The Redesigned Offerwall Monetization Dashboard: What's New and Next
Tapjoy from Unity's offerwall is equipped with economy optimization features designed to increase the impact of publishers' offerwall integrations. In order for publishers to get the most out of these optimization features, we have made a significant investment in rebuilding the offerwall publisher dashboard from the ground up to provide a cohesive and holistic view.What's new for publishersThe new dashboard introduces a suite of new features to improve monetization. These include new reporting tools and metrics to help publishers arrive at deeper insights:- Partner and app overview: Analyze your data in detail with advanced filtering, break-by dimensions, and dynamic visual reports.- New app-level metrics: Get a clearer understanding of the funnel and areas for improvement with metrics like Daily Active Users (DAU), Daily Unique Viewers (DUV), and Daily Unique Converters (DUC).- Redesigned Placement Page: See a clear bird's-eye view of your offerwall monetization across all entry points, making it easier to monitor and manage.- Refreshed A/B testing flow: Set up and run tests more simply and intuitively. Once tests are complete, publishers will now be able to view outcomes directly from the App and Content Overview page.New dashboard availability and what's nextThe new dashboard is now available for all partners. To try it out and test the new features, simply log in to the Tapjoy dashboard here. Please note that the legacy Tapjoy publisher dashboard will be deprecated at a later date. You can continue to use your existing login credentials to access the new dashboard. |
5 top trends redefining industry in 2026
Over the past decade, immersive technology has quietly moved from experimental lab projects to everyday infrastructure. What started as one-off demos in R&D centers is now shaping how cars are designed and marketed, how hospitals train clinicians, how factories are commissioned, and how customers shop online.As we look to 2026, one thing is clear: we've entered a convergence era. Real-time 3D, extended reality (XR), and artificial intelligence are no longer separate innovation streams. Combined with a sharpened focus on sustainability, they're becoming the foundation of how leading organizations design, operate, and grow.That's the story at the heart of the Unity Industry Trends Report 2026.This year's report brings together perspectives from 14 Unity customers and partners across manufacturing, automotive, healthcare, aerospace, retail, sports and entertainment, and geospatial technology. Rather than speculating about the future, they share what's already working and producing remarkable results - and where they see the biggest shifts coming next.Below is a glimpse of the top 5 key trends we've identified for 2026 based on these expert industry insights.1. Shift from experimentation to executionFrom pilots to production: virtual-first becomes the defaultFor years, immersive tech lived in the "pilot graveyard": impressive proofs-of-concept that never quite scaled.That's changed.In the report, you'll see how manufacturers, healthcare, and automotive leaders are embracing virtual-first system engineering and simulation, reducing commissioning time, expanding clinical capacity, and transforming how complex systems are designed, validated, and brought to market. You'll learn how industry experts are:Slashing commissioning time by 30-50%.Reducing scan time for medical examination by over 50%.Running thousands of "what if" scenarios safely and sustainably.Accelerating clinical training and diagnostics.Aligning dispersed engineering, operations, and customer teams around a shared virtual reference.The result? Shorter time-to-market, fewer surprises on the factory floor, expanded clinical capacity, and more time-and cost-efficient product training with hardware that hits the ground better tested from day one. 2. AI + XR: Powering the next generation of experiencesIntelligent immersion, not just visualizationAnother clear signal from this year's contributors: XR is no longer just a new screen. When combined with AI, it becomes an intelligent interface that understands context and responds in real time.In the report you'll find examples like:Industrial human-machine interfaces where faults appear directly on 3D machines, with AI surfacing the right procedures at the right moment.Sports and entertainment experiences where "infinite stadiums" adapt to each fan, both in-venue and remotely.Indoor cycling and fitness platforms that generate photorealistic 3D routes from real-world footage and tailor training plans to each athlete. These are experiences built on Unity's real-time 3D engine and increasingly enhanced by AI, systems that learn from data, adapt to users, and quietly make complex decisions feel simple.3. Immersive training for skills: Upskilling & reskillingImmersive training at scale: from hospitals to orbitSkills gaps, safety requirements, and workforce churn are putting pressure on traditional training models. Contributors from healthcare and aerospace show how immersive training is shifting from "nice to have" to mission-critical.Highlights from the report include:Healthcare organizations using VR to train nurses and clinicians in realistic, high-stakes scenarios - while capturing objective performance data rather than relying on subjective assessments.How VR training is improving performance by 230% compared to traditional methods.Space agencies and partners using XR simulators to prepare astronauts for zero-gravity locomotion and complex tasks aboard the International Space Station.These stories share a common pattern: safer practice, more repeatable training, and richer data for leaders who need to understand where their teams are truly ready - and where they're not.4. Democratization of 3D data across teams for improved accessibility and collaborationFrom specialist tools to shared languageA recurring theme across industries is the need to get more people, not just more specialists, involved in 3D workflows.In the report, you'll see how organizations are:Turning massive CAD, BIM, and geospatial datasets into living digital twins that anyone can explore.Giving designers, trainers, and subject-matter experts the ability to create interactive experiences without writing code.Reusing the same real-time 3D assets across product design, training, marketing, and service.This is where the Unity Industry ecosystem: solutions like Unity Studio, Unity Asset Manager, Asset Transformer, and Unity AI, come into play. Together, they help teams move from static files scattered across departments to a shared, real-time 3D foundation that supports collaboration at scale.5. Tech for good: Implementing sustainable practicesSustainability and safety as core outcomesFinally, the report surfaces a powerful throughline: sustainability is no longer separate from productivity and safety.By shifting testing, training, and customer decision-making into virtual environments, companies are:Reducing physical prototypes and rework.Cutting travel for commissioning, training, and troubleshooting.Designing safer machines and work environments before they're built.From "safe-by-design" industrial systems to smarter, more sustainable commerce experiences, the organizations featured here show how immersive tech and AI can drive environmental and social impact alongside financial returns.Why this report, and why now?The Unity Industry Trends Report 2026 is not a technology brochure. It's a snapshot of how leaders across sectors are closing the gap between vision and value with real-time 3D and AI, built on Unity.If you're wondering:How do we move beyond pilots and scale immersive solutions?Where are peers in my industry actually seeing ROI today?What are some best practices and real-world use case examples I can take inspiration from?What capabilities will define competitive advantage in 2026 and beyond?...this report is for you.We're still early in the convergence era, but the direction of travel is clear.The next wave of industry leaders will be those who can turn immersive, AI-driven, sustainable solutions from isolated projects into the backbone of how their organizations operate.Explore what they're building - and what you could build next.Download the Unity Industry Trends Report 2026 to read the full stories and dive deeper into each trend. |
Games made with Unity: 2025 in review
2025 was a great year for the Unity community. From ambitious new titles like Jump Space, to breakout hits like Megabonk or Schedule 1, to the long-awaited historical release of Hollow Knight: Silksong, it's been a fun year watching and celebrating what the Unity community put out in the world. Along the way, we tried to do our part by highlighting and celebrating that work, from cheering on the IGF Award winners at the start of the year to hosting our first-ever Steam Sale for the Unity Awards.
We spent the year trying to spotlight that work where we could, and this post is a recap of some of those Unity-made releases.IGF Awards
Huge congrats to all the IGF finalists, especially the games made with Unity that dominated the awards this year - including Consume Me, which took home three wins! Fresh off their Audience Award win at the IGF Awards, The WereCleaner team joined us on stream. Check it out:Made with Unity Steam Curator Page
Be sure to stay up to date with the latest Unity creations on Steam by checking out our Steam Curator page.Working on a game in Unity? We'd love to help you spread the word. Be sure to submit your project.Without further ado, to the best of our abilities, here's a non-exhaustive list of games made with Unity and launched in 2025, either into early access or full release. Add to the list by sharing any that you think we missed.Match-3 survival horror comedy RPG MatchroidvaniaCreepy Redneck Dinosaur Mansion 3, Strange Scaffold (April 22)ActionTerminator 2D: NO FATE, Bitmap Bureau (December 12)Escape From Duckov, Team Soda (October 16)Shotgun Cop Man, DeadToast Entertainment (May 1)Deliver At All Costs, Studio Far Out Games (May 22)Gorn 2, Cortopia, Free Lives (April 17)THE DARK SIDE OF CECLON, SOLIDS Studio (January 20)Butcher's Creek, David Szymanski (January 23)ReSetna, Today's Games (January 31)Grapples Galore, Zoteling (February 7)
METAL SUITS: Counter-attack, Eggtart Inc (February 13)LIZARDS MUST DIE 2, the Bratans, Smola Game Studio (March 7)Castle Of Alchemists, Team Machiavelli (April 10)Knock'Em Out, BBear Studio (April 17)CyberCorp, Megame LLC (April 22)Badlands Crew, Runner Duck (April 28)Pipistrello and the Cursed Yoyo, Pocket Trap (May 28)Astro Prospector, Incrementalist (July 14)Mage Arena, jrsjams (July 24 - early access)FUMES, FUMES team (July 28 - early access)NINJA GAIDEN: Ragebound, The Game Kitchen (July 31)Stick It to the Stickman, Free Lives (August 18 - early access)The Knightling, Twirlbound (August 28)Jump Space, Keepsake Games (September 19 - early access)Onirism, Crimson Tales (October 23)Mech Havoc, Mid Development (October 27 - early access)Brush Burial: Gutter World, Knife Demon Software (November 19)Astro Prospector, Incrementalist (July 14)FUMES, FUMES team (July 28 - early access)Bullet HeavenJotunnslayer: Hordes of Hel, Games Farm, ARTillery (September 3)Deep Rock Galactic: Survivor, Funday Games (September 17)Megabonk, vedinad (September 18)Whisker Squadron: Survivor, Flippfly LLC (February 20)Rogue: Genesia, Ouadi Huard (March 7)Fur and Fables, Double Crow Games (April 3 - early access)Nautical Survival, Idan Rooze (April 9 - early access)Conquest Dark, Eldritch Sword Games (April 30 - early access)Broventure: The Wild Co-op, Alice Games (May 15)Tower of Babel: Survivors of Chaos, NANOO (May 19 - early access)Bioprototype, Emprom Game (May 19)Gunlocked 2, FromLefcourt (August 21 - early access)Book Shooter, SOS GameLab. (August 22)Machick 2, Deadpixel (September 10)Frogmageddon, Frog Mage Udon, Sunset Dreamland (November 6)Shard Squad, The Root Studios (November 10)Power Fantasy, Lava Lamb Games (December 4)Cards, dice, and deckbuildersDeath Howl, The Outer Zone (December 9)Monster Train 2, Shiny Shoe (May 21)XIII - A Final Game of Tarot With Death, Indigo Dreams (January 9)Pairs & Perils, Little Horror Studios (January 20)None Shall Intrude, Aeterna Ludi (January 21)Die in the Dungeon, ATICO (February 21 - early access)Knights in Tight Spaces, Ground Shatter (March 4)Dice Eater: A Supernatural Mystery Card Game, Team Tetrapod (March 11)Kingdom of Cards, Rubber Duck Games (March 24 - early access)DEMONS, Andrew Fender, Alastair Headden (March 25 - early access)Bramble Royale: A Meteorfall Story, Slothwerks (March 26)LONESTAR, Math Tide (April 3)Call of Clans, Call of Clans (April 7)Throne of Bone, Windmill Slam (April 22)Skogdal, Erlend Kirkeboe, Kay Arne Kirkeboe (April 28)Into the Restless Ruins, Ant Workshop Ltd (May 15)Luck & Loot, SMARTcreative (August 1)Sizzle & Stack, Arvis Games (August 5)Rogue Hex, Topstitch Games (August 9)Rana Card, VisionRana (September 16)Cubic Cosmos, Inkstone Atelier (September 17 - early access)DOG WITCH, Heckmouse (November 5)Into The Grid, Flatline Studios (November 10 - early access)Cross Blitz, Tako Boy Studios LLC (November 24)Dogpile, Studio Folly, Toot Games, Foot (December 10)Casual, rhythm, and partyLEGO® Party!, SMG Studio (September 30)UNBEATABLE, D-CELL GAMES (December 9)Among Us 3D, Schell Games, Innersloth (May 6)Rift of the NecroDancer, Brace Yourself Games, Tic Toc Games (February 5)Mika and The Witch's Mountain, Chibig, Nukefist (January 22)Bao Bao's Cozy Laundromat, Destroyer Doggo (March 6)Spilled!, Lente (March 26)Vaporwave Pinball, Jamie D, Mixtape Games UK (April 4)Pilo and the Holobook, Mudita Games (April 10)Lose Ctrl, Play From Your Heart Ug (haftungsbeschränkt) (April 15)Polterguys: Possession Party, Madorium Ltd (April 17)Laser Battle Cats - travel & destroy!, HowDeerYou (April 18 - early access)Ithya: Magic Studies, BlueTurtle (May 7)Kulebra and the Souls of Limbo, Galla (May 16)Bugtopia, Nocturnal Games (May 21)Kabuto Park, Doot, Zakku (May 28)Dunk Dunk, Badgerhammer Limited (May 8)POPUCOM, Hypergryph (June 1)Stronghold Crusader: Definitive Edition, FireFly Studios (July 15)Park It!, Mishleto (July 28)Tiny Terraces, VuVuu (July 31 - early access)Ratatan, TVT Co. Ltd., Ratata Arts (September 18 - early access)HYPERBEAT, Alice Bottino, Chancellor Wallin (October 22)NoSlack Pets: Lo-Fi Paws, Lynkpin Game (November 3)Desktop Defender, Conradical Games (November 4)Restaurats, toR Studio (November 7)THRASHER, Puddle (November 7)Rhythm Doctor, 7th Beat Games (December 6)City and colony builderFarthest Frontier, Crate Entertainment (October 23)The Wandering Village, Stray Fawn Studio (July 17)Airborne Empire, The Wandering Band LLC (January 13 - early access)Tiny Kingdom, neltile (January 30)Mini City: Mayhem, Rogue Duck Interactive, cukuto (February 17)Microtopia, Cordyceps Collective (February 18)Time to Morp, Team HalfBeard (March 6)Terraformers, Asteroid Lab (March 9)HEXAROMA: Village Builder, Almost a Game Company (March 10)KAISERPUNK, Overseer Games (March 21)Edge Islands, LS Games (March 24)Roman Triumph: Survival City Builder, Coreffect Interactive (April 3 - early access)Synergy, Leikir Studio (April 16)Havendock, YYZ Studio (April 22)MEMORIAPOLIS, 5PM Studio (April 30)Darfall, SquareNite (May 8)Preserve, Bitmap Galaxy (May 15)Worshippers of Cthulhu, Crazy Goat Games (May 22)City Tales - Medieval Era, Irregular Shapes (May 22 - early access)Kity Builder, Sambero, irx99, YerayToledano, Juan Hust (June 17)ISLANDERS: New Shores, The Station (July 10)Fill Up The Hole, Fluffy Lotus (July 17)Star Birds, Toukana Interactive (September 10 - early access)Twinkleby, Might and Delight (September 23)Becastled, Mana Potion Studios (October 22)Super Fantasy Kingdom, Super Fantasy Games (October 24 - early access)ComedyWhile Waiting, Optillusion (February 5)Turbo Dismount® 2, Secret Exit Ltd. (January 23 - early access)Pick Me Pick Me, Optillusion (May 28 - early access)Cheese Rolling, The Interviewed (August 19)Dinocop, Pieces Games (November 6)Tingus Goose, SweatyChair (December 1)Experimental or surrealistENA: Dream BBQ, ENA Team (March 27)Extreme Evolution: Drive to Divinity, Sam Atlas (January 16)NIDANA, lvl374 (July 28)ExplorationLEGO® Voyagers, Light Brick Studio (September 15)Herdling, Okomotive (August 21)Baby Steps, Gabe Cuzzillo, Maxi Boch, Bennett Foddy (September 23)Once Upon A KATAMARI, RENGAME (October 23)FPSForefront, Triangle Factory (November 6 - early access)Moros Protocol, Pixel Reign (September 18)BOWLOUT, Sep Horsthuis, Quint Winter (January 7)Arken Age VitruviusVR (January 16)Cheaters Cheetah, Acmore Games (March 10)GRIMWAR, BookWyrm (May 16)Bloodshed, com8com1 Software (May 22)Noga, Ilan Manor (May 30)Mycopunk, Pigeons at Play (July 10 - early access)INCISION, SmoothBrainDev (August 28)PIGFACE, titolovesyou (September 18 - early access)Moros Protocol, Pixel Reign (September 18)Darkenstein 3D, Rowye (October 21)Forefront, Triangle Factory (November 6 - early access)7 Days Blood Moons, iLLOGIKA (November 4 - early access)HorrorNo, I'm not a Human, Trioskaz (September 15)Total Chaos, Trigger Happy Interactive (November 20)Kiosk, Vivi (January 28)Little Lighthouse of Horror, Codiwans (January 28)Studio System : Guardian Angel, alreti circle (February 4)Blood Typers, Outer Brain Studios (February 20)Moonbase Lambda, Thunderfox Studio (March 6)Lost Lullabies: The Orphanage Chronicles, Pugsy Studios (March 7 - early access)The Children of Clay, Balazs Ronyai (March 7)ORDER 13, Cybernetic Walrus (March 10)Centum, Hack The Publisher (March 11)LiDAR Exploration Program, KenForest (April 2)White Knuckle, KenForest (April 17 - early access)The Boba Teashop, Mike Ten (April 21)Out of Hands, Game River (April 22)Darkwater, Targon Studios (April 22 - early access)One-Eyed Likho, Morteshka (July 28)Whisper Mountain Outbreak, Toge Productions (August 11 - early access)Vigil, Singularity Studios (August 15)Eclipsium, Housefire (September 19)It Has My Face, NightByte Games (September 23 - early access)CARIMARA: Beneath the forlorn limbs, Bastinus Rex (October 6)House of the Vigil, Zapster (October 15)Amanda the Adventurer 3, MANGLEDmaw Games (November 6)SIDE EFFECTS, hirohun, Mr.Pootsley, Jaybooty, Lofar42 (November 21)The Silence After, Vancouver Film School (December 4)I'm on Observation Duty 8, Notovia, Dreamloop Games (December 5)The Boba Teashop, Mike Ten (April 21)Out of Hands, Game River (April 22)Darkwater, Targon Studios (April 22 - early access)Management and automationTiny Bookshop, neoludic games (August 7)Two Point Museum, Two Point Studios (March 4)Viking Chef: Feast Frenzy, Yew Rune Creations (February 3)Blood Bar Tycoon, Clever Trickster Studio (February 4)Astronomics, Numizmatic (February 10 - early access)
Mind over Magic, Sparkypants (February 12)Ale Abbey, Hammer & Ravens (February 18 - early access)Monster Care Simulator, Banana Tiger Studio (April 4 - early access)Assemblands, Tafusoft (April 15)Animal Spa, Sinkhole Studio, Moonlab Studio (May 13)Blacksmith Master, Untitled Studio (May 15 - early access)Plan B: Terraform, Gaddy Games (August 29)Mars Attracts, Outlier (September 15 - early access)ShapeHero Factory, Asobism.Co.,Ltd (September 17)Ale Abbey - Monastery Brewery Tycoon, Hammer & Ravens (September 17)Witchy Business, Rogue Duck Interactive (September 22)Little Rocket Lab, Teenage Astronauts (October 7)The Farmer Was Replaced, Timon Herzog (October 10)Kokoro Kitchen, Mango Leaf Games (October 17)Tavern Keeper, Greenheart Games 💚(November 3 - early access)News Tower, Sparrow Night (November 18)MineMogul, NoodleForge (Gvarados & Diomonder) (December 4 - early access)MetroidvaniaHollow Knight: Silksong, Team Cherry (September 4)Constance, btf (November 24)Oirbo, ImaginationOverflow (February 11 - early access)SteamDolls - Order Of Chaos, The Shady Gentlemen (February 11 - early access)Narrative and mysteryThe Séance of Blake Manor, Spooky Doorway (October 27)despelote, Julián Cordero, Sebastian Valbuena (May 1)Black Mirror: Thronglets, Night School, Netflix Games (April 10)S4U: CITYPUNK 2011 AND LOVE PUNCH, U0U Games (January 8)Cat Detective Albert Wilde, beyondthosehills (January 24)Urban Myth Dissolution Center, Hakababunko (February 12)Weirdo, CASCHA GAMES (February 14)Afterlove EP, Pikselnesia (February 14)Do No Harm, Darts Games (March 6)Expelled!, inkle Ltd (March 12)The Darkest Files, Paintbucket Games (March 25)YOUR HOUSE, PATRONES & ESCONDITES (March 27)Beholder: Conductor, Alawar (April 23)Human Within, Signal Space Lab, Actrio Studio (April 3 - Steam release)Duck Detective: The Ghost of Glamping, Happy Broccoli Games (May 22)Replicomica, enyevg (June 16)Arctic Awakening, GoldFire Studios (September 18)Mind Diver, Indoor Sunglasses (September 28)My Little Puppy, Dreamotion Inc. (November 6)Goodnight Universe, Nice Dream (November 11)The Berlin Apartment, btf (November 17)Beholder: Conductor, Alawar (April 23)PlatformerPEAK, Landcrab (June 16)Haste, Landfall (April 1)Bionic Bay, Psychoflow Studio, Mureena Oy (April 17)Yooka-Replaylee, Playtonic Games (October 9)Bauhaus Bonk, Spoonful Games (February 6)JUMP KING QUEST, Nexile (February 12 - early access)PEPPERED: an existential platformer, Mostly Games (April 7)Ninja Ming, 1 Poss Studio (April 10)Seafrog, OhMyMe Games (April 15)Once Upon A Puppet, Flatter Than Earth (April 23)PaperKlay, WhyKev (March 27)Blessed Burden, Podoba Interactive (June 18)Everdeep Aurora, Nautilus Games (July 10)Tempest Tower, Half Past Yellow (August 19)NODE: The Last Favor of the Antarii, Lapsus Games (August 28)This is No Cave, monome.studio (October 17)Stuck Together, Hugecalf Studios (November 17)Puzzle adventureBlue Prince, Dogubomb (April 10)The Drifter, Powerhoof, Dave Lloyd (July 17)Is This Seat Taken?, Poti Poti Studio (August 7)Monument Valley 3, ustwo games (July 22 - PC & Console launch)Escape Simulator 2, Pine Studio (October 27)Ghost Town, Fireproof Games (April 24)Spirit Swap: Lofi Beats to Match-3 To, Soft Not Weak, LLC (February 3)Götz, Sleepy Seed (January 3)Reviver, Cotton Game (January 8)Cyber Manhunt 2: New World - The Hacking Simulator, Aluba Studio (January 20)LOK Digital, Letibus Design, Icedrop Games (January 23 - mobile version)Slender Threads, Blyts (February 7)Do No Harm, Darts Games (March 6)Elroy and the Aliens, Motiviti (April 2)Leila, Ubik Studios (April 7)Tempopo, Witch Beam (April 17)BOKURA: planet, ã¨ã“ã‚ã«ã‚‡ã‚Š (April 24)Amerzone - The Explorer's Legacy, Microids Studio Paris (April 24)Pup Champs, Afterburn (May 19)Strings Theory, Beautiful Bee (Console release)Kathy Rain 2: Soothsayer, Clifftop Games (May 20)Poco, Whalefall (May 20)Axona, Onat Oke (May 28)Projected Dreams, Flawberry Studio (May 29)Squeakross: Home Squeak Home, Alblune (June 7)CIPHER ZERO, Zapdot (July 22)Secrets of Blackrock Manor - Escape Room, Biri Biri (August 1)Henry Halfhead, Lululu Entertainment (September 16)Strange Antiquities, Bad Viking (September 17)The Curse We Made, Potion Pixel (December 4)Roguelike/liteBALL X PIT, Kenny Sun (October 15)Shape of Dreams, Lizard Smoothie (September 10)Monsters are Coming! Rock & Road, Ludogram (November 20)Morsels, Furcula (November 18)The Rogue Prince of Persia, Evil Empire, Ubisoft (August 20)Slots & Daggers, Friedemann (October 24)CloverPit, Panik Arcade (September 26)Lost in Random: The Eternal Die, Stormteller Games (June 17)The Last Flame, Hotloop (January 9)Nunholy, Chowbie (January 16)Cryptical Path, Old Skull Games (January 29)Psionic Sentry : Infinite, Roy, 響雨互動娛樂, HowlingRain (February 2 - early access)Astral Throne, Zero Sun Games (February 7)Grimoire Groves, Stardust (March 4)Reignbreaker, Studio Fizbin (March 18)33 Immortals, Thunder Lotus (March 18 - early access)Nordhold, StunForge (March 25)Rogue Loops, Fubu Games (April 4)Slimekeep, BenBonk (April 7)KÄdomon: Hyper Auto Battlers, Dino Rocket (April 7)Sandwalkers, Goblinz Studio (April 8)Vellum, Alvios Games (May 2)Savara, Doryah Games (May 6)Yasha: Legends of the Demon Blade, 7QUARK (May 14)An Amazing Wizard, Tiny Goblins (May 22 - early access)Garden of Witches, Team Tapas (May 23 - early access)Nightmare Frontier, Ice Code Games (June 16)He Is Coming, Chronocle (July 17 - early access)Day of the Shell, Duper Games (July 29)Gatekeeper, Gravity Lagoon (August 1)GUNTOUCHABLES, Game Swing (August 7)Dinotica, XA Studio (August 12 - early access)Bendy: Lone Wolf, Joey Drew Studios (August 15)BAPBAP, BAP HQ (August 19)Starlight Re:Volver, Pahdo Labs (August 27 - early access)Mortal Sin, Nikola Todorovic (August 29)Star Fire: Eternal Cycle, Ethereal Fish Studio (September 8)Flick Shot Rogues, Butter By The Fish (September 17)SWORN, Windwalk Games (September 23)Aethermancer, moi rai games (September 23 - early access)Touhou Dystopian, Kay Lnk (October 17)Forestrike, Skeleton Crew Studio, Thomas Olsson (November 17)RPGTainted Grail: The Fall of Avalon, Questline (May 23)Deadeye Deepfake Simulacrum, nodayshalleraseyou (September 18)Consume Me, Jenny Jiao Hsia, AP Thomson, Jie En Lee, Violet W-P, Ken "coda" Snyder (September 24)Demonschool, Necrosoft Games (November 19)Fretless - The Wrath of Riffson, Ritual Studios (July 17)Citizen Sleeper 2: Starward Vector, Jump Over The Age (January 31)Lightracer: For Judge, Smartmelon Games (January 7)Sea Fantasy, METASLA (January 7)Lords of Ravage: Dread Knights, Synthetic Domain (January 10)Tales of Graces f Remastered, TOSE CO., LTD. (January 16)The Quinfall, Vawraek Technology Inc. (January 24 - early access)Tails of Iron 2: Whiskers of Winter, Odd Bug Studio (January 28)Coridden, Aftnareld (January 29)Cabernet, Party for Introverts (February 20)Reality Break, Element Games, LLC (February 10)Everhood 2, Chris Nordgren, Jordi Roca (March 4)Suikoden I&II HD Remaster Gate Rune and Dunan Unification Wars, KONAMI (March 6)Song of Rats, Tesseract Games (March 10)FATE: Reawakened, gamigo US Inc., Tableflip Entertainment AB (March 12)Geo Mythica, Guin Entertainment, LLC (March 20)AI LIMIT, Sense Games (March 27)Velev, Chaf (April 9 - early access)Gedonia 2, Kazakov Oleg (April 9 - early access)Willow Guard, MiTale (April 10)Traveler's Refrain, Red Essence Games (April 11)Erenshor, Burgee Media (April 14 - early access)Maliki: Poison Of The Past, Blue Banshee (April 22)Sunderfolk, Secret Door (April 23)Eydigard, Frostisen Studio (April 29 - early access)The Monster Breeder, Fantasy Creations (May 6)Yes, Your Grace 2: Snowfall, Brave At Night (May 8)Yaoling: Mythical Journey, RAYKA STUDIO (June 19)BitCraft Online, Clockwork Laboratories, Inc. (June 21 - early access)RAIDOU Remastered: The Mystery of the Soulless Army, ATLUS (June 19)The Necromancer's Tale, Psychic Software (July 17)Back to the Dawn, Metal Head Games (July 17)The RPG, Dionysus Acroreites (August 7)OFF, Mortis Ghost, Fangamer (August 15)City of Springs, The Naked Dev, Alterego Games (August 18)The Lonesome Guild, Tiny Bull Studios (October 23)Kingdom of Night, Friends of Safety (December 2)SandboxMars First Logistics, Shape Shop (September 25)ANEURISM IV, Vellocet (March 11)Urban Jungle, Kylyk Games (March 21)Islands & Trains, Akos Makovics (May 29)I Fetch Rocks, SarumXR (August 1)MakeRoom, Kenney (August 7)Wobbly Life, RubberBandGames (September 18)Midori no Kaori, TheLaba (October 21)SimulationSchedule I, TVGS (March 24 - early access)PowerWash Simulator 2, FuturLab (October 23)Easy Delivery Co., Sam C (September 18)Slime Rancher 2, Monomi Park (September 23)Supermarket Simulator, Nokta Games (June 19)Cast n Chill, Wombat Brawler (June 16)Dinkum, James Bendon (April 22)My Summer Car, Amistech Games (January 8)Behind Glass: Aquarium Simulator, BitBros Inc (January 9)Skystead Ranch, ToastieLabs (January 17)Hello Kitty Island Adventure, Sunblink (January 30 - Steam and console release)Arctic Motel Simulator, One Slice of Pizza Games (February 11)Corner Kitchen Fast Food Simulator, Purple Heads Games (March 4)Hope's Farm 2, Green Sauce Games (March 26)Locomoto, Green Tile Digital (April 8)Aviassembly, Jelle Booij (April 11 - early access)Medieval Blacksmith, OGO Play (April 14)Doloc Town, RedSaw Games Studio (May 7)The Precinct, Fallen Tree Games Ltd (May 13)Tales of Seikyu, ACE Entertainment (May 21 - early access)Trash Goblin, Spilt Milk Studios Ltd (May 28)Liquor Store Simulator, Tovarishch Games (May 2)Toy Shop Simulator, PaperPixel Games (May 16)Alien Market Simulator, Silly Sloth Studios, Kheddo Entertainment (May 25 - early access)Plant Nursery Simulator, Robot Assembly (June 16 - early access)Grimshire, Acute Owl Studio (July 22 - early access)Ritual of Raven, Spellgarden Games (August 7)Gemporium: A Cute Mining Sim, Merge Conflict Studio (August 7)Robert on Earth, Remrofsnart (August 14)Waterpark Simulator, CayPlay (August 22 - early access)STORY OF SEASONS: Grand Bazaar, Marvelous Inc. (August 27)Whisper of the House, 元气弹工作室(GD Studio) (August 27)Supercar Collection Simulator, Kiki Games (September 8)Little Witch in the Woods, SUNNY SIDE UP (September 14)Bookshop Simulator, Blep Games (September 16 - early access)Goblin Cleanup, Crisalu Games (September 18 - early access)Sunken Engine, Two Nomads Studio (October 16 - early access)Politics The Game, Simplicity Games (October 22)Mall Simulator, F13 Games (November 3 - early access)Mon Bazou, Santa Goat (December 18)Food Processing Simulator, Bewolba Studios (December 18 - early access)Ranch Farm and Food Store Simulator, Bewolba Studios (December 18)My Winter Car, Amistech Games (December 29 - early access)
Sports and racingSkate Story, Sam Eng (December 8)Football Manager 26, SEGA Sports Interactive (November 4)Wheel World, Messhof (July 23)Lonely Mountains: Snow Riders, Megagon Industries (January 21)Umamusume: Pretty Derby, Cygames, Inc. (June 24)Helskate, Phantom Coast (January 20)Hover REV Hispeed Burst, JKK_WORKS (February 5)Turbo Takedown, Hanging Draw (March 3)Sledders, Hanki Games (March 20)#DRIVE Rally, Pixel Perfect Dude (April 16)The Last Golfer, Pixel Perfect Dude (May 28)Driftwood, Stoked Sloth Interactive (August 1)Torso Tennis, Michael Mato (September 24)Hoop Land, Koality Game (October 21 - early access)StrategyTeenage Mutant Ninja Turtles: Tactical Takedown, Strange Scaffold (May 22)Cataclismo, Digital Sun (March 20)Diplomacy is Not an Option: Shareware, Door 407 (April 30)Yield! Fall of Rome, Billionworlds (January 20 - early access)IDUN - Frontline Survival, IDUN Interactive (January 20)Those Who Rule, Eldin Turulja (January 27)The Stone of Madness, The Game Kitchen (January 28)Heart of the Machine, Arcen Games (January 31 - early access)Dark Times, Gromov Studio (February 9)GIRLS' FRONTLINE 2: EXILIUM, SUNBORN Information Co., Ltd. (February 11)Kingshot, Century Games PTE. LTD. (February 22)The Deadly Path, Owlskip Enterprises (March 25)Grit and Valor - 1949, Milky Tea Studios (March 26)Legend of Heroes: Three Kingdoms, Free Wing (March 26 - early access)Hollywood Animal, Weappy Wholesome (April 10 - early access)Desperate Place, BruceGalaxy (April 22)Tower Dominion, Parallel 45 Games (May 7)9 Kings, Sad Socket (May 23 - early access)Broken Arrow, Steel Balalaika (June 19)Stronghold Crusader: Definitive Edition, FireFly Studios (July 15)ERA ONE, Team Complex LTD (August 6 - early access)The Bazaar, Tempo (August 13 - Steam release)Dice Gambit, Chromatic Ink (August 14)ENDLESS™ Legend 2, AMPLITUDE Studios (September 22 - early access)Relic Guardian - Tower Defense, Mystrigger (October 22)Q-UP, Everybody House Games (November 5)There Are No Orcs, BaseTrade Studio (November 6)BattleGroupVR2, SpaceOwl Games (November 7)SurvivalWinter Burrow, Pine Creek Games (November 12)Len's Island, Flow Studio (June 19)Survival Machine, Grapes Pickers (May 7 - early access)Aloft, Astrolabe Interactive Inc. (January 15 - early access)Into the Dead: Our Darkest Days, PikPok (April 9 - early access)Lost Skies, Bossa Studios (April 18 - early access)Oppidum, EP Games® (April 25)Survival Machine, Grapes Pickers (May 7 - early access)Dino Path Trail, Void Pointer (May 9)Salt 2: Shores of Gold, Lavaboots Studios (November 12)ANGST: A TALE OF SURVIVAL, Cherrypick Games (December 5)That's a wrap for the year 2025. Want more Made with Unity and community news as it happens? Don't forget to follow us on social media: Bluesky, X, Facebook, LinkedIn, Instagram, YouTube, or Twitch. |
Games made with Unity: December 2025 in review
December closed out the year strong with award winners both at The Game Awards (Congrats Silksong and Umamusume: Pretty Derby) as well as our own celebration at the 17th Unity Awards. Anyway, let's get to the final release highlights of the year.
