EDIT: also, it's LGPL or $80/developer-month, not and. I don't see anything about royalties. And considering the GPL doesn't apply until you start distributing the software, you don't need to spend that money during development. You can wait to license when you release and start getting revenue.
This was quite a confusing policy in some ways. I think in practice they expected to resolve such situations by backdating payments for the commercial licence to cover the development period.
(Edit: from https://www.qt.io/faq/#_Toc_3_13 it looks like the policy is unchanged but the wording around it has been softened a bit to encourage negotiation)
Or that you develop for 12 months and get a commercial license the last month,, when its going to be released.
The important part is once you realize you have the wrong license you contact sales admit your mistake and make a good faith effort to correct things.
That's for Qt for Devices. Conditions aren't public, but: "To learn about Qt for Device Creation pricing – developer licenses and embedded device distribution fees – start the conversation now"
also, it's LGPL or $80/developer-month, not and.
It's actually more like $300/dev/month unless you qualify as a startup.
Last time we quoted for our smallish product (1-2K EAU), Qt wanted $5 or $6/unit, purchased in blocks of 1,000 licenses at a time. That was too much of a hit on our BOM, so we went LGPL and haven't looked back.
I wish there was a FAQ with easy answers like "If you write an iOS app with Qt, you can close the source if you pay us a license fee" or something along that line.
IIRC, Xamarin had similar problems, but that went away when they were purchased.
No, only "re-link-ability" is required, thus you can dump only obj files somewhere.
They don't make FAQ about this, because they don't want to publicly state that it is possible to use free Qt for commercial mobile apps.
It suggests that LGPL + iOS app store is not OK, but doesn't fully explore why not.