
The picture
Unity's own Unity Industry page, as retrieved 16 September 2026, displays a headline annual plan price of '$4,950.00/yr per seat' beside a 'Choose plan' button. The same page's own FAQ section, a few paragraphs below that price, answers the question 'How much does Unity Industry cost?' by stating: 'For seat-based and floating license pricing, contact Sales. For more information on consumption-based pricing, visit Plans and Pricing.' The page also states the tier's eligibility test: a company outside of games or entertainment whose total finances exceed $1,000,000 USD is directed to Industry rather than Unity Pro or Unity Enterprise.
What the documents show
A single Unity page states both a specific published number and, in its own FAQ, that the real price requires a sales conversation; the two statements sit on the same document and are not presented as contradicting one another, but a buyer relying on the headline figure alone would not know it is qualified by the FAQ beneath it. Unity's separate pricing-updates page shows the company's graduated revenue-tier structure for its other plans: Unity Pro required above $200,000 in combined annual revenue and funding, Unity Enterprise above $25 million - a multi-step structure that contrasts with Epic's single flat $1,000,000 threshold for Unreal Engine's equivalent exemption, documented elsewhere in this batch. Neither Unity page states that the $4,950 figure was ever removed and later restored; this entry reports only what both pages state as retrieved, not a history this research could not verify.
What it is allowed to decide
A published price sitting beside a sales-contact requirement is a commercial and provenance fact: it affects how confidently a studio can budget, not whether a real-time visualization is technically correct. This supports class 3, commercial, at most. It holds Provenance to the extent the page discloses both figures plainly. It does not hold Auditability: neither page states whether a seat price, once negotiated through sales, is documented or reproducible for a future audit of the same purchase.
The disclosure label
A disclosure travelling with a Unity Industry budget line would read: cost estimate based on Unity's own published $4,950 per seat per year headline figure, qualified by the same page's FAQ directing seat-based and floating-license buyers to contact sales, both as retrieved 16 September 2026; Provenance held for the stated figures, Auditability not established for any subsequently negotiated price; asserted by whoever prepared the budget.
- Was the $4,950 headline figure treated as the actual quote, or has sales already been contacted for the real seat price?
- Does the project's classification as outside of games or entertainment actually route it to Industry rather than Pro or Enterprise?
- How does a graduated revenue-tier structure like Unity's change vendor selection compared with a flat single threshold like Epic's?
Editorial reading: a headline price sitting next to a contact-sales instruction on the same page is worth flagging as a procurement risk in its own right, independent of whether a final negotiated number turns out higher or lower.
Sources & reading trail
States the $4,950 per seat per year headline price, the FAQ directing seat-based and floating-license buyers to contact sales, and the $1,000,000 revenue eligibility test.
Source published: Not established · Retrieved: 16 September 2026
States Unity's graduated revenue-and-funding thresholds for Unity Pro ($200,000) and Unity Enterprise ($25 million), for contrast with Industry and with Epic's flat threshold.
Source published: Not established · Retrieved: 16 September 2026
Documentation, handbooks, rulings and records establish the entry; the authority reading and the disclosure label are Previs Office editorial analysis. This retrospective draft does not imply the site published on the event date.