※ 引述《buyao531 (Buyao)》之铭言:
: https://blog.unity.com/news/plan-pricing-and-packaging-updates
Unity的Q&A有谈到收费计算方式
https://unity.com/pricing-updates
底下这几个国家适用Standard fees,照级距收费
United States, Australia, Austria, Belgium, Canada, Denmark, Finland,
France, Germany, Ireland, Japan, Netherlands, New Zealand, Norway, Sweden,
Switzerland, South Korea, and the United Kingdom.
其他国家算Emerging market,统一收费(费用看原PO那个网址有)
归在这区的玩家想搞爆破的话要多努力点(X)
举例如果一个订阅Unity Pro方案的厂商,下载数是
Standard fee 国家: 200K
Emerging market 国家: 100K
那收
100K * $0.15 (Standard fee级距1)
+ 100K * $0.075 (Standard fee级距2)
+ 100K * $0.01 (Emerging market)
= 23.5K镁
再来是在他们论坛上有Unity的人讲别的FAQ
https://forum.unity.com/threads/unity-plan-pricing-and-packaging-updates.1482750/
Q: If a game that's made enough money to be over the threshold has a demo of
the same game, do installs of the demo also induce a charge?
如果有个达标的游戏有demo,装demo有算次数吗
A: If it's early access, Beta, or a demo of the full game then yes. If you can
get from the demo to a full game then yes. If it's not, like a single level
that can't upgrade then no.
如果是完整游戏的early access, Beta, or a demo,那算
如果可以从demo升级完整游戏,那算
如果是不能升级的demo才不算
Q: Does this affect WebGL and streamed games?
串流游戏或是WebGL的网页游戏有算吗
A: Games on all platforms are eligible for the fee but will only incur costs
if both the install and revenue thresholds are crossed. Installs - which
involves initialization of the runtime on a client device - are counted
on all platforms the same way (WebGL and streaming included).
只要游戏有牵涉到装runtime到使用者装置上,就有算
Q: Are these fees going to apply to games which have been out for years
already?
已经推出多年的游戏会算过去纪录吗
A: Yes, assuming the game is eligible and distributing the Unity Runtime then
runtime fees will apply. We look at a game's lifetime installs to
determine eligibility for the runtime fee. Then we bill the runtime fee
based on all new installs that occur after January 1, 2024.
对,过去的安装次数会算进总安装次数的计算
次数(以及收益)有达标的话你们2024年第一天起就要根据新安装次数付钱给我们了
杨桃沙真好喝