IGF Awards
Huge congrats to all the IGF finalists, especially the games made with Unity that dominated the awards this year - including Consume Me, which took home three wins! Fresh off their Audience Award win at the IGF Awards, The WereCleaner team joined us on stream. Check it out:Made with Unity Steam Curator Page
Be sure to stay up to date with the latest Unity creations on Steam by checking out our Steam Curator page.Working on a game in Unity? We'd love to help you spread the word. Be sure to submit your project.Without further ado, to the best of our abilities, here's a non-exhaustive list of games made with Unity and launched in December 2025, either into early access or full release. Add to the list by sharing any that you think we missed.ActionTerminator 2D: NO FATE, Bitmap Bureau (December 12)Onirism, Crimson Tales (October 23)Mech Havoc, Mid Development (October 27 - early access)Astro Prospector, Incrementalist (July 14)FUMES, FUMES team (July 28 - early access)Bullet HeavenPower Fantasy, Lava Lamb Games (December 4)Shard Squad, The Root Studios (November 10)Cards, dice, and deckbuildersDeath Howl, The Outer Zone (December 9)Dogpile, Studio Folly, Toot Games, Foot (December 10)Casual, rhythm, and partyRhythm Doctor, 7th Beat Games (December 6)UNBEATABLE, D-CELL GAMES (December 9)City and colony builderFarthest Frontier, Crate Entertainment (October 23)Super Fantasy Kingdom, Super Fantasy Games (October 24 - early access)Becastled, Mana Potion Studios (October 22)ComedyTingus Goose, SweatyChair (December 1)Experimental or surrealistNIDANA, lvl374 (July 28)ExplorationOnce Upon A KATAMARI, RENGAME (October 23)Baby Steps, Gabe Cuzzillo, Maxi Boch, Bennett Foddy (September 23)FPSForefront, Triangle Factory (November 6 - early access)Moros Protocol, Pixel Reign (September 18)7 Days Blood Moons, iLLOGIKA (November 4 - early access)HorrorDeadly Delivery, Flat Head Studio (December 4)The Silence After, Vancouver Film School (December 4)I'm on Observation Duty 8, Notovia, Dreamloop Games (December 5)The Boba Teashop, Mike Ten (April 21)Out of Hands, Game River (April 22)Darkwater, Targon Studios (April 22 - early access)Management and automationMineMogul, NoodleForge (Gvarados & Diomonder) (December 4 - early access)MineMogul, NoodleForge (Gvarados & Diomonder) (December 4 - early access)MetroidvaniaConstance, btf (November 24)SteamDolls - Order Of Chaos, The Shady Gentlemen (February 11 - early access)Narrative and mysteryGoodnight Universe, Nice Dream (November 11)My Little Puppy, Dreamotion Inc. (November 6)The Berlin Apartment, btf (November 17)Beholder: Conductor, Alawar (April 23)PlatformerStuck Together, Hugecalf Studios (November 17)This is No Cave, monome.studio (October 17)Puzzle adventureThe Curse We Made, Potion Pixel (December 4)Strings Theory, Beautiful Bee (Console release)Strange Antiquities, Bad Viking (September 17)Roguelike/liteMonsters are Coming! Rock & Road, Ludogram (November 20)Morsels, Furcula (November 18)Slots & Daggers, Friedemann (October 24)CloverPit, Panik Arcade (September 26)Forestrike, Skeleton Crew Studio, Thomas Olsson (November 17)RPGKingdom of Night, Friends of Safety (December 2)Moonlighter 2: The Endless Vault, Digital Sun (November 19 - early access)Kingdom of Night, Friends of Safety (December 2)SandboxMidori no Kaori, TheLaba (October 21)Wobbly Life, RubberBandGames (September 18)SimulationMy Winter Car, Amistech Games (December 29 - early access)Mon Bazou, Santa Goat (December 18)Food Processing Simulator, Bewolba Studios (December 18 - early access)Ranch Farm and Food Store Simulator, Bewolba Studios (December 18)
Sports and racingSkate Story, Sam Eng (December 8)Turbo Takedown, Hanging Draw (March 3)StrategyBattleGroupVR2, SpaceOwl Games (November 7)Q-UP, Everybody House Games (November 5)There Are No Orcs, BaseTrade Studio (November 6)SurvivalANGST: A TALE OF SURVIVAL, Cherrypick Games (December 5)Survival Machine, Grapes Pickers (May 7 - early access)Salt 2: Shores of Gold, Lavaboots Studios (November 12)That's a wrap for December 2025. Want more Made with Unity and community news as it happens? Don't forget to follow us on social media: Bluesky, X, Facebook, LinkedIn, Instagram, YouTube, or Twitch. |
2025's brightest stars: A holiday customer story round-up
As we wrap up another incredible year, it feels like the perfect time to open a few presents early. While the holidays bring cheer and reflection, we're unpacking something special: the gift of our customers' success. 2025 was a remarkable year for innovation, and we've been inspired by the groundbreaking work of our partners across diverse industries. From revolutionizing in-car experiences in the automotive world to pioneering new frontiers in healthcare and manufacturing, our customers have used Unity to turn bold ideas into reality. This year-end celebration isn't just about looking back; it's about honoring the creativity and drive that pushed boundaries. Join us as we share some of our favorite success stories that made 2025 a year to remember.Automotive innovations drive forwardImage credits: BMW Group, Toyota Motor Corporation, Mercedes Benz Group.The automotive industry accelerated its digital transformation in 2025, and our customers were in the driver's seat. Real-time 3D technology is no longer a futuristic concept but a core component of modern vehicle design, engineering, and the in-cabin experience. This year, we saw leaders in the space leverage Unity to create more efficient workflows and more engaging experiences for their customers.A standout story comes from BMW Group, which showcased its digital evolution by mastering complex 3D assets with Unity's Asset Manager. For a global manufacturer, managing a vast library of digital assets is a monumental task. BMW streamlined this process, ensuring consistency and accelerating development cycles. This allows their teams to iterate faster and bring innovations to market with greater speed and quality.Similarly, Toyota and Lexus pushed the boundaries of next-generation Human-Machine Interface (HMI) development. They used Unity to design intuitive and visually rich in-car systems that delight drivers and passengers. We also saw Mercedes-Benz continuing to focus on the delight of in-vehicle experiences, creating immersive and responsive interfaces that transform drive time into quality time.Discover more Automotive customer stories.Breakthroughs in healthcare and life sciencesImage credits: Philips, Medtronic, Random42.The healthcare industry continued its remarkable evolution, using technology to improve patient outcomes, enhance medical training, and visualize complex biological data. Unity's real-time 3D capabilities have been central to many of these advancements, providing the tools to build everything from surgical simulators to interactive patient education platforms.In 2025, Philips continued to lead with healthcare innovations that bridge the gap from the operating room to the living room. Their work demonstrates how immersive technology can support both clinical procedures and at-home patient care, making healthcare more accessible and effective. We also celebrated Medtronic's use of Unity to build digital twins for robotic surgery. These virtual replicas allow for precise data logging, playback, and visualization, enabling surgeons to refine their techniques and improve procedural success.Medical visualization also took a giant leap forward with Random42. They are revolutionizing how scientific and medical stories are told, using Unity to create stunning and accurate visualizations of complex biological processes. This work helps researchers, doctors, and patients better understand the mechanisms of disease and the promise of new treatments.Take a look at some more Healthcare customer stories.Smarter, faster, better manufacturingImage credits: SEW EURODRIVE & realvirtual.io, Siemens & EducationXR, Bridgestone Americas.Efficiency, safety, and innovation are the pillars of modern manufacturing. This year, our customers demonstrated how real-time 3D is a powerful tool for achieving all three. From employee training to factory floor simulation, Unity is helping manufacturers build the future of production.SEW-EURODRIVE revolutionized virtual commissioning by integrating Unity with MOVIKIT® Custom SimInterface and realvirtual.io, enabling engineers to test and refine automation logic in a risk-free digital twin environment. This approach reduced commissioning time by 70%, ensuring faster ROI and minimizing on-site logistical errors.Workforce training also saw significant advancement. Siemens is rewiring the electrical workforce with immersive XR training modules, providing safe, scalable, and highly effective learning experiences. In a similar vein, Bridgestone Americas reformed its engineering operations with in-house developed VR applications, allowing teams to collaborate and solve problems in a shared virtual space, reducing the need for physical prototypes and travel.Check out more Manufacturing customer stories.The revolution in retail and customer engagementImage credits: Wren Kitchens, Kohler.The retail landscape is more competitive than ever, and customer engagement is the key to success. In 2025, brands used Unity to create unique, interactive, and personalized experiences that captured attention and drove results.Kohler embarked on an impressive 3D content journey to scale customer engagement. By transforming their product catalog into interactive 3D assets, they allow customers to explore products in detail from the comfort of their homes, leading to more confident purchasing decisions.By leveraging Unity, Wren Kitchens enhanced their design and visualization processes, giving customers a clearer picture of their future kitchen while optimizing their own operational workflows. This is a perfect illustration of how immersive experiences can drive both customer satisfaction and business efficiency.Explore other Retail customer stories.Building the immersive worlds of tomorrowImage credits: Esri, ROUVY, TomTom, Google Maps.Beyond specific industries, Unity is providing the foundation for the next generation of digital experiences, including smart cities and interconnected virtual worlds. These ambitious projects require a platform that can handle massive datasets and deliver real-time performance, and our customers rose to the challenge in 2025.We saw incredible progress in building dynamic smart digital twins. These projects use real-world data to create immersive simulations, helping planners model traffic, analyze environmental impact, and design more connected facilities. The collaboration between ArcGIS and Unity empowered The Port of Corpus Christi and The Acceleration Agency to create a rich, geographically accurate digital twin, blending real-world data with creative vision.ROUVY revolutionized indoor cycling by blending real video footage, 3D data, and live sensor input into ultra-realistic augmented reality routes using Unity. With features like the ROUVY Route Creator, users can transform their own footage and GPS data into rideable AR experiences, adding 20 TB of new content weekly. Map design and visualization workflows are the focus for TomTom, who use Unity to create simulated environments that combine automotive navigation software in virtual worlds.Redefining navigation with its Immersive View for Android XR, Google Maps created a means for users to explore cities, landmarks, and venues in stunning 3D detail. Powered by Unity, this groundbreaking application seamlessly transitions from 2D maps to fully immersive experiences, offering unparalleled confidence in trip planning and discovery.Dive into more customer stories about immersive applications.Looking ahead to a bright 2026Reflecting on these stories from 2025 fills us with excitement for the year ahead. The innovation we've seen from our customers is a testament to their vision and hard work. They are the ones turning possibilities into realities, and we are honored to be part of their journey.As we look toward 2026, the road ahead is full of opportunity, and we can't wait to see what our customers will build next.We wish you a joyful holiday season and a new year filled with inspiration, success, and groundbreaking innovation.
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Celebrating excellence: Unity Awards 2025 winners.
As we look back on an incredible year of creativity and innovation, we're thrilled to celebrate the winners of the 17th Unity Awards, 2025.Unity Awards 2025 by the numbers700+ project submissions - A record-breaking year showcasing the breadth of Unity development14,000 community voters - Our largest voting community yet36,000+ votes cast - Representing passionate engagement across allCategoriesMultiple categories with razor-thin margins - Demonstrating theexceptional quality of this year's nomineesThis year's competition was fiercer than ever, with many categories decided by narrow margins that reflect the outstanding caliber of submissions. While we celebrate our winners, we also extend our congratulations to all nominees who've contributed to this remarkable showcase of talent and creativity in the Unity community.Unity Award winnersFor the second year in a row, we announced the Unity Award winners during a live showcase that also highlighted updates and exclusives from Unity developers across our community. Congratulations to all the winners and nominees, and a huge thank you to everyone who tuned in live to watch the show.
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Celebrating excellence: Unity Awards 2025 winners
As we look back on an incredible year of creativity and innovation, we're thrilled to celebrate the winners of the 17th Unity Awards, 2025.The Unity Awards 2025 by the numbers700+ project submissions - A record-breaking year showcasing the breadth of Unity development14,000 community voters - Our largest voting community yet36,000+ votes cast - Representing passionate engagement across all categoriesMultiple categories with narrow margins - Demonstrating the exceptional quality of this year's nomineesThis year's contest was the most competitive yet, with many categories decided by narrow margins that reflect the outstanding quality of submissions. While we celebrate our winners, we also extend our congratulations to all nominees who've contributed to this remarkable showcase of talent and creativity in the Unity community.The Unity Awards Showcase 2025For the second year in a row, we announced the Unity Award winners during a live showcase. This event also highlighted updates and exclusives from Unity developers across our community. We featured recently released trailers from Den of Wolves, Vampire Crawlers, and Ferocious, along with first looks and developer insights - and even our very first world premiere. Here's a short recap of the games we featured during the show.SymbiosisAberratic announced the demo for their hardcore base defense action RPG will release on January 26, 2026.The War of the Worlds: Siberia1C Game Studios showcased new gameplay from their upcoming game, releasing in 2027.Planet of Lana IIWe got an exclusive first look at new gameplay from Wishfully and Thunderful Publishing, with insight from the development team.Darkside Detective: The Backside of the MoonWe had our very first world premiere, courtesy of Spooky Doorway and Akupara Games. In this reveal trailer, we got a first look at the new mind-melting mysteries that await Detective McQueen and Officer Dooley.SublustrumDevelopers Brickworks Games gave us insight into the development of the remake of their classic 2008 psychological adventure.NocturneWe enjoyed an exclusive look at new gameplay and insights from Pracy Studio.Unity Award winnersIn our showcase, we also announced the winners in all Unity Awards categories. Congratulations to all the winners and nominees, and a huge thank you to everyone who tuned in live to watch the show.GamesBest 2D VisualWinner: NevaRunner-ups: Hollow Knight: Silksong, Thank Goodness You're Here!, Magical Ink, Slender Threads, Fretless: The Wrath of Riffson, Urban Myth Dissolution Center, Berserk or DieBest 3D VisualWinner: Tainted Grail: The Fall of AvalonRunner-ups: Blue Prince, LEGO® Voyagers, Deliver At All Costs, Herdling, Lost in Random: The Eternal Die, Wheel World, Mine ForestBest AR/VR GameWinner: Ghost TownRunner-ups: GORN 2, Detective VR, Underworld Overseer, Vibe Punch, Battlenauts, THRASHER, CraftriumBest Desktop/Console GameWinner: Hollow Knight: SilksongRunner-ups: Blue Prince, Tainted Grail: The Fall of Avalon, Two Point Museum, Tiny Bookshop, Shape of Dreams, despelote, Urban Myth Dissolution CenterBest Mobile GameWinner: DredgeRunner-ups: Prince of Persia: The Lost Crown, MONUMENT VALLEY 3, Enter the Gungeon, Is This Seat Taken?, Cat Cottage, Greak: Memories of Azur, SD Gundam G Generation EternalBest MultiplayerWinner: Void CrewRunner-ups: Dinkum, Lost Skies, Lonely Mountains: Snow Riders, Sunderfolk, Gatekeeper, Shooting Girls (KR Only), Shape of DreamsMost Anticipated GameWinner: Sledding GameRunner-ups: Jump Space, Into the Dead: Our Darkest Days, Garden of Witches, Outbound, ENDLESS™ Legend 2, NIMRODS, Dreams of AnotherThe Golden CubeWinner: Blue PrinceRunner-ups: Hollow Knight: Silksong, Tainted Grail: The Fall of Avalon, Sunderfolk, Mabinogi mobile, Baby Steps, Lost in Random: The Eternal Die, Urban Myth Dissolution CenterCommunityBest DevlogWinner: Thomas BrushRunner-ups: samyam, David Cantón Nadales, GingerNingerish, AIA, tsitski, Emily PitcherBest LivestreamerWinner: Code MonkeyRunner-ups: Lana Lux, Thomas Brush, Golden Character Design, Emily PitcherBest Tutorial SeriesWinner: git-amendRunner-ups: Code Monkey, SpeedTutor, Sunny Valley Studio, Christina Creates GamesUnity's Choice AwardWinner: NaichilabRunner-ups: Binary Impact, git-amend, Emily Pitcher, Code MonkeyUnity Asset StoreBest Artistic ContentWinner: Fantasy Medieval TownRunner-ups: Coast & Dunes Environment - Dynamic Nature (Beach Sea Islands Dry Desert), Sweet Land, Wild Harvest: Crop & Plant Bundle | RPG Gathering Assets, Iconic Music Bundle Vol. I, 3D Breakable Core Pack, FANTASTIC - Seaside Town, Pure Nature 2 : Oasis DesertBest Artistic ToolWinner: Cozy BuilderRunner-ups: UModeler X Plus, KWS2 Dynamic Water System, All In 1 3D-Shader, Reactional Music System, Lattice Modifier for Unity, Oceanis 2024 Pro URP Water Framework, Linework: Outlines and Edge DetectionBest Development ToolWinner: Code Monkey ToolkitRunner-ups: vHierarchy 2, Behavior Designer Pro, Scriptable Sheets, Timeline Mixer, Magic Time, Photon Quantum - Deterministic Game Engine, Sub-Assets ToolboxPublisher of the YearWinner: Synty StudiosRunner-ups: ithappy, Opsive, UModeler, Inc., NatureManufacture, kubacho lab, Photon Engine, KronnectBreakthrough PublisherWinner: Kay LousbergRunner-ups: Josh Stubblefield, October Studio, Kyle Rhoads, Luna Wolf Studios LLC, Idle Games Studio, Friday Night Studio, Honda Motor Co.Students/EducationBest Student Project (over 18)Winner: The Silence AfterRunner-ups: BlockWorld Ai, Breaking News, DRIFTED, Incorporeal, Rephobia, The Chroma: from the wasteland, Train WreckIndustryInnovation Award winnersCelebrating groundbreaking projects that pushed the boundaries of technology and creativity:AWSIM | TIER IV, incHybrid Space Series: Virtual Database Pavilion | Studio RimeoModel Vista | INNOWORKS INC.Smart Construction XR | EARTHBRAIN Ltd.D-Day | TARGOGoogle Maps on Android XR | GoogleXR Intubation Simulation | Lucid Reality Labs3D Mine | BMWSocial ImpactSocial Impact Award winnersRecognizing projects that made positive contributions to social change:BlueberryHello MapleLife BelowMonster WalkSands of Time VRUpskill.HealthAmaru: The Self-Care PetSea Hero QuestCelebrate the winners: Unity Awards Steam SaleReady to experience these award-winning games? We've launched Unity's first-ever Steam Sale, running until December 16, 2025, featuring this year's winners, nominees, and past Unity Award champions.What's included:2025 Unity Award winners and nominees at special pricingPrevious years' champions from Unity Awards historyHidden gems from our Made with Unity collectionSponsored by our friends at Akupara Games, this sale is your chance to dive into the games that captured the Unity community's imagination this year. Whether you're drawn to the stunning visuals of our 2D and 3D winners or the innovative gameplay of our breakthrough titles, there's something for every gamer.Explore the Unity Awards Steam Sale.Looking aheadThe success of the Unity Awards 2025 sets an exciting foundation for the future. As we witnessed this year's record-breaking participation and incredible diversity of submissions, we're excited to see what the new year brings for our community.Stay connected with Unity:X • Bluesky • Facebook • Instagram • LinkedIn | Share your Unity creations using #MadeWithUnity and #UnityAwardsThe Unity Awards celebrate more than just individual achievements - they showcase the collective creativity and innovation that drives our community forward. Thank you for making the Unity Awards 2025 an incredible success.We extend our heartfelt congratulations to all participants in this year's Unity Awards. Your creativity and dedication continue to inspire us and drive the industry forward. Here's to another year of innovation and excellence! |
Games made with Unity: October 2025 in review
October was a packed month for the Unity community shipping games. From SteamNext Fest and stand-out demos like YAPYAP, Cairn, Roadside Research, Tears of Metal, Desktop Defender, and more.
The Australian Game Developer Awards also kicked off with Unity games heavily represented. Congrats to The Drifter (Game of the Year, Excellence in Visual Art, Excellence in Narrative, Excellence in Sound Design), Mars First Logistics (Excellence in Gameplay), Tempopo (Excellence in Music, Excellence in Accessibility), Feed the Deep (Excellence in Mobile), Shattered (Excellence in Extended Reality), Copycat (Excellence in Impact), PROXIMATE (Excellence in Debut), and Massive Monster (Studio of the Year).
IGF Awards
Huge congrats to all the IGF finalists, especially the games made with Unity that dominated the awards this year - including Consume Me, which took home three wins! Fresh off their Audience Award win at the IGF Awards, The WereCleaner team joined us on stream. Check it out:Made with Unity Steam Curator Page
Be sure to stay up to date with the latest Unity creations on Steam by checking out our Steam Curator page.Working on a game in Unity? We'd love to help you spread the word. Be sure to submit your project.Without further ado, to the best of our abilities, here's a non-exhaustive list of games made with Unity and launched in October 2025, either into early access or full release. Add to the list by sharing any that you think we missed.ActionEscape From Duckov, Team Soda (October 16)Onirism, Crimson Tales (October 23)Mech Havoc, Mid Development (October 27 - early access)Astro Prospector, Incrementalist (July 14)FUMES, FUMES team (July 28 - early access)Bullet HeavenJotunnslayer: Hordes of Hel, Games Farm, ARTillery (September 3)Machick 2, Deadpixel (September 10)Cards, dice, and deckbuildersRana Card, VisionRana (September 16)Cubic Cosmos, Inkstone Atelier (September 17 - early access)Casual, rhythm, and partyHYPERBEAT, Alice Bottino, Chancellor Wallin (October 22)Cheese Rolling, The Interviewed (August 19)City and colony builderFarthest Frontier, Crate Entertainment (October 23)Super Fantasy Kingdom, Super Fantasy Games (October 24 - early access)Becastled, Mana Potion Studios (October 22)ComedyCheese Rolling, The Interviewed (August 19)Experimental or surrealistNIDANA, lvl374 (July 28)ExplorationOnce Upon A KATAMARI, RENGAME (October 23)Baby Steps, Gabe Cuzzillo, Maxi Boch, Bennett Foddy (September 23)FPSDarkenstein 3D, Rowye (October 21)Moros Protocol, Pixel Reign (September 18)GRIMWAR, BookWyrm (May 16)Noga, Ilan Manor (May 30)HorrorCARIMARA: Beneath the forlorn limbs, Bastinus Rex (October 6)House of the Vigil, Zapster (October 15)The Boba Teashop, Mike Ten (April 21)Out of Hands, Game River (April 22)Darkwater, Targon Studios (April 22 - early access)Management and automationThe Farmer Was Replaced, Timon Herzog (October 10)Little Rocket Lab, Teenage Astronauts (October 7)Kokoro Kitchen, Mango Leaf Games (October 17)MetroidvaniaHollow Knight: Silksong, Team Cherry (September 4)SteamDolls - Order Of Chaos, The Shady Gentlemen (February 11 - early access)Narrative and mysteryThe Séance of Blake Manor, Spooky Doorway (October 27)Mind Diver, Indoor Sunglasses (September 28)Beholder: Conductor, Alawar (April 23)PlatformerYooka-Replaylee, Playtonic Games (October 9)This is No Cave, monome.studio (October 17)Puzzle adventureEscape Simulator 2, Pine Studio (October 27)Strings Theory, Beautiful Bee (Console release)Strange Antiquities, Bad Viking (September 17)Roguelike/liteBALL X PIT, Kenny Sun (October 15)Slots & Daggers, Friedemann (October 24)CloverPit, Panik Arcade (September 26)Touhou Dystopian, Kay Lnk (October 17)RPGThe Lonesome Guild, Tiny Bull Studios (October 23)Consume Me, Jenny Jiao Hsia, AP Thomson, Jie En Lee, Violet W-P, Ken "coda" Snyder (September 24)The RPG, Dionysus Acroreites (August 7)City of Springs, The Naked Dev, Alterego Games (August 18)SandboxMidori no Kaori, TheLaba (October 21)Wobbly Life, RubberBandGames (September 18)SimulationPowerWash Simulator 2, FuturLab (October 23)Sunken Engine, Two Nomads Studio (October 16 - early access)Politics The Game, Simplicity Games (October 22)Sports and drivingHoop Land, Koality Game (October 21 - early access)Turbo Takedown, Hanging Draw (March 3)StrategyRelic Guardian - Tower Defense, Mystrigger (October 22)ERA ONE, Team Complex LTD (August 6 - early access)Dice Gambit, Chromatic Ink (August 14)SurvivalLen's Island, Flow Studio (June 19)Survival Machine, Grapes Pickers (May 7 - early access)Oppidum, EP Games® (April 25)That's a wrap for October 2025. Want more Made with Unity and community news as it happens? Don't forget to follow us on social media: Bluesky, X, Facebook, LinkedIn, Instagram, YouTube, or Twitch. |
The power of play: Unlocking growth with playables
According to AppAgent, playable ads are the fastest-growing ad format, and for good reason. The ad format uses interactive mini-games to give users a direct, hands-on taste of your app's core gameplay or concept. Playables aren't just about showing your game, they're about giving players an experience. In them, users aren't passive viewers; they're active participants, experiencing the fun of your game firsthand.A design philosophy we use at the Ad Design Studio is that playables are the snack that sells the meal - they give players a taste, and they'll come back hungry for more.However, in the past, playables showed immense promise but faced challenges and misconceptions that sometimes limited their full potential. For example, we saw pervasive myths revolving around the significant development work and investment in creating playable elements.A new era of playable performanceUnity has invested heavily in advancing playable performance, and the results are transformative. Playables now run at 60 frames per second, with smooth interaction at any point in the experience, even when hosted externally. Unity valuation logic has also been updated, ensuring high-performing playables are identified and prioritized.On top of that, ad delivery has been streamlined and playable ad type blocks have been removed on Unity Ads. We now see consistent performance improvements across the network for playables. For example, on Unity Ads for iOS*:- 12% increase in D1 ARPU since our improvements launched.- 6.9% increase in D1 ROAS, a clear indicator of higher quality users.- Top 20 iOS advertisers consistently report CVR lifts after testing with updated playables.We've also seen significant monetization uplift for iOS with playables on the ironSource Ads network, both in the short and mid-term. On average**:- D0 ARPU increased 30.5%, showing immediate revenue impact per user since our improvements.- D14 ARPU improved 15.2%, suggesting playable improvements are leading to more engaged spenders.- D14 ROAS rose 5.4% demonstrating better long-term returns from playables.These aren't just incremental gains. They're proof that playables, when optimized and strategically deployed, deliver high-quality users who stick around.Technical best practices from the Ad Design StudioPlayable ad efficacy is about more than just fixing technical issues; it's also about thoughtful, user-centric design. At the Ad Design Studio, we've distilled years of data and creative expertise into a set of best practices that maximize playable performance for our partners.Focus on experience length:A first interaction should ideally happen around 5 seconds, and subsequent ones around 3 seconds, focus on crafting an experience that lasts around a minute or more. While this also correlates with interaction count, it's not the most important part. We're looking for the players who engage for a longer time, since they're more than just attracted to the creative; they're hooked by the core game mechanic, indicating a stronger likelihood of long-term retention post-install.Orientation agility:Design with a squared composition in mind, keeping crucial elements away from corners. This should make it simpler to adapt your playable for both portrait and landscape orientations by merely repositioning UI elements and saving valuable development time.Strategic testing:Always test variations. Try different lengths, difficulties, characters, or levels to find what works best for your playable. Remember that a trend isn't a guarantee that a concept will work and is no replacement for rigorous testing. Including in your testing needs to be comparing standalone playables versus video and playables. It's crucial to test both configurations since a video can help set expectations, while a standalone playable might entice all on its own - so you need to find out which one is right for your game.Design best practicesUsers aren't looking for a tutorial from playables, they want instant gratification. You have a short window to grab their attention and keep it. Your goal is to give them the flavor of your game, not satisfy them completely. Playable design should focus on immediacy to hook users, clear and concise instructions on how to interact, and a direct CTA to close the deal.Capture and engage with hooks:Effective playables grab attention immediately. A strong intro hook is critical to nailing this. Your intro hook could be a dramatic video scene, a clear gameplay goal reveal (then panning back to the start), or a "ghost tutorial" showing what needs to be done without actually playing it out. The most important is that it's short and gets players to want to see what happens next.Animate to captivate:Humans are wired to react to movement, we can't help but look. Ensure your playable has constant, purposeful motion to leverage this natural instinct. Key moments for animation are the start (before interaction) and on each interaction (interaction feedback). "Juice up" transitions between scenes or interactions with "wow effects" to maintain attention. Just be mindful not to overwhelm with jittery animations when users need to focus.Guide users' attention with hierarchy:You need to have a plan for how users' attention will travel through your playables. Decide where and when you want them to focus and then use contrast, light, and color to direct them. Textual hierarchy is a huge help here, use it to create the order of operations for your playables.Keep mechanics simple:If your playable requires a lengthy tutorial or isn't intuitive, it's already failed. Keep interactions simple with visual indicators, like arrows and hand gestures, to teach the user. Another simple way to guide users is by using feedback to demonstrate they've succeeded or failed, such as confetti or "womp womp" sound effects.End with a clear CTA:You could do everything else and still fail to convert users if your call to action is confusing or unclear. Once users have progressed through the playable, your CTA should create urgency, connecting their positive experience with the playable with your game as quickly as possible. Also critical, is to only send users to the store after they've achieved a sense of fun so they have arrived at the app stores with that same feeling.Campaign management best practicesEven the best playable won't perform optimally without smart campaign strategy. Here are some quick tips to ensure your playables are performing.- Warm up creatives: Apply a 20% bid increase until new creatives reach 10K starts to ensure full exploration.- Align budget with volume: For example, use 3-5 creatives for a $500 daily cap, or a $100 per creative rule for smaller budgets.- Test iteratively: Refresh and rotate creatives frequently to avoid fatigue.- Track performance early: Monitor engagement, CTR, and CVR from day one to identify winners.- Assign to ROAS campaigns: Playables shine in ROAS-driven campaigns, especially on iOS, by pre-qualifying users for higher LTV.The future is playableThe enhancements we've made at Unity, combined with these proven best practices, mean that playable ads can, and should, be a cornerstone of your user acquisition. They deliver not just clicks, but quality users who are genuinely excited about your game.One of the best parts of playables is how easy it's now become to create them. Tools like Unity Playworks help to make building playables easier and faster. With Playworks, using a Unity Engine plugin, you can quickly build playable ads, customize with dynamic variations, and even publish to channels, like Unity Ads and ironSource Ads. It's what we use at the Ad Design Studio.We're here to help you utilize this powerful ad format and grow your app. Whether you need creative audits, competitor insights, or fresh ideas for testing, our team of experts is ready to partner with you.*Source: Internal Unity Ads data. Disclaimer: Reported increases occurred on iOS devices between April-May 2025.**Source: Internal ironSource Ads data. Disclaimer: Reported increases occurred on iOS devices between July-September 2025. |
Tailoring digital play by age: How StoryToys built the LEGO® Bluey app
StoryToys was founded in 2008 with the mission of bringing educational apps to kids of all ages. Over the past 17 years, they've released apps including Hungry Caterpillar Play School, LEGO®Â DUPLO®Â World, Disney Coloring World and LEGO® DUPLO®Â Peppa.
