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  • Morpheus Platform Documentation
  • What is Morpheus Platform?
    • Glossary
    • Interoperability
    • Support
    • EULA
  • Firewall Problems
  • CREATION
    • Unreal Development
      • Get Started
        • Download the Editor
        • Upload Content
        • Creating your Own Map
        • Morpheus Base Project
        • Differences from Unreal
          • Character Configuration
        • Morpheus Networking
          • Introduction to Morpheus Networking
          • Network Levels
          • Replicated Properties
          • RPCs
          • Morpheus Render Targets
          • Morpheus Array
          • Networking FAQ
          • Replicating Sublevels
      • Editor Versions
      • Performance Guarantees
      • Features & Guides
        • Example Plugin
          • Nameplates
          • In-Game Roles
          • Resizing
        • Actor Pooling
        • Audio
        • Avatars
          • Creating an Avatar
          • Attachments
            • MML Attachments
          • Custom Animation Variables
          • Importing an NFT Collection
          • Capsules and Mesh Transforms
        • Bots
        • Chat
          • Unreal Text Chat
        • Control Panels
          • Control Panel Configuration
          • DJ Booth Mission Control
          • Observer Controls
        • Crowd Audio
        • Crowd Rendering
          • Legacy Animated Crowd
            • Animated Crowd Console Commands
            • Attaching static meshes to crowd members
          • Crowd Materials
          • Performance Parameters
          • Live Config Settings
          • Crowd Animation
            • Crowd Anim Blueprint
              • User Guide - Crowd Anim Blueprint
              • Reference Guide - ABP Nodes
                • Animation Playback
                • States and State Machines
                • Variables
                • Transitions
                • Special
                • Blends
                • Additional Notes
        • Helpers & Extras
          • "Instanced Objects" in Blueprints
          • Objects with "world context"
          • Making DataAsset classes
          • Duplicate Objects
          • The Bootflow Subsystem
          • The "Wait For Condition" System
          • Advanced Graphics Settings
          • Listening to Inputs on UObjects
          • Morpheus UserID
          • World Services
          • M2Extras: Skins System
        • Loading Screen
        • Live Config
          • Editing for a World
          • Editing Locally
          • Default Settings
          • Accessing via Blueprint
          • Adding New Settings
          • Overriding Defaults
          • Using Arrays
        • MML
        • Motion Capture
        • Networking
        • Notifications
        • Raycastable Crowd
        • Singletons
        • Streaming & Multiplatform
          • GFN on Mobile
        • UI
          • "UI Mode"
        • User Collections
          • Creating a New Object Definition
          • Accessing from Unreal
            • Creating Objects Definitions
            • Transfer Objects
            • User Collection Views
            • Receiving Updates
        • Video Players
          • Embedded Video Player
          • Millicast video streaming
            • How to Setup an In-Game Video Stream
            • Picture-in-Picture mode
          • Streaming Video Player
            • How to Setup a URL Video Player
            • Picture-in-Picture mode
        • Visual Debugging
          • Inspector
        • Web UI
        • Online Services
          • KV Store Service
        • Web Requests
          • Http Requests
            • Legacy HTTP Nodes
          • JSON Handling
          • WebSockets
          • Identity Validation
          • Allowed External URLs
          • Walkthrough Example
            • Example Counter Service
        • World Travel
          • World Travel in the Editor
        • Avatar Physics Assets
        • Action Gameplay Helper Components
      • Workflows
        • Upgrade the Editor
        • Editing Project Settings
        • Profiling
        • Marketplace Importing
        • Extra Workflows
          • Setup Play-in-Editor
          • Setup Local Asset Validation
          • Adding Gameplay Tags
          • Validating Game Assets
          • Custom Connection Modes
          • Connect Editor to a World
          • Common Issues
      • Best Practices
    • Worlds
      • Invite Players
        • Setting Role Groups
      • Persistent Worlds
      • Always on Worlds
    • Running Events
      • Large Scale Events - Checklist
      • Anti-Cheat (EAC)
      • Player Entry
        • React Native
        • Steam
        • Hardware Requirements
      • Broadcast
        • OBS Integration
      • Failover
      • Capacity and Queue Management
  • ADMINS
    • Access Control
      • Add Metaverse Contributors
      • Create a New Project
    • Pricing
      • Development Support
      • Included Usage & Overages
      • Cloud Streaming
      • Access Modes
      • War Room Support
      • Platform SLA
    • Settings
      • Projects
  • APIs and Tooling
    • API Reference
      • Accounts
      • Events
      • Key/Value Store
      • Organizations
      • Realtime
      • User Profile
      • World Builder
      • Worlds
    • Template Web App
      • Moderation
    • Pixel Streaming
    • Launcher
  • Integrations
    • Analytics
      • Send Events from Web
      • Send Events from Unreal
    • Chat
      • Integrate Pubnub with your Unreal Project
      • Add Moderation to Chat
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On this page
  • Enterprise Support
  • Enterprise Support Rate Card
  • Development Support Examples
  • Development Support SLA

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  1. ADMINS
  2. Pricing

Development Support

There are 3 tiers of support offered.

Community

Direct contact

Enterprise

Free

$750 per month*

Contact us (min 0.5 FTE*)

Communication

Discord

Email

Slack Channel + calls

Helpdesk tickets

No

5 concurrent tickets**

∞

Response time***

n/a

24 hr

2 hr

Multi-project support

No

No

Yes

Account manager

No

Pooled

Designated

Solutions architect

No

No

Yes (monthly rates)

Product roadmap sessions

No

No

Yes

Access to technical services

No

No

Yes (monthly rates)

*Minimum term is 3 months

Enterprise Support

For Enterprise Support customers, a package is constructed to the customer’s requirements. This may be a cross functional team that includes solutions architects and engineers from multiple disciplines.

The package will include a committed spend on a monthly basis for a number of FTEs (e.g. 2.5 FTEs). This number of FTEs is a pooled number across the different disciplines that make up the package. This means that the exact mix of the types of work and disciplines of staff can shift from month to month as projects are completed and new requirements arise.

There is the option to augment the package with subject matter expert specialists who can be brought in on a per-day basis for highly complex or novel solutions work.

The minimum commitment size for enterprise dev support is 0.5 FTEs ($15,000 per month total).

Enterprise Support Rate Card

$30k per FTE-month

$3k daily specialist rate

Development Support Examples

Example 1 - Customer has strong technical capability across web + Unreal development; customer has a single smaller sized project.

Direct Contact Support

$750 per month

Example 2 - Customer has a single project and wants some hands on support inside their codebase.

Enterprise Support

Slack, Acc. mgmt, helpdesk - $0 0.5 FTE - $15,000 per month

Example 3 - Customer has multiple projects in parallel, some of which are large.

Enterprise Support

Slack, Acc. mgmt, helpdesk - $0

Team of 4 FTEs - $120,000

  • 1-2 FTEs support eng

  • 2-3 FTEs solution dev

Development Support SLA

Direct Contact

Enterprise

Support Requests Time to Initial Response

Standard Requests

<24 hours

<4 hours

Urgent Request (Live, Blocker, Critical)

<24 hours

<2 hours

Support Requests Update Frequency

Standard Requests

n/a

Every 48 hours

Urgent Request (Live, Blocker, Critical)

n/a

Every 24 hours

Support is available during working hours: 10AM - 5PM UK Time

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Last updated 13 days ago

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