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.
Frequently asked questions
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
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.
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.
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.
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.
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.
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.
Yes.
In these cases, in which your game has crossed the necessary thresholds, we recommend you use the revenue share.
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.
Multiple device initial engagements from the same distribution channel count as a single initial engagement. Initial engagements from separate distribution channels count separately.
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.
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.
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.
Yes. The Unity subscription plan is separate from the Unity Runtime Fee.
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.
The Unity Runtime Fee does not apply to our film, gambling, or education subscription plans at this time. The Unity Runtime Fee does not apply to industry customers on a Unity Industry subscription plan. 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.
It does not, unless you have hardware stats enabled.
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.
The image below outlines the Runtime Fee schedule. You can also use the Runtime Fee Estimator.

Terms
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.
On November 2, 2023 we posted an update to our Unity Editor Software Terms to clarify which versions of the Unity Software the Unity Runtime Fee applies to and to specify that if we update the Editor Software Terms, you can elect to remain on the prior accepted version of such terms as long as you keep using that version of Unity. These changes are posted to our GitHub repository and unity.com/legal. Read our blog for more details.
Changes to Unity Plans
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.
Unity subscriptions now include better collaboration (Unity DevOps), cloud-based asset management (Unity Asset Manager) as well as role and access controls (Team Administration). These are available to Unity subscription plans as part of Unity Cloud early access. Learn more.
- 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, pooled for a team to share. 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, pooled for a team to share. Team Administration tools, including custom roles and SSO, provide a higher degree of control.
Unity Personal
No. The Runtime Fee will not apply.
You will be able to choose whether to include the Made with Unity splash screen in your games, starting with Unity 2023 LTS.
Yes. 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).
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
No, the Runtime Fee will not apply.
As of September 12, 2023, Unity Plus is no longer available to new subscribers. Current Unity Plus subscribers may:
- Upgrade to Unity Pro for the price of Unity Plus for one year (limited time offer available from October 16, 2023 until December 31, 2023); or
- Continue to use Unity Plus (and add or remove seats until March 27, 2024); or
- Renew Unity Plus for one additional year, by March 27, 2024. If no action is taken by this date, the plan will switch to Unity Personal at the end of your current term.
Current subscribers will be able to renew their plan until March 27, 2024. For example, if you renew your plan on March 27, 2024, you will be able to use Unity Plus until March 26, 2025. However, during that year, you will not be able to add extra seats.
By March 27, 2024, if you haven’t renewed your subscription for Unity Plus or upgraded your subscription, your existing contract agreement of Unity Plus will expire. 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
Unity DevOps is a modular DevOps solution from Unity Gaming Services, tailored for the rigors of game development. It is purpose-built to provide robust version control and CI/CD solutions in the cloud, so you can release more often, catch bugs earlier, try more ideas, and deliver higher-quality games to market.
Unity DevOps consists of two core components: Unity Version Control and Unity Build Automation.
- Unity Version Control helps programmers, artists, and designers overcome game development challenges by enabling efficient creation with a version control system (VCS). It is powered by Plastic SCM technology.
- Unity Build Automation helps automate your build pipeline in the cloud and keep development moving, so you can make quality games by testing early and often, and releasing frequently.
Currently in beta, Unity Asset Manager provides robust 3D asset management, user administration, content transformation, and security capabilities to increase the discoverability, reuse, and ROI of both created and licensed content across your organization.
We’re modernizing the way organizations can manage access to their assets, subscriptions, and cloud development tools. Admins will be able to access these via a consolidated view embedded directly in the Unity Dashboard, providing role-based access controls and views into product usage, user permissions, and solution access. With these improvements, admins for Unity tools will have both the visibility and capability necessary to keep your development chain secure and agile.