Their latest title, LEGO® Bluey, launched on August 14, 2025. Developed in collaboration with the LEGO Group and BBC Studios, it targets kids age two to four, and blends fun with early learning.We spoke with Devon Wolfgang, the principal engineer at StoryToys, and Ryan Dykes, the app's lead developer about the struggles and milestones of designing an app for kids of different ages and levels of motor skills, emotional intelligence, problem-solving, and humor.What was the biggest technical challenge when building the app?Ryan Dykes: Designing for both two- and four-year-olds was a unique challenge. Kids that young engage very differently with apps - two-year-olds often explore through tapping without fully understanding mechanics, while four-year-olds aim to master them.For example, in the surfing activity, younger players might tap to see Bluey move and react, while older ones will try to collect all the shells and avoid obstacles.Devon Wolfgang: We designed the app to support that developmental range. In the 2+ LEGO DUPLO experience, brick building is limited to 2D. In the 4+ LEGO play packs, we introduce full 3D building - kids can rotate and position bricks freely, adding more difficulty while keeping it fun for everyone.Ryan: The progression is key. The 2+ LEGO DUPLO mode uses a 2.5D plane, while the 4+ LEGO play pack moves into an isometric 3D space. We wanted skills to build naturally. What kids learn in the simpler mode carries into the advanced one, with no contradictions.This was our first time implementing full 3D brick building using Unity's physics-based penetration testing. Previously, we used a 2D matrix with polygon colliders. Now, bricks can be rotated, stacked, or can even hang off edges. This is especially important for older kids.One major challenge was shifting from fixed brick placement to a flexible system. This introduced complex interactions like minifigs holding bricks while standing on other minifigs, or dynamic stacks being thrown around. It gave players freedom, but required tight control of pegs, holes, and snapping mechanics to avoid chaos.How did you handle communication for input across age groups?Ryan: We avoid direct instruction like glowing prompts or full guidance. Instead, we rely on subtle visual cues like wobbles or animations to invite interaction. The goal is for kids to discover things on their own.For example, when stacking bricks on a car, tapping a brick makes a minifig pick it up, and tapping the car places it. Over time, kids realize they can drag the brick directly. This builds understanding through experimentation - and that's where visual communication becomes essential.Devon: We also made a firm rule: no text. Our users can't read yet, so every interaction has to be communicated visually or through animation. Cues don't highlight the correct answer - they just show what's interactive.Ryan: And to make the experience consistent, we created a custom touch input wrapper around Unity's drag, tap, and click events. This standardized input handling across the team and made prototyping faster and more reliable. If we teach tapping in one activity, it needs to work the same way everywhere else.What challenges came with combining system bricks and LEGO DUPLO bricks in the same app?Devon: The design challenges were more difficult than the technical ones. For example, we had to redesign the loading screen because using a LEGO DUPLO character didn't fit with the system bricks. Keeping the visual language distinct while using shared systems required a lot of iteration.Ryan: We unified LEGO DUPLO and minifig systems under the same core codebase - only the visuals differ. This allowed us to reuse systems without building separate apps, which was key for sustainability.How did Unity help you hit your eight-week window?Ryan: Prefabs were crucial. For LEGO DUPLO bricks, each developer worked in separate scenes that loaded at runtime. For the 4+ LEGO play packs, prefabs let multiple team members collaborate on different parts, like cars or animations, without scene conflicts.How were Addressables instrumental during development?Devon: We relied heavily on Addressables. Each play pack is a group of Addressable bundles, with most loaded remotely.Ryan: We used to bundle all assets per play pack, which meant large, redundant downloads. With Addressables, shared assets like the Bluey model are stored once and reused, reducing download size from 200 MB to 60 MB. Updates are faster too, as only changed files are redownloaded.Devon: Builds used to take eight hours. Now, with Addressables, it's down to 20 minutes for the smaller app and around an hour for the larger one.How was Unity Navigation used in this project?Ryan: The old 2D navigation system worked fine, but the new one allows for more complexity. Now, minifigs can move off flat planes - like walking up a narrow bridge - which adds depth and flexibility.What performance-related issues did you run into?Ryan: One of our main challenges was draw calls. A shader change broke batching, pushing us over 500 draw calls. Using Unity's Profiler and Frame Debugger, we quickly traced the issue and fixed the shader to properly batch materials. We also optimized our backgrounds by marking them static.We also noticed background elements like bushes weren't atlased, causing unnecessary draw calls. Using Unity's sprite atlas system, we grouped them without needing Photoshop, and brought draw calls down to about 200.What advice would you give a developer looking to build apps for kids of diverse ages and developmental stages?Devon: Playtest early and often. Get kids in the target age range interacting with your work as soon as possible. Don't rely on assumptions, and enjoy their reactions - they're both valuable and fun.Ryan: Set deliverables early. We use a P1/P2/P3 system: P1 is essential (core loop), P2 adds polish (e.g., celebrations, secondary animations), and P3 is nice-to-have (e.g., like a fish jumping). This keeps focus when cuts need to happen.Clear project structure is just as important. For LEGO DUPLO, we know it's four scenes and a master scene. For the 4+ LEGO play packs, it's isometric in a boxed area. These constraints help focus creativity and avoid scope creep.Lastly, reusability is key. With our shared systems like touch input and unified code for DUPLO and system bricks, we reuse assets and behaviors across all play packs. This saves time and makes the user experience more consistent.To read more about projects made with Unity, visit the Resources page. |
How Synergiz Harbor innovates student learning through mixed reality
About SynergizFounded in 2011, Synergiz is a French company specializing in intuitive, connected, and interactive solutions, with strong expertise in Mixed Reality. With a commitment to technological excellence, Synergiz positions itself as a key player in digital transformation, collaborating with renowned partners such as Microsoft, Meta, Magic Leap, RealWear, HTC Vive, Apple, etc. Synergiz supports companies in their digital projects from start to finish through its comprehensive offering of hardware, software, and service solutions, as well as creation and development.In education, innovation has consistently been a driving force behind improved student learning outcomes. One of the key advancements in recent years has been the integration of mixed reality (MR) technology into learning environments. Harbor is at the forefront of this digital transformation by providing XR experiences that enhance knowledge sharing training, and engagement for students. Developed with Unity, Harbor is redefining how institutions like Bâtiment CFA Bretagne run training programs.Read on to learn how:- Harbor can be used to create custom mixed reality scenarios or projects.- Synergiz used Unity to build the Harbor software suite.- A training and apprenticeship center developed two hands-on MR workshops with Harbor to improve student learning outcomes.What is Synergiz Harbor?Harbor is an off-the-shelf, no-code software suite designed to facilitate immersive mixed reality experiences in educational and professional training settings. With Harbor, teachers can independently create their course materials in mixed reality. By combining the physical and digital worlds, this platform delivers dynamic, interactive environments where students can learn, practice, and perfect skills using a blend of virtual and real-world elements. Harbor is compatible with a variety of devices, including Apple Vision Pro, Microsoft HoloLens 2, Meta Quest 3, Magic Leap 2, as well as tablets, smart phones, and plans to support additional headsets.How Synergiz used Unity to develop HarborWhen Synergiz began developing Harbor in early 2020, the development team chose Unity Industry as its foundation. The decision was simple-Unity offered all the tools needed to bring their vision to life while aligning with their existing Unity expertise.Here's why Unity was the ideal choice:1. Fast, efficient developmentLeveraging Unity enabled rapid prototyping and shortened Synergiz's overall development timeline. The team's prior experience with Unity tools meant they could jump right in and spend more time fine-tuning the user experience.2. Comprehensive XR development supportUnity's suite of XR development solutions, including XR Interaction Toolkit, AR Foundation, and Unity OpenXR Plugin, enabled Synergiz to create advanced MR applications. These tools allowed for seamless integration of XR features into Harbor's software.3. Cross-platform readinessThe initial version of Harbor was designed specifically to support the HoloLens 1. When the Synergiz team was ready to expand their platform support, Unity made it easy to expand Harbor's compatibility to other AR and VR devices such as the Meta Quest 3 and Apple Vision Pro.4. Ongoing support and trainingUnity's customer support and training programs played a vital role in overcoming technical challenges. Whether it was optimizing 3D models or supporting Universal Windows Platform (UWP) features, Unity's expert resources kept the Synergiz team ahead of the curve with the latest XR advancements and rendering pipelines.Using Harbor to improve learning outcomes in training programsAt Bâtiment CFA Bretagne, Harbor was used to develop educational workshops for technician apprenticeships. Here, Erwan Gry, Electricity Trainer, collaborated with the team at Synergiz to implement two mixed reality workshops, built for the MetaQuest 3 using Harbor, into the Technician of Connected Infrastructures and Equipment diploma at CFA Morbihan.Within the platform, the two workshops trained students in motor mechanics and electrical safety. The electrical training workshop enables students to safely engage in solo training, with a guided 3D electrical procedure following step-by-step actions. The motor mechanic workshop involves a collaborative training around a 3D model of an asynchronous motor. The professor can modify the motor model by adding 3D animations, videos, and images for the students to interact with.These workshops resulted in several key benefits:Improved student outcomes: Students move beyond theoretical study, actively participating in simulations that mirror the real-world job.Scalability of coursework: The professor is able to reuse the content indefinitely, making it faster to tailor and adapt scenarios in the future.Risk-free practice: Students can safely make and correct mistakes without real-world consequences, building both confidence and competence.Feedback from the CFA has been overwhelmingly positive. Students report stronger engagement and higher degrees of confidence, while professors highlight the efficiency and adaptability of the MR-based workshops. One student from Bâtiment CFA Morbihan said, "it's rewarding to try out new digital tools as part of our training," another remarked, "integrating mixed reality gives us a more complete and also different perspective on our profession"."For me, it makes perfect sense to incorporate mixed reality into this technical training. I'm very proud to have invested in this technology, which is now essential to our training program. - Erwan Gry, Electricity Trainer at Bâtiment CFA MorbihanUnlocking MR innovation with Synergiz HarborAs mixed reality continues to gain momentum in education, solutions like Harbor offer a glimpse into a future where learning is not only more accessible and engaging, but also more effective in building the skills required for tomorrow's challenges. By leveraging Unity Industry, Synergiz not only was able to build out a cutting edge MR-solution, but they enabled their customers to develop immersive custom experiences.Synergiz's impact extends beyond individual classrooms or educational training. Their broader mission is to support the creation of MR experiences across industries. Whether it's preparing students for high-stakes technical roles, or optimizing the layout of an industrial site without interfering with current operations, Synergiz is accustomed to helping organizations achieve their own digital transformation. |
Split-screen and GameShare networking in Survival Kids
This summer, Unity released its first game, created in close collaboration with publisher partner KONAMI. Survival Kids is a fun-filled update to the classic kids' game that launched as a day-one Nintendo Switch™ 2 title.The game was built entirely on Unity 6, so the dev team was working with new software toward launching the game on a new platform - a huge challenge. On top of that, the game can be enjoyed in a variety of network configurations, so the small Unity team working on the project had to build a robust multiplayer architecture that would support these options.Check out the first instalment of the multiplayer networking story for Survival Kids, where we share how the fundamentals behind the game's network architecture came together. This post expands on this base to show how the team built the game's split screen and Nintendo Switch 2 GameShare capabilities.Nintendo Switch is a trademark of Nintendo.After we'd solved a lot of the problems in the game's network architecture, we started to think about how we were going to do split screen, which isn't supplied out of the box in Netcode for Entities. This was a different challenge. With split screen, there's got to be more than one player, but those players belong to a client.Netcode for Entities assumes that there's one player per client - if there's a separate game, with a separate console connecting to it, then it has one player. When that changes and there are actually two players or three players, there's no way to send the input up for each individual player. They have to be sent up as one.We effectively created a virtual input player that nobody can see. It's totally invisible, but it collects all the input for all the local players, up to four of them (although in the end we didn't do four-player split screen). It manages all the input that comes in, and then it sends all that input up the server every frame.In the game, players don't manage their own input. The imaginary virtual input player tells them what the input is for a frame. Previously, Netcode for Entities assumes that a player is responsible for getting its input and using its input to do all its movement, but here there's this other player that doesn't do any movement but holds all the input for everything else.Split screen was the main challenge from a network point of view. To avoid having a multiple cameras problem, we started by having a second player that would run around while the camera stayed with the first player. That came together pretty quickly, but then we encountered other problems, like how to set up a second camera? How to keep one camera on the left of the screen and the other on the right side of the screen? We had to solve UI problems, too, because there's quite a bit of UI that only one player can see. For example, if one player is in front of a log, they would see a little prompt button that says, "Hey, press X to pick up this log," but of course you don't want the other player to see that.We had to figure out how to hide the UI so that if the other player is nearby, they won't see it. We used layers for that, but our fix related more to UI than to the network. We had decided that we ultimately wanted to lock the game to two split-screen players for a better gameplay experience - even if it's on a big screen, there can only be two local players. We could do four on a split-screen internally, and we kept that going for quite a while because it was a great way of stress-testing performance, since every player adds a bit more processing, a bit more rendering, another player to simulate.One of the features during development for Nintendo Switch 2 is GameShare. You're effectively sending a video feed to another console - really, it's just split screen from a network perspective - except the system sends one camera to another console instead of rendering it on a screen.Our four-player split screen was the basis for how we approached GameShare mode. We could connect as many players as we want as long as the performance is okay and we can stream video to that console. The main reason we didn't want to do four-player split screen was just about screen size, really. Unless you have a massive TV, it's really hard to see the windows - but if you have your own console, the video can stream over to that.We pushed hard to differentiate from our two-player split screen mode so we could support an extra third player in GameShare. You can have a host and two guests while still offering players a great experience and smooth performance. We weren't willing to lower our standards on that, but we were still able to use the split-screen architecture to power GameShare.One really helpful feature that we added was a debug command. We have a dev menu, so you can press a button, call up the menu, and then type commands into it. This was handy because it let us run loads of debug stuff - it's all compiled out of the final game, so of course nobody could do that in the final game that people buy and play. But one of the modes that we had in split screen was that you could duplicate the main player - this let you have a split screen where one controller runs both players. It was a great way to test the split screen without needing to have loads of controllers around, and this made it easier to test.The split screen setup also effectively ran all the normal networking code that we did. Since the players were separate from each other, the server would send information to show how the online game works. But it's also possible to test whether code worked in multiplayer mode without connecting a player to another client by firing up split screen mode with another controller in the Editor to play there. There's no need to do a new build since it's possible to test the code on split screen as a proxy for a normal online game.There were another two Unity tools that we found really useful, although we didn't use them until right at the end of the project. Unity 6 includes new Multiplayer Play Mode tools, which enables us to test without a separate player build.Opening the Editor, it takes over an hour to do a clean player build because there's so much art and other information, so testing code with a remote player means waiting at least that long. It's not particularly good for iterating. But Multiplayer Play Mode enables you to effectively spin up another window, like another virtual version of the Editor, and connect like that.Netcode for Entities also has Play Mode tools to simulate bad network connections. You can specify and simulate a specific level of ping - say, a 300-millisecond ping, a really horrible round trip to simulate what it would be like to play with a friend who tethered their phone to their laptop in an airport and connected to the game that way. Then you can test that in the Editor to find out how laggy or unstable it is. Sometimes that doesn't work on a network connection that's losing data and dropping packets, and we could simulate that easily.This testing happened all the time. For a while, we had a rule that nobody was allowed to play in the Editor with the simulator turned off - everyone had to play with some kind of simulated lag, since none of our players were going to play on a perfect connection. That way, we could never fool ourselves into believing that a super high-speed office broadband was representative.In the end, all of this testing paid off - we were able to deliver a smooth, performant game at 60 fps across really different networks and multiplayer setups. Since the game's release a few weeks ago, we've seen players continuing to engage online through Lobby and Relay, hopefully enjoying a seamless and robust gaming experience, regardless of their home network conditions.Check out the other instalments of our blog series deep dive into Survival Kids production:
- "Graphics and rendering tips from Survival Kids"
- "Level layout and terrain workflows in Survival Kids"
- "Inside the Survival Kids multiplayer network infrastructure"To learn more about projects made with Unity, visit the Resources page. |
Inside the Survival Kids multiplayer network infrastructure
This summer, Survival Kids launched as a day-one release for Nintendo Switch™ 2. The game was built entirely on Unity 6, marking Unity's first-ever end-to-end development project, working closely with publisher partner KONAMI.Developing for a new platform on Day 1 is a huge challenge, but the small internal team that built this project included seasoned Unity developers, many of whom have been working in Unity and on games for decades. This blog is part of an ongoing series diving into how the game was made, how this work fueled Unity's commitment to production verification, plus lessons other Unity gamedevs can take and apply to their own projects.This is the first instalment of an ongoing behind-the-scenes series digging into team lessons from working on Survival Kids.Nintendo Switch is a trademark of Nintendo.Survival Kids was built by a very small team within Unity. The core group was about 10 developers of various disciplines (artists, engineers, and designers). At our peak, we were around 20 as people from other Unity teams came onboard. For example, Steven, our rendering engineer, worked with us a lot, but he wasn't always on the project.As a small team, we had some advantages, though. The engineers were vastly experienced - most of us have been writing games for 20-odd years, mostly in the AAA space, so we've learned a lot of lessons and we've made a lot of mistakes. And of course we're really experienced in Unity because most of us have been here for some time.Some of us have also worked on customer projects as part of Unity support teams like Professional Services/Accelerate Solutions, now Unity Studio Productions. We advise customers on how to optimize their projects and even embed with project teams to work alongside them and help solve their hard technical problems, so we're quite well-versed in the mistakes that studios often make and how to fix them. Working on Survival Kids, we could architect the project and put it on the right path from the start because we knew where all the pitfalls would be, and that saved us a lot of time and resources.Today, I want to dig into the game's network architecture. We used Unity to drive multiplayer networking, and Survival Kids offers players a number of different ways to play the game, all from the same networking base. So let's dive into how this came together, and hopefully some of this can help you in your projects, too.Survival Kids can be played a few ways: single player, local co-op, and online with friends. On the Nintendo Switch™ 2, players can also use GameShare to stream the video to another Nintendo Switch 2 or even an original Switch, then play multiplayer with someone on the TV or a device, which is really cool.We wanted our setup to drive all of that and other combinations. For example, you could have two players playing split screen on one television that's connected to another two players playing split screen on a different TV - so four players using two devices. That flexibility was something that we really wanted to design into the architecture to enable play in lots of different ways.To do this, we decided on Netcode for Entities. Once we'd pitched the concept for Survival Kids to KONAMI, we went straight into prototyping to find the fun for our multiplayer game. We used an existing project as a launch point, one that I'd written previously as a proof of concept for how we could use Netcode for Entities as a backend network, then write a GameObject layer on top of it to take advantage of Prefabs and animations. Not everyone on the team had experience working with Entities, so we decided to use GameObjects and MonoBehaviour together.We also wanted to keep the gameplay logic in GameObjects and MonoBehaviours because they make it really easy to prototype - this setup lets you throw things together and write scripts and download scripts off the internet or use Asset Store packages for prototyping. We wanted that fast iteration and freedom, but we also liked that Netcode for Entities gave us a performant network layer. I'd already used it on a few customer projects and personal research projects, so I knew that its quality level could drive the level of gameplay we wanted.When we first started, about three years ago, Netcode for GameObjects existed, but it still lacked a few of the features we wanted, especially client-side prediction. With client-side prediction, if there's ever a lag between the server and client, the client predicts what the server is going to do and does it instantly - so players' controls feel responsive even when there's lag. You don't have to wait for the server to tell you that a player has moved or what have you - you're already doing it. That's something that Netcode for Entities had from the start.For prototyping, we basically grabbed a project we already had and jumped in. We started with simple things - picking up objects, chopping down trees - and gradually, we started fleshing out what some of the gameplay would be. We were still prototyping, so we didn't really worry about code quality too much. We were trying to find the fun and looking at our game pillars, including "survival for everyone." We wanted a survival game, but we didn't want it to be super hard or punishing - we were trying to distill what's really fun and exciting about this genre.We asked ourselves: What do people love about crafting and resource gathering? What don't they care about? That helped us define how players get resources, how they move them from one place to another, how they do crafting. We figured that all out by prototyping and iterating quite quickly using GameObjects and MonoBehaviours.Because we started from that little proof-of-concept demo, we could connect by internet address, right from the word go. It was possible to connect using a computer IP, but we also used Unity's Relay service, which lets you host a game on a Relay server in the cloud. With Relay, anyone can join that game using a join code, and people can connect from home or the office without a VPN or known IP. That meant that we could get into a rhythm of weekly playtests - and we were doing them at work and on our home networks, which let us stress-test our network architecture alongside the gameplay with all kinds of different connection speeds. In the end, we kept Relay in production.We tried to stay as close to the publicly released packages as possible. If we found a bug in one of the packages, we'd identify it, bring the package locally, and try to fix it. Sometimes we'd go to Slack after and message Unity's Netcode team to explain the problem and our fix so they could take that and do the PRs - and sometimes get it into the final version. We weren't involved in the fix necessarily, but by working in a production environment, we found some issues that they hadn't yet (although sometimes they already had a better fix than whatever we'd come up with, or they'd tell us we're using it wrong).Because we developed this way, remotely through Relay, we didn't add an offline mode until later, close to release. The offline mode doesn't open up any network sockets, and it uses something called an in-process driver. It effectively behaves like it's a network, with a server and a client, but they execute in the same process and communicate with one another. Instead of sending it through the network, they send it directly to the client. It's called an in-process connection, and it's very fast because you don't have to wait for actual bytes to travel across the network, but it goes through all of the same flow as our gameplay does.Working this way, we didn't need to code a different version - this is our single-player mode and our multiplayer mode. Single player and offline are still a network game, it's just that we don't use the network - it all just happens internally.This basically meant that we had one code architecture that we could use everywhere. The cost of that, though, is that when you're hosting or on single player, you're simulating the server and the client, creating a performance challenge to run both at the same time. With dedicated servers, a server might go off and live in a server farm somewhere, so that all you need is what's called the client, which makes it all look nice and respond to whatever the server's communicating. But on single-player, since we're simulating, the game has to do both and can't just sit off on a dedicated server somewhere.That ended up being one of our biggest performance challenges, optimizing so that the server and client could sit in the same game, in the same frame, and still hit our 60 frames per second target at a good resolution. That target was really important to us.Check out the other instalments of our blog series deep dive into Survival Kids production:
- "Graphics and rendering tips from Survival Kids"
- "Level layout and terrain workflows in Survival Kids"
- "Inside the Survival Kids multiplayer network infrastructure"To learn more about projects made with Unity, visit the Resources page. |
Be front and center: Drive app downloads this holiday shopping season with Aura
The period between Black Friday and the holidays is not just a frenzy of purchases; it's a golden opportunity for app marketers to reach high-quality users. This period, also known as the shopping season, is the time of year when users are focused on making purchases, whether it's upgrading their own tech or buying gifts for others. For app marketers, it's a goldmine.Here's why the shopping season matters:- More devices: The shopping season is also peak time for smartphone sales. Millions of phones are purchased, unboxed, and activated.- More buyers: Consumer spending soars during this period, and buyers are highly intentional. This means they're ready to invest in new experiences, including apps and in-app purchases. In fact, in-app purchases accounted for 54.5% of all online revenue during the 2024 holiday season, delivering $131.5 billion in spend.*- More attention: In 2024, Q4 digital ad spend hit $34 billion with impressions reaching a staggering 3.8 trillion.** This means users are tuned in, making this the perfect time to capture their attention.A surge in new high-end devicesSmartphones are the ultimate holiday gift, with millions unboxed and activated during this busy shopping season. Shoppers tend to choose high-end devices, and these users are eager to download apps that enhance their experience, actively searching for tools to make the most of their new phones for years to come.Early downloads lead to long-term loyalty95% of users download 60%+ of their apps within the first 48 hours of activation.*** This means the moment a user powers on their new phone, a critical engagement window opens. During this time, users are most likely to download the apps that will become permanent fixtures on their devices. The potential becomes even more powerful once you consider that the average user keeps their phone for 3.6 years.****As a result, securing a download during this window gives your app the potential to remain on the device for the entire lifespan of the phone, which is a tremendous opportunity.There are several reasons why apps downloaded early tend to stick around:- Apps downloaded right after activation often become part of a user's daily habits.- These apps feel familiar and trusted simply because they have been on the device from the beginning, making users less likely to uninstall them.- Early downloads secure a spot on the home screen or in the initial app layout, giving them a visibility advantage over apps downloaded later.Being one of the first apps downloaded positions your app as a core part of the user's digital experience, which increases the likelihood that it will remain on the device for years to come.
Win the shopping season with AuraHow do you ensure your app is front and center during this high-stakes period? That's where Aura comes in. Aura's on-device solution integrates your app into the device's native UI. This allows you to:Be the first app users seeAura ensures your app is suggested as part of the onboarding experience when users activate their new phones. This secures visibility during the critical 48-hour window when users are most likely to download apps.Reach users throughout the device lifecycleAura aligns your app with the moments that matter most in the device lifecycle, like unboxing, OS updates, and holidays. By being part of these moments, your app becomes a natural choice for users.Build long-term loyaltyBy being one of the first apps on a user's device, you build a strong foundation for user loyalty for the full 3.6 year lifespan of the device.
Unbox your app's potentialThe shopping season is a time for unboxing opportunities. With millions of new devices being activated, the stakes are high. But with Aura, you can ensure your app is part of this moment, maximizing visibility, engagement, and loyalty. Don't miss out on the most critical window of the year.Ready to make your app the first choice for new users? Learn more about Aura.*Source: 2024 holiday shopping report (2024), Adobe**Source Q4 2024 Digital Market Index, Sensor Tower, February 2025
***Source: Aura from Unity, June 2023 to June 2024. Disclaimer: This statistic is based on Android device data only.
****Source: How often do people upgrade their phone?, SellCell, November 22, 2023
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How Unity Audience Hub helps marketers reach mobile gaming audiences and gains industry recognition
In today's mobile gaming landscape, developers and marketers face a unique challenge: how do you reach and engage players in impactful ways, while maintaining privacy and navigating ever-evolving data standards?At Unity, we've spent years working alongside the world's top game creators to build and grow their games. In fact, 85 of the top 100 mobile games use Unity to grow their games*, whether through Unity Ads, the Tapjoy offerwall, programmatic exchanges, or Ad Quality tools. Our mission has always been to empower our community at every step, from building immersive games to scaling their reach globally.But as the ecosystem matured, we saw an opportunity to do more.
Building a solution for today's marketersMarketers today are looking for ways to move beyond basic targeting. Mobile gaming audiences are an engaged and high-value audience with immense potential, yet they've long been under-utilized by brand marketers. We wanted to bridge that gap with a solution that balanced powerful targeting with privacy-first design.Introducing Unity Audience HubUnity Audience Hub blends federated, privacy-first insights from Unity's ads ecosystem with trusted third-party data sources. Powered by Optable, Unity Audience Hub delivers curated, high-intent audiences to brand marketers, who can then build custom audiences and activate them across Unity's mobile app and game inventory and even beyond, on channels like CTV through our partnership with Roku.Unity Audience Hub is just one part of how we're helping our partners succeed. Another recent innovation is Unity Vector. Unity Vector leverages self-learning AI and data from across the Unity ecosystem to deliver deeper insights, optimize campaigns, and drive even better results for our customers. By continually learning and adapting, Vector helps marketers and developers achieve greater efficiency and effectiveness in their campaigns, unlocking more value from every impression.Industry recognitionRecently, Unity was named the "Best Mobile Games Marketing Platform" in the 8th annual MarTech Breakthrough Awards program. This recognition from MarTech Breakthrough, a leading market intelligence organization, means a lot to our team, especially as the 2025 program attracted thousands of nominations from companies across more than 15 countries.Here's what Alex Blum, COO at Unity, had to say about the win:"With Unity Audience Hub, we're helping brands reach players in meaningful, privacy-conscious ways, bridging the gap between the worlds of gaming and marketing. This award reflects our commitment to delivering value across the ecosystem for developers, advertisers, and players alike."And as Steve Johansson, Managing Director at MarTech Breakthrough, shared:"Marketers, more than ever, are looking for ways to move beyond basic targeting-and mobile gaming audiences are an engaged and high-value market with immense potential that has long been underutilized by brand marketers. With Unity Audience Hub, advertisers have a powerful, privacy-first way to understand and reach their audiences. By combining curated insights with enriched targeting, omnichannel reach, and strategic partnerships, Unity helps brands maximize performance and drive measurable results across mobile, web, and CTV."More to comeWe're just getting started. As the mobile landscape evolves, we'll keep innovating to ensure Unity Audience Hub and Unity Vector empower both developers and marketers to connect with players in ways that are impactful, privacy-safe, and future-proof.Ready to learn more about how Unity Audience Hub and Unity Vector can help you reach new audiences and grow your business?Let's connect or learn more about our solutions here.__________________________________________________________________________________________About the MarTech Breakthrough AwardsThe MarTech Breakthrough Awards celebrate innovators, leaders, and visionaries shaping the future of marketing, sales, and advertising technology. Learn more at martechbreakthrough.com.Source: Data.ai and internal network data. Disclaimer: Top 100 games based on worldwide total downloads on the Apple App Store and Google Play between April 27 and May 10, 2025. "Grow their games" is defined as having more than $1 in activity using Unity's uAds, iAds, Tapjoy OW, LevelPlay, Aura, or Ad Quality services. |
Games made with Unity: August 2025 in review
August 2025 was a reminder of how wide the spectrum of Unity-made games can be. From the stylish co-op roguelite Starlight Re:Volver to the cozy storytelling of Tiny Bookshop, and other gems (literally) like Gemporium: A Cute Mining Sim, Unity powered teams chasing wildly different dreams.IGF Awards
Huge congrats to all the IGF finalists, especially the games made with Unity that dominated the awards this year - including Consume Me, which took home three wins! Fresh off their Audience Award win at the IGF Awards, The WereCleaner team joined us on stream. Check it out:Made with Unity Steam Curator Page
Be sure to stay up to date with the latest Unity creations on Steam by checking out our Steam Curator page.Working on a game in Unity? We'd love to help you spread the word. Be sure to submit your project.Without further ado, to the best of our abilities, here's a non-exhaustive list of games made with Unity and launched in August 2025, either into early access or full release. Add to the list by sharing any that you think we missed.ActionStick It to the Stickman, Free Lives (August 18 - early access)The Knightling, Twirlbound (August 28)Astro Prospector, Incrementalist (July 14)FUMES, FUMES team (July 28 - early access)Bullet HeavenGunlocked 2, FromLefcourt (August 21 - early access)Book Shooter, SOS GameLab. (August 22)Cards, dice, and deckbuildersSizzle & Stack, Arvis Games (August 5)Luck & Loot, SMARTcreative (August 1)Rogue Hex, Topstitch Games (August 9)Casual, rhythm, and partyCheese Rolling, The Interviewed (August 19)Cheese Rolling, The Interviewed (August 19)City and colony builderThe Wandering Village, Stray Fawn Studio (July 17)ISLANDERS: New Shores, The Station (July 10)Fill Up The Hole, Fluffy Lotus (July 17)ComedyCheese Rolling, The Interviewed (August 19)Experimental or surrealistNIDANA, lvl374 (July 28)ExplorationHerdling, Okomotive (August 21)FPSINCISION, SmoothBrainDev (August 28)GRIMWAR, BookWyrm (May 16)Noga, Ilan Manor (May 30)HorrorWhisper Mountain Outbreak, Toge Productions (August 11 - early access)Vigil, Singularity Studios (August 15)The Boba Teashop, Mike Ten (April 21)Out of Hands, Game River (April 22)Darkwater, Targon Studios (April 22 - early access)Management and automationTiny Bookshop, neoludic games (August 7)Plan B: Terraform, Gaddy Games (August 29)Plant Nursery Simulator, Robot Assembly (June 16 - early access)MetroidvaniaOirbo, ImaginationOverflow (February 11 - early access)SteamDolls - Order Of Chaos, The Shady Gentlemen (February 11 - early access)Narrative and mysteryVigil, Singularity Studios (August 15)Duck Detective: The Ghost of Glamping, Happy Broccoli Games (May 22)Beholder: Conductor, Alawar (April 23)PlatformerNODE: The Last Favor of the Antarii, Lapsus Games (August 28)Tempest Tower, Half Past Yellow (August 19)Once Upon A Puppet, Flatter Than Earth (April 23)PEPPERED: an existential platformer, Mostly Games (April 7)Ninja Ming, 1 Poss Studio (April 10)Seafrog, OhMyMe Games (April 15)Puzzle adventureIs This Seat Taken?, Poti Poti Studio (August 7)Strings Theory, Beautiful Bee (Console release)Secrets of Blackrock Manor - Escape Room, Biri Biri (August 1)Roguelike/liteThe Rogue Prince of Persia, Evil Empire, Ubisoft (August 20)Starlight Re:Volver, Pahdo Labs (August 27 - early access)Mortal Sin, Nikola Todorovic (August 29)Gatekeeper, Gravity Lagoon (August 1)GUNTOUCHABLES, Game Swing (August 7)Dinotica, XA Studio (August 12 - early access)Bendy: Lone Wolf, Joey Drew Studios (August 15)BAPBAP, BAP HQ (August 19)RPGOFF, Mortis Ghost, Fangamer (August 15)The RPG, Dionysus Acroreites (August 7)City of Springs, The Naked Dev, Alterego Games (August 18)SandboxMakeRoom, Kenney (August 7)I Fetch Rocks, SarumXR (August 1)SimulationGemporium: A Cute Mining Sim, Merge Conflict Studio (August 7)Ritual of Raven, Spellgarden Games (August 7)Robert on Earth, Remrofsnart (August 14)Waterpark Simulator, CayPlay (August 22 - early access)STORY OF SEASONS: Grand Bazaar, Marvelous Inc. (August 27)Whisper of the House, 元气弹工作室(GD Studio) (August 27)
Sports and drivingDriftwood, Stoked Sloth Interactive (August 1)Turbo Takedown, Hanging Draw (March 3)StrategyThe Bazaar, Tempo (August 13 - Steam release)ERA ONE, Team Complex LTD (August 6 - early access)Dice Gambit, Chromatic Ink (August 14)SurvivalLen's Island, Flow Studio (June 19)Survival Machine, Grapes Pickers (May 7 - early access)Oppidum, EP Games® (April 25)That's a wrap for August 2025. Want more Made with Unity and community news as it happens? Don't forget to follow us on social media: Bluesky, X, Facebook, LinkedIn, Instagram, YouTube, or Twitch. |
Level layout and terrain workflows in Survival Kids
Survival Kids is Unity's first end-to-end development project, created in collaboration with KONAMI. The small team that built it tapped into decades of gamedev experience, and this blog series dives into how they approached this ambitious project. The first instalment explored the team's frame and rendering work, while this edition looks at level and environment design.While mostly we've talked about how we achieved the looks you see onscreen, we wanted to dig into what we did to improve our workflows, making them faster so we could deliver the project on time.Due to the team's size and the scope of the project, we put a lot of consideration into the level layout and terrain workflows. We needed something that was easy for a level designer to iterate ideas on, but our approach also had to need minimal-to-no rework once the levels were handed over to the art team. We opted for an approach that has a very white box-like workflow for the level designers while we were already working with final game assets.Survival Kids uses a set of reusable building blocks to create the main layout of the levels. It is a set of prefabs with cliff rock sides and a mesh terrain patch on top, configured in different sizes and shapes.The cliff sides are eight separate meshes, sides, and corners, each with a simplified mesh collider. They all share the same material, which speeds up their rendering.This setup allows the level designer to use these building blocks to create most of the levels using the final game assets but with a fast workflow that's very close to white-boxing, to allow quick iteration on ideas.This terrain module "building block" approach resulted in many overlapping modules due to the organic shapes of the levels. It also led to most of the cliff sides being inside or behind other modules and never seen by the game camera. To solve this, we created an Editor tool that went through each module one by one, checking to see if any part of them could ever be seen from the game camera's angle and removing all of the unseen ones.
