
Unity Ads
- Features
- Ease of use
- Ease of management
- Quality of support
- Affordability
- Market presence
- Arts, entertainment, and recreation
- Information technology and software
- Education and training
What is Unity Ads
Strong fit for mobile games
Integrated monetization toolchain
Mobile-focused measurement and controls
Best value within Unity ecosystem
SDK and policy dependencies
Revenue variability by demand mix
Plan & Pricing
Pricing model: Pay-as-you-go / auction-based (advertisers pay via CPI, CPM, CPE, or other campaign bidding models; publishers earn via revenue share).
Free tier / plan: Unity Ads SDK and Monetization integration — no upfront subscription fee; developers can "get started for free" and integrate the SDK without a paid plan.
Advertiser costs (as described on Unity official site): Advertisers are charged using auction/pricing models such as cost-per-install (CPI), cost-per-engagement (CPE), cost-per-mille (CPM) or similar; Unity does not list fixed, public per-unit prices on the product pages (pricing is campaign/bid-dependent).
Publisher revenue model: Monetization is based on a revenue share with Unity (no fixed publisher subscription fee listed).
Examples / notes from official docs:
- Unity product pages and docs state advertiser billing points include completed views, clicks, and installs (CPI/CPE/CPM).
- Unity Gaming Services pricing page lists Ads/Monetization as "Revenue share" and User Acquisition as "Cost per install (CPI)" rather than giving fixed rates.
Contact / custom pricing: For large-scale or enterprise arrangements Unity directs customers to contact sales/support for details and bespoke options.