Also, Unreal takes a cut of your revenue. That used to sound like a bad thing, but it's great compared to Unity's new pricing.
How is that different from Unity's new pricing? Which appears to be a cut from your revenue after a $200,000 is sales.
With Unity's new plan, developers who use Unity's free tier of development services would owe Unity $0.20 per installation once their game hit thresholds of 200,000 downloads and earn $200,000 in revenue.
Or, directly from Unity's post on the matter (https://blog.unity.com/news/plan-pricing-and-packaging-updates)
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.
The biggest issue I can is that for the free tier (Unity Personal), the fee is fixed at $0.20 per sale/install regardless of numbers after $200,000/yr in sales, while the minimum paid version (Unity Pro, ~$2,000/yr) starts cheaper and decreases in per unit price as volume increases (and only kicks in at $1,000,000 in sales).
It seems that the best thing is just to upgrade to the paid version once you start hitting $210,000/yr in sales, which really shouldn't be a big deal.