We used a Houdini Engine tool to create continuous terrain meshes based on the different sections of the terrain modules.A modified version of Unity's Polybrush package was used to paint the different materials on the terrain meshes. The modification was that Polybrush would paint a control texture, similar to how Unity's terrain system does, instead of painting values to the vertices of the mesh.Ambient Occlusion is then baked into the vertex color of the terrain meshes to better visually ground the objects placed on it.A custom tool was then used to distribute small objects such as grass, flowers, and small rocks onto the terrain meshes. The distribution of the objects is controlled individually using parameters like density, underlying material, terrain curvature, or proximity to larger objects. Throughout the project, we stayed with very low density to minimize the performance impact of small vegetation.We then used another custom tool to split the mesh colliders of the different terrains. We did this in two ways:- As a grid, to reduce the triangle count and volume of each mesh collider and improve the game's physics performance- By material, so that the game can generate different sounds and footstep VFX based on which material the characters are walking on (grass, sand, snow, ice, etc.)Check out the other instalments of our blog series deep dive into Survival Kids production:
- "Graphics and rendering tips from Survival Kids"
- "Level layout and terrain workflows in Survival Kids"
- "Inside the Survival Kids multiplayer network infrastructure"To learn more about projects made with Unity, visit the Resources page. |
Graphics and rendering tips from Survival Kids
This summer, Unity released the first game developed end-to-end in-house, an update on the co-op family game Survival Kids, in partnership with KONAMI. The game was built by a small internal team of about 20 people at its max, so the team had to find innovative ways to stay within the scope of the project and release timeline with limited resources, just like any indie studio. In this post, we dig into how we created the game's visual frame and rendering.We wanted to achieve something visually interesting. Our goals were very artistic, but we also wanted to make it very cheap in terms of performance since we didn't know what kind of device capabilities we'd be working with at first.The first part of the project was just visually exploring -Â we had an art diorama that we were using to show how we imagined the art to be. Part of that is a very stylized lighting setup, including customized shadows.We went with the Universal Render Pipeline (URP) since it has a great track record for performance on a wide range of devices, and it's relatively easy to create any new features we need to make it hit the game's visual targets. The rendered frame is very close to vanilla URP in Forward mode, since the game mostly has only one light source, the sun. We have a few modifications here and there, like the custom shadows, ambient occlusion, and a couple of other custom render features, but overall it's vanilla URP onscreen.The biggest addition was to the shaders to support the very specific look of the art direction since we needed to make modifications to how lighting was calculated. Making custom shaders isn't particularly new, however we wrote our own custom Shader Graph targets to ensure that anyone could contribute. Using AssemblyDefinitionReferences allowed us to add project specific Shader Graph targets without needing to have a completely custom URP version. This let us stick to the vanilla URP with just our local Shader Graph targets, which worked really well for our project.One of our aims was to have dynamic lighting - we wanted the option to be able to change the lighting color, intensity, etc. That meant we couldn't easily bake lighting information using lightmaps, so we would be missing out on some of the lighting detail you would get from baking in bounce lighting / global illumination. We needed to think of different ways to balance high visual quality and good performance with a dynamic lighting approach, since it is normally more expensive. This led us to use LightProbes initially and also relying more heavily on Ambient Occlusion (AO) to help ground objects.Because we knew that global illumination was going to be very important for this project, we initially implemented a custom solution that would update LightProbes at runtime. But then when we moved to Unity 6, the team really wanted to switch over to Adaptive Probe Volumes (APVs) because the visual quality was considerably better than the system we'd knocked together while having comparable performance impact. When you have the option of upgrading from something good to something really good that's high quality and performant, you just switch.The ocean was heavily based on a Unity URP demo project Boat Attack, but with a more stylized look. One of the things we really wanted to do was have wake coming off from the island and other elements in the water. This is usually implemented by using the depth buffer to work out the coastline by distance -Â but we don't have a coastline, really, we have a Whurtle-island.With the Whurtle-island, you have a sudden dropoff, and there's not enough depth falloff for the effect, especially taking into account the terrain submerged under the water. The best idea we came up with was to use a signed distance field, or SDF -Â it's basically a texture that encodes the signed distance of an object, or, in our case, the coastline. This way, we can start the wake at a certain distance from the coastline, then use sine wave and some distortion textures to give it an interesting look.In the end, we had an Editor tool that bakes the signed distance for the coastline based on four set water heights. Then we did some blending and lerping between them for a rough approximation of where the coastline actually was, since the water level in most levels changes depending on the player's progress. We relied on this pre-baked SDF information for several different effects, from adjusting ocean wave height to adding foam, wake, and caustics.
For visual interactions, a capsule is rendered from a top-down view around anything we needed to track the position of, like players, carriable objects, tools, etc., into a RenderTexture. The texture is based in world space with a sliding window as the player's camera moves around.We generate an offset (red, blue) from the center of the capsule, as well as worldspace height information (green). In the alpha channel, we store a falloff value for the strength. That's then used by different shaders for creating effects such as vegetation bending, animated ripples on water surfaces, or darkening the terrain a bit to create a very soft shadow effect.
For a performance optimization, we used a depth prepass, which fills the depth buffer before we render objects normally, reducing the cost of rendering those objects due to early depth test rejection.We dealt with dithered objects separately in a custom pass because we need to render them differently depending on their state and which player is viewing them. They're in a different GameObject layer that is excluded from Opaque Layer Mask in the renderer so they're not automatically rendered, and this means we need to render them in a custom pass. We used MaterialPropertyBlocks to set individual values for objects and applied stencils to mark up the objects that are dithered so we can blur those sections later on. However, since this breaks SRP batching, we needed to limit its use. We decided to only apply MaterialPropertyBlocks as needed and remove them when done, restoring objects to a batchable state.In the end, we have a whole pass that just deals with how we render that particular layer into the depth buffer. Next, we apply a stencil on the depth buffer to mark off which pixels are part of the objects that we're fading away, and then that gets used later when we're doing anti-aliasing.
Part of our art style was to have colored shadows with a gradient along the direction of the shadow. To achieve this, we had a custom screenspace texture generated from a RenderFeature that would sample the shadow map in world space, but also look ahead in the XZ plane to determine a shadow blend value. This is similar to a PCF filter used in soft shadows, but in one direction. This was rendered into a downsized texture about quarter the size of the screen, and we then blended the shadow color between three colors.Unfortunately for us, the SSAO provided with URP wasn't quite suited to our needs. While it's a mobile-friendly implementation, for the look we were going for we needed to set the radius value quite high, which took a significant chunk of our frame budget (~4ms). Instead, we reused the MSVAO implementation from the old PostProcessing Stack v2 package, with some minor changes to make it more efficient and integrate our shadow color.Survival Kids has the standard rendering passes you expect in URP (Opaque, Skybox, Transparency), but we also have an additional pass to handle our dithered objects, just after the opaque pass. This is where we will actually render our dithered geometry due to the fact that geometry in this layer is not rendered in the opaque pass. We also do a depth equals test in this pass to ensure we only render where we prefilled the depth buffer.For objects that are dithered, we need to disable Ambient Occlusion on them due to the artefacts that will occur due to MSVAO treating the "holes" in the depth buffer as occlusion.After the scene is rendered, we apply our anti-aliasing. Unfortunately, the areas that are dithered will trip up the algorithm (SMAA), causing visual artefacts. To avoid this, we need to deal with these areas separately. Areas that are dithered (determined by the stencil) are blurred, producing an alpha blend effect on those areas, and then SMAA is processed in the areas that aren't dithered. This is skipped in certain circumstances, but we end up with a cleaned-up final image ready for post processing.We kept our post-processing effects as cheap as possible, using just a bit of Tonemapping, Bloom, and Color Correction.At one point, we used URP's Blur in post-processing to soften the game behind the UI, but we replaced that with a cheaper Kawase blur RenderFeature later on. Our UI system is built on UGUI with a bit of custom rendering for the fading.The way we initially set up our UI, we were fading menus in and out, but this approach caused some issues due to how the alpha is done for the UI. At first, we started rendering the UI into a separate texture via a camera, then blit that correctly so we can fade the UI into the main image, we changed this so it could be achieved using a RenderFeature rather than using an entire extra camera.Check out the other instalments of our blog series deep dive into Survival Kids production:
- "Graphics and rendering tips from Survival Kids"
- "Level layout and terrain workflows in Survival Kids"
- "Inside the Survival Kids multiplayer network infrastructure" |
The evolution of rewards: From marketing model to loyalty driver
Earlier this year, I joined fellow Unity experts to forecast mobile gaming trends for 2025. One of my predictions was the continued growth of the rewards ecosystem - not at the explosive pace of previous years, but through more steady and strategic expansion.What's fascinating about this evolution is how rewards now fuel every stage of the marketing funnel and user experience. As mobile and digital platforms evolve, rewards are becoming increasingly essential across games, apps, and web-based platforms. In this blog, I'll explore key factors driving this growth, break down the core characteristics of the rewards space, and hopefully debunk a few myths.Why rewards are thriving nowRewards as incentives are deeply ingrained in human nature and have long been a cornerstone of games and gamification. While reward mechanisms aren't new, several recent trends have propelled the rewards space into exponential growth:Users want moreOver time, user behavior has shifted significantly, especially with the rise (and decline) of the Play-to-Earn Web3 era. Today's users want more than just entertainment. They're looking for tangible value from their investment, like virtual currencies, cashback, coupons, or real monetary rewards. While Web3 Play-to-Earn is no longer the prevailing trend, users' behaviors and desires remain unchanged.Macroeconomic shiftsPost-COVID economic uncertainty led to cautious spending habits. Users are more selective with their entertainment, while advertisers face tighter budgets - making rewards an appealing option for both.Privacy challenges in user acquisitionAs the regulatory focus on privacy grows, acquiring high-quality users has become harder. Rewards offer a way to diversify UA channels, boost engagement, and deepen user relationships.Today's rewards have evolved beyond traditional live ops campaigns and rewarded video ads. More games and apps now use offerwalls to boost their economies and monetization. Offerwalls attract highly engaged users who generate greater long-term value.Where does loyalty come into play?The rewards market is growing quickly, and the recent rise of the rewards app trend has been driving more attention to it with an expansion from in-app rewards to standalone rewards apps, resulting in a large number of rewards apps entering the market. But not all rewards apps or programs succeed. The key to long-term success lies in balancing user retention, engagement, performance of advertisers, and monetization.Are loyalty programs and rewards apps the same? Not quite - they each have a different focus. Loyalty programs prioritize building long-term relationships with customers, and usually have more features like levels, badges, special offers, and community features to help people feel connected to the brand. Rewards apps, on the other hand, have a more transactional focus in which they encourage repeat purchases, frequently with a spend-and-earn approach.When developing a loyalty program, ask yourself: Who am I building this for? Whether you're a publisher, advertiser, or user acquisition channel owner, aligning interests is essential. Misalignment often leads to low engagement and lower ROAS in deeper cohorts.From a publisher's perspective, loyalty can be a key driver of your in-app economy. Standard elements like live ops campaigns are great, but introducing an offerwall can take things to the next level. The best part? Offerwalls allow advertisers to subsidize user rewards, reducing the cost burden on you.How to make rewards work for youWhether you're new to rewards or already implementing them, here are some tips for maximizing their impact:1. Refine your user journey to drive in-game progressionDesign rewards to enhance your users' progression within your app or game. Choose the right flow, optimize bids, and ensure the rewards users receive align with what they should be earning.2. Leverage data to focus on the right cohortsPay close attention to the depth of cohorts you're aiming to reach and select the best channel or vendor for support. Strategically tailor your approach for short or long-term cohorts with data-driven decisions.3. Prioritize UX in monetizationWhen monetizing through rewards, ensure offers align with your app's core mechanics. Consider the optimal revenue model, offer types, and overall value proposition for both you and your users.The rewards ecosystem plays a pivotal role in increasing engagement, retention, and monetization. By understanding the factors driving this growth and aligning your rewards strategy with user expectations, you can unlock the full potential of rewards for your app or game. Whether you're building a loyalty program or exploring offerwalls, the key is to create value for all stakeholders while delivering a seamless and engaging user experience. |
Scaling industrial AR: How Visometry uses Unity and model tracking on the factory floor
From precision tracking to quality inspection, Visometry and Unity are enabling next-gen augmented reality across manufacturing and engineering.Visometry GmbH is a deep-tech company based in Germany, specializing in enterprise-grade augmented reality (AR) solutions for industrial use. A spin-off from the renowned Fraunhofer Institute, Visometry is best known for its powerful model tracking SDK, VisionLib, which enables precise, real-time object tracking in complex industrial environments. From automotive to mechanical engineering, Visometry's tools help companies deploy scalable AR applications that drive efficiency, quality, and innovation.In this article, Visometry explores how they are leveraging Unity's real-time 3D engine to bring advanced tracking and 3D visualization to life - from inspection systems like Twyn to immersive interactive experiences, and enabling Visometry to streamline industrial AR development and make high-performance solutions accessible to developers, integrators, and manufacturers alike.
Industrial AR today: From pilot to productionAR has quietly transformed the industrial world. Over the past decade, industrial AR has progressed from experimental trials to mission-critical tools that are reshaping how companies inspect, maintain, and interact with complex machinery and infrastructure.As the sector confronts new challenges-rising demand, an aging workforce, and the constant push for precision-AR offers compelling answers to improve operational efficiency, reduce errors, and make smarter use of skilled labor.Visometry has been part of this evolution from the beginning, leveraging Unity's real-time 3D engine to bring advanced tracking and 3D visualization to life. Originally spun out of the Fraunhofer Institute, the company today focuses on a critical layer of industrial AR: enterprise-ready object tracking. This core technology enables the precise alignment of 3D content and data layers with real-world machines and components.
Enabling precise AR with VisionLibAt the heart of many AR solutions is VisionLib, a software development kit (SDK), built on Unity, that brings industrial-strength object tracking to AR applications. Already in use by leading companies across automotive and mechanical engineering sectors, VisionLib provides stable, real-time, markerless tracking of one or more physical objects-even under challenging lighting or motion conditions.Using CAD and 3D data, VisionLib enables high-precision pose estimation that anchors digital content directly onto real-world components. This technique, known as model tracking, has become a foundational capability for industrial AR, enabling developers to overlay visual data with accuracy and without manual alignment or markers.
Unlike consumer-grade AR, which typically relies on simultaneous localization and mapping (SLAM) -based camera tracking and can suffer from content drift, model tracking ensures precise placement of 3D elements even in dynamic or reflective environments. That level of precision is key for industrial use cases such as quality inspection, guided assembly, and training.From SDK to solution: Twyn for AR-based quality inspectionWhile VisionLib is designed for developers and platform integrators, Visometry also brings AR directly to manufacturing teams through Twyn - a ready-to-use AR inspection solution.Twyn enables interactive, CAD-based quality inspection on the shop floor, allowing teams to detect deviations between digital models and physical parts quickly and flexibly. By combining VisionLib's tracking with Unity's visualization engine, Twyn delivers enterprise-ready performance in an intuitive interface, even for teams without deep expertise in 3D graphics or AR development.This approach exemplifies Visometry's mission: democratize access to industrial-grade AR by abstracting complexity and enabling other organizations to offer offering scalable solutions that work out of the box.
Why Unity: Developer speed and cross-platform reachFrom the outset, VisionLib has been designed with developers in mind. Leveraging Unity's plugin architecture, VisionLib SDK seamlessly integrates into the Unity ecosystem, enabling developers to create industrial-grade AR applications with precise object tracking and robust anchors for digital content, all managed directly from the Unity tech stack.Unity has long played a pivotal role in democratizing model tracking, particularly through its ARFoundation framework, which bridges platform-specific AR modules like ARKit and ARCore.Building on this foundation, VisionLib SDK extends Unity's capabilities to meet the demands of industrial applications. Designed for enterprise-grade augmented reality, VisionLib combines CAD data with advanced image processing to deliver true 3D object tracking for mixed and augmented reality scenarios.Unity developers can harness this cutting-edge technology directly within the Unity Editor to craft high-quality XR experiences. Moreover, VisionLib SDK integrates seamlessly with ARFoundation, enhancing interoperability and expanding its reach. This streamlined workflow empowers developers to rapidly prototype, efficiently implement AR features, and deploy across a wide range of devices, including smartphones, tablets, AR glasses, and stationary industrial hardware.
Real-world AR: A closer look at Atelier MarkgraphOne standout industrial use case is Atelier Markgraph, a design studio specializing in spatial communication. For years, they've been using AR to stage products and complex systems in dynamic, interactive ways-often at high-profile events.Working with Mercedes-Benz, Markgraph created AR-driven experiences to showcase vehicles and engines. Rather than display a static engine block, they used VisionLib and Unity to deliver layered, explorable, and interactive 3D visualizations."It's super complex to physically cut through an engine," explains Christoph Diederichs, Head of Interactive Experiences at Markgraph. And it's difficult to convey engineering finesse just by presenting a block of steel - it's not interactive, it's not dynamic."According to Diederichs, AR makes it possible to add an interactive digital 3D layer to the real world, enabling spectators "to grasp" things that are otherwise hard to communicate in a short amount of time. Tracking and interacting with a real object delivers on the "tangible feel" and the appeal of a real engine, while AR is virtually making the invisible visible.
"In our industry, time is always a critical factor," says Diederichs. Especially during the final stages of a project, when everything needs to come together under pressure: 3D models need to be swapped, last-minute change requests incorporated."At one event, there was virtually no time for testing: ...and it just had to work", Diederichs recalls. The new engine, still a closely guarded secret until its public unveiling, could only be viewed and tested once in advance. The rest had to be developed under lab conditions only.
The future of industrial AR: From guidance to validationAccording to Jens Keil, founder and product manager at Visometry, AR in industrial settings is entering a new phase. The early days were about enabling tracking. Then came platforms for scaling content. Now, there is a shift toward using AR not just for guidance, but for verification.That means going beyond simply showing what to do-and instead confirming whether a task was performed correctly. VisionLib is already ahead of the curve with multi-model tracking, which can independently track and validate multiple objects or subcomponents within a larger assembly.In one example, Visometry highlights how its tracking tech automatically detects and flags misaligned components on steel structures. Combined with advances in AI and machine vision, this approach moves AR toward more intelligent, closed-loop validation tools."We're exploring ways to enable users to combine AR, AI, and other techniques," says Keil. "Our goal is to democratize access through simple developer tools and platform-independent solutions."Visometry is not just creating tools for today's AR but building a foundation for the next generation of spatial computing-where AR, AI, and computer vision come together to empower industry-wide transformation.
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Games made with Unity: June 2025 in review
Plenty of successful games are made with Unity, and the list keeps growing. PEAK, from Landfall and Aggro Crab, sold over 2 million copies in just 9 days. Big releases like Broken Arrow and the 1.0 launch of Len's Island show how teams of all sizes are shipping ambitious games with Unity. Here's a look at some of the most recent ones.
Also, don't miss some of the great trailers from the summer showcases, or great demos that debuted at Next Fest this month.IGF Awards
Huge congrats to all the IGF finalists, especially the games made with Unity that dominated the awards this year - including Consume Me, which took home three wins! Fresh off their Audience Award win at the IGF Awards, The WereCleaner team joined us on stream. Check it out:Made with Unity Steam Curator Page
Once again we sent out a clarion call for Unity staff to share which of your games they've been playing this past month. Be sure to see them all on our Steam Curator Page here:Working on a game in Unity? We'd love to help you spread the word. Be sure to submit your project.Without further ado, to the best of our abilities, here's a non-exhaustive list of games made with Unity and launched in June 2025, either into early access or full release. Add to the list by sharing any that you think we missed.ActionShotgun Cop Man, DeadToast Entertainment (May 1)Deliver At All Costs, Studio Far Out Games (May 22)Pipistrello and the Cursed Yoyo, Pocket Trap (May 28)Bullet HeavenBioprototype, Emprom Game (May 19)Broventure: The Wild Co-op, Alice Games (May 15)Tower of Babel: Survivors of Chaos, NANOO (May 19 - early access)Cards, dice, and deckbuildersMonster Train 2, Shiny Shoe (May 21)Into the Restless Ruins, Ant Workshop Ltd (May 15)Casual, rhythm, and partyWordatro!, Le Poulet (June 23)POPUCOM, Hypergryph (June 1)City and colony builderKity Builder, Sambero, irx99, YerayToledano, Juan Hust (June 17)MEMORIAPOLIS, 5PM Studio (April 30)ComedyPick Me Pick Me, Optillusion (May 28 - early access)Experimental or surrealistENA: Dream BBQ, ENA Team (March 27)FPSBloodshed, com8com1 Software (May 22)GRIMWAR, BookWyrm (May 16)Noga, Ilan Manor (May 30)HorrorLiDAR Exploration Program, KenForest (April 2)White Knuckle, KenForest (April 17 - early access)The Boba Teashop, Mike Ten (April 21)Out of Hands, Game River (April 22)Darkwater, Targon Studios (April 22 - early access)Management and automationSupermarket Simulator, Nokta Games (June 19)Plant Nursery Simulator, Robot Assembly (June 16 - early access)MetroidvaniaOirbo, ImaginationOverflow (February 11 - early access)SteamDolls - Order Of Chaos, The Shady Gentlemen (February 11 - early access)Narrative and mysteryReplicomica, enyevg (June 16)Duck Detective: The Ghost of Glamping, Happy Broccoli Games (May 22)Beholder: Conductor, Alawar (April 23)PlatformerPEAK, Landcrab (June 16)Blessed Burden, Podoba Interactive (June 18)Once Upon A Puppet, Flatter Than Earth (April 23)PEPPERED: an existential platformer, Mostly Games (April 7)Ninja Ming, 1 Poss Studio (April 10)Seafrog, OhMyMe Games (April 15)Puzzle adventureSqueakross: Home Squeak Home, Alblune (June 7)Strings Theory, Beautiful Bee (Console release)Kathy Rain 2: Soothsayer, Clifftop Games (May 20)Poco, Whalefall (May 20)Axona, Onat Oke (May 28)Projected Dreams, Flawberry Studio (May 29)Elroy and the Aliens, Motiviti (April 2)Leila, Ubik Studios (April 7)Tempopo, Witch Beam (April 17)BOKURA: planet, ã¨ã“ã‚ã«ã‚‡ã‚Š (April 24)Amerzone - The Explorer's Legacy, Microids Studio Paris (April 24)Roguelike/liteLost in Random: The Eternal Die, Stormteller Games (June 17)Nightmare Frontier, Ice Code Games (June 16)RPGRAIDOU Remastered: The Mystery of the Soulless Army, ATLUS (June 19)Yaoling: Mythical Journey, RAYKA STUDIO (June 19)BitCraft Online, Clockwork Laboratories, Inc. (June 21 - early access)SandboxA Webbing Journey, Fire Totem Games (May 19 - early access)Islands & Trains, Akos Makovics (May 29)SimulationCast n Chill, Wombat Brawler (June 16)Liquor Store Simulator, Tovarishch Games (May 2)Doloc Town, RedSaw Games Studio (May 7)Tales of Seikyu, ACE Entertainment (May 21 - early access)Trash Goblin, Spilt Milk Studios Ltd (May 28)Sports and drivingThe Last Golfer, Pixel Perfect Dude (May 28)Turbo Takedown, Hanging Draw (March 3)StrategyBroken Arrow, Steel Balalaika (June 19)Tower Dominion, Parallel 45 Games (May 7)9 Kings, Sad Socket (May 23 - early access)SurvivalLen's Island, Flow Studio (June 19)Survival Machine, Grapes Pickers (May 7 - early access)Oppidum, EP Games® (April 25)That's a wrap for June 2025. Want more Made with Unity and community news as it happens? Don't forget to follow us on social media: Bluesky, X, Facebook, LinkedIn, Instagram, YouTube, or Twitch. |
Discover data-driven stability and enhancements in 6.2 beta
Our commitment for Unity 6 is to provide a faster, more reliable and more stable engine. In our latest Unity 6.2 beta release, we're introducing updates that will help us identify and resolve performance issues with greater speed and accuracy, as well as a new, built-in diagnostics experience for developers to improve game performance on a project-specific level. These updates are enabled by a new developer data framework we've introduced with this beta, which is designed to give developers more visibility and control over how their data is shared and used across the Unity ecosystem.New Diagnostics: Enhanced Observability for Smoother GameplayUnity 6.2 introduces enhanced diagnostics features that significantly improve observability and device performance monitoring. With this update, developers gain access to more robust crash reporting capabilities, enabling them to diagnose and resolve performance issues more effectively than before. These reports provide a clearer picture of how games perform across a diverse range of devices, helping developers ensure smoother gameplay for more players across more devices.In your Project Overview in Unity Dashboard, you can now view diagnostics reports to help you monitor, investigate, and resolve crashes and performance issues that your players may be experiencing. The experience includes new and more detailed data points for mobile and desktop projects, including ANR (Application Not Responding) monitoring with device and session details for Android projects, as well as new data visualization options to make it easier to view and understand performance trends.No additional package installation is required to get started, and these enhanced diagnostics are freely available to our developers and not as an additional paid service.Addressing Runtime Issues at Scale
The availability of diagnostics data doesn't just benefit individual developers-it also powers Unity's internal efforts to identify and address critical engine issues at scale. Improving the performance and stability of the engine requires real, timely insight into how the engine behaves in production - on actual devices, in real-world gameplay. Powering that insight is real-time diagnostics data we use to identify the most impactful fixes. By making the runtime smart about its own performance across all the environments Unity operates in, we're able to more quickly identify critical issues as they occur, and get solutions in the hands of our users much sooner.This data is essential to ensuring we can continue investing in making the engine as stable and performant as possible, and starting in this 6.2 beta, all new projects created will collect diagnostics data by default. Developers who want to opt out can do so at any time in Project Settings in the Editor.Introducing the Developer Data FrameworkAs we introduce more data-driven improvements to our own engine and runtime - as well as the tools and services that allow developers to do more with their data - transparency and control become even more important. That's why we're introducing a new framework that ensures that developers have the final say on how and where their data is used in the Unity ecosystem.The Developer Data framework is Unity's new approach to data collection, management, and usage across our ecosystem. It empowers you with tools to control Developer Data collected on your behalf - from how it's gathered, to where it goes, and how it's used.Whether data comes from the Unity engine, Unity services, or customer-owned sources, it's considered Developer Data - data you own and control. Unity uses it only as directed and never repurposes it without your explicit permission. You define the rules, so you can rest easy knowing exactly what is shared and how it is used every step of the way.In the latest 6.2 release, you will now see Developer Data as a settings option in the Unity Dashboard, providing a scalable way to manage your data preferences across projects and services. Until you customize settings, the use of your data is limited to only what's required to provide to you the products and services you already use. You can adjust these settings at any time, and they will automatically deploy to both current projects and live games.Ultimately, you control what data is collected, how it's shared, and how it can be used to power capabilities like machine learning, benchmarking, support, personalized recommendations, and more. This includes governance around how your data can be used to power Unity AI. As a reminder, data related to your use of Unity AI, including prompts, responses and interactions, will not be used to train AI models unless you enable the Unity AI Developer Data sharing setting for "Improve Unity AI models" in the AI Unity Dashboard.The framework helps you align your data strategy with your goals, workflows, and privacy standards - all while unlocking better insights, smoother experiences, and stronger outcomes. To read more about the Developer Data framework, you can see an in-depth overview here. Discover new features in the Unity 6.2 beta todayUnity 6 beta releases allow us to share new features faster, so that our community has more opportunities to provide feedback that will help shape the future of our releases.These releases are open to everyone, and you can get started by downloading the latest release for the Unity Hub. Because there may be feature stability issues with early test versions, we do not recommend you use beta releases for projects in production, and we highly recommend that you back up any project before opening it with an alpha or beta release.Connect with our team and provide feedbackYou can find a dedicated section in Unity Discussions for this beta update, where you'll find links to detailed documentation and, most importantly, the best place to leave your feedback for our team. |
How dialog-driven video layering shapes the surreal world of ENA: Dream BBQ
ENA: Dream BBQ adapts Joel G's cult-following animated web series into a surreal interactive adventure game. The game follows ENA as she searches for the mysterious Boss, playing missions and meeting oddball characters in strange worlds created with a mishmash of trippy textures and techniques.We sat down with the game's producer, technical director, and tech artist, Evan Nave, and Luke Mirman, who oversees programming, to talk about how a lean team brought this stunningly original (and overwhelmingly popular) game to life.Let's start by talking a bit about the game and what you were trying to do.Evan Nave: It's an interactive episode of Joel G's ENA animation series. Since we already used the Unity Engine for animations, it felt natural to extend that out into a fully playable game. Playing as the titular character, ENA, you interact with the world, meet characters, and do things that you're told to do. Nothing crazy gameplay-wise, but it falls into the vein of LSD Dream Emulator and similar kinds of surreal games.Why did you decide to bring the web animation series to a video game? How did that come about?Evan: It started small. Joel is primarily a 2D animator. Adobe Animate was his main medium for creating animations with some 3D mixed in for a surreal style.Luke and I made a game in college for one of our finals, Somnium, which was inspired by Joel's animation series. We showed that to him, and he brought us onto the team for ENA since it was clear that we shared a similar artistic vision. That Unity project in college led us into making a full game with Joel.Let's talk about interactions - there's a lot of complex video layering and superimposition of transparencies in the game, and much of that gets synchronized through dialog systems, right?Evan: Because the animations could take on many different forms, we had a lot of different systems.Luke Mirman: There's several different ways to run a dialog interaction, but it's not convoluted just for the sake of it. They all serve different purposes. If you want to have a cut scene versus a player-directed dialog, they have to behave differently, so they are separate systems. But they all have the same underlying functionality.How do they work?Luke: There's one that is, I would call it "pure dialog," which is lines of dialog where the player advances from one line to the next. That's the most typical interaction.The second type is what I'd call "director-driven dialog," which is similar, but the player has no agency over it. Usually a video is adding timings to dialog lines in the dialog script itself and is syncing with that video. So it would play the video, play the audio for it, and when it sees that the video has progressed a certain amount of time, it shows the next line.The third I would call "timeline sequences," or cut scenes, which we created with custom video tracks and custom dialog tracks. While the timeline controls the animations and camera motions of the sequence, under the hood the video track is driving the timeline. It's not in the update cycle - it's driven by the video player. That's for a specific reason: If the player system is stuttering the video, we don't want it to be constantly playing catchup. So it's really running the timeline in the timing of the video itself, which enabled us to do more sophisticated things in the timeline.What were the challenges of working with so many different systems?Evan: From a tech director perspective, it was very interesting because Joel would come to us with an idea saying, "I have this vision where this happens in the foreground, this happens in the background. The camera then pans, and then another 2D sequence happens on the screen." So we'd need to plan around the in-game world by matching a pre-rendered or pre-animated video that has transparency. And that's why directing the timeline is important, because if the camera pans and that pan is matched in the 2D animation, we need the animation to direct the Unity timeline.A lot of it came down to Joel saying, "Hey, this is my idea. Here's a storyboard or animatic of it. Is it possible?" And then I would go through it, talk to Luke and our artists, and detail out how we could do it in Unity.Luke: I think one of my favorite things about working on this project is that Joel doesn't have much technical experience with Unity or programming. And that actually was really exciting because he would propose things that are absurd.The best example that's visible to players is the inventory. Having it be a newspaper that you look through and see your current jobs as if they were advertisements is counterintuitive to how you would typically approach a UI - usually you have a menu with a scroll box, just something functional.When Joel showed me the concept for swapping through the papers, I was so excited. But if you come from a typical background of what you would expect a user experience in a menu to be, you'd probably play it straight and narrow.Evan: Joel would also propose different art assets or visual styles for systems where we could have reused assets. So there is a lot of extra art that you wouldn't typically see in a video game. We didn't want to reuse assets or copy-paste anything. We have a really awesome team who just wants to do neat things, and Joel is a great director who lets each person put in their own thing. That was a special aspect of the game.It's a really unique game that required a lot of unorthodox approaches. What are some of the workarounds or solves that you're most proud of?Evan: I got to make some non-Euclidean things for levels, and that was really fun.We also had a 3D skybox system. I made this back in college for our game Somnium. The 3D skybox system is like the source engine where you have a little box somewhere else in the map, and that's projected behind all the geometry so your render distance doesn't have to be as far. We played around with that, so not only is it a functional skybox, but we could also project that onto geometry in the level. We could make a whole wall disappear and look like there's stuff behind it when really we're just hiding something - like a big curtain.Non-Euclidean stuff was definitely interesting. ENA is very surreal and nonsensical, so it lends itself to playing with space. There are some skyboxes that are just completely hand-painted where we just do nothing but have a textured sphere around the player, that makes it look like there is geometry infinitely far away.Luke: I'm really proud of how flexible the dialog system is. We use Yarn Spinner as our dialog system. I think the amount of our documentation for random niche purposes is frankly the part I've had the most fun working on. It's enabling our artists to write dialog that implements what the vision for sequences is.It goes back to Joel not necessarily having that much technical experience with game development. He would propose these sequences, and it was such a fun challenge making that work. Sometimes there would be compromises based on what's reasonable, of course, but incorporating that vision with a unique perspective on implementing things was really fun.Check out ENA: Dream BBQ on Steam.
