It seems they will just bill monthly on the net gain in installs.
They still avoid the topic of defining how a install is tracked (do reinstalls count?) and so far on their forum have not replied to it.
That would really suck for a small Unity dev to get screwed by a Windows update that forces reinstall of their users' game libraries - which isn't that uncommon.
Making the developer pay for user's hardware upgrades is still insane.
On the recent Intel platforms upgrading your CPU required upgrading your mobo too, and there are many people who upgrade almost every generation, i.e. 1-2 years. Burdening game developers with this is unjust. The engine fee should be tied to the game's purchase, or game related purchases(DLC, other paid content).
AMD also promised (iirc) that the AM5 will only be good for 2 generations.
Pretty trivial for a malicious user to spoof, but I wouldn't be surprised if it's something that calculates a new hardware id for trivial changes as we see so often with "don't install this on more than 1 computer" DRM implementations.
https://forum.unity.com/attachments/upload_2023-9-13_1-49-36...
> We are introducing a Unity Runtime Fee that applies to certain Unity subscription plans based on per-game installs across any Unity-supported game platform.
> An install is defined as the installation and initialization of a project on an end user’s device.
> Each time a game is downloaded, Unity’s runtime code is also installed. The Unity Runtime Fee goes towards the continued investment in that code to support the billions of devices served every month.