Unity Enterprise will include the Unity Asset Manager (120 GB of storage per seat, pooled for a team to share) along with an equal number of Unity DevOps seats with 5 GB of storage and 200 Windows build minutes, pooled for a team to share.Team Administration tools to manage access will also be included. Unity Pro will include the Unity Asset Manager (50 GB of storage per seat, pooled for a team to share), along with an equal number of Unity DevOps seats featuring 5 GB of storage and 200 Windows build minutes, pooled for a team to share.Unity Personal’s revenue and funding threshold will be increased from $100,000 USD to $200,000 USD and the use of the Made with Unity splash screen will be optional starting with Unity 2023 LTS. Unity Personal will include the Unity Asset Manager free tier (10 GB storage total), a maximum of three Unity DevOps seats featuring 5 GB of storage and 200 Windows build minutes, and Team Administration base roles.These are available to Unity subscription plans as part of Unity Cloud early access. Unity subscriptions now include better collaboration (Unity DevOps), cloud-based asset management (Unity Asset Manager) as well as role and access controls (Team Administration). We are also happy to work with you to identify the best way to approach estimating initial engagements for your game. We plan to provide more specific guidance on how you can find these numbers in publisher dashboards for the major distribution platforms. This list is not comprehensive, but submitting an estimate based on any of these metrics will be acceptable. This is also an acceptable estimate, it is an event that typically occurs only once for each end user. First-time user download: For a game with no up-front payment, distributors often provide the number of distinct user accounts that downloaded a game for the first time.Subtracting units where the end user requested a refund can make the estimate even more accurate. Number of units sold: For a game with an up-front payment, using the number of units sold is an acceptable estimate.Here are some examples of metrics that we recommend: The most appropriate approach to use will depend on your game and your distribution platforms. In practice, we do not expect most customers to measure initial engagements directly, but to estimate them using readily available data. For example, if they buy your game from two different app stores, then you would count and report the initial engagement once per store but if they buy your game from one app store and deploy it to two different devices, you would count and report the initial engagement once. By ‘in a distribution channel’, we mean that for a given end user, the Runtime Fee will be charged once for each method that they obtained the game. We use the term ‘for the first time’ because we do not want to charge you for players playing your game multiple times, reinstalling your game, or installing your game on extra devices.We use the term ‘end user’ because we do not want to bill you for activity from your development team, from automated processes, or other people who are not the actual players of your game.We use the word ‘legitimate’ because we do not want to bill you for activity from piracy, or from people obtaining the game fraudulently.You can count such a situation as if it was 1 player. We use the word ‘distinct’ because we do not want you to worry about situations where it is impossible to tell players apart, such as a game deployed in a public space (such as a trade show floor).To explain the definition in a little more detail: We define an "initial engagement" to mean: the moment that a distinct end user successfully and legitimately acquires, downloads or engages with a game powered by the Unity Runtime, for the first time in a distribution channel. When we first introduced the Runtime Fee policy, we used the term “installs” which the community found to be unclear so we’re using the term "initial engagement" as the unit of measure.
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