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Make user churn history with Aura Remarketing
User churn is one of the biggest challenges app developers face today-90% of users stop engaging within the first 30 days of downloading an app, and even the most popular apps struggle with retention rates that exceed 80%.* That's why re-engaging inactive users isn't just important, it's essential. It's about connecting with people who've already shown interest in your app and reminding them why they downloaded it in the first place.This is where Aura Remarketing comes in. Aura provides a direct and effective way to bring users back to your app through smart, targeted notifications that are delivered natively on your users' devices. By focusing on high-value users, like those who make in-app purchases or play frequently, Aura drives meaningful reactivations and helps you grow your active user base without spending on new user acquisition campaigns.Why winning back users makes senseInactive users aren't just lost opportunities, they can be some of the most valuable audiences to connect with. They've already downloaded your app, indicated intent, and engaged at one point. By targeting them at the right moment with placements that are native and non-intrusive, Aura Remarketing enables you to:Bring back users at the moments they're most likely to re-engageDiversify your UA strategyFocus on high-value users who have already shown interest in your appHow does it work?Aura Remarketing uses smarter targeting that helps you reconnect with users in a strategic and impactful way. This ensures the right users receive the right message at the right time. Our targeting includes:User type: Target users who have downloaded through Aura or through other means.Demographics: Customize targeting based on their opt-in first party data, such as age, gender, location, etc.Device models: Target users who own specific devices (users with high-end devices tend to spend more on apps**).The targeting gets even better if your app was originally downloaded with Aura. In this case, you can target via:Download recency: Set a customizable minimum number of days since the app was downloaded to ensure recently installed users aren't targeted.App engagement: Focus on users based on whether they have opened and interacted with the app after downloading.Post-install behavior: Establish targeting rules based on post-install activities like app launches, purchases, ad interactions, app opens, registrations, or first-time use, with the option to define specific timeframes for these actions.What's in it for you?Aura Remarketing combines the native and non-intrusive nature of on-device campaigns with the effectiveness and cost efficiency of remarketing campaigns. It also works at scale across multiple OEM and telco partners, uses deep targeting and personalization techniques, and supports sending notifications directly to users through device-level channels. This provides you with the tools to:Re-engage high-value users: Bring back users who make significant purchases or are valuable to the app's ecosystem.Leverage targeted insights: Use knowledge of user behavior within the app to create more precise and effective campaigns.Maximize investment: Reactivate users you've already acquired to grow your active user base without additional acquisition costs.Tap into high intent: Users who have already downloaded the app are more likely to return and engage.Revive your relationship with usersAura Remarketing is built to support re-engagement campaigns to deliver real, measurable results. This helps app publishers reconnect with high-value users, improve retention, and maximize ROI.Ready to re-engage and reignite your user base? Contact us today to learn how Aura Remarketing can help you bridge the gap between disengaged users and long-term retention.
FAQS1. What is Aura Remarketing?Aura's on-device remarketing solution reactivates users directly within their mobile device, offering the tools to boost engagement and bring them back to your app effortlessly.2. How do I get started with a remarketing campaign?To launch a remarketing campaign, you'll need to provide the following:A campaign performance link for measuring results.A redirect link to guide users back to the relevant page or feature in your app.Criteria for the users you want to re-engage.Your desired bid for the campaign.Key Performance Indicators (KPIs) to measure campaign success.3. What placements are available?Currently, notifications are available. We are exploring additional placements, including Game Spotlight and In-life App Discovery Experiences, for possible inclusion in future updates.4. What are Aura Remarketing's capabilities?Smart Notifications: Re-engage inactive users directly through on-device notifications.Advanced Targeting: Segment users by downloads, demographics (age, gender, device), app engagement (launches, purchases, ads viewed), and post-install behavior.Custom Timeframes: Set time-based conditions, like minimum days since download or specific post-install actions.Scalable Campaigns: Drive high-performance, tailored campaigns at scale with minimal setup effort.5. Are there any privacy requirements?At this time, no additional privacy steps are needed on your end. Our platform is carrier-grade compliant and adheres to applicable data privacy and security requirements.
*Source: App Retention Rates (2025), Business of Apps, February 6, 2025.
**A "high-end device" refers to a smartphone or tablet that includes a high-performance processor, substantial RAM and ROM, an advanced display, long-lasting battery, high-quality camera, and functional sensors such as touchscreen, proximity, and accelerometer.
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Making a killing: The playful 2D terror of Psycasso®
A serial killer is stalking the streets, and his murders are a work of art. That's more or less the premise behind Psycasso®, a tongue-in-cheek 2D pixel art game from Omni Digital Technologies that's debuting a demo at Steam Next Fest this week, with plans to head into Early Access later this year. Playing as the killer, you get a job and build a life by day, then hunt the streets by night to find and torture victims, paint masterpieces with their blood, then sell them to fund operations.I sat down with lead developer Benjamin Lavender and Omni, designer and producer, to talk about this playfully gory game that gives a classic retro style and a fresh (if gruesome) twist.Let's start with a bit of background about the game.Omni: We wanted to make something that stands out. We know a lot of indie studios are releasing games and the market is ever growing, so we wanted to make something that's not just fun to play, but catches people's attention when others tell them about it. We've created an open-world pixel art game about an artist who spends his day getting a job, trying to fit into society. Then at nighttime, things take a more sinister turn and he goes around and makes artwork out of his victim's blood.We didn't want to make it creepy and gory. We kind of wanted it to be cutesy and fun, just to make it ironic. Making it was a big challenge. We basically had to create an entire city with functioning shops and NPCs who have their own lives, their own hobbies. It was a huge challenge.So what does the actual gameplay look like?Omni: There's a day cycle and a night cycle that breaks up the gameplay. During the day, you can get a job, level up skills, buy properties and furniture upgrades. At nighttime, the lighting completely changes, the vibe completely changes, there's police on the street and the flow of the game shifts. The idea is that you can kidnap NPCs using a whole bunch of different weapons - guns, throwable grenades, little traps and cool stuff that you can capture people with.Once captured on the street, you can either harvest their blood and body parts there, or buy a specialist room to keep them in a cage and put them in various equipment like hanging chains or torture chairs. The player gets better rewards for harvesting blood and body parts this way.On the flip side, there's a whole other element to the game where the player is given missions each week from galleries around the city. They come up on your phone menu, and you can accept them and do either portrait or landscape paintings, with all of the painting being done using only shades of red. We've got some nice drip effects and splat sounds to make it feel like you're painting with blood. Then you can give your creation a name, submit it to a gallery, then it goes into a fake auction, people will bid on the artwork and you get paid and large amount of in-game money so you can then buy upgrades for the home, upgrade painting tools like bigger paint brushes, more selection tools, stuff like that.Ben: There's definitely nothing like it. And that was the aim, is when you are telling people about it, they're like, "Oh, okay. Right. We're not going to forget about this."
Let's dig into the 2D tools you used to create this world.Ben: It's using the 2D Renderer. The Happy Harvest 2D sample project that you guys made was kind of a big starting point, from a lighting perspective, and doing the normal maps of the 2D and getting the lighting to look nice. Our night system is a very stripped-down, then added-on version of the thing that you guys made. I was particularly interested by its shadows. The building's shadows aren't actually shadows - it's a black light. We tried to recreate that with all of our buildings in the entire open world - so it does look beautiful for a 2D game, if I do say so myself.Can you say a bit about how you're using AI or procedural generation in NPCs?Ben: I don't know how many actually made it into the demo to be fair, number-wise. Every single NPC has a unique identity, as in they all have a place of work that they go to on a regular schedule. They have hobbies, they have spots where they prefer to loiter, a park bench or whatever. So you can get to know everyone's individual lifestyle.So, the old man that lives in the same building as me might love to go to the casino at nighttime or go consistently on a Monday and a Friday, that kind of vibe.It uses the A* Pathfinding Project, because we knew we wanted to have a lot of AIs. We've locked off most of the city for the demo, but the actual size of the city is huge. The police mechanics are currently turned off, but there's 80% police mechanics in there as well. If you punch someone or hurt someone, that's a crime, and if anyone sees it, they can go and report to the police and then things happen. That's a feature that's there but not demo-ready yet.How close would you say you are to a full release?Omni: We should be scheduled for October for early access. By that point we'll have the stealth mechanics and the policing systems polished and in and get some of the other upcoming features buttoned up. We're fairly close.Ben: Lots of it's already done, it's just turned off for the demo. We don't want to overwhelm people because there's just so much for the player to do.Tell me a bit about the paint mechanics - how did you build that?Ben: It is custom. We built it ourselves completely from scratch. But I can't take responsibility for that one - someone else did the whole thing - that was their baby. It is really, really cool though.Omni: It's got a variety of masking tools, the ability to change opacity and spacing, you can undo, redo. It's a really fantastic feature that gives people the opportunity to express themselves and make some great art.Ben: And it's gamified, so it doesn't feel like you've just opened up Paint in Windows.Omni: Best of all is when you make a painting, it gets turned into an inventory item so you physically carry it around with you and can sell it or treasure it.What's the most exciting part of Psycasso for you?Omni: Stunning graphics. I think graphically, it looks really pretty.Ben: Visually, you could look at it and go, "Oh, that's Psycasso."Omni: What we've done is taken a cozy retro-style game, and we've brought modern design, logic, and technology into it. So you're playing what feels like a nostalgic game, but you're getting the experience of a much newer project.Check out the Psycasso demo on Steam, and stay tuned for more NextFest coverage.
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The multiplayer stack behind MMORPG Pantheon: Rise of the Fallen
Finding your own path is at the core of gameplay in Pantheon: Rise of the Fallen - players can go anywhere, climb anything, forge new routes, and follow their curiosity to find adventure. It's not that different from how its creators, Visionary Realms, approaches building this MMORPGÂ -Â they're doing it their own way.Transporting players to the fantasy world of Terminus, Pantheon: Rise of the Fallen harkens back to classic MMOs, where accidental discovery wandering through an open world and social interactions with other players are at the heart of the game experience.Creating any multiplayer game is a challenge - but a highly social online game at this scale is an epic quest. We sat down with lead programmer Kyle Olsen about how the team is using Unity to connect players in this MMORPG fantasy world.So what makes Pantheon: Rise of the Fallen unique compared to other MMO games?It's definitely the social aspect. You have to experience the world and move through it naturally. It can be a bit more of a grind in a way, but it I think connects you more to your character, to the game, and the world instead of just sort of teleporting everywhere and joining LFG systems or just being placed in a dungeon. You learn the land a bit better, you have to navigate and you use your eyes more than just bouncing around like a pinball from objective to objective, following quest markers and stuff. It's more of a thought game.How are you managing synchronization between the player experience and specific world instances?We have our own network library we built for the socket transport layer called ViNL. That's the bread and butter for all of the zone communications, between zones and player to zone. SQL server in the back end, kind of standard stuff there. But most of the transports are handled by our own network library.How do you approach asset loading for this giant world?We've got a step where we bake our continents out into these tiles, and we've got different backends that we can plug into that. We've got one that just outputs standard Prefabs, and we've got one that outputs subscenes that we were using before Unity 6, and then we've got actual full-on Unity scenes that you can load additively, so you can choose how you want to output your content. Before Unity 6, we had moved away from Prefabs and started loading the DOTS subscenes and using that, built on BRG.We also have an output that can render directly to our own custom batch render group as well, just using scriptable objects and managing our own data. So we've been able to experiment and test out the different ones, and see what yields the best client performance. Prior to Unity 6, we were outputting and rendering the entire continent with subscenes, but with Unity 6 we actually switched back to using Prefabs with Instantiate Async and Addressables to manage everything.We're using the Resident Drawer and GPU occlusion culling, which ended up yielding even better performance than subscenes and our own batch render group -Â I'm assuming because GPU occlusion culling just isn't supported by some of the other render paths at the moment. So we've bounced around quite a bit, and we landed on Addressables for managing all the memory and asset loading, and regular Instantiate Prefabs with the GPU Resident Drawer seems to be the best client-side performance at the moment.Did you upgrade to Unity 6 to take advantage of the GPU Resident Drawer, specifically?Actually, I really wanted it for the occlusion culling. I wasn't aware that only certain render paths made use of the occlusion culling, so we were attempting to use it with the same subscene rendering that we were using prior to Unity 6 and realizing nothing's actually being culled. So we opted to switch back to the Prefab output to see what that looked like with the Resident Drawer, and occlusion culling and FPS went up.We had some issues initially, because Instantiate Async wasn't in before Unity 6, so we had some stalls when we would instantiate our tiles. There were quite a few things being instantiated, but switching that over to Instantiate Async after we fixed a couple of bugs we got rid of the stall on load and the overall frame rate was higher after load, so it was just a win-win.Were there any really remarkable productivity gains that came with the switch to Unity 6?Everything I've talked about so far was client-facing, so our players experienced those wins. For the developer side of things, the stability and performance of the Editor went up quite a bit. The Editor stability in Unity 6 has gone up pretty substantially - it's very rare to actually crash now. That alone has been, at least for the coding side, a huge win. It feels more stable in its entirety for sure.How do you handle making changes and updates without breaking everything?We build with Addressables using the labels very heavily, and we do the Addressable packaging by labels. So if we edit a specific zone or an asset in a zone, or like a VFX that's associated with a spell or something like that, only those bundles that touch that label get updated at all.And then, our own content delivery system, we have the game available on Steam and our own patcher, and those both handle the delta changes, where we're just delivering small updates through those Addressable bundles. The netcode requires the same version to be connected in the first place, so the network library side of that is automatically handled in the handshake process.What guidance would you give someone who's trying to tackle an MMO game or another ambitious multiplayer project?You kind of start small, I guess. It's a step-by-step process. If you're a small team, you You start small. It's a step-by-step process. If you're a small team, you can't bite off too much. It'd be completely overwhelming - but that holds true with any larger-scale game, not just an MMO. Probably technology selection - making smart choices upfront and sticking to them. It's going to be a lot of middleware and backend tech that you're going to have to wrangle and get working well together, and swapping to the newest cool thing all the time is not going to bode well.What's the most exciting technical achievement for your team with this game?I think that there aren't many open world MMOs, period, that have been pulled off in Unity. We don't have a huge team, and we're making a game that is genuinely massive, so we have to focus on little isolated areas, develop them as best we can, and then move on and get feedback.The whole package together is fairly new grounds -Â when there is an MMO, it needs to feel like an MMO in spirit, with lots of people all around, doing their own thing. And we've pulled that off - I think better than pretty much any Unity MMO ever has. I think we can pat ourselves on the back for that.Get more insights from developers on Unity's Resources page and here on the blog. Check out Pantheon: Rise of the Fallen in Early Access on Steam. |
Games made with Unity: May 2025 in review
A bunch of great games made with Unity dropped in May-across genres, budgets, and styles. Here's a quick roundup of what shipped that anyone not still lost in Blue Prince should check out.IGF Awards
Huge congrats to all the IGF finalists, especially the games made with Unity that dominated the awards this year - including Consume Me, which took home three wins! Fresh off their Audience Award win at the IGF Awards, The WereCleaner team joined us on stream. Check it out:Made with Unity Steam Curator Page
Once again we sent out a clarion call for Unity staff to share which of your games they've been playing this past month. Be sure to see them all on our Steam Curator Page here:Working on a game in Unity? We'd love to help you spread the word. Be sure to submit your project.Without further ado, to the best of our abilities, here's a non-exhaustive list of games made with Unity and launched in May 2025, either into early access or full release. Add to the list by sharing any that you think we missed.ActionShotgun Cop Man, DeadToast Entertainment (May 1)Deliver At All Costs, Studio Far Out Games (May 22)Pipistrello and the Cursed Yoyo, Pocket Trap (May 28)Bullet HeavenBioprototype, Emprom Game (May 19)Broventure: The Wild Co-op, Alice Games (May 15)Tower of Babel: Survivors of Chaos, NANOO (May 19 - early access)Cards, dice, and deckbuildersMonster Train 2, Shiny Shoe (May 21)Into the Restless Ruins, Ant Workshop Ltd (May 15)Casual, rhythm, and partyAmong Us 3D, Schell Games, Innersloth (May 6)Dunk Dunk, Badgerhammer Limited (May 8)Ithya: Magic Studies, BlueTurtle (May 7)Kulebra and the Souls of Limbo, Galla (May 16)Bugtopia, Nocturnal Games (May 21)Kabuto Park, Doot, Zakku (May 28)City and colony builderPreserve, Bitmap Galaxy (May 15)MEMORIAPOLIS, 5PM Studio (April 30)Darfall, SquareNite (May 8)Worshippers of Cthulhu, Crazy Goat Games (May 22)City Tales - Medieval Era, Irregular Shapes (May 22 - early access)ComedyPick Me Pick Me, Optillusion (May 28 - early access)Experimental or surrealistENA: Dream BBQ, ENA Team (March 27)FPSBloodshed, com8com1 Software (May 22)GRIMWAR, BookWyrm (May 16)Noga, Ilan Manor (May 30)HorrorLiDAR Exploration Program, KenForest (April 2)White Knuckle, KenForest (April 17 - early access)The Boba Teashop, Mike Ten (April 21)Out of Hands, Game River (April 22)Darkwater, Targon Studios (April 22 - early access)Management and automationBlacksmith Master, Untitled Studio (May 15 - early access)Liquor Store Simulator, Tovarishch Games (May 2)Animal Spa, Sinkhole Studio, Moonlab Studio (May 13)Toy Shop Simulator, PaperPixel Games (May 16)Alien Market Simulator, Silly Sloth Studios, Kheddo Entertainment (May 25 - early access)MetroidvaniaOirbo, ImaginationOverflow (February 11 - early access)SteamDolls - Order Of Chaos, The Shady Gentlemen (February 11 - early access)Narrative and mysterydespelote, Julián Cordero, Sebastian Valbuena (May 1)Duck Detective: The Ghost of Glamping, Happy Broccoli Games (May 22)Beholder: Conductor, Alawar (April 23)PlatformerPaperKlay, WhyKev (March 27)Bionic Bay, Psychoflow Studio, Mureena Oy (April 17)Once Upon A Puppet, Flatter Than Earth (April 23)PEPPERED: an existential platformer, Mostly Games (April 7)Ninja Ming, 1 Poss Studio (April 10)Seafrog, OhMyMe Games (April 15)Puzzle adventurePup Champs, Afterburn (May 19)Strings Theory, Beautiful Bee (Console release)Kathy Rain 2: Soothsayer, Clifftop Games (May 20)Poco, Whalefall (May 20)Axona, Onat Oke (May 28)Projected Dreams, Flawberry Studio (May 29)Elroy and the Aliens, Motiviti (April 2)Leila, Ubik Studios (April 7)Tempopo, Witch Beam (April 17)BOKURA: planet, ã¨ã“ã‚ã«ã‚‡ã‚Š (April 24)Amerzone - The Explorer's Legacy, Microids Studio Paris (April 24)Roguelike/liteSavara, Doryah Games (May 6)Vellum, Alvios Games (May 2)Yasha: Legends of the Demon Blade, 7QUARK (May 14)An Amazing Wizard, Tiny Goblins (May 22 - early access)Garden of Witches, Team Tapas (May 23 - early access)RPGTainted Grail: The Fall of Avalon, Questline (May 23)The Monster Breeder, Fantasy Creations (May 6)Yes, Your Grace 2: Snowfall, Brave At Night (May 8)SandboxA Webbing Journey, Fire Totem Games (May 19 - early access)Islands & Trains, Akos Makovics (May 29)SimulationThe Precinct, Fallen Tree Games Ltd (May 13)Liquor Store Simulator, Tovarishch Games (May 2)Doloc Town, RedSaw Games Studio (May 7)Tales of Seikyu, ACE Entertainment (May 21 - early access)Trash Goblin, Spilt Milk Studios Ltd (May 28)Sports and drivingThe Last Golfer, Pixel Perfect Dude (May 28)Turbo Takedown, Hanging Draw (March 3)StrategyTeenage Mutant Ninja Turtles: Tactical Takedown, Strange Scaffold (May 22)Tower Dominion, Parallel 45 Games (May 7)9 Kings, Sad Socket (May 23 - early access)SurvivalDino Path Trail, Void Pointer (May 9)Survival Machine, Grapes Pickers (May 7 - early access)Oppidum, EP Games® (April 25)That's a wrap for May 2025. Want more Made with Unity and community news as it happens? Don't forget to follow us on social media: Bluesky, X, Facebook, LinkedIn, Instagram, YouTube, or Twitch. |
5 tips & strategies for marketing indie games
Making a game is hard. Getting anyone to care about it might be harder. That's why we launched the Indie Survival Guide - an evolving archive of Q&As, VODs, and live streams from developers and industry folks. There's no guaranteed playbook for success, but hearing how others navigated design, business, and getting by can give you better odds.
