply to Unity Personal?

No. The Runtime Fee will not apply.

Will Unity Personal still have a splash screen requirement?

You will be able to choose whether to include the Made with Unity splash screen in your games, starting with Unity 2023 LTS.

Is there still a revenue limit for eligibility to use Unity Personal?

Ja. We’re increasing the annual revenue and funding limit to $200,000 USD for eligibility to use the Unity Personal plan. You must generate less than $200,000 USD in revenue and funds raised in the last 12 months to use Unity Personal (starting with the LTS version releasing in 2024, currently referred to as the 2023 LTS, or later).

Are there any other changes coming to Unity Personal?

Starting in November 2023, Unity Personal customers will get a new sign-in and online customer experience. Customers will need to be signed into the Hub with their Unity ID and connect to the internet to use Unity. If the internet connection is lost, customers may continue using Unity for up to thirty (30) days while offline. More details to come.

Unity Plus

Will the Unity Runtime Fee apply to Unity Plus Customers?

No, the Runtime Fee will not apply.

Welche Änderungen stehen Unity Plus bevor? Was passiert mit meinem bestehenden Unity Plus-Abonnement?

As of September 12, 2023, Unity Plus is no longer available to new subscribers. Bestehende Unity Plus-Abonnenten können: 

  • ein Jahr lang ein Upgrade zu Unity Pro zum Preis von Unity Plus durchführen (zeitlich begrenztes Angebot, gültig vom 16. Oktober 2023 bis zum 31. Dezember 2023) oder
  • weiterhin Unity Plus verwenden (und bis 27. März 2024 Plätze hinzufügen oder entfernen) oder
  • Unity Plus um ein weiteres Jahr verlängern, bis 27. März 2024. If no action is taken by this date, the plan will switch to Unity Personal at the end of your current term.
What is the latest date I can renew Unity Plus?

Bestehende Abonnenten können Ihr Abonnement bis zum 27. März 2024 verlängern. Wenn Sie beispielsweise Ihr Abonnement am 27. März 2024 verlängern, können Sie Unity Plus bis zum 26. März 2025 verwenden. Sie können im Lauf dieses Jahres jedoch keine zusätzlichen Plätze hinzufügen.

Was geschieht nach dem 27. März 2024 mit meiner Unity Plus-Abonnementvereinbarung, wenn ich kein Upgrade auf Unity Pro durchführe?

Bis zum 27. März 2024. Wenn Sie Ihr Unity Plus-Abonnement bis dahin nicht verlängert oder ein Upgrade durchgeführt haben, läuft Ihre bestehende Vereinbarung für Unity Plus aus. Your account will automatically be converted to our Unity Personal plan at the end of your current term, and you will lose access to Unity Plus features including basic crash and error reporting, and cloud diagnostics.

New value coming to Unity Plans

Was ist Unity DevOps?


Unity DevOps ist eine modulare DevOps-Lösung von Unity Gaming Services, die speziell auf die Bedürfnisse der Spieleentwicklung zugeschnitten ist. Bei der Entwicklung wurde Unity DevOps mit robuster Versionskontrolle und CI/CD-Cloud-Lösungen ausgestattet, damit Sie häufiger Versionen veröffentlichen, Bugs früher beheben, mehr Ideen ausprobieren und hochwertigere Spiele auf den Markt bringen können.

Unity DevOps besteht aus zwei Kernkomponenten: Unity Version Control und Unity Build Automation.

  • Mit einem speziell auf die Herausforderungen der Spieleentwicklung ausgelegtem Versionskontrollsystem (VCS) von Unity Version Control können Programmierer, Grafikdesigner und Entwickler effizienter arbeiten. Dazu kommt die Technologie Plastic SCM zum Einsatz.
  • Unity Build Automation unterstützt die Automatisierung der Build-Pipeline in der Cloud und sorgt dafür, dass die Entwicklung nicht ins Stocken gerät. Frühzeitige und häufige Tests und Veröffentlichungen ermöglichen zudem die Entwicklung qualitativ hochwertiger Spiele.
Was ist Unity Asset Manager?

Unity Asset Manager befindet sich aktuell im Beta-Stadium und wird im November allgemein veröffentlicht. Das Tool ermöglicht die robuste Verwaltung von 3D-Assets, Benutzerverwaltung, Inhaltstransformation und Sicherheitsfunktionen zur Verbesserung von Auffindbarkeit, Wiederverwendung und ROI, sowohl für in Ihrer gesamten Organisation erstellte wie lizenzierte Inhalte.

Was ist Unity Team Administration?

We’re modernizing the way organizations can manage access to their assets, subscriptions, and cloud development tools. Administratoren können über eine direkt in das Unity Dashboard eingebettete konsolidierte Ansicht darauf zugreifen und erhalten so rollenbasierte Zugriffskontrolle und Einblicke in Produktnutzung, Benutzerberechtigungen und Lösungszugriff. Dank dieser Verbesserungen verfügen Administratoren von Unity-Tools sowohl über den Überblick als auch die erforderlichen Funktionen, um Sicherheit und Agilität Ihres Entwicklungsablaufs zu gewährleisten.

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