How Much Does Using Unity Cost Now?

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Published 2024-06-24
Last year Unity made some MASSIVE changes to their pricing structures, adding a run-time fee to some, changing the features of the free tier and getting rid of the plus tier completely. So in this video we break down what it will cost to use the Unity game engine starting with Unity 6 later this year.

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All Comments (21)
  • One thing no one says - regarding the personal licence - is: If you are working as a freelancer/contractor for a company that makes more than 200.000 a year, you will need a pro licence. In this case it's not your revenue, but the revenue of the company you are working for that counts. Bear that in mind.
  • The problem stopped being the cost, rather the lack of trust that any terms and conditions will not be abused again, especially if you are invested.
  • If a company changes their mind so often and uses so many words so often, than I have a good idea of what their future holds , and it wont be my time and money . Already made that mistake long ago with autodesk .
  • @mattiasimbola
    My biggest problem with unity is not even the price, that's simple, it's 2.5% rev share if you make lots of money. My big problem with unity is that the editor now is constantly checking online for a license, which means that if Unity goes bankrupt or for whatever reason they revoke your license, the editor won't work anymore, and if that happens you lost your projects.
  • @pnvgordinho
    Getting rid of console access in personal is also idiotic. The more system you put your game on , the more probability of passing the 100 thousand dollars and pay them royalties.
  • Anyone else noticed the adobe ads being spammed on Youtube since the latest shenanigans?
  • @alter_ukko
    It may not have been widely used, but Unity Plus was pretty much the only way to affordably release a small indie game to the Switch, which is a huge market for smaller, or more niche games. The amount of effort and juggling that Godot has put into making this possible says a lot about how important this feature was.
  • @wesc6755
    The price isn't the problem. The problem is the counting installs at all. It's simply not their data to have. It's between us, our players, and our publisher. It's just too intrusive. If they need to charge more for a license, cool. No issues. Maybe in that case they would put more effort into improving the engine itself instead of tweaking ways to extract money some other way.
  • @yeost187
    Bottom line: If Unity actually wanted to show its now dwindling community good faith? They would have just kept the old payment system. But they didn't, even after all the uproar. They forced a change to the payment policy, and purposely made it overly convoluted. It shouldn't take needing an accounting firm, just to figure out what you owe a company. And no. using their propriety calculator they offer, isn't acceptable.
  • @krizzik
    To be clear, folks who were originally ONLY developing a title for a Console (No PC support) were given dev/publishing licenses by the Console maker ( SIE for PS5/4, etc). Now, that is no longer the case. This hurts small devs that are both dev locked to the Engine and have not yet released their game on the platform.
  • @sosamma090
    To be connected to the servers to use it seems like a massive trap. Ask any adobe user.
  • @LloydSummers
    They count industry as anything non-games (film/vr/ar/education/etc) and is a mandatory upgrade if they decide you fit into the category. Its not just industrial. Anything considered not strictly a game. Dont underestimate it - it comes at very steep pricing (no personal allowed, and your revenue becomes calculated based on your clients)
  • Godot and Unreal just keep on getting better and better after reading all this, lol. The deal breaker for me is the forced online authentication now for Unity, like seriously!? No other game engine has that requirement so they're just digging their own grave at this point. I'm hopeful that this causes other game engines with potential like Unigine, Flax Engine, etc. to rise up
  • @VincentFM.
    Thank you for this! I'm someone who intends to stay in Unity and I'm glad you still feature it from time to time.
  • @valcaron
    Q: What costs the most about Unity? A: Your dignity.
  • @starby1243
    When you make people hate you People will turn on you When you make people like you People will join and support you Unity, Adobe, Autodesk are obsolete and will eventually die.
  • @rw969
    I personally don't mind a royalty based fee like unreal engine does. It encourages them to make the engine better so you can work faster and make better games overall. If you are successful, they are successful. Very simple. Unity is lacking engine improvements for the last 6 years. They are just relying on their asset store instead. My biggest problem has always been the subscription fee (that is per seat) so you pay them money regardless of success. Now you have the runtime fee/2.5% royalty fee on top. There is no point in using it.
  • @MrTutiplengo
    Well, those seem to be costs as of today, but what about next week? Next month? Next year? The fact remains that they've proven they can change their TOS at any time, and make it retroactive, implies a cost much higher than any monetary fees. The last time I used Unity was the day they announced the Runtime Fee. I'm just a hobbyist so I didn't loose too much.