In this recent stream, we sat down with Chris Zukowski from HowToMarketAGame.com, who shared honest, actionable advice on standing out in a crowded Steam marketplace. Below are a few highlights from the conversation.1. Optimize your Steam pageA good Steam page does two things: it tells players exactly what kind of game they're looking at, and it proves that it's worth their time. According to Chris, clarity is king:"You wanna make your Steam page look like your type of game so that at an instant somebody shopping goes, 'Ah, it's that type of game-I'm gonna buy it."To build trust, you also need to look professional, and that starts with how your game is presented visually."You wanna show quality. And another way to do quality is you should hire a capsule artist," says Chris. "I'm telling you folks... don't just use Unity, take a screenshot, and then use MS Paint to write the title of your game. Don't do that."Details matter, even in your thumbnail. Chris pointed out how players make fast visual associations when skimming through the store."Every capsule always has a hammer. I don't know why," he says. "But if you just put a hammer in your thumbnail for your game-it's called a capsule-people are gonna see that hammer and subconsciously go, 'Oh, I bet I build a city with that.'"Why is all this important? Often, you have that first 5 seconds when someone lands on your Steam page or views your capsule browsing the platform to grab their attention. The competition is steep, and you need to find any way to rise above the noise.2. Choose the Right Genre on SteamYour first marketing decision isn't the trailer, or the tweet - it's the game you chose to make. Genre isn't just a creative choice; it defines your market fit."The moment you say 'I'm gonna make this type of game,' you've actually made the biggest marketing decision," Chris explains. "People think like, 'Oh, I've made my game and now I want to start thinking about marketing.' It's too late."Chris emphasized that certain genres are better suited for Steam's player base. Horror is a consistent favorite, as are systems-driven games."Most of the games that do very well are genres that people don't typically make. The big one is horror. The other ones I call crafty building strategy simulation-y games," he says. "Crafty building strategy simulation-y games-these are games where they're almost like a sandbox. It's not like a linear story where you're a dude with a sword and you run through an environment."Things like crafting games, management and automation games, city builders, and simulation games do really well on Steam, even if they don't become household names. This has held true for awhile. Trends on Steam aren't as unpredictable as they seem. Chris has tracked genre performance over several years and found them surprisingly stable:"I've done this for the past three years to look at the big genres that are on there... and typically, it's very consistent year over year. These trends aren't running. These trends are staying the same."3. Avoid Common Mistakes on SteamEven great games can stumble at launch because of simple oversights. One of the biggest? Not treating your Steam page launch as an announcement:"People have never announced their game," he says. "I know this sounds weird... but a lot of people just throw their Steam page up and then their Steam page is live. No. When you put your Steam page up, you announced your game."Another major one: forgetting to use Steam's built-in tools to notify your audience."You launch your game and... you didn't push the 'email wishlisters' button? That's a big one. That's a new rule. That was instituted in about October. But that's it-you have to push the button," he says. "You have two weeks from when you launch your demo to push this button called 'email wishlisters'... do not forget. A third of responses to my survey were like, 'what's an email button?'"Discovery on Steam is based on a lot of things, but don't underestimate metadata and tags. Steam's discovery algorithm relies heavily on tags, yet many devs ignore them or don't maintain them."Another stupid thing-check your tags. I've seen people that have like 10 tags. No-you wanna get all the tags."4. Prepare for Steam Next FestSteam Next Fest can offer a massive visibility spike - if you show up prepared. That means your demo needs to be in shape before the event begins."You should not be debuting your demo during Next Fest," he says, "Next Fest is the grand... it's the quinceañera. It's the grand debut of the final stage of yourself. You should have released your demo long before."This is especially important because Steam gives all participants equal footing at first - but only boosts games that perform well early."You want your demo bulletproof," he says. "You've wanted it vetted by streamers before. You've wanted it in other festivals. Because if on that first day everybody fires it up and there's some bug... you're done."Chris emphasized the importance of building wishlists before the event begins:"If you're coming into Next Fest hot with more wishlists, you will do better. That's why you want to get that demo out early and build some momentum before the fest begins."5. Invest wisely when supplementing your Steam pageIf you're chasing visibility, you don't need to buy a massive toolset or a stack of ads. In fact, most of this process can be done with strategy and timing."There aren't that many tools... you don't need to buy a lot. Marketing is not pay-to-win that much," he says about marketing a Steam game. "Marketing is actually much more strategic, and it's about when you time certain activities and what you do."The only thing Chris consistently recommends spending on? A pro-looking capsule image."The only thing I really recommend spending money on is hiring a capsule artist. Other than that, most of this is free and DIY."There are no magic formulas, but learning how others have done it can go a long way. If there's one consistent takeaway from this chat with Chris, it's that marketing is not just about shouting as loud as you can on social media. You need to make a game that the market on that platform is looking for, make it obvious that it's that type of game, and let the game do the marketing work for you. Getting demos out early is key. You can follow more of Chris's work at HowToMarketAGame.com, or dive deeper into the Indie Survival Guide for more hard-earned advice from devs who've been there.Keep making games, and don't forget to push that e-mail button. |
5 lessons to learn from a failed game
The Indie Survival Guide is your ongoing archive of real talk and hard-won insights from the devs and industry experts making games happen-often against the odds. Whatever tools you're using, this growing library of Q&As, livestreams, and VODs is here to help. There's no magic formula, but we believe shared experience-across design, business, and survival-can give you the best shot.We recently sat down with Emily Pitcher-a Forbes 30 Under 30 and Game Awards Future Class honoree, better known online as sonderingemily to her 350,000 followers across YouTube, Instagram, and beyond. Emily is the creator of lily's world XD, a psychological horror game built on cringy teen nostalgia, fourth-wall breaks, and real photos from her own adolescence. Her work spans game dev and content creation, and she's the first to admit: it hasn't all been easy. But the journey has a lot to learn from.Here's what she had to say.1. Failing as part of the processBefore the success of lily's world XD, there was Gold Lining-a project that taught Emily the brutal, necessary lessons of creative failure. She poured her heart into the game, even secured early funding from Xbox, but ultimately it didn't find traction. There was no publisher. No finish line. Just hard decisions and emotional fallout. But it was also the beginning of clarity."Gold Lining was a project I started basically right out of college," she says. "Instead of researching what might be popular with Steam players, I just thought, what would be a concept that seems cool to make?... We actually got some funding from that game from Xbox... but unfortunately, we were never able to secure a publisher with that game, and the game was ultimately cancelled."Emily doesn't romanticize this period. The dream faltered. Her confidence did too. And the weight of rejection nearly broke her."The game could not be finished without money," she said. "The scope was just way too big... and we kind of came at a crossroads of what should we do... I stopped having fun making the game... I was really sad every day with the rejections... I stopped believing in the game itself."Still, she made the hardest-and wisest-move: she quit. And by walking away, she opened the door to her next act."It was honestly really hard, very emotional-there was crying involved, of course-but now looking back, I am so happy I had the courage to step away," she says. "I do not regret that failure at all because only because I went through that and learned the hard way, that lily's world XD has been able to get grounding."2. Turning Mistakes Into MomentumEmily didn't just recover-she reflected. Every painful lesson from Gold Lining became a data point. And rather than rebuild in the same direction, she rebuilt smarter."[Chris Zukowski] actually had this video that changed my life," she says. "He did this interview with a popular game dev channel and he had this whole section about genre. And he said platformers-the worst genre-that hurt a little bit."The first shift? She stopped building games no one could explain. She learned that clarity matters. Especially when talking to publishers or creating content, having a razor-sharp pitch can be the difference between intrigue and indifference."You can summarize the hook of your game in one sentence," she says. "That one sentence can guide you when you're talking to publishers, guide you when you're making content about your game."She also interrogated her design logic more rigorously. Was every mechanic supporting the theme, or just convention?"I was just following the conventions of the genre and not asking myself, are we just doing this because it's a platformer?" she said. "Or are we doing this because it helps the central theme of the game?"Most importantly, she dismantled the echo chamber. No more developing in isolation. Instead, she decided to involve the audience early-and often."Another big thing I would do is to try to validate your game earlier," she says. "With Gold Lining, it was just an echo chamber of me and my friends... with lily's world XD, I made the videos from the very beginning."3. Playing to your strengthsOne of Emily's biggest unlocks wasn't about tech or trends. It was about accepting who she is-and who she isn't. She's not a trained programmer. She's not a pro artist. But she is a storyteller. A designer. A builder of weird, personal worlds. And when she embraced that, things clicked."You gotta be a little objective about what you're good and bad at," she said. "I suck at programming. I am a good writer. And I would say I'm passable with art... if someone told me, 'I suck at programming, I'm mediocre at art, and I can only write,' I'd be like, 'You should not make an indie game'... but even though all of those things are true, when I get the feedback form for my game, for playtesters, people actually say that art direction is one of their favorite things."Instead of pretending to be someone she wasn't, Emily designed around her limits. And in doing so, she carved out a creative space that felt truly hers."I worked around my weaknesses," she says. "I suck at programming, so I decided to make a game that I thought would be easier to program... I used to work at Meta, so I'm familiar with tools like Figma... I use pictures of myself because I'm not that good at art... and it is a narrative detective game, so storytelling and writing is at the forefront."Her lesson: don't wait to be good at everything. Use what you've got."Limitation is what makes you seem competent if you have a lower skill set," she says. "If you're doing pixel art and you use a limited color palette, immediately your art is gonna seem more cohesive just because of that-even though you still suck."4. Publicly validating conceptsIn contrast to the quiet, closed-door development of Gold Lining, Emily took a radically open approach with lily's world XD. She didn't just develop in public-she launched her audience journey before her Unity project even existed."With Gold Lining, it was a secret right up until the end... I worked for about two years in private on the game," she said. "And with lily's world XD, I thought: in the first week of development, let's make a video. And that video got 2 million views... I realized that I could use social media as a way to evaluate whether my ideas had strengths."The result? Instant feedback. Viral traction. And a powerful way to gauge demand before sinking years into development."I had started making videos here and there... eventually I grew a small audience," she says. "I posted one of my TikTok videos to Instagram just to share with my family and friends. That video got over 2 million views, and now I do it as a career."This approach wasn't accidental-it was strategic. She tested multiple angles and found the hook that stuck."When I had an idea, I came up with a few sentences of hooks," she explained. "...and what led to the huge boom and rise of my game... was this thing I did to save time, that ended up being a cool developer story."Emily's story proves you don't need a huge following to start. You just need to start."I know that not everyone has a massive social media following," she said. "But I don't think you need a massive social media following to validate this idea through social media... Unpacking went viral at its first tweet... they weren't famous people before that."5. Using Social MediaSocial media was never Emily's endgame-it was a bridge. A means of discovery, validation, and momentum. But not a silver bullet. She's blunt about its limits."Short-form video is not the best way to convert to wishlists," she says. "That conversion has to happen when they see the name, they save the video, then they go on their computer and search it up... that is just too many steps."What works? A multi-platform approach, repeated visibility, and content with a clear hook."Post your video on all social media platforms," she said. "This video that is literally 6 million views got 700 views on my TikTok. If I just posted on TikTok, I would think this is a bad video-but no, this video gave me like 10,000 wishlists."Most impressive of all, she built momentum before she even touched code."I started making videos when all I had were two screenshots," she said. "When I made my video, I didn't even open Unity. I didn't know how to code yet. I just assumed I was going to learn on the way."But Emily is crystal clear: none of this matters if the game itself doesn't land."Social media will not take you to the finish line," she says. "Ultimately, you need to make a good game... you should leverage social media to give you opportunities in your game, rather than relying on it as the sole marketing method."There's no single path through indie game development, but Emily Pitcher's story makes one thing clear: failure is not the opposite of progress; it is progress. From burnout to bounceback, her ability to interrogate her process, stay honest about her strengths, and meet the audience where they are has turned lily's world XD into one of the most anticipated indie horror games on Steam.As Emily put it best:"We are stronger together and we should not look at each other as competition." |
Mobile shopping insights: Brand marketers' cheat sheet for back-to-school 2025
As the second largest retail event in the U.S. after the holiday season, back-to-school shopping represents a crucial opportunity for brand advertising. And this year, the path to reaching parents clearly leads to one place: their mobile devices.Between March and April 2025, Unity surveyed 1,234 parents in the U.S. with children under 18 through Qualtrics to uncover how they're using mobile apps and games during this critical shopping season*. Our research uncovers specific insights into their shopping behaviors, ad engagement patterns, and preferred retail channels that can help marketers create more effective mobile strategies. Let's take a closer look at the key data and takeaways from our survey.Mobile meets back-to-schoolParents are embracing mobile as a primary path to purchase, with the majority using apps to research and buy back-to-school items.68% of parents use mobile apps for back-to-school shopping48% download new apps specifically for the back-to-school shopping seasonDads are more app-curious with 55% downloading new apps vs. 44% of moms46% complete purchases directly through mobile appsNot only are parents using apps for shopping, generally, they are logging serious screen time:22% spend 1-2 hours/day33% spend 3-4 hours/day on their phones35% spend 5+ hours on their phones58% of parents say they're likely or very likely to engage with rewarded ads offering back-to-school savingsDads (59.6%) are slightly more responsive than moms (58.4%)Only 11.9% of parents are unlikely or very unlikely to engageMost parents are deal-driven, with coupons and limited-time offers leading their purchase decisions:Coupons/deals: 32% overall (35% of moms, 28% of dads)Limited-time offers: 14% of parents overall, with dads more responsive (17.4%)Cost and variety matter while proximity, bundles/packages and customer service ranked lowestRecommendation: Prioritize in-app advertising with deal-focused creatives, combined with rewarded ad formats that highlight limited-time urgency.School's in (early) sessionWhen looking at timelines - our survey data indicates that parents are early planners, with the majority of shopping activity kicking off in June (or earlier!), with dads being more likely to get an early jump on back-to-school shopping.Nearly 1 in 5 parents (21%) are early planners, starting their shopping before June.Dads are more likely to start early - 29% shop before June vs. 16% of moms.Nearly half of parents (46%) kick off shopping in June or July, with July alone driving the biggest surge (29.6%)-the peak of back-to-school season.24.8% wait until August, likely driven by last-minute needs or school start dates.Recommendation: Consider launching your awareness campaigns in mid-late Q2 to engage early planners while they're still in research mode.Spend-ready parentsParents that we surveyed indicated they are ready to spend when it comes to back-to-school shopping, with moms being the primary purchasers. Advertising also plays a large role, with the majority of parents citing it as influential in the purchase-making process.42% of parents plan to spend over $150 on back-to-school clothing alone.Another 20% plan to spend between $100-$150, showing that back-to-school is a high-intent, high-investment moment for many families.63% say advertising somewhat or significantly influences their back-to-school purchase decisions.Moms drive the majority of back to school purchases, with 86% identifying as the primary household shopper.Recommendation: Target mobile ad placements that reach moms - who likely drive the majority of purchase decisions - especially through mobile gaming where women outpace men (73% vs. 65%). With 63% of parents somewhat or significantly influenced by advertising and most planning substantial budgets, mobile campaigns during this high-intent period can help you reach your target audience.What's in their cartParents that we surveyed indicated they have distinct preferences when it comes to both what they're buying and where they're shopping for back-to-school items, with notable differences in shopping behavior between moms and dads.Classroom supplies (33%), clothing (24%), arts and crafts supplies (9%) and electronics (8%) top the shopping listParents surveyed shop, or would consider shopping, at familiar favorites for back-to-school supplies:Walmart (39%)Amazon (17%)Target (12%)Staples (8%)Retailers vary by parent: While both moms and dads shop at mass retailers, dads are more likely to favor tech and office supply stores than moms.Dads were 2x more likely to shop at Staples (12%) vs. moms (6%)Dads were 2.4x more likely to shop at Office Depot (12%) vs. moms (5%)Dads were 3.3x more likely to shop at Best Buy (10%) vs. moms (3%)Moms were 1.6x more likely to shop at Walmart (46%) vs. dads (28%)Recommendation: Align your messaging with top retail destinations and tailor creative and app lists by parent type.Turn these back-to-school insights into conversions: Launch awareness campaigns by mid-Q2 to capture early planners, meet parents where they spend significant time-in mobile apps and games-and craft messaging that emphasizes urgency and deals. By implementing these data-driven strategies, your brand can earn an A+ this back-to-school season while increasing your advertising ROI potential.Learn more about Unity's Programmatic solutions.*Disclaimer: Findings are based on survey responses from groups of differing sizes (755 mothers, 441 fathers, 38 not specified). While each group was large enough to identify directional patterns, differences in sample size may affect comparability.Qualtrics. "Survey Data Collected Using Qualtrics Software." Qualtrics, March-April 2025, https://www.qualtrics.com. |
From IAP to hybrid monetization: A player-first approach
In-app purchases (IAPs) are the primary monetization strategy for many free-to-play gaming apps. IAPs offer significant revenue generation at a low cost, both in terms of resources and player experience. But relying solely, or even mostly, on IAPs has trade-offs that could affect the long-term success of your game.That's why Unity's Game Design & Revenue Consultancy team recommends adopting a hybrid approach to monetization - using a mixed model of IAPs, system-initiated ads, and user-initiated ads. In their recent live webinar, the team shared the reasoning behind this recommendation, as well as actionable ways to plan and implement hybrid monetization in your game without disrupting the player experience.Watch the webinar here or keep reading for the highlights.Current challenges of IAP monetizationFor many mobile free-to-play games, IAP reliant strategies can have significant drawbacks, including:Limited player spend: The vast majority of players will never make a purchase in a mobile game, leaving conversion rates low - only 1-3% of daily active users engage in IAPs [Source: 2024 Mobile Growth and Monetization Report. Unity, 2024].Dependence on high spenders: A small percentage of players contribute the majority of revenue, creating financial risk if high spenders disengage. Overemphasis on monetization can alienate non-paying players and lead to retention problems.Market saturation: Game genres are becoming increasingly crowded, and players expect premium quality without paywalls. High user acquisition costs further exacerbate this issue.The case for hybrid monetizationIncluding ads in a game's monetization strategy opens up new opportunities and offers unique benefits, both for developers and the player community. Hybrid models often center on non-intrusive, player-friendly ad formats such as rewarded ads and offerwalls. Many also include system-initiated ads like interstitials after careful implementation and testing. The Unity Game Design & Revenue Consultancy recommends first implementing rewarded ads before looking to include system-initiated ads. The benefits to players of rewarded ads:Rewarded ads are opt-in ad placements, offering players to exchange a short amount of time spent watching an ad (30 seconds to 1 minute) for in-game rewards, like power-ups, extra lives, or bonus levels. Similarly, offerwalls are also opt-in but instead of exchanging time for rewards, players take actions (like beating a specific level in a game) to unlock rewards.These formats allow non-spenders to access content they otherwise wouldn't experience, including paid content, and allow players to progress further in-game than they would have. The fact that they're opt-in enables these placements to be impactful for monetization, while at the same time keeping the player experience undisturbed.The benefits to developers of rewarded ads:These ad formats also offer major benefits to developers, opening potential new revenue opportunities and enabling game developers to generate revenue potential while minimizing dependence on IAP. Moreover, they often incentivize players to engage more and deeper with a game - increasing return sessions, daily logins, and exploration of in-game IAP stores.Designing a player-friendly ad strategy that includes system-initiated adsA successful hybrid monetization plan relies on carefully integrated ads that protect the player experience. Developers should focus on maintaining game balance by managing reward structures in rewarded ads to avoid pay-to-win scenarios and prevent player churn. For system-initiated ads, ads should also complement, not interrupt, the existing core gameplay loop. Disruptive ad placements and overexposure can lead to negative player experiences, and therefore churn. Unity networks use features like viewing caps for ads and mid-session placements to help ensure ads don't interfere with immersion. Unity also offers in-depth analytics to help developers refine ad strategies to align with specific player preferences and behaviors. Use them in conjunction with continuous testing to optimize your ad placements and implementation.Roadmap to implementationThere are 3 key phases to successfully transitioning from an IAP model to hybrid monetization.Phase 1: Player segmentation The initial step involves identifying different player segments, such as whales (high spenders), minnows (occasional spenders), and non-spenders, to create tailored ad experiences for each group. For non-spenders, a best practice is to first introduce them to rewarded ads, which highlight the game's value and serve as an incentive for potential future purchases, before implementing interstitial or banner ads.Phase 2: Pilot testingAfter defining player segments, small-scale controlled tests are conducted to assess the impact of ad placements. For example, this may involve limiting the testing scope to specific regions or targeting around 5-10% of the player base. Various ad formats, including rewarded ads, interstitials, banners, and offerwalls, are tested to understand their effectiveness. Metrics such as ARPDAU and retention rates are compared between test groups and control groups to evaluate how different ad implementations affect player engagement and revenue.Phase 3: Iteration and optimizationOnce initial testing is complete, ad placements, pacing, and reward structures are refined using insights derived from analytics. Adjustments are made to balance ad frequency and player retention, ensuring that player satisfaction does not decline. To avoid cannibalizing IAP revenue, reward values are carefully calibrated. A/B testing is used consistently to track player engagement, ad performance, and eCPM, ensuring a steady optimization of both gameplay experience and revenue generation.Get the hybrid monetization advantageHybrid monetization represents a more sustainable, and often profitable, game monetization strategy. By complementing IAPs with player-friendly ad strategies, developers can both diversify their revenue streams and enhance player experiences. The key lies in striking a careful balance, integrating ads seamlessly into gameplay, and refining ad placement and frequency through testing and data analysis.Hybrid monetization not only addresses the challenges of IAP reliance but also creates a win-win scenario for developers and players alike.Get more from Unity Game Design & Revenue ConsultancyFollow Unity Grow on LinkedIn for more expertise and case studies from our leading game design consultants. Interested in working with the team? Reach out to your Unity account manager to find out how our experts can help you. |
How four top developers found smooth sailing (and porting) with Android XR and Unity 6
A few months ago, Unity launched day-one support for Android XR with tools, features, and dedicated documentation to help developers start experimenting and creating on this exciting new platform.We recently sat down with developers from four industry-leading XR studios - Owlchemy Labs, TRIPP, Resolution Games, and Litesport - to hear more about their experiences porting apps and creating new experiences in Android XR. These teams shared insight into their successes and challenges, and they provided actionable advice for developers ready to chart their course into Android XR development.TRIPP, an AI powered mental wellness app available on mobile and VR platforms, is bringing their flagship title to Android XR, while Resolution Games is porting their hit title Demeo. Litesport is bringing over numerous apps and titles: their Litesport app plus Rumble Boxing, PureBarre, StretchLab, Cyclebar, and Club Pilates, their five Xponential+ fitness titles. Lastly, Owlchemy Labs is bringing over Vacation Simulator and Job Simulator. Owlchemy Labs is also creating a new game exclusively for Android XR, Inside [JOB], which is designed as an onboarding experience onto the new platform.If you're planning on creating and/or porting your existing games and apps to Android XR, keep on reading! Why developers are creating for Android XR and choosing UnityExploring a new platform can be both an exciting and challenging endeavor. When we asked developers why they chose Unity for their Android XR development, they commented on Unity's robust multiplatform support, integration with emerging XR standards like OpenXR, and developer-friendly resources like sample projects and templates.Phillip Johnson, lead platform engineer at Owlchemy Labs, explains his appreciation of Unity's support for Android XR: "Unity's strength lies in its multi-platform support, making it a top choice for game developers. Android XR support is particularly easy due to Unity's existing Android compatibility and the flexibility of the Android XR framework. This efficiency allows developers to focus on improving gameplay and user experience."For Resolution Games, porting their hit game Demeo to Android XR wasn't just about expanding to a new audience - it was an opportunity to modernize the game for all platforms. Petter Nygren, tech lead for Demeo, shares that, "Android XR requires a modernization of the game that also benefits all the platforms and the game as a whole."As experienced XR developers, the transition aligns with their ethos of embracing new devices. As Nygren explains, "We're right in the middle of XR development. Any new platform is a great step forward. Android XR is the next step for us." Nygren credits Unity for making the process smooth, especially due to features like OpenXR input handling and Universal Render Pipeline (URP) integrations, saying "We would not have been able to create the same product without Unity as the engine."Porting to Android XRWhile it makes sense to bring your game to a new platform - whether to reach a wider audience, meet players where they're already gaming, or be an early option on a new headset - porting an existing game to a new platform can require copious amounts of time and labor to get it to fit new platform specifications, especially if you're developing natively for each one. Using a tool like Unity, which supports more than 20 platforms including Meta Quest, visionOS, and PlayStation VR2, can streamline this process.Daniel Kharlas, TRIPP's director of Product & Technology Operations, credits Unity for its proactive communication with developers. "Unity has been very clear in their direction - from embracing URP, OpenXR, and XR Interaction Toolkit to emphasizing standards for XR hands," he says. "All of these decisions made it easier for us to adapt quickly, especially moving into Android XR. Unity and Google's partnership, combined with these choices, really shine here."Advice for getting started now, without hardwareJust because there's limited availability of development hardware doesn't mean you can't get started with Android XR today. We talked to our developers about what challenges they faced and some tactical advice for how to get started.For both Resolution Games and TRIPP, a specific challenge was making the switch to URP. Nygren from Resolution Games explains that, "It's important to maintain the original look of the game, and that has been quite challenging in the update... It's very hard to sort of replicate the look of the built-in render pipeline with URP if you want to keep it one-to-one with the visuals. The game is quite big, and there's a lot of assets and content. It was a lot of work to do the upgrade and retain the same look.""Converting projects with custom shaders to URP was our most labor-intensive step when transitioning from Built-in Rendering to URP," explains Kharlas from TRIPP. "If you have complex custom shaders - often used for unique art styles in VR - be prepared to invest the time needed to convert those to URP-supported shaders. In the long run, this will make subsequent ports, like to Android XR, much smoother."Kharlas laid out clear steps for how to prepare for Android XR development, even without a headset in hand. First, developers must start by updating your projects to Unity 6 [or 6.1] and adopt OpenXR. Then, Kharlas gives the following recommendations:Use URP (Universal Render Pipeline) to ensure graphical compatibilityTransition to Vulkan for better performanceLeverage XR Hands packages since Android XR is hands-firstBoth Litesport and TRIPP found the VR and MR multiplayer templates and Android XR sample project invaluable to get started. "I'd recommend following Unity's sample project setup for Android XR. Understanding how elements work together before you begin porting or creating your app accelerates your learning curve," explains Ryan Turner, Software Lead at Litesport. For more information on converting to URP, check out our e-book, Introduction to the URP for advanced creators - which has been newly updated for Unity 6. You can also access our ebook Create popular shaders and visual effects with the Universal Render Pipeline to learn more about shaders. For those looking to get started with our VR multiplayer template, watch our video tutorial:New capabilities in Unity 6Back in October 2024, Unity 6 was released with Android XR support being made available beginning on Unity 6 and onward. Therefore, those creating for Android XR must upgrade your projects to Unity 6 or newer.Luckily, representatives of all studios are enthusiastic about their Unity 6 experiences thus far.For Litesport, this meant skipping two versions up to Unity 6, which is necessary for Android XR support: "We were on Unity 2021, and so we upgraded to Unity 6 before we started the port, and that was critical... We have a complicated app with a whole bunch of stuff in it... and the upgrade's been awesome" explained Turner.When asked about Unity 6, Nygren from Resolution Games explained: "Unity 6 is quite similar to previous versions, making migration relatively easy. It functions as expected, which is great. The only Unity 6-specific feature we used for the Demeo port was Adaptive Probe Volumes, the new light probe system. This system was especially appreciated by our lighting artist, who found it to be an improvement over the previous system."What's new in Unity 6.1 and Android XR Pre-Release packageWe recently launched our first update release to Unity 6: Unity 6.1. For XR developers building in Unity 6.1 (released last week), you can now streamline the build process with the ability to create multiple build configurations and leverage support for Shader Graph with URP Application Spacewarp. We've already been working with Litesport and TRIPP to validate our tools on Android XR through our production verification initiative that ensures our latest platforms are tested using real productions.We also released our Android XR Pre-Release package, which brings several exciting features and optimizations: Dynamic Refresh Rate to optimize performance and power consumption based on your XR application's current needs; Multi-View Per View Viewports support for Vulkan; visibility mesh occlusion to enhance GPU performance for post-processing effects; hand mesh functionality that enables hand visualization and occlusion; and updates to the Unity MR Template, including occlusion and persistent anchors.Takeaways: Upgrade to Unity 6 and begin todayAs these four studios demonstrate, Android XR development with Unity offers exciting opportunities paired with surprisingly smooth workflows. Whether you're building new apps or migrating existing ones, here are key takeaways:Upgrade to Unity 6 and adopt OpenXR: These two steps are required for creating your Android XR project. Additionally, use Vulkan as your rendering API to significantly reduce GPU overhead while maintaining graphics quality.Start now, even without hardware: Leverage Unity's latest tools, templates, and documentation to help you get started.To stay updated on Unity's latest Android XR news and developments, be sure to bookmark the #AndroidXR tag. For everything XR, visit Unity's XR development homepage to explore all the tools and resources we have to offer. |
Unity 6.1, a Supported Update release, is now available
We're excited to announce the release of Unity 6.1, our first Update release in the Unity 6 family. This release continues our commitment to delivering a stable, performant engine while expanding platform reach and adding new capabilities to help you create exceptional games and experiences.How Unity 6 releases are supportedWith Unity 6, we have changed our release model to ensure consistent quality and stability across every version, and make it easier for you to choose the right one for your productions. The Unity 6 family is designed to be stable and supported over an extended period, minimizing the cost and risk to upgrade - while improving on device performance so you can continue providing the best player experience possible.While we will continue to provide Long Term Support (LTS) versions, we are introducing Update releases (e.g., Unity 6.1) so that we can deliver new functionality and platform support more quickly. Unity 6.1 and all Update releases undergo the same rigorous quality assurance and stability testing as our LTS releases. Update releases are production-ready and fully supported, unlike previous Tech Stream releases, which were primarily for early testing of new features.
Here's how it works:Long Term Support releases (LTS)Unity 6.0 LTS, which released October 2024, is supported with two-year LTS, with an additional year of support for Unity Enterprise and Unity Industry users.Unity 6.3 will be released as an LTS version later this year. Our goal is to release an LTS version annually, providing a stable foundation for your projects.Recommended for: Live service games and creators who are about to lock in production on a specific version of Unity.Update releases (Supported)As an Update release, Unity 6.1 receives the same level of support as an LTS (including bug fixes and critical platform updates) until the next release is published. When Unity 6.2 is released, it will become the only Supported version. We aim to release multiple Update releases each year.Being able to confidently upgrade to the latest Update means you can always keep your productions on the most current release without sacrificing stability or performance. Recommended for: New and mid-cycle productions, and developers looking for the latest features and supported platforms. Update releases are fully production-ready and the preferred choice for beginning new projects, as they contain the latest features, platform support, and performance improvements.By supporting both LTS and Update releases, our goal is to give you maximum flexibility in how you approach development and live productions.What's new in Unity 6.1Unity 6.1 builds on the stability and performance shipped in Unity 6.0 LTS to enable you to deliver to more platforms, with better graphics, more efficiently. Here are some highlights available in this Update release:
Get the best performance on any deviceUnity 6.1 offers significant performance optimizations to help your games run smoothly across a wide range of hardware:Deferred+ - Build richer worlds with the Universal Render Pipeline's (URP) new deferred rendering path, which accelerates GPU performance using advanced Cluster-based light culling for more lights, with support for GPU Resident Drawer for more objects.Variable Rate Shading - Improve GPU performance with minimal impact to visuals. Set the shading rate of custom passes within URP/HDRP, and generate Shading Rate Images (SRIs) from textures and shaders.Get access to powerful workflowsStreamline your development process with tools to deliver higher quality games more efficiently:Project Auditor for static analysis - Analyze scripts, assets, project settings, and builds. Learn how to resolve issues and optimize the quality and performance of your game.Build Automation - Accelerate iteration cycles with cloud builds, with Build Automation now integrated directly into the Editor. Reach the widest audience of players globallyCreate for the latest supported platforms and devices to maximize your player reach:Large screens and foldables - Access enhanced support for large screens and foldables with the latest Android APIsUnity for Web - Run your Unity games anywhere the web exists, including mobile browsers. Experiment with the latest WebGPU graphics API integration and unlock compute acceleration for web browsersInstant Games on Facebook and Messenger - Streamline building, optimizing, and uploading instant games to Facebook and MessengerAndroid XR and Meta Quest - Save time and streamline the build process with the ability to create multiple build configurations for release and development builds including new support for Shader Graph with URP Application SpacewarpPC and console - Improve CPU performance, PSO caching, and ray tracing with enhanced DirectX 12 supportA continued focus on qualityUnity 6.1 features enhanced stability and performance designed to give you confidence in your development process. Easier upgrades between update releasesUpgrade your project to the latest update release with minimal disruption. With the Unity 6 generation, we've changed how we release the Unity Engine so that we can keep improving performance and stability, while making it easier and less disruptive for you to upgrade.Update releases undergo a minimum of two months of rigorous regression testing. New features and the upgrade process are tested in production with real games to ensure stability and minimize workflow disruption.Production VerifiedUnity 6 releases are tested and validated in real production environments with studios building games across different genres and platforms. These teams are using the latest versions of Unity, and, in some projects, we're acting as co-developers to directly embed our engineers in their production teams.This Production Verification approach allows us to:Test features in complex, real-world scenariosIdentify issues that only emerge at production scaleRefine tools based on direct feedback from game developersEnsure stability in diverse development environmentsBy working alongside developers in this way, we can deliver tools that perform reliably in the real world, not just in isolated test environments.For example, Survival Kids represents the first time Unity has designed and developed a game end-to-end in collaboration with a publisher partner, KONAMI, directly enabling us to improve the performance and stability of the Engine. We have also partnered with Black Salt Games and Google, learning about game services and implementing optimizations through porting DREDGE to Android. We are working with 10 Chambers to validate Engine graphics improvements in their upcoming co-op FPS heist game Den of Wolves, and with Litesport and TRIPP to validate readiness of the all-new Android XR platform.The insights gained through our Production Verification program have directly influenced many of the improvements in our latest Update release.Download Unity 6.1 todayUnity 6.1 represents our ongoing focus on stability, performance, and platform reach to ensure Unity remains the most versatile and reliable engine for game development. Whether you're creating mobile games, console titles, or XR experiences, Unity 6.1 gives you the tools to bring your creative vision to life and reach the widest possible audience.We encourage you to download Unity 6.1 and take advantage of these performance improvements, workflow enhancements, and expanded platform support. Check out the Unity 6.1 release notes for a comprehensive list of features and the Unity Manual for details on how to use them. Tune into our What's new in Unity 6.1 livestream today, where our teams will dive deeper into the updates. Your feedback continues to shape our direction, so be sure to join the community on Unity Discussions for a follow-up Q&A after the livestream. You can also share your feedback directly with our product team through the Unity Roadmap. |
DirectX 12 improvements in Unity 6
Greetings from the Unity Graphics team!In this post, we will cover the latest improvements to the functionality and performance of the DirectX 12 (DX12) graphics backend. As of Unity 6.1, DirectX 12 is now set as the default graphics API for new projects.DX12 provides a modern, lower level and thinner abstraction for graphics acceleration. It was designed to better utilize multi core CPUs, by allowing applications to efficiently multi-thread the recording and submission of graphics commands to the GPU.We also recommend you watch the latest Unite Graphics Performance session, where we cover some of the latest improvements to DX12.Accelerate CPU performance with Split Graphics JobsThe new Split Jobs threading mode for DX12 improves on the older "Native Jobs" threading mode, by reducing synchronization between the main thread and graphics jobs thread.This is especially beneficial for CPU-bound games, which render large and complex environments, submitting many draw calls.As of Unity 6, Split Graphics Jobs are also supported in the Unity Editor for DX12, to improve the Scene and Game View rendering performance. You can now toggle Graphics Jobs from the Editor's "Preferences" ->
"Job Settings" panel.NOTE: DX12 multithreading comes with additional graphics memory cost, due to the allocation of additional resources per thread. This imposes a tradeoff between CPU performance and memory usage, and can increase memory usage compared to the single-threaded DX11.Beyond CPU performance, DX12 exposes the latest GPU capabilities to game developers, unlocking new ways to improve both fidelity and performance.Prevent rendering stutters with PSO TracingWith DX12, we can explicitly state the needed graphics states well ahead of rendering time, by creating and caching Pipeline State Objects (PSOs). This workflow eliminates application stutters/hitches, resulting in smoother rendering and game play.To enable this, Unity 6 introduces support for the new GraphicsStateCollection API. In the below example, we are using the API to precook PSOs before loading the scene. This results in a stutter-less flythrough of the Garden demo.For more information on PSO tracing, check the official Unity Discussions post.Balance shading performance and quality with Variable Rate ShadingDX12 also introduces support for Variable Rate Shading (VRS), to control the shading rate of pixel shaders and draw calls. Using the new VRS API in Unity 6.1, we can generate a shading rate image (SRI) from texture, or procedurally using shaders. Once created, we can apply the SRI using the CommandBuffer API, or using Scriptable Render Passes.In the example below, we are applying a lower shading rate to screen areas affected by motion blur. This reduces the pixel shading overhead, without noticeable degradation to visual fidelity.To learn more about Variable Rate Shading, check the official Unity Discussions post.
Improve GPU utilization with Async ComputeAnother capability introduced by DX12 is Asynchronous Compute dispatch. This allows to overlap Compute Shader execution with heavy rasterization workloads, to improve GPU parallelism.. Raster-heavy passes (such as Shadowmaps) are often bound by geometry processing, and may not fully utilize the GPUs shader cores. By dispatching compute kernels asynchronously, we can increase GPU utilization and reduce frame times.For more information on DX12 exclusive features, please refer to the official documentation.Push fidelity to the max with DirectX Ray TracingUnity's High Definition Render Pipeline (HDRP) utilizes DirectX 12 Raytracing (DXR), to achieve unparalleled visual fidelity and realism. This is demonstrated by the "Enemies" real time demo, which uses HDRP and DXR to achieve stunning visuals.Unity 6 provides production-ready support for Ray Tracing, along with DXR 1.1 feature level compatibility. This brings many improvements to ray tracing functionality and performance.Solid Angle Culling allows to improve ray tracing performance, by discarding objects that are too small or distant. You can enable angle culling via the HDRP ray tracing setting (Culling Mode), to significantly reduce CPU processing time
Additional improvements to DX12 Ray Tracing include:Inline Ray Tracing in ShadersRay Tracing Acceleration Structure Build FlagsIndirect Ray Tracing DispatchIndirect Ray Tracing InstancingUnity 6 also reduces memory usage for DX12 Ray Tracing via:BLAS Compaction reduces the memory usage of static meshes.Custom GPU memory allocator for small BLASes reduces the memory usage of small meshes and details.MinimizeMemory flag can be set per MeshRenderer, to further reduce memory usage.Reduce memory bandwidth usage with DirectX12 Render PassWith the introduction of Windows-on-ARM support, DX12 also improves mobile (tile-based) GPU efficiency, via the new Render Pass API.The DX12 Render Pass is utilized by the Render Graph system in Unity 6, which automatically tracks and merges compatible render passes. In the example below, Render Graph is able to merge the geometry render passes, and load the GBuffer textures directly from on-chip tile memory.
This can significantly reduce bandwidth and energy usage, along with thermals, allowing mobile devices to run for longer and at a stable framerate. To learn more about on-tile rendering in URP, see the Render Graph documentation. Accelerate Neural Network Inference with DirectMLIn addition to graphics improvements, DX12 can also improve the performance of Neural Network inference through the Sentis API. When using DX12 and the Sentis GPU backend, we observe up to 50% reduction in inference time when executing larger Convolutional Neural Networks.To learn more about DX12 acceleration for Sentis, check the official Unity Discussions post.
