![]() ![]() $32.7M (9%) from Strategic Partnerships & Other (Unity Asset Store and Verified Solutions Partners).$101.8M (29%) from Create Solutions (products and consulting for content creation), two-thirds of which is from Unity Pro subscriptions.$216.9M (62%) from Operate Solutions (products for managing and monetizing content), the “substantial majority” of which is from the ads business.During the first half of 2020, revenue by segment broke down to: In Part 1, I explained each of Unity’s 7 main revenue streams. Unlike many other Western tech companies (and game publishers), Unity operates freely in China, where it has built a large sales and professional services team over the last three years. The geographical source of Unity’s revenue in 2019 was: 34% EMEA, 28% US, 21% APAC (ex China), 12% China, and 5% Americas (ex. The company has cumulatively lost $569 million up to this point, including a $163 million net loss in 2019.The company has gross margins of about 79%, although costs are overwhelmingly centered in R&D and sales & marketing which account for 47% and 32% of revenue, respectively.It hit $351 million in revenue by June 30 this year that pace suggests a 2020 total around $700-750 million (+30% year over year). Revenue grew 42% year over year from $381 million in 2018 to $542 million in 2019 with operating losses of $130 million and $150 million respectively.Key financial metrics from the S-1 filing: (This post was originally published on TechCrunch) What are Unity’s financials? In Part 1 of my outline on Unity ahead of its IPO, I explained the scope of its multidimensional business, its R&D efforts and competitive positioning, and its grand vision for powered interactive 3D content across every industry. Part 2 digs into Unity’s financials and how it is marketing its public listing, and frames both the bear and bull cases for its future.
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