Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Got a source for that? I remeber seeing a reddit post about unity emailing the wrong thing to someone who had left the editor open but thats about it.
has listed sources
You have to pay fees for 12 month commitment: $35/month for Plus, $125/month for Pro.
yeah but you need to pay unreal 15% of what you make, 125 a month is far cheaper.
lmao, never go to UR they said
If you used the right information, sure. However, 15% is much higher than reality...
"When you ship a game or application, you pay a 5% royalty on gross revenue after the first $3,000 per product, per quarter. It’s a simple arrangement in which we succeed only when you succeed."
So every quarter, every game you get, has $3,000 free. After that, 5% of revenue for that quarter, for that game.
So let's say you are in development for 4 years, plus a year of free updates. 72 months, at $9,000 total cost. You are out that cost, whether or not you ever make a dime on the game. How many games are never actually realized? How many games the devs think will be the next game of the year, turn out to be the flop of the year? So you think you will recover that $9,000. I guess it is a gamble for all, of course the business is.
Unity, that $125 you pay for the license is not for the project, it's for the software on the computer. It is not enterprise. So you can only have 1 developer using the software at a time, at that rate. You can get it cheaper per workstation if you have a large enough team, but you still have to pay somethting per license.
If your game is a top hit, of course you may end up paying Unreal more. It would be hard to figure out what that break even point is, without knowing the exact cost of Unity for the project.
A+ necro well played! I hear Subnautica 2 is coming on a custom version of Unreal 5
Edit: Just realized that this is a 6 year old post that got necroposted a few hours ago. Sorry, my bad :P