Seems like an unattractive pricing model for developers.
Why would you tie your pricing to something like installs, which is completely unrelated to the profits the game is making.
This just means that developers will still have to pay install fees for their old games, as people re-install them on different machines, while not making a lot of profits in sales from that game anymore. Developers might be incentivized to remove older games from libraries like steam.
You just have to pay the runtime fee, in the following conditions:
"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."
Comparing with Unreal that take 5% from your profit, if your game makes more than 1,000,000 USD, Unity still cheaper
Why would you tie your pricing to something like installs, which is completely unrelated to the profits the game is making.
This just means that developers will still have to pay install fees for their old games, as people re-install them on different machines, while not making a lot of profits in sales from that game anymore. Developers might be incentivized to remove older games from libraries like steam.