The overhauled Runtime Fee policy plan being considered by Unity Technologies will cap the fee to 4% of the game’s revenues over $1 million.

While the changes aren’t official yet, Bloomberg got hold of a meeting recording where Unity executives outlined the new plan, which reportedly caps the Runtime Fee at 4% of the game’s revenues over one million dollars. Developers will also be asked to report the installation figures themselves instead of being forced to deal with Unity’s proprietary technology. Lastly, the installation threshold won’t be retroactive, so only new installations made after the policy’s announcement will count toward reaching the Runtime Fee thresholds.

  • Doc Blaze@lemmy.world
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    10 months ago

    it’s the best way to do a rev share. pretty sure unreal engine lets you self report too. If you start a business you can’t complain about having to run a a business by tracking sales.

    • Sanctus@lemmy.world
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      10 months ago

      I can when I didn’t have to do it before and this policy is forced upon me by an established vendor. Thats like saying you can’t bitch about material vendors in the construction industry, you absolutely can because they make your business work and you’ve entrusted them not to fuck you.

      • Doc Blaze@lemmy.world
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        10 months ago

        With all intentions of respect, and in complete agreement that Unity’s new terms are alarming, If you dont have any intentions of tracking your sales unless you are forced to by the creators of your engine you are using, I’m questioning if you have the chops to be a successful dev in the first place. This is why the vast majority of devs don’t even make enough to even pay Unity the fee and should just stick with a publisher instead of trying to handle the business end of things on their own.

        • Sanctus@lemmy.world
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          10 months ago

          Its not the tracking of sales thats the issue. Its having to report it to someone so they can take even more of my money when we haven’t been doing that for years.