Platform supportDirectX 12 is supported on modern Windows platforms. Please follow these instructions for checking which DirectX version is supported by your PC. You can also refer to Wikipedia for per-GPU information on DirectX 12 and feature level support:NVIDIA: https://en.wikipedia.org/wiki/List_of_Nvidia_graphics_processing_unitsAMD: https://en.wikipedia.org/wiki/List_of_AMD_graphics_processing_unitsIntel: https://en.wikipedia.org/wiki/List_of_Intel_graphics_processing_unitsDirectX 12 may not be recommended on significantly old GPU models and outdated driver versions. If you are targeting legacy Windows devices, we recommend you still target DirectX 11 or keep it as a fallback API.Please give these latest DX12 improvements a try, and let us know what you think!You can follow our progress via the public roadmap. If you cannot find the feature you are looking for, feel free to submit a feature request, or contact the team directly in this thread or the graphics discussion forum. |
From niche to norm: The evolution of the gamer identity
In a recent webinar, "Playing to Win with Cross-Media Plans and In-Game Advertising," hosted by DISQO, Unity joined Zynga to discuss the evolving player and in-game advertising landscape and one thing became clear- with mobile gaming rising across demographics (69%) versus other platforms such as console (41%), the term, "gamer" is broadening beyond an otherwise specific definition. The traditional definition of a "gamer" no longer applies.* The stereotype of someone glued to a console simply doesn't reflect today's reality.In 2025, more than half of the U.S. population (57%) will play games across consoles, PCs, and mobile. Yet, despite gaming's massive reach, only 23% of players identify as a "gamer".** The disconnect between the widespread activity of playing games and self-identification shows how gaming has expanded far beyond older labels. This transformation has largely been driven by a critical factor: the ubiquity of smartphones and the accessibility of mobile games.Mobile gaming is everywhere-And it's redefining the gaming audienceSmartphones have made gaming more accessible than ever, pushing the average player age from 29 in 2004 to 36 in 2024. Now, women outpace men in mobile gaming (73% vs. 65%), and players span every generation, from Gen Z (61%) to Boomers (67%).*Think about it - the millennial solving Wordle every morning, a grandma crushing Candy while watching TV, or a Gen X professional playing Solitaire during their commute. And yet, despite the diverse audience and massive reach, only Gen Z is likely to self-identify as a "gamer". **As Ari Brandt best put it in the webinar: "The term gamer evolved out of a legacy perception of who played console games. But today, gaming is everywhere and everyone, with mobile leading the charge. The growth of mobile gaming and the wide variety of genres available on mobile is why this audience is so diverse....Most people who play mobile games don't call themselves 'gamers,' and neither should brand marketers."The real opportunity: High-value consumers who playFor advertisers, mobile games are prime real estate, offering unmatched engagement, purchasing power, and loyalty. Unlike passive scrolling on social media or playing the TV in the background, when audiences play mobile games they are fully engaged with their screens making it one of the most valuable ad environments for brands.And these audiences aren't just engaged, they also spend.54% of Gen Z and 52% of Millennials pay for gaming experiences.*39% of people who play mobile games have made a purchase after seeing an in-game ad (53% among Gen Z).*58% of Gen Z and 56% of Millennials are more likely to consider a brand that advertises in their favorite games.*To tap into these audiences effectively, advertisers need to integrate ads seamlessly into the gaming experience. The best-performing campaigns meet players where they are, using formats designed to enhance engagement rather than disrupt it:Rewarded ads: Players opt in, brands get attention, and engagement soars. 76% of players prefer them over mandatory ads.***Custom integrations: Well-designed, native ad experiences feel like an organic part of the game.Interstitial ads: When placed strategically, these full-screen moments grab attention without breaking immersion.For advertisers, this is the real opportunity to reach a massive, engaged audience across demographics, at scale, with ad formats that drive engagement. Leading brands aren't waiting-they're already integrating mobile gaming into their media mix and building strategies that meet players where they are.The "gamer" identity is expanding-It's time to think biggerGaming isn't a niche and the "gamer" identity is no longer one-size-fits-all. The label is shifting, and the brands that still think of gaming as a subculture are missing out on one of the most valuable, scalable advertising opportunities available today.We focused on mobile gaming today, but gaming happens across mobile, console, and PC. Channels like CTV and out-of-home advertising offer additional touchpoints for reaching players beyond the game itself. With more ways than ever to connect with high-value, engaged consumers, it's no longer about reach, it's about meeting audiences in an environment where they're paying attention, taking action, and making purchases.As Zynga's Marian Thomas put it: "Gaming isn't passive-it's interactive. It's where attention and engagement thrive." Brands that embrace this shift will win.The takeaway? The future of gaming and advertising is bigger and more inclusive than any one label. The smartest brands see mobile gaming for what it truly is - a high-engagement, high-impact media channel with engaged users that belongs at the center of modern media strategies.Learn more about reaching your audience with Unity Programmatic Solutions and how Unity helps brands understand the performance of their in-game advertising with DISQO.* DISQO Report: In-game advertising 2025** eMarketer, "US Gamers by Generation 2025"*** eMarketer, US Consumers Appreciate In-Game Ads |
Games made with Unity: March 2025 in review
This March was packed - Steam Next Fest, the Steam Spring Sale, GDC, and more. Ice-Pick Lodge released a prologue for the much anticipated Pathologic 3. Plus, a new Rain World DLC from the Videocult and Akupara folks was released - The Watcher.IGF Awards
Huge congrats to all the IGF finalists, especially the games made with Unity that dominated the awards this year - including Consume Me, which took home three wins! Fresh off their Audience Award win at the IGF Awards, The WereCleaner team joined us on stream. Check it out:Made with Unity Steam Curator Page
Once again we sent out a clarion call for Unity staff to share which of your games they've been playing this past month. Be sure to see them all on our Steam Curator Page here.Working on a game in Unity? We'd love to help you spread the word. Be sure to submit your project.Without further ado, to the best of our abilities, here's a non-exhaustive list of games made with Unity and launched in March 2025, either into early access or full release. Add to the list by sharing any that you think we missed.ActionLIZARDS MUST DIE 2, the Bratans, Smola Game Studio (March 7)METAL SUITS: Counter-attack, Eggtart Inc (February 13)Bullet HeavenRogue: Genesia, Ouadi Huard (March 7)Cards, dice, and deckbuildersKnights in Tight Spaces, Ground Shatter (March 4)Dice Eater: A Supernatural Mystery Card Game, Team Tetrapod (March 11)Kingdom of Cards, Rubber Duck Games (March 24 - early access)DEMONS, Andrew Fender, Alastair Headden (March 25 - early access)Bramble Royale: A Meteorfall Story, Slothwerks (March 26)Casual, rhythm, and partyBao Bao's Cozy Laundromat, Destroyer Doggo (March 6)Spilled!, Lente (March 26)City and colony builderHEXAROMA: Village Builder, Almost a Game Company (March 10)Time to Morp, Team HalfBeard (March 6)Terraformers, Asteroid Lab (March 9)KAISERPUNK, Overseer Games (March 21)Edge Islands, LS Games (March 24)ComedyWhile Waiting, Optillusion (February 5)Experimental or surrealistENA: Dream BBQ, ENA Team (March 27)FPSCheaters Cheetah, Acmore Games (March 10)Arken Age VitruviusVR (January 16)HorrorCentum, Hack The Publisher (March 11)Moonbase Lambda, Thunderfox Studio (March 6)Lost Lullabies: The Orphanage Chronicles, Pugsy Studios (March 7 - early access)The Children of Clay, Balazs Ronyai (March 7)ORDER 13, Cybernetic Walrus (March 10)Management and automationTwo Point Museum, Two Point Studios (March 4)Corner Kitchen Fast Food Simulator, Purple Heads Games (March 4)MetroidvaniaOirbo, ImaginationOverflow (February 11 - early access)SteamDolls - Order Of Chaos, The Shady Gentlemen (February 11 - early access)Narrative and mysteryExpelled!, inkle Ltd (March 12)Do No Harm, Darts Games (March 6)The Darkest Files, Paintbucket Games (March 25)YOUR HOUSE, PATRONES & ESCONDITES (March 27)PlatformerBauhaus Bonk, Spoonful Games (February 6)JUMP KING QUEST, Nexile (February 12 - early access)Puzzle adventureSpace Sprouts, Schleuder Games (March 31)Slender Threads, Blyts (February 7)Roguelike/lite33 Immortals, Thunder Lotus (March 18 - early access)Grimoire Groves, Stardust (March 4)Reignbreaker, Studio Fizbin (March 18)Nordhold, StunForge (March 25)RPGEverhood 2, Chris Nordgren, Jordi Roca (March 4)AI LIMIT, Sense Games (March 27)Suikoden I&II HD Remaster Gate Rune and Dunan Unification Wars, KONAMI (March 6)Song of Rats, Tesseract Games (March 10)FATE: Reawakened, gamigo US Inc., Tableflip Entertainment AB (March 12)Geo Mythica, Guin Entertainment, LLC (March 20)SandboxUrban Jungle, Kylyk Games (March 21)ANEURISM IV, Vellocet (March 11)SimulationSchedule I, TVGS (March 24 - early access)Hope's Farm 2, Green Sauce Games (March 26)Sports and drivingSledders, Hanki Games (March 20)Turbo Takedown, Hanging Draw (March 3)StrategyCataclismo, Digital Sun (March 20)The Deadly Path, Owlskip Enterprises (March 25)Grit and Valor - 1949, Milky Tea Studios (March 26)Legend of Heroes: Three Kingdoms, Free Wing (March 26 - early access)SurvivalAloft, Astrolabe Interactive Inc. (January 15 - early access)That's a wrap for March 2025. Want more Made with Unity and community news as it happens? Don't forget to follow us on social media: Bluesky, X, Facebook, LinkedIn, Instagram, YouTube, or Twitch. |
Investor Insights on GDC and Women in Game Investment: A Chat with Playcap
At this year's GDC, we had an awesome event with PlayCap, bringing together some incredible minds in gaming investment. I had the chance to sit down with PlayCap's founder, Bibbi Wikman, for an insightful conversation about her mission to get more women investing in the gaming industry. In this interview, Bibbi shares her vision for the future of gaming and why diversity in investment is more important than ever.To learn more about PlayCap and their mission to empower women in gaming investments, visit PlayCap.gg!Take a look!Could you start by telling us about Playcap's mission and what inspired its creation?The mission behind PlayCap is to bring more women from the games industry into investing within the same industry. I'm part of a women investor network in tech, and that's partly where I drew my inspiration from since I realized this was missing in the games industry. Far fewer women are investing in games, often due to a lack of knowledge, access to investment opportunities, and support. That's what I wanted PlayCap to provide as a group, bringing together women who are already investing with those who want to start. Women's networks often focus solely on investing in women-led companies, but I wanted to take a different approach with PlayCap. Women should have the freedom to invest in whatever excites them, standing on equal footing with male angel investors.Why is it crucial to increase the number of women involved in game investments, and how does that influence the types of projects that get funded?It's not just important, it's smart business. Women make up 50% of players, so building games and game tech with diversity in mind isn't just ethical, it's strategic. We already know that diverse teams outperform, and the same logic applies to investors. A more diverse investor base leads to stronger, well-rounded decision-making, especially in angel investments, where backing a company goes beyond capital, also providing expertise and guidance. With more women at the table, we'll not only see an increase in funding for women-led companies but also better overall decisions that drive long-term success.Coming out of GDC, what trends or insights are you seeing that are shaping how studios are pitching their games or approaching development?When it comes to game pitches, more studios are leaning into early access as a core release strategy to generate revenue while continuing development and working together with a community on the development. Teams are staying lean, with temporary resource needs outsourced rather than hiring full-time. Expectations around funding have also evolved. We're seeing investors step in at the pre-seed stage but with seed-stage expectations, meaning they want to see solid data and early traction.Were there any standout conversations at GDC that shifted your thinking on what makes a strong investment opportunity right now?AI was either a core component or planned to be part of nearly every game or product I saw. What's shifting now is that it's no longer enough to say, "This game experience is built with AI." Instead, it's about who is crafting games with the most compelling art style or player experience powered by AI, the kind that truly resonates with and attracts the audience.How do you see recent advancements - such as AI tools, productivity platforms, or emerging genres - influencing the kinds of studios Playcap is excited to back?We're definitely excited to back companies creating tools or platforms that support the industry or players in innovative ways. Genres can be a bit trickier when it comes to equity investments, but they're something we'll keep in mind as we explore project investments in the future.What criteria does Playcap look for when deciding to invest in a game studio or project? Is a prototype essential, or are there other key indicators you prioritize?Team and business opportunity is the most important factor at the stage we invest. Of course, early traction can make a decision easier.What makes a pitch truly stand out to Playcap's network, particularly in this challenging funding environment?I'm personally excited by new business ideas driven by small, agile teams that show fast progress and a clear timeline. Just as important is having a team that's friendly and easy to communicate with. After all, this is a long-term partnership.For developers facing delays in funding rounds, what practical steps can they take to stay stable and keep momentum going?Keep your investors in the loop. Regularly update them, meet them at conferences, and show consistent progress. Focus on any area where you can generate positive numbers that demonstrate traction.How can small teams stay efficient and minimize burn rate without compromising creative ambitions?Embrace the tools available today. Showing that you're not afraid to leverage them and using them to enhance your business and boost efficiency says more than 20+ years of industry experience.Are there specific tools, strategies, or development approaches you'd recommend to studios looking to do more with less?It's hard to generalize since we invest so broadly within the games industry, but here's what I'd say: stay lean, recognize the incredible women in the industry, and consider bringing them on as part of your team or as advisors.Keep burn rates low, stay creative, and really understand what it takes to run a startup - not just to build a product. There's a reason second-time founders are often the best to invest in. First-time startups tend to fail because the founders are passionate about creating the product but don't fully grasp how to run a company or what to consider when bringing in investors.Choose your key investors wisely, and don't hesitate to ask around about others' experiences with them. It's a long-term relationship that can, in some ways, be more challenging than a marriage.For more resources on indie game development, check out everything Unity has to offer at Unity's Indie Game Development Resources.
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GDC 2025 Recap: Trends, Engine Roadmap, & Celebrating Games
This year's Game Developers Conference (GDC) was a fantastic time to connect with the community, go deeper into the technology, get your questions answered, and acknowledge the best games among the indie community. Let's get into it, a recap of Unity at GDC 2025!Get the latest game development trends of 2025We kick off GDC week with the release of the 2025 Unity Gaming Report, our annual data-backed game development trends report. While it has been a difficult few years in our industry, developers have stayed resilient. This report draws on Unity's own data, surveys of over 300 game developers, and insights from over 20 studios to identify five key trends across technological investments, multiplayer and platform development, and business strategy that show how game developers are facing these challenges head-on. Check it out here.New details on the Unity 6 roadmap and support planOne major highlight from the week was the Unity Engine roadmap talk, where we covered not only what's ahead in Unity 6.1 coming in April, but also how the engineering teams are prioritizing investments in stability, platform reach, and performance. Adam Smith, VP of Product also shared a bit about Production Verification, which is how the team is using partnerships with real game studios to test tools in live productions before they're delivered in future releases.There's so much more, including how we'll support Unity 6.0, as well as a sneak peek at what's ahead in upcoming releases in 2025. Get all the details in this write-up which also includes the Unity Engine roadmap session video from GDCCongrats to Independent Game Festival award winnersThis year I had the pleasure to enjoy the Independent Game Festival (IGF) Awards in-person, to connect with the game developer community and celebrate the best of indie game development.Shout out to Despelote by Julián Cordero and Sebastian Valbuena for Excellence in Audio, The WereCleaner by Howlin' Hugs for the Audience Award, Tactical Breach Wizards by Suspicious Developments for Excellence in Design, Caves of Qud by Freehold Games for Excellence in Narrative, Hauntii by Moonloop Games for Excellence in Visual Art, and Consume Me by Jenny Jiao Hsia, AP Thomson, Jie En Lee, Violet W-P, Ken "coda" Snyder for taking home the Wings Awards, Nuovo Award, and the Seamus McNally Grand Prize!We live streamed and Unity's CEO answered your questionsAll week long we were bringing the excitement of GDC to the global audience through Twitch and YouTube streams. We invited Hugo Cardoso of Code Monkey, Anton Gorodetsky of MY.GAMES, and Elizabeth Rose Astwood of Queensguard for a chat about the Game Trends Report, hosted an Independent Game Festival watch party, and had a blast during our first ever Game Developer Game Show.One of the bigger highlights was my sit down with Matt Bromberg, Unity CEO where he answered your most pressing questions. We discussed GDC, rebuilding trust with the community, the ever-changing games industry landscape, and so much more.Your questions answered during Office HoursAll week long the Unity development team has been answering your questions on Discord and Unity Discussions during our Office Hours. The teams have been covering topics including graphics, multiplayer, and performance to provide you the guidance of where we're headed and provide tips on how to solve your technical woes. Take a browse over the discussions - and there's still time to get your questions answered.Thank you for everythingAs demonstrated throughout GDC this week, Unity remains committed in its dedication to enhancing the stability and performance of the Engine. We want to ensure that as you develop your project on Unity you won't have to compromise between embracing new features and maintaining a stable platform. Unity continues to empower developers to reach the widest audience across a diverse range of devices in the most efficient and high-performing way possible. We believe that you shouldn't have to choose between accessibility and quality-we strive to deliver both.On behalf of the entire Unity team, thank you for your invaluable feedback and ongoing support.Looking to keep the conversation going? Visit us on Unity Discussions where you can share your thoughts about all of the game industry news coming out of GDC. |
What's next: A look at Unity's 2025 roadmap
At this year's Game Developers Conference (GDC), we shared an overview of the Unity Engine roadmap for 2025. We highlighted our commitment to making Unity more stable and production-tested for game development and live operation for all users. We also provided clarity on how Unity 6.0 will be supported, a preview of what's coming in Unity 6.1, and a look ahead to what's next.Catch up on the key points here, or watch the full session below for more details.Building for stability, reach, and performanceAs the nature of game development evolves, we're making targeted improvements to ensure the Unity Editor experience is performant and stable and that your creative output can reach the widest possible device range across the most-supported platforms, with the best performance.Unity has always been about creating tools that enable you to bring your ideas to life and maximize your player reach -Â whether they're on mobile, console, desktop, or the latest XR devices. Continued investment in these areas allows you to build the largest global audience of passionate players possible, while providing them with the widest variety of game genres and graphical styles.At the Unity Dev Summit at GDC, we heard from multiple game studios on how they are doing just that. Scopely shared how they used Unity to expand their mobile-first battle royale game Stumble Guys to new platforms, becoming one of the top F2P console games released in 2024. Metacore spoke about leveraging Unity to deliver player-first monetization, blending IAP and in-game ads to create a thriving free-to-play experience for their hit mobile game Merge Mansion. We heard from Kinetic Games about the core mechanics and AI-driven behavior system behind their popular multiplayer ghost-hunting game, Phasmophobia. The work we're doing in 2025 will expand our platform reach and improve Engine performance and stability for games across genres and devices.Production Verification: Testing our technology in live productions
We've heard one piece of feedback from our community consistently: Developers need tools that are production-tested. It's one thing to test features internally, but it's another to validate them in live, real-world projects that handle production-scale demands. That's why we've launched Production Verification, a new internal program where Unity works alongside developers to test our tools in real production environments.We've worked closely with studios building games across different genres and platforms to validate Unity 6 features in the field. These teams are using the latest versions of Unity, and in some projects, we're acting as co-developers to directly embed our engineers in their production teams.For example, we are working with 10 Chambers to validate Engine graphics improvements in their upcoming co-op FPS heist game, Den of Wolves. Kinetic Games has helped us validate improvements in live operations tools - like Remote Config, Leaderboards, and Build Automation - in Phasmophobia. We're also working closely with Litesport and TRIPP to validate readiness of new platforms like Android XR.Testing Unity in complex production environments allows us to identify performance bottlenecks, stability issues, and usability pain points that wouldn't show up in isolated tests. Those findings directly influence what we deliver to you in Unity 6.0 and beyond, making the Engine more stable and reliable for all developers.How will Unity 6.0 be supported?While we look forward to delivering new, production-verified features with Unity 6.1, we also recognize the benefits that the Long Term Support (LTS) model has provided, especially for projects requiring extended stability. Unity 6.0 is supported with two-year LTS, starting from when it was released on October 17, 2024, with an additional year of support for Unity Enterprise and Unity Industry users. We will continue to apply fixes to Unity 6.0 to ensure you have a stable version you can rely on for a long time.For previous LTS versions, support will remain the same. Here's a recap:Unity 2021 LTS: Currently supported for Unity Enterprise and Unity Industry customers through October 2025Unity 2022 LTS: Fully supported through May 2025. Unity Enterprise and Unity Industry customers receive an additional year of support.Unity 6.0: Fully supported through October 2026. Unity Enterprise and Unity Industry customers receive an additional year of support.Unity 6 marks a new era for Unity, combining the stability of LTS with the flexibility to deliver new features more frequently with Update releases.We're also investing in improved compatibility between versions. Upgrading to the next Update release or LTS should now be easier and less time-consuming, helping you keep your tools up to date with fewer headaches.Shipping Unity 6.1 in April 2025Unity 6.1 builds on the stability and performance shipped in Unity 6.0 to enable you to deliver to more platforms, with better visuals, more efficiently. Here are some highlights coming in this next Update release:PerformanceDeferred+ - Build richer worlds with the Universal Render Pipeline's (URP) new deferred rendering path that accelerates GPU performance using advanced Cluster-based light culling for more lights, and with support for GPU Resident Drawer for more objects.Variable Rate Shading - Improve GPU performance with minimal impact to visuals. Set the shading rate of custom passes within URP/HDRP, and generate Shading Rate Images (SRIs) from textures and shaders.Project Auditor for static analysis - Analyze scripts, assets, project settings and builds. Learn how to resolve issues and optimize the quality and performance of your game.PlatformsLarge screens and foldables - Access enhanced support for large screens and foldables with the latest Android APIsUnity Web - Run your Unity games anywhere the web exists, including mobile browsers. Experiment with the latest WebGPU graphics API integration and unlock compute acceleration for web browsersAndroid XR and Meta Quest - Save time and streamline the build process with the ability to create multiple build configurations for release and development buildsInstant Games on Facebook and Messenger - Streamline building, optimizing, and uploading instant games to Facebook and MessengerPC and console - Improve CPU performance, PSO caching, and ray tracing with enhanced DirectX 12 supportThese updates are powered by the insights we've gained from Production Verification. With each release, we're iterating faster and delivering tools that perform better in real-world scenarios.Looking aheadUnity is built around a clear focus in 2025: providing you with a performant, optimized, and stable engine that helps you succeed on any platform. Whether you're a solo developer or a large studio, the Unity Engine is designed to support the unique challenges of modern game development - whether that's reaching a global audience, optimizing performance, operating a live service game, or shipping on tomorrow's hardware.Here's a small glimpse of what we're working on bringing to you this year beyond Unity 6.1:AI assistance and asset generators - Deeper integration in the Unity Editor workflows to improve productivity, more advanced code generation, and the ability to automate repetitive tasksProject Center - Guided experimentation with reliable first-party and third-party tools, services, and features from the Unity ecosystem tailored to your visionSwappable physics backend - Simple switching of physics engines through Project SettingsBut we aren't stopping there. We're investing in several initiatives to update our Engine foundations with support for CoreCLR. We are modernizing Unity's content pipeline, unlocking a step change in iteration time. We will also preview a new animation system with improved tools and workflows, including procedural and runtime rigging for all skeletal asset types, and a new, powerful hierarchical state machine built to handle thousands of states, blend graphs and transitions. We look forward to sharing more with you as we make progress on these initiatives in the future.We're excited about this next chapter and can't wait to see what you'll create. As always, thank you for your feedback and collaboration - it's critical to everything we do. Join the Unity Discussions forum to share your thoughts, ask questions, and stay connected. |
10 tips for succeeding at GDC
Excitement is only one of a myriad emotions you might be feeling as you prepare for GDC. For students, it's an incredible opportunity to learn, network, and make connections to grow your future careers. For professionals, it's a return home to celebrate success, catch up with long-time friends, and add new skills to your tool belt.To help ease the stress of this large-scale gaming event, we want to provide some tips and tricks to help you navigate the chaos and at times overwhelming masses of GDC.Scheduling your entire day out at GDC might be a touch overzealous, however knowing what you want to accomplish at GDC can help you navigate the event. Make sure to check out the event schedule and filter by your pass type to see which sessions you want to attend. Even if you will only be attending the expo at GDC, look at the companies you want to connect with and see if they are hosting activities relevant to your interests. For example, you can check out the Unity schedule and register for portfolio reviews.Business cards are always helpful, whether they're physical or digital. Make sure you have some easy way to exchange information so you can stay in touch with new contacts. You can also connect on social media. If you're using LinkedIn, check out the scan feature on the LinkedIn mobile app for an easy way to connect. You may want to screenshot or download your LinkedIn QR code since cell service can get spotty with large crowds of people.When someone hands you a business card or gives you a digital connection, take notes of where you met, who they are, and what you talked about. It seems silly now, but trying to remember everything that happened over the week will be impossible once you return home. Taking notes will help refresh your memory and maintain connections. You can use this handy google form we made as a template.This one may seem obvious, but you will run into people working on technology that you may not be interested in or you may not understand. That's ok, but actively listen to what they're talking to you about and ask questions. You don't have to know everything; the beauty of game dev is we're all always learning.Whether you're an artist or programmer, make sure you have a way to show off your portfolio. Have your Github updated, your Art Station or similar site locked down, and be ready to show it at a moment's notice. Not everyone will be available to look at it, but being ready can help when opportunities knock. Also, if you're given feedback, write it down and review it later.And don't forget your LinkedIn - recruiters and industry members of all levels use LinkedIn as a digital resume and a way to stay connected with contacts. Make sure that your LinkedIn is updated with a professional photo, clear headline, links to your portfolio, and work experience. Need help on preparing your portfolio? Check out this Introduction to Portfolios tutorial on Unity Learn.Stranger danger is only true outside of a conference. Talk to those next to you while you're waiting in line or at a mixer. Generally, people don't talk to strangers because we're all a little awkward (industry vet or not). But the point of GDC is to meet new people, so get out there!A great way to start a conversation is to stick out your hand and say "Hi! My name is _____." Have two lines ready about who you are and what you're looking for. For example, "I'm a student studying game dev at U.T. Austin, and I'm looking to learn more about the gaming industry because I hope to be a developer after graduation."If a friend walks up to you or a stranger joins a conversation area, introduce them. Bringing others into the conversation eases the burden and removes the awkwardness of a person standing right next to you silently not sure how to interject. Either you've introduced a friend to their new friend or made one yourself - either way it's a victory.The vast majority of what you'll be doing at GDC is walking. Unless you're extremely active in your day-to-day life, your time at GDC is very likely to be a bit of a workout! Remember to take regular breaks to rest and recover, and don't forget to take time to eat!Large conferences are hectic and exhausting. Sometimes folks won't have a lot of time to talk. Don't take it personally, there's a 95% chance they just have a lot to do and had to run away, or they were as stressed out as you were.The Moscone Center is huge, and it's common for back to back sessions you want to attend to be in completely different buildings. Most of what you will be doing when not sitting in a session is walking around, and it's easy to become quickly dehydrated. While the Moscone center does have some water refill stations (usually near the bathrooms), they aren't always near wherever you are. To combat this issue, bring a water bottle with you, hydrate regularly, and refill it whenever you come across a station.We look forward to seeing you at GDC! |
Unlocking Mobile In-App Potential: Q&A with Magnite
With mobile in-app advertising poised for significant growth in 2025,* staying ahead means embracing new opportunities while navigating evolving privacy and identity standards.We sat down with Evan Gehring, Head of DV+ Channel Partnerships at Magnite, who shared how his team is enhancing in-app supply and shaping the future of programmatic advertising through innovative solutions. Let's dive right in.Can you tell us about yourself, your role at Magnite, and what you're responsible for?
Evan Gehring: I lead our DV+ Channel Partnerships team here at Magnite. My team is responsible for managing our indirect supply partners. We work with tech companies like Unity that enhance inventory access through collaboration with direct publishers. We help to optimize their integrations on DV+, our supply-side platform (SSP) for all channels outside connected TV (CTV). That entails ensuring that the supply is enriched with all of the data demand-side platforms (DSPs) and buyers are looking for and curating their supply into our sold deals and packages.What tools does Magnite provide to help advertisers effectively engage users within mobile apps?
Gehring: At Magnite, we have incredibly strong partnerships with brand buyers, agencies, and holdcos, as well as a variety of offerings that help make our mobile app supply as valuable as possible to these partners. We support app-specific fields and signals within our requests and various formats within in-app environments, such as interstitials, native ads, and rewarded video. One of our largest value propositions to buyers is our omnichannel exchange, with premium supply partners across all screens and environments. We also have a wide variety of data and enrichment offerings that span across those environments, including in-app, to help our buyers reach their target audiences and drive outcomes across all the places their users consume media.Unity: Making mobile app inventory more valuable through enriched data and diverse ad formats is key to driving better results for everyone involved. At Unity, we count on SSPs like Magnite to connect publishers' premium inventory with advertisers looking to reach engaged audiences. It's all about working together to create the best possible outcomes on both sides.
How is Magnite working to facilitate more direct paths between buyers and sellers for mobile app supply?
Gehring: We've recently launched a Direct Placements program in order to help buyers better identify unique supply through channel partners -trusted facilitators of direct publisher connections- who have historically been labeled intermediaries, which signal resold supply. This works very well in a mobile app software development kit (SDK) environment where SDK providers have unique access to mobile app supply that we don't see within existing direct seats today. In this program, we integrate this supply directly into our publisher partners' seats on DV+ to provide greater transparency and control to app developers and allow them to capture the unique demand we provide via our Auction Packages and Curated Marketplaces.Unity: That makes sense. Direct supply paths surface unique inventory, while private marketplaces (PMPs) and programmatic guaranteed (PG) deals provide customized, premium access at scale. By combining both approaches, publishers gain transparency and control, while buyers get tailored solutions that meet their strategic goals. It's a win-win. Speaking of transparency and control, that's becoming even more critical in a world shifting away from cookies. How does Magnite perceive the shift towards first-party data and a cookieless world, and what identity solutions and opportunities does Magnite offer brands to adapt to these changes in programmatic advertising?
Gehring: At Magnite, we believe the future of user identity will involve several solutions that both buyers and sellers can use together. We've developed tools and features to support all the ways we think identity will be used moving forward. Our Magnite Access products help publishers utilize their own data, create audience groups based on behavior and interests, securely share data while protecting privacy, and support various alternative ID methods. By offering these options, we aim to enable better and more meaningful transactions between buyers and sellers in a world without cookies.Fill in the blank. "When it comes to mobile marketing, bet on ________."
Gehring: Unique supply and demand paths, audience data enrichment, and Magnite's suite of product offerings!Unity: Thank you for joining us and giving us your insight into the evolving world of mobile app advertising. We appreciate your time and look forward to sharing more industry perspectives!Want to learn more about Unity's programmatic solutions? Click here.
