Unityのインストール数に応じた追加課金騒動(Unity Runtime Fee)

■ Unity 「ゲームインストールごとに課金」に開発者反発 騒動

最近、結構話題になっているのが「Unity Runtime Fee」



Effective January 1, 2024, we will introduce a new Unity Runtime Fee that’s based on game installs. We will also add cloud-based asset storage, Unity DevOps tools, and AI at runtime at no extra cost to Unity subscription plans this November.

As many of you know, the Unity Engine is in fact two substantial software components – the Unity Editor and the Unity Runtime. The Unity Runtime is code that executes on player devices and makes Made with Unity games work at scale, with billions of monthly downloads. We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user.

We chose this because each time a game is downloaded, the Unity Runtime is also installed.  Also we believe that an initial install-based fee allows creators to keep the ongoing financial gains from player engagement, unlike a revenue share.

Thresholds for revenue and installs

Games qualify for the Unity Runtime Fee after two criteria have been met: 1) the game has passed a minimum revenue threshold in the last 12 months, and 2) the game has passed a minimum lifetime install count. We set high revenue and game install thresholds to avoid impacting those who have yet to find scale, meaning they don’t need to pay the fee until they have reached significant success.

Only games that meet the following thresholds qualify for the Unity Runtime Fee:

  • Unity Personal and Unity Plus: Those that have made $200,000 USD or more in the last 12 months AND have at least 200,000 lifetime game installs.
  • Unity Pro and Unity Enterprise: Those that have made $1,000,000 USD or more in the last 12 months AND have at least 1,000,000 lifetime game installs.



  • Among Us
  • Overcooked! 
  • Moving Out
  • Fall Guys
  • Human Fall Flat










※ 記事を書いていたのは、9/20くらいなので、ちょっと状況は変わっているかもしれませんが…。