@furuknap@AntoniaRForster@loko08 Also… The sale of shares by the exec team is on a fixed schedule which is determined well ahead of time to avoid any risk of insider trading. 🤷♀️
@gekido You’re fully in your right to not trust the “Unity” entity but accusing them of fabricating a threat which sent home all our employees in two of our major offices is a step too far. Especially when employees have already reported threats in the past 24 hours.
@tha_rami@christoph_chiu@LucBernard My understanding is 2 folds: a) there’s an assumption you track your installs + revenue so you could upgrade before you’re hit with the invoice. b) If you don’t, you would engage Unity and ask to upgrade, which would then waive the invoice you just incurred.
@LucBernard@christoph_chiu@tha_rami Thank you, I wouldn’t say I’m trying to defend it but at least to bring clarity as there’s a lot of misconceptions floating on twitter.
@christoph_chiu@LucBernard@tha_rami It is more expensive than the free version, yes. But if you’re hitting $200k revenue, you would have had to be on Pro already with our previous model as the revenue cap was $100K before.
I don't have all the answers, but I can clarify a few things about @unity price changes, and hopefully address some of the (very valid) concerns.
1. The runtime fee only applies to devs whose game makes over 200k revenue in a year, AND over 200k lifetime installs. AND. Not OR.
@LucBernard@christoph_chiu@tha_rami If they have 1M installs but only 200K revenue, they can switch to Pro and not incur any runtime charges. The revenue threshold for Pro users is $1M.
@LucBernard@christoph_chiu@tha_rami Demos and trials will not count. If the game has not made over $200k (using Unity Free) or $1M (using Unity Pro) in the last trailing 12 months, it won’t be charged anything. So games that stay live but aren’t profitable won’t be affected.