Changes to Unity plans and pricing

Learn about the Unity Runtime Fee and updates to the Unity subscription plans.

The Unity Runtime Fee

The Unity Runtime Fee will only apply to certain games created with Unity Pro and Unity Enterprise. If you’re on a Unity Personal or Unity Plus plan, the Runtime Fee does not apply.

Games created with currently supported Unity versions will not be impacted by the fee. The Runtime Fee is only relevant to games created with, or upgraded to, Unity 6, the next Long Term Support (LTS) version to be released in 2024. For those games, the fee applies only after a game has crossed two thresholds: 

  1. $1,000,000 (USD) in gross revenue (trailing 12 months), AND 
  2. 1,000,000 initial engagements. 

If your game crosses both thresholds, you will be charged whichever amount is lower: 

  • 2.5% of your game’s monthly gross revenue, OR 
  • The Runtime Fee based on monthly initial engagements.

Key updates

Unity Personal: No Runtime Fee, no splash screen

The Unity Personal plan remains free and the Runtime Fee does not apply to this plan. Starting with Unity 6, we will increase the revenue limit from $100,000 to $200,000 (USD), and make the Made with Unity splash screen optional.

Runtime Fee is forward-looking

The Runtime Fee does not apply to games created with any currently supported Unity version. It only applies to games created with or upgraded to Unity 6, the next LTS version to be released in 2024.

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.

Self-reported data

On a monthly basis, you have a choice of the lesser of 2.5% revenue share or the calculated fee based on unique initial engagements per game. Both your initial engagements and your revenue are self-reported.

Frequently asked questions

Below are answers to some of your top questions about the Runtime Fee and Unity plans.

Unity Runtime Fee

What versions of Unity does the Runtime Fee apply to?

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 Runtime Fee will only apply to games created with or upgraded to Unity 6, the next Long Term Support (LTS) version of Unity to be released in 2024, and any future associated betas, Tech Streams, or LTS releases.

How do I know if the Runtime Fee applies to my game?

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 was created with or will be upgraded to Unity 6
  • Your game meets BOTH thresholds of $1,000,000 gross revenue on a trailing 12-month basis AND 1,000,000 initial engagements
Will the fee apply if I started creating a game with an earlier version of Unity, but ship it with Unity 6 or later releases?

If you release or upgrade a game using Unity 6, and it meets all the criteria, 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 is supported for full game production. For the small number of customers that have downloaded the Tech Stream versions, contact us if you have questions. The Runtime Fee will apply to the LTS version (Unity 6), which we will release in 2024.

How is the Unity Runtime Fee calculated?

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?

We define an initial engagement as 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.

Here’s a breakdown of the definition:

  • 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 (for example, a tradeshow floor). You can count such a situation as if it was 1 player.
  • We use the term legitimately acquires because we do not bill for activity from piracy or for people obtaining the game fraudulently.
  • We use the term end user because we do not bill for activity from your development team, from automated processes, or from other people who are not the actual players of your game.
  • We use the term for the first time because we do not charge 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.
When do my revenue and initial engagements start counting toward the Runtime Fee thresholds?

At the point when you upgrade to the next major Unity release in 2024 (Unity 6), your revenue and initial engagements will start counting from zero toward the Runtime Fee thresholds. If you reach the thresholds of $1,000,000 within 12 months AND 1 million initial engagements, the Runtime Fee will apply the following month based on your new initial engagements over the first million. For example, if you upgrade to Unity 6 on December 1, 2024, that’s when the count towards the thresholds starts.

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 upfront 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 upfront payment, distributors often provide the number of distinct user accounts that downloaded a game for the first time. This is also an acceptable estimate because 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.

Do I have to self-report revenue or initial engagements monthly or quarterly?

You can self-report your monthly revenue or initial engagements on a quarterly basis (using calendar quarters). In cases where revenue or initial engagement data is only available on a quarterly basis, the monthly number will be calculated based on these numbers (divided equally over three months). Customers will be invoiced quarterly.

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

Installing the same game on multiple devices from the same distribution channel counts as a single initial engagement. Installing the same game from separate distribution channels counts as multiple initial engagements.

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 installs the game. If the end user later uninstalls and reinstalls the same game, there is no additional initial engagement.

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

Yes, provided they meet the Runtime Fee criteria.

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 cases where 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 provide a web interface to make this simple and efficient for customers and partners.

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 some 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.

Who is charged the Unity Runtime Fee?

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.

Do I still need to pay for my Unity subscription plan?

Yes. The Unity subscription plan is separate from the 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.

How are nongaming applications impacted by the Unity Runtime Fee?

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.

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 have a flat, discounted rate and include 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

Terms

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

We have republished 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 unity.com/legal.

What are you changing in the terms?

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 Unity 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 post for more details.

Changes to Unity Plans

Is the price increasing for Unity Pro and Enterprise?

We will increase prices on Unity Pro and Unity Enterprise subscription plans 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 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 includes 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 to $200,000 and the use of the Made with Unity splash screen will be optional starting with Unity 6.
  • Unity Pro includes 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 are also included.
  • Unity Enterprise includes 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

Does the Runtime Fee apply to Unity Personal?

No. The Runtime Fee does not apply to games made with Unity Personal.

If I’m on Unity Personal, will I have the option to customize the splash screen?

You will be able to choose whether to include the Made with Unity splash screen in your games when you use and accept the terms of Unity 6, the next LTS to be released in 2024.

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

Yes, the current revenue limit for eligibility to use Unity Personal is $100,000 in revenue and funding. We’re increasing this eligibility limit to $200,000 in annual revenue and funding, which will apply to organizations that use and accept the terms of Unity 6, the next LTS to be released in 2024. For example, if you have $150,000 in combined revenue and funding, you can use Unity Personal starting with Unity 6. If you are on a previous version such as 2022 LTS, you would need to upgrade to Unity Pro.

Are there any other changes coming to Unity Personal?

Starting on March 4, 2024, Unity Personal customers will get a new sign-in and online customer experience. Customers will need to be signed into the Unity 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 here.

Unity Plus

Will the Unity Runtime Fee apply to Unity Plus customers?

No, the Runtime Fee will not apply.

What changes are coming to Unity Plus? What happens to my existing Unity Plus plan?

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 March 27, 2024); 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.
What is the latest date I can renew Unity Plus?

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.

What will happen to my Unity Plus subscription agreement after March 27, 2024, if I don’t upgrade to Unity Pro?

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.

With Unity Plus being discontinued, can I customize the Unity splash screen without migrating to Unity 6 or upgrading to Unity Pro?

If you’re on Unity Personal, you can customize the splash screen by either migrating to Unity 6 or upgrading to Unity Pro.

If you’re currently on Unity Plus, you have these options to continue customizing the Unity splash screen: 

  1. You can renew your Unity Plus plan for one additional year, by March 27, 2024. 
  2. You can upgrade to Unity Pro for the price of Unity Plus for one year (limited time offer available from October 16, 2023 until March 27, 2024).
  3. You can move to Unity Personal and migrate to Unity 6, the next LTS to be released in 2024.

New value included with Unity Plans

What is Unity DevOps?

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.
What is Unity Asset Manager?

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.

What is Unity Team Administration?

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.

All amounts in U.S. dollars (USD).

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