Why there's no number to find

Enterprise software pricing in this category — game engines, creative tooling, ad-tech infrastructure — is almost never published, and that's deliberate rather than an oversight. Vendors selling to studios of meaningfully different sizes, output volumes, and support needs don't want a rate card that either underprices a large account or scares off a smaller one before a conversation happens. Unity Playworks/Luna sits inside that same model: it's typically sold and supported as part of a broader Unity relationship, and the terms get shaped by account-specific factors that a static page can't capture.

That means any number you see quoted for it outside of an actual proposal from Unity — in a blog post, a "competitor pricing" table, or a forum thread — is either outdated, specific to one deal that doesn't generalize, or simply made up. This page won't add another guess to that pile.

What actually drives an enterprise quote in this space

Regardless of vendor, enterprise pricing for engine, build, or creative-production tooling tends to move on the same handful of levers:

  • Seat count and org size — how many creative producers, engineers, or QA staff need licensed access, and whether pricing is per-seat, per-org, or tiered by headcount bands.
  • Build or render volume — how many playable builds, exports, or renders your team produces per month. Volume-based tiers exist precisely because a five-person studio and a 200-person UA org impose very different load.
  • SLA and support tier — self-serve support versus a named account manager, guaranteed response times, and priority bug fixes all carry a real cost premium, and enterprise agreements are usually where that premium gets itemized.
  • Custom integration and infrastructure needs — on-prem or private-cloud requirements, custom build pipelines, SSO/security review, and legal/procurement overhead (MSAs, DPAs, security questionnaires) all add negotiation time and often add cost.
  • Contract length and commitment — annual versus multi-year terms, minimum commitments, and whether the deal is bundled with other Unity products all shift the final number in ways a published price sheet never reflects.

None of this tells you what Unity will actually quote — only Unity's sales team can do that, based on your specific seat count, volume, and support requirements. If you're evaluating Playworks/Luna at enterprise scale, the only reliable next step is to contact Unity directly and get a proposal scoped to your org. Anything else is a guess dressed up as a number.

Worth separating: a Playworks/Luna enterprise quote is priced around your relationship with Unity's engine and tooling as a whole. If the specific problem you're trying to solve is narrower — getting the same Unity-built playable packaged correctly for every ad network you run — that's a much smaller, much more concretely priced problem, and it's worth pricing separately before it gets folded into a bigger negotiation.

The narrower question: are you pricing an engine, or a packaging problem?

Playworks/Luna builds the playable inside Unity. What it doesn't do is adapt that one export to each ad network's own packaging rules — a different click-through API, asset-embedding requirements, and size limits. See what that manual work actually involves for the specifics. If most of what's pushing your team toward an "enterprise" conversation is volume of multi-network output rather than a need for deeper engine access, support, or infrastructure, that's a problem with a real, published price today — not a custom quote you have to negotiate for.

PlayableKit's Enterprise plan: the concrete alternative

PlayableKit is a separate tool from Playworks/Luna, not a replacement for it — you still build in Unity. It picks up after the export, converting one Playworks/Luna ZIP into a compliant package for every network you target. Its own plans, including its Enterprise tier, are structured the same way most serious B2B tools structure this: transparent self-serve pricing up to a point, then a custom conversation once your needs stop fitting a fixed tier.

PlanPriceBuilds/moSeatsNetworks
Starter$400/mo501Google Ads, Meta, AppLovin, Unity Ads
Studio$560/mo1001All networks
Scale$800/mo3002All networks
EnterpriseCustom — contact salesUnlimitedCustomAll networks

PlayableKit's Enterprise tier is unlimited builds, custom seat counts, dedicated support, and dedicated infrastructure, priced for your org after a conversation with sales — the same shape as any real enterprise agreement, just scoped to the specific job of multi-network playable conversion rather than an entire engine relationship. If you're already past the Scale plan's 300 builds/month or two seats, or you need SLA-backed support and infrastructure guarantees, that's exactly the conversation to have.

See the full breakdown of what's actually included at each tier on the Unity Playworks/Luna pricing page, and the underlying case for why teams look for this at all on Is Unity Playworks/Luna Worth It?