* Source: eMarketer, Mobile Advertising 2024 |
The Game Kitchen on 3 technical challenges making The Stone of Madness
Earlier this year, The Game Kitchen launched The Stone of Madness, a tactical RPG where players help five inmates escape from an inquisitorial prison. In this guest post, three devs from the studio share how they tackled rendering, UI, and testing challenges during development.We're The Game Kitchen, and we recently released The Stone of Madness on PC and consoles. We want to share some of the most pressing challenges we faced during the development of our latest project, approaching them from a technical perspective with practical examples. In this collaborative article, our programming team breaks down key solutions we implemented in Unity to optimize both performance and development efficiency. First, Adrián de la Torre (graphics programmer) will explain how we designed and rendered the game's art pipeline to achieve its distinctive visual style. Next, Alberto MartÃn (UI programmer) will detail how we leveraged Noesis to streamline UI development, enhancing the workflow with UX improvements based on user feedback. Finally, Raúl Martón (gameplay programmer) will showcase how we externalized and automated tests for complex in-game actions on a server, ensuring that multiple corner cases were handled without disrupting integration.Making madness look good: A look at the custom render pipelineAdrián de la Torre, Graphics Programmer, The Game Kitchen
The Stone of Madness combines 2D visuals with 3D gameplay mechanics, which presents a unique technical challenge. While players see a 2D world, the game's underlying systems operate in three-dimensional space, creating a distinctive duality in its design.To address this challenge, our development team created a custom rendering pipeline that effectively bridges the gap between 3D gameplay information and 2D visual representation. This solution implements multiple rendering passes and specialized techniques to maintain visual consistency while preserving the intended gameplay depth, allowing for seamless translation of 3D elements into the game's distinctive 2D art style.In The Stone of Madness, there are two main scenarios that contribute to the rendering of a frame.The first scenario, which we call the Proxy Scenario, is comprised of geometric primitives that calculate the lighting of the final frame.The second scenario is the Canvas Scenario, which consists of sprites that match the Proxy geometry's shape and position. The Canvas is arranged in layers to simulate 3D space and achieve proper Z-sorting with moving game elements.The following section details each step in our graphics pipeline for frame rendering.1. Cone of visionWhenever a cone of vision or game ability is enabled, it initiates the first step in the pipeline. We position a camera at the NPC's point of view (PoV) to render the depth of proxies within its field of view (FoV).Then, in another render texture, the camera outputs a gradient of the distance from the player's origin in the B channel, which is used for skill area effects.Using the NPC's PoV render texture, the cone of vision camera renders a cone over the previous texture in the R and G channels with information about obstacles and distance.The final pass renders sound waves in the Alpha channel.This is the final texture created in this step, which will be used in the Canvas Camera step to render the scene's sprites.2. Canvas Render ID CameraEach proxy in our project has an associated Render ID (a float value). The proxy and its related sprite share the same Render ID. In this step, we render the Render ID float value into a render texture.In the subsequent step, we use this texture to match the lighting information calculated in the proxy scenario with the sprites in the Canvas Scenario.3. LightingThe lighting in our game consists of:Baked lighting: Natural lights that remain permanently active, such as exterior lightingMixed lighting: Static lights in the scene that can be toggled on and off, such as candlesReal-time lighting: Light that moves throughout the scene and can be toggled on and off (we implemented this in only one instance, Alfredo's oil lamp)Using the RenderID texture, we create a render texture containing the lighting information from the proxy scene.4. Canvas CameraAfter creating all render textures, a camera begins rendering the sprites with information about lighting, skill areas of effect, cones of vision, and noise waves.5. Post-processingColor grading, vignetting, and other effects are applied in a post-processing pass.6. UIFinally, the UI is overlaid.Madness in the HUD: Speeding up UI processesAlberto MartÃn, UI Programmer, The Game KitchenThe final release version of The Stone of Madness features over 50 user interfaces. The reason behind that number is that this game has a lot of data to show the user. Our UI work was very time consuming, especially with how small the team was at the start, and so we were continuously optimizing our processes to ensure we were achieving good results in as little time as possible.Our UI work spanned the whole project, so it was important that our UI/UX designers clearly understood all the features we needed to implement. To ensure that our game provided a good user experience and was fun to play, we were careful to keep an open line of communication between the programming and design teams.To create the best versions of all of our UI components, we needed to remove the silos between our technical teams and our creative/research teams so everyone was actively involved in the game's development. Here's how we approached this two-part workflow.Research and creative's role in UI designOur UI/UX designers are responsible for defining how UI elements will look in the final game, and ensuring we deliver a satisfying user experience. With this in mind, they began by creating each element with minimal technical load and validating it with potential users. That process looked like this:Requisites: Understanding the player's needs and creating a list of the game's needs and user goalsInvestigation: Looking at other games to see how they handled similar problemsWireframes: Working on the schematics and the structure (no final art at this point)Mock-up: At this point, we mount the almost fully designed interface with previously created elements (buttons, scrolls, frames, etc.), allowing us to iterate without much effortPrototype: We build a prototype on Figma using our mock-up, simulating interactions with gamepads and keyboard/mouse to show how it will work in a real environment.User test: Using our previously created prototype, we initiate a user test, validating the needs and goals we identified in Step 1.Iteration phase: If the user test meets expectations, it's passed on to technical part processes, make more iterations, or perform further testing if it's convenient.
Technical UI implementationAs mentioned previously, the number of UI elements in The Stone of Madness is huge. Developing a UI engine is expensive, so we needed to use a framework that was easy to learn with decent tools and workflows. After evaluating a range of middleware, we choose Noesis GUI, which follows the Model-View-ViewModel (MVVM) pattern.We chose Noesis because it's based on WPF (Windows Presentation Framework) and follows the MVVM model in a manner that we can reuse most documentation, bibliography, forum entries, and so on to troubleshoot the majority of issues. This framework has been around for a while - it's now 18 years since its first release - and is familiar to a large number of UI devs, which gives our studio the option to hire from a comparatively larger talent pool to implement interfaces and tools for our projects. Another important thing about Noesis is that we can use the same tools from WPF.With XAML, our UI creative team was involved in layout work and polishing all the elements with minimal technical involvement. Thanks to the MVVM approach, our technical UI programmers could focus on functionality and provide support to the creative teams in certain areas when necessary.
Testing (or, how not to go mad creating a game with a systemic design)Raul Martón, Gameplay Programmer, Teku StudiosGameplay in The Stone of Madness is based on three fundamental pillars: Player skills, NPC AI, and scene interactions. Each of these three systems are fundamentally intertwined, which exponentially increases the number of situations the player needs to control - and the number of scenarios we need to test.As soon as we started the project, we realized that a traditional QA system was going to be insufficient. There were simply too many scenarios that depended on several pieces interacting with each other in a particular way, creating an uncontrolled situation. Moreover, these situations could well occur in a window of time that's just too small for a QA team to test comfortably.To solve these problems we created a suite of automatic tests. The idea was that all the possible scenarios/situations that could occur to our development team in relation to a particular system, could be accounted for and automatically tested much more efficiently in a simulated game environment.To provide an example, one of The Stone of Madness's lead characters, Amelia Exposito, has a pickpocket ability. While implementing this skill, we initiated a series of tests to ensure:The basic functioning of the skill was correct: When stealing from an NPC, the pickpocketing mini-game would open and the game would pause until it's over.Less common situations are also covered: If you try to steal from an NPC while another NPC (like a guard) is watching you, or if the NPC is running, the action is impossible.Creating an integration testEach integration test we created required setup based on the following requirements:1. A scene specially prepared to create this particular situationTo test the pickpocket skill, we created a scene with two guards and one player. We positioned each character so they're facing in the direction needed for the situation to be tested accurately (remember, the player can't use pickpocket if they're within the FoV of a guard).Additionally, the scene should only include the minimum components necessary to test the scenario, as extraneous elements can add noise to the measurement. This is why our example scene has no HUD, manual input system, sound effects, and so on.This step requires that the game structure is well compartmentalized, which can take some effort, but, once achieved, is well worth it! 😉2. A test code capable of forcing the situation to be testedMany of the situations we needed to test can be difficult and time consuming to create manually and need a code push to initiate.For example, if we want to create a test scenario to ensure our NPCs never step on mousetraps unless the NPC is moving, the chain of instructions would be:Launch the sceneWait one secondSpawn a mousetrap under the NPCWait another secondCommand the NPC to start walking in any directionThis part of the project is very sensitive to any changes during development (dependent on factors like changing game specs and various unexpected scenarios), so it's critical that both the test code and resulting feedback are as clear as possible.There's nothing worse than a test that fails without giving any clear information about what's actually going wrong.3. A reliable way of knowing whether the scenario is working as intended, or whether the test has detected an error in logicAutomated testing still requires oversight. Increasing numbers of tests with greater specificity on what's being tested can become difficult to monitor, or scenarios end up not being tested for long enough to be statistically significant. To get around these problems, we created custom tools.For example, some of our tests involved combined interactions between several NPCs in a scene. To monitor these cases properly, we created a system to log the different AI states that NPCs cycle through during the test.We also needed a good API that would give us visibility into the current game state (has an NPC been knocked unconscious? Has an NPC entered a routed state? How many times? Which player character has been captured? And so on).4. A system to be able to launch all these tests quickly:Unlike unit tests, automated tests must be conducted with the game running in real-time. This can make running these tests very slow.In these circumstances, we're able to take advantage of the fact that our game does not use Unity's standard updates system. Instead, all of our components use a Tick() function, which simulates Unity updates but launched in a controlled way by our game engine.This helped us achieve a couple of different goals with our tests:First, we could speed up their execution with a forcing function that runs several frames of code for every frame of the game.Second, because these tests are conducted in real-time, they're very susceptible to variations caused by the frame rates on the computer running the testing scenario. By converting them to a controlled frame rate, we avoid this variance: If a test passes on one machine, it will pass on all machines, and, and vice versa.And this would be the result.How secure testing helps us avoid broken buildsWith the creation of this test suite, we also needed to implement a safeguard that would automatically interrupt the merge of a branch if it contained bugs. To ensure this, we create an automatic merge script that launches every time a change is committed to the main project branch.This script makes sure to launch all these tests and monitor their results. If any test fails, it returns with an error detection and interrupts the merge.With this system, we can avoid situations where a change in an apparently isolated system breaks other mechanics it interacts with.Thank you to The Game Kitchen for sharing this behind-the-scenes look at The Stone of Madness's development. Explore more Made With Unity games on our Steam Curator page and get more developer insights on Unity's Resources page. |
How to prevent creative fatigue in your ad campaigns
Creative fatigue can be a roadblock to maximizing campaign performance. As ads repeatedly appear before users, their engagement rates decline.Networks like ironSource Ads and Unity Ads offer advertisers the ability to run dozens of creatives per campaign - an opportunity that, when used strategically, can help prevent creative fatigue and keep your ads fresh and engaging. Let's explore some actionable best practices to maintain creative performance throughout your campaigns.1. Use more creatives to drive better machine learningWhen it comes to combatting creative fatigue, variety is your closest ally. The more creatives you have, the more varied concepts your audience is exposed to. Diversity in your campaigns captures attention and delivers a fuller picture of your game, increasing engagement and interest over time. Diversity here refers not only to the concepts you utilize but also to the formats - use a variety of video, playables, and a mix of both in your campaigns to fight fatigue.Networks like Unity Ads and ironSource Ads have sophisticated machine learning models monitoring performance. Having a rich pool of creatives boosts their ability to determine which ads resonate the most with an audience. This process is critical to finding high-impact creatives and scaling their performance. By running multiple creatives, advertisers can more quickly identify what works for different kinds of users, enabling better segmentation on the model level.2. Optimize your creative rotation strategyTo avoid creative fatigue, it's essential to be strategically rotating your creatives. This is not a one-size-fits-all process, but there are some general basic practices which can be leveraged depending on the stage of your game's launch.For new or not-yet-live games, it's recommended to start small and scale gradually. After launching your campaign, add new creatives 3 few days. When adding new creatives, ensure your previous creatives have achieved sufficient impressions to successfully complete the learning phase.For existing games, your campaigns should start with existing (pre-learned) creative sets that can be launched with up to 30 creatives. Add new creatives every 3 days to gradually reach 30-creatives. It's important to keep your creatives in active "exploration" while reviewing performance to ensure every new addition gets the impressions required for a thorough learning phase.3. Refresh your best performing creatives with incremental modificationsRegularly refreshing and analyzing your creatives is vital to long-term success and avoiding creative fatigue. That means consistently uploading new creatives. But that doesn't mean removing top performing creatives to make space for new ones. Rather, adjust your existing top performers with incremental modifications to keep your creatives fresh while still leveraging the creative concepts that are resonating.Some easy opportunities for optimization for your best-performing creatives are usually incremental adjustments like the duration, color scheme, theme, or even swapping in new characters or scenarios.Follow these tips to help ensure that your campaigns stay effective and continue to drive growth. Reach out to your account manager to learn more about how you can drive impact with your Unity campaigns. |
Games made with Unity: February 2025 in review
February was a busy month of games made with Unity, from the DICE Awards (thanks for the shout out Camouflaj) to many great releases and more. As always, Steam Next Fest contained more great demos than we could count, and this year, we put together some standout games here.Plus, we chatted with Gareth Damian Martin post the launch of Citizen Sleeper 2, be sure to check out our stream with them.Made with Unity Steam Curator Page
We asked folks at Unity to share which of your games they've been getting into this month. Definitely check out the list we put together on our Steam Curator Page here.Working on a game in Unity? We'd love to help you spread the word. Be sure to submit your project.Without further ado, to the best of our abilities, here's a non-exhaustive list of games made with Unity and launched in February 2025, either into early access or full release. Add to the list by sharing any that you think we missed.ActionGrapples Galore, Zoteling (February 7)METAL SUITS: Counter-attack, Eggtart Inc (February 13)Bullet HeavenWhisker Squadron: Survivor, Flippfly LLC (February 20)Cards, dice, and deckbuildersDie in the Dungeon, ATICO (February 21 - early access)Casual, rhythm, and partyRift of the NecroDancer, Brace Yourself Games, Tic Toc Games (February 5)City and colony builderMicrotopia, Cordyceps Collective (February 18)Mini City: Mayhem, Rogue Duck Interactive, cukuto (February 17)ComedyWhile Waiting, Optillusion (February 5)FPSBOWLOUT, Sep Horsthuis, Quint Winter (January 7)Arken Age VitruviusVR (January 16)HorrorBlood Typers, Outer Brain Studios (February 20)Studio System : Guardian Angel, alreti circle (February 4)Management and automationMind over Magic, Sparkypants (February 12)Viking Chef: Feast Frenzy, Yew Rune Creations (February 3)Blood Bar Tycoon, Clever Trickster Studio (February 4)Astronomics, Numizmatic (February 10 - early access)Ale Abbey, Hammer & Ravens (February 18 - early access)MetroidvaniaOirbo, ImaginationOverflow (February 11 - early access)SteamDolls - Order Of Chaos, The Shady Gentlemen (February 11 - early access)Narrative and mysteryAfterlove EP, Pikselnesia (February 14)Urban Myth Dissolution Center, Hakababunko (February 12)Weirdo, CASCHA GAMES (February 14)PlatformerBauhaus Bonk, Spoonful Games (February 6)JUMP KING QUEST, Nexile (February 12 - early access)Puzzle adventureSpirit Swap: Lofi Beats to Match-3 To, Soft Not Weak, LLC (February 3)Slender Threads, Blyts (February 7)Roguelike/liteSWORN, Windwalk Games (February 6 - early access)Psionic Sentry : Infinite, Roy, 響雨互動娛樂, HowlingRain (February 2 - early access)Astral Throne, Zero Sun Games (February 7)RPGCabernet, Party for Introverts (February 20)Peripeteia, Ninth Exodus (February 21 - early access)Reality Break, Element Games, LLC (February 10)SimulationArctic Motel Simulator, One Slice of Pizza Games (February 11)Behind Glass: Aquarium Simulator, BitBros Inc (January 9)Skystead Ranch, ToastieLabs (January 17)Sports and drivingLonely Mountains: Snow Riders, Megagon Industries (January 21)Sports and racingHover REV Hispeed Burst, JKK_WORKS (February 5)StrategyDark Times, Gromov Studio (February 9)GIRLS' FRONTLINE 2: EXILIUM, SUNBORN Information Co., Ltd. (February 11)SurvivalAloft, Astrolabe Interactive Inc. (January 15 - early access)That's a wrap for February 2025. Want more Made with Unity and community news as it happens? Don't forget to follow us on social media: Bluesky, X, Facebook, LinkedIn, Instagram, YouTube, or Twitch. |
Why Unity is moving to 100% in-app bidding
2024 marked the start of a new era as in-app bidding took over mobile ad monetization, replacing decades-old "waterfall" mediation methods. Unity Ads, ironSource Ads, and LevelPlay joined the bidding revolution with a global, cross-functional team effort.As a result, advertisers gained more impressions, publishers streamlined operations, and gamers enjoyed better experiences with faster load times. Here's why the shift to bidding matters for publishers and networks and what's next in 2025 for Unity Ads and ironSource Ads bidding.How in-app bidding helps publishersIn-app bidding is a common-sense concept: let every network compete, let the highest bid win, and pay exactly that amount to the publisher. Yet for more than a decade, the industry stuck to the "waterfall" auction concept, in which prices start high and gradually lower until someone bids. Imagine starting at $100 and opening the auction to only the top three networks, if none of them agree to the price it then drops to $50 and a few more networks are added. This repeats up to a hundred times per ad impression. It's time consuming, complex, and opaque.In-app bidding streamlines the process of finding the best price for each impression with a first price auction that resolves in seconds rather than minutes.In-app bidding enables ad networks to continue to benefit from the SDK while conducting auctions server-side. Here's how it works:First, to authenticate the request as non-fraudulent, meditation requests a 'token' from each network SDK client-side.Each bidder is called in parallel by a server with strict timeouts to return a bid, along with the content they'd like to show if they win. After the winning bid is chosen in auction, the winners and losers are notified.Mediation loads the winning network's ad into its SDK, ready to show to the user.Overall, processing is reduced and publishers get real-time transparency into each user's true value. Networks can freely compete based on their best offers, ensuring publishers always get fair market value for premium users. As a result, publishers spend less time micromanaging complex auctions and more ad networks get a shot at winning, leading to increased competition and higher CPMs for publishers.How in-app bidding helps Unity ad networksThe benefits of in-app bidding aren't just for publishers. The Unity Ads and ironSource Ads networks have achieved significant improvements to the scale of app installs with in-app bidding. This is primarily for two reasons:Unity Ads and IronSource Ads networks get access to win all users on a level playing field. Before bidding, the publisher could set a limited number of price points in the auction and these could often be inconsistent across formats, geos, and even networks. Sometimes publishers would prioritize one network over others.Bidding improves the efficiency of the tech stack for machine learning. A more efficient ad serving process delivers cleaner data at lower cost to Unity's models, which in turn enables today's increasingly complex, deep-learning models to deliver more accurate real-time decisions. This cycle helps Unity to drive advertiser performance, which lifts publisher performance with it.The move to in-app bidding and what's nextIn 2024, Unity Ads completed the re-write of its entire ad serving stack to unlock the full potential of bidding for publishers. In conjunction, Unity LevelPlay mediation and ironSource Ads also made great strides towards 100% bidding. This required working with publishers and other top networks, collaborating effectively to drive growth for the industry at large.Unity Ads plans to move to 100% bidding in 2025, beginning with 100% bidding in some external mediations and an open Beta for Google AdMob and Ad Manager, now live as of February 4th. This will be followed by the retirement of the waterfall and the introduction of the v5 SDK architecture optimized for bidding.LevelPlay mediation will continue to integrate new bidding ad networks and complete the roll-out of multiple ad units. Levelplay will retain legacy support for waterfall integrations while working with publishers and networks to migrate to bidding.Overall, with access to the best supply and data for machine learning, in-app bidding positions the entire mobile ecosystem for growth through efficiency in 2025. |
Cryptical Path: When developing a roguelike feels like playing one
In this guest post, Old Skull Games share how they lost, learned, and iterated their way to a unique gameplay experience.Game development, much like a roguelike, is about iteration. You push forward, thinking you've found the right path - only to hit a wall, fail, and start over, a little wiser than before.Our journey in developing this roguelike dungeon crawler was no different. Our initial focus was on crafting a responsive and rewarding gameplay experience, but we soon realized that strong 3Cs (character, controls, camera) alone weren't enough. What Cryptical Path lacked was a clear identity - something that truly set it apart. We were struggling to find a unique element that aligned with our original vision.After months of production, we had to make a drastic pivot - all in pursuit of that elusive "one more run" magic. Here's what we learned along the way.Run #1: The illusion of a good startLike many roguelike adventurers, we began our journey with confidence. The game was born from an internal jam at Old Skull Games, where we created a universe we loved, and paired it with a genre that could attract core gamers. It was at this moment that the concept became a dungeon crawler with tight controls and great game feel.The first few months felt productive. We built a solid foundation, with:A responsive combat systemA cool environmentA basic item systemA complete gameplay loopBut, much like an overconfident first run in Cryptical Path, these preparations weren't quite enough because of other choices we'd made.Run #2: Searching for a differentiator that wasn't thereWith Cryptical Path's core mechanics in place, we were asked: What makes this roguelike different? We needed something original to set the game apart but soon realized the concept lacked a truly new idea.Our first approach was a system of affinities with light and shadow specializations that players could build around. It sounded great on paper, but it was hard to prototype and envision fully without producing an excessive amount of content. Looking at this initial idea more critically, we realized it lacked depth and didn't really have the game-changing element we were looking for.We sought feedback from publishers and industry peers. Their verdict? "You have a great game feel, but it doesn't stand out."That was our first real death. We had built our run around a system that didn't work. Time to restart.Run #3: Defining a clear visionOne of the biggest mistakes in game development - especially when making a roguelike - is thinking that adding mechanics equals adding depth. We were stacking systems on top of each other without asking ourselves the most important question:"What problem are we solving for players?"To answer this, we organized focused brainstorming sessions and workshops until we generated new ideas. One question that we always kept in mind was, "Would my favorite roguelite be better with this feature?"That's when we had a breakthrough: One of the biggest sources of frustration in roguelikes is the lack of control. Players love the chaos, but they also crave agency.We realized that being at the mercy of RNG and being forced onto a preset path - often receiving unneeded resources and rewards - was a pain point. What if, instead of just reacting to a procedurally generated world, players could shape it themselves?This was the moment we found our true USP: allowing players to place their own rooms and create their own path. This would give them more control while preserving the core challenge of the genre.Run #4: Iterating until it hurtsLike any good roguelike, the real work begins after the first few runs. Now that we had our concept for Cryptical Path, we had to make it actually work.Excited by the idea, we jumped straight into prototyping the flow of a run. Instead of diving into code and refactors, we took a more hands-on approach. Using a poker set, we turned cards into rooms and difficulty levels, chips into currencies, and dice into randomness. And just like that, we brought our vision to life: Crafting a run that wasn't just fun, but truly unique in every experience. This helped us validate the theoretical idea before committing to implementation - and it worked. Players enjoyed planning their route as much as playing through it.Now came the real challenge: Integrating this concept into our existing platformer mechanics. To do this, we:Started over and revamped all the level design work.Built and discarded over ten different prototypes for room placement.Experimented with different ways to force players to engage with the system instead of bypassing it.At one point, the game was almost unrecognizable from our original vision. And that was a good thing. While we preserved the core game feel we loved, we were able to refine and enhance several other aspects.Run #5: The hardest pivotJust when we thought we had everything figured out, we hit another wall. Our external playtests confirmed what we had begun to suspect and could not ignore anymore:"We love the mechanics... But visually, this game looks like it's for kids."Another death screen.We had been so focused on gameplay that we neglected the game's cohesion. A roguelike needs a strong theme that reinforces its mechanics. Our previous art style didn't sell the fantasy of dungeon-building. It wasn't just a cosmetic issue, it was an identity crisis. One reason was that the art direction had been set up at a time when the game's vision was totally different.And so, we rebooted again:We scrapped the old art direction and character designs.We redesigned the entire game's theme around the idea of The Architect, a figure who constructs their own dungeon.We made sure the board-building mechanic was the heart of every gameplay decision.This was our final boss moment. We had finally found a direction that worked.Run #6: Highway to heavenNow that we had found our way, we were mastering the dungeon. Content creation became faster and more seamless - whether it was items, enemies, levels, or anything else the game needed. With every team member aligned to our now fully realized vision, everyone was able to create more cohesive, meaningful, and relevant work for the game.No longer drifting off course, we were finally rowing together toward a common goal.Five key takeaways for developersLooking back on Cryptical Path's development, here's what we wish we had known at the start:A strong USP isn't just a cool idea - it's better to think of it as a solution to a common player frustration.Having a clear vision is key, and going full steam ahead before that is a bad idea.Adding mechanics isn't the same as adding depth. If a feature doesn't reinforce the game's core experience, cut it.Cohesion is everything. Gameplay, theme, and visuals must tell the same story.Don't hesitate to scrap months of work. Keeping unnecessary features will only slow you down.Much like roguelike players, game developers need to embrace failure as part of the process. Every mistake, every bad prototype, and every frustrating pivot brought us closer to the game we were meant to make.We can't wait for players to take their own first run at Cryptical Path, available now on PC.Check out Cryptical Path and other Made With Unity games on our new Steam Curator page. Explore more inspiring stories from creators on Unity's Resources page. |
Raph Koster on alternative funding and why Playable Worlds is "kick finishing" Stars Reach
Raph Koster has never been one to shy away from an ambitious vision. With his studio, Playable Worlds, the designer behind iconic games like Ultima Online and Star Wars Galaxies is hard at work on Stars Reach, a sprawling, shardless MMORPG that aspires to be nothing less than a living, breathing world. This week, Playable Worlds is hosting a Kickstarter fundraising event to get this vision to the finish line.We sat down with Raph to talk about Kickstarter, why the studio's turning to alternative funding, and what he's learned about doing it right.Why did you decide to do a Kickstarter campaign, rather than turning to more traditional fundraising methods?Raph Koster: Well, as everyone knows, the industry's going through a pretty tough time right now. There's layoffs everywhere. Everybody's watching the news. That also means that investment money is harder to come by. We've been backed by investors throughout the five plus years of our existence. In fact, we've raised nearly $40 million from investors, which is how we've built such a big and ambitious project.But in recent times, it's harder to come by. We continue to take investment. In fact, we're in the middle of finalizing some investment right now, but now is the time where in order to go out there, we really need to demonstrate to those investors that there is market validation that people want this game. And so by going out to Kickstarter and essentially pre-selling access to the game, it's a way for us to start showing that this is something people want.
That's really smart. Do you think that that would work for a smaller studio too?I think the classic big mistake that people make with video game Kickstarters is that they use it to start projects. And what we're doing is really more - people keep saying it's more like a "kick finisher," right?So we all know in video game development, schedules are hard. Finding the funds is hard. It can be difficult to land on time, predict your budget accurately and so on. When people set up Kickstarters for development projects that are just getting started, that can be a pretty high risk. And we've seen a lot of them not be successful at delivering because of that.I think this can work for a smaller studio, but I would urge everybody to get most of the game done so that they have much more predictability around what it is that they're promising and delivering. In our case, what we're going to do is say, "If you back this Kickstarter, you get in to play the game now," right, because it is already playable, it's already in live testing, and we'll let people in immediately? So I think it's viable, but you have to have the right promise to the customer.I was wondering about that - what do donors get, exactly? Access to everything in the game?Yeah, that's right. We are currently doing that via tester signups, and there's been a queue. We've actually had tens of thousands of people in line to get into the test already. So the core of the Kickstarter offerings is that if you back us, you will be able to play, starting immediately, all the way through the testing phase, which means the servers won't be up all the time, but you'll have daily contact with the dev team, you'll be able to give your input as features are developed, just participate because we're in there all the time talking with our testers. Play through that entire period and also get to play during early access.So we're going ahead and giving people to the early access period once that opens. And the higher up you go in the packages, it'll include more than that, of course. There'll be game time once the game launches, and of course there's all kinds of fun skins and perks and whatnot that are in the various tiers as well.Have you ever done this kind of Kickstarter before or is this a first for everyone?This is a first for me. We do have folks on the team who've done Kickstarters before, but I was an advisor to companies that did Kickstarters, but I've never done one myself. So lots of learning.
Any learning that you can pass along? I think everyone out there is wondering, "How can I do this? How do you make a game in 2025? How do you fund a game in 2025?"Build up your community in advance I think is a key learning. You want to make sure that before you even start this process, you already have a sizable community that you can speak to. You can't build one on the fly during the Kickstarter. You have to come to the Kickstarter with one already built, and then you can grow it, right? And typically they do grow during the Kickstarter.So you want to be piling up followers in advance is the key thing. Get them signed up to be notified by the Kickstarter. Planning out your tiers is super important, figuring out what kinds of things you can offer. In our genre, the MMO players are very, very unhappy about pay-to-win kinds of approaches, so it's very important to try to plan rewards that are focused on cosmetics or don't provide a real significant advantage to the player in a way that makes the game unfair. So that's a really important thing for MMOs in particular.And I think probably for any competitive game, you don't want to be selling advantage. Other than that, you've got to be in touch with the community, with your testers, with your players throughout the process. We shared our high-level plans for tiers and rewards with our testers, then went back and adjusted what we were planning based on the feedback they gave us. We'll be rolling the details to them this weekend in advance, and we'll be making last-minute edits again based on what they say, because ultimately you're making this for them. It's an offering for them, and you want them to be excited about it, and you want it to be something that they'll want, right? You're asking them to come along on the journey, so they should have significant input.Check out the Stars Reach Kickstarter campaign to learn more about the game and get a sneak peek at the action. |
With Momotaro Dentetsu World, Konami brings a beloved 36-year-old franchise to Unity
Momotaro Dentetsu is an iconic Japanese franchise featuring boardgame-style play where players travel to acquire properties and build wealth. The first game in this beloved series was released in 1988, and more than 20 titles have been added since.Momotaro Dentetsu World, the latest iteration in the franchise, was released a little over a year ago. It was the first Momotaro Dentetsu console game made with Unity, so we sat down with Noriaki Okamura, the senior producer of the franchise for Konami Digital Entertainment. In this Q&A, he explains why they brought their game to Unity to, as he puts it, "pass this franchise on to the creators of the future."Why did you want to add another development team to this game series?To pass on the Momotaro Dentetsu franchise to the next generation of developers. The first Momotaro Dentetsu game was released in 1988. Since then, we have released more than 20 works in about 35 years. Of course, the fundamentals such as game systems and game balance are well established, and we've used these fundamentals to create new titles. It's the "secret recipe" of the franchise.It was Mr. Sakuma, the original creator, who developed the secret recipe over the years. As the game creator, Mr. Sakuma has spent a huge amount of time creating each game based on a secret recipe of his own making, repeating detailed adjustments each time, and that's the development style of the classic series.But even if there's a secret recipe, the same quality can't necessarily be guaranteed if creators other than Mr. Sakuma imitate this approach. For this reason, we felt we needed to establish a development team that could produce titles in the Momotaro Dentetsu franchise, consisting mainly of young developers who would be the next generation of leaders in the franchise, without being dependent on Mr. Sakuma.The director of Momotaro Dentetsu World is Mr. Shoji Masuda, who worked as assistant supervisor on the classic series for many years. Mr. Masuda is a veteran game creator who said that he took on directing this title to unpack the classic series' development methods and hand them over to younger creators.In other words, Momotaro Dentetsu World passes on the secret recipe that Mr. Sakuma created over its 35-year history to the next generation of creators, to rebuild the secret recipe in them so that the franchise can continue 30 or 50 years into the future.Momotaro Dentetsu World is the first console game title to be developed using Unity. Why did you decide to use Unity?Looking to the future, I felt that we needed a development environment that would be easy for anyone to create in. I also wanted to create the game in a game engine so that it would be easier to port to a variety of platforms.For example, right now there are no plans to develop a mobile app version of Momotaro Dentetsu World, but since it's being developed in Unity, it could be released in the future without significant resources. So I think if we were to consider developing the mobile app version, it would also lower the decision barrier for us.Please tell us about any Unity features that you have particularly used or found useful in your production.The first thing I can mention is ScriptableObjects. Adding this feature to the database has made it much easier to manage large numbers of assets, such as stations and cards, and the parameters associated with them.The next one that comes to mind is the C# Job System. The game has a magnifying glass function that allows the player to see detailed information about each station. When the player uses this function, many objects are projected onto the screen, and this caused a high rendering load, which was a concern. So we implemented multi-threaded code for this game using the C# Job System to stabilize the frame rate.
We also benefited from the fact that Unity allows detailed animation settings using ST values for material colors and textures, so we were able to express the sea as we imagined it at a low cost.Others that helped us save time were the capability to access the model being previewed, extract the FBX, import it into Maya, and adjust its position and size in Maya, as well as the capability to preview and instantly review the prefab as it was being created.Looking back on the production of this work, what were the advantages of using Unity?I think the advantage of Unity is that it is widely used by many developers. Most of the staff working on this project had experience in Unity development in the past, so it was a great advantage that we could communicate with them very easily.Now that Momotaro Dentetsu can be developed with Unity, you can flexibly develop various publications in the future, right?Yes. This franchise has a long history. As mentioned earlier, the first title in the franchise was released in 1988, so the secret recipe passed down from generation to generation is not even developed in C++, but in C.We have created franchise titles while utilizing and improving upon this secret recipe, and now we have chosen to break down and port it to Unity. The reasons for this and the benefits are as I have explained, but we don't believe that we have yet built a robust system that can be utilized even 50 years from now. |
How Boss Fight brought Squid Game: Unleashed to life
The potential for transmedia success with a strong IP feels infinite. Case in point: In December, Boss Fight, a Netflix Games Studio, released the mobile game Squid Game: Unleashed in advance of the second season of the powerhouse series, and it reached the No.1 Top Free Games spot in 107 countries on the App Store.This multiplayer party royale offers dynamic, player-driven challenges where alliances, betrayals, and survival instincts are put to the test in ever-changing, high-stakes games inspired by classic childhood activities. Players are invited to immerse themselves in this world and are kept on edge by having to make strategic decisions with psychological depth and potentially dire consequences.We sat down with Todd Batty, director of game development at Boss Fight, a Netflix Games Studio, to learn how the team took a beloved series known for its tension and excitement and successfully turned it into a thrilling mobile game.Let's start from the beginning. How did this project come about?As soon as Boss Fight became a part of Netflix, we started ideating around what we wanted to make next. We're all huge supporters of Squid Game and we heard over and over from fans that they all wanted to see what it would be like to try their hand at the infamous squid games.From that point, there were lots of discussions about how to bring this to life in-game. We were drawn to the party royale genre because it not only allows players to experience Red Light, Green Light, Dalgona, Mingle, and more, