The most appropriate approach to use will depend on your game and your distribution platforms. In practice, we do not expect most customers to measure initial engagements directly, but to estimate them using readily available data. For example, if they buy your game from two different app stores, then you would count and report the initial engagement once per store but if they buy your game from one app store and deploy it to two different devices, you would count and report the initial engagement once. By ‘in a distribution channel’, we mean that for a given end user, the Runtime Fee will be charged once for each method that they obtained the game.We use the term ‘for the first time’ because we do not want to charge you for players playing your game multiple times, reinstalling your game, or installing your game on extra devices.We use the term ‘end user’ because we do not want to bill you for activity from your development team, from automated processes, or other people who are not the actual players of your game.We use the word ‘legitimate’ because we do not want to bill you for activity from piracy, or from people obtaining the game fraudulently.You can count such a situation as if it was 1 player. We use the word ‘distinct’ because we do not want you to worry about situations where it is impossible to tell players apart, such as a game deployed in a public space (such as a trade show floor). To explain the definition in a little more detail: We define an "initial engagement" to mean: the moment that a distinct end user successfully and legitimately acquires, downloads or engages with a game powered by the Unity Runtime, for the first time in a distribution channel. When we first introduced the Runtime Fee policy, we used the term “installs” which the community found to be unclear so we’re using the term "initial engagement" as the unit of measure.
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