You seem to have pulled this number out of thin air, and I cannot see a scenario where this is true.
Let's pretend you sell 300,000 units at $0.99 with the Unity Personal Plan.
Units: 300,000
Gross: $297,000
Unity Fee: $20,000
That puts unity at 6.7%. The issue isn't Unity, it's the developers bad business model for charging $0.99 while opting to use Unity.Why? Could you explain why 300k units w/ $200k gross would be impossible?
Is it not legal to sell unity games below $0.99 each, maybe not even in other currencies?
I'd rather be enlightened than shit upon if there's a reason I'm missing why the worst case scenario is 6.7% and not the apparent 10%.
You could also add to that why 6.7% is now possible which is more than 2x the 1-3% from earlier?
Why do you say you "pretend" in your numbers and accuse me of pulling numbers out of thin air with the technical worst case scenario?
> Why do you say you "pretend" in your numbers
Where did you pull 10%, happy to go over your math/model.
The example numbers I posted would give 10%.
The pricing was easy enough that the 10% worst case could easily be pulled from it.
I wouldn't trust the numbers from someone who needed a model to go over to see that and I seriously thought you were joking about not getting where the 10% worst case was from.
From https://www.statista.com/statistics/263797/number-of-applica...:
> As of July 2023, nearly 97 percent of apps in the Google Play app store were freely available
I don't think "arbitrarily" is the right word to use here. Your mental model might have been $0.99 as the pricing floor, but that mental model does not represent the reality of mobile app stores. Paid apps are a minority on both iOS and Android, the dominant revenue model for mobile games is to offer free downloads/installs with advertising and in-app purchases.
Your "mental model" didn't consider 80% of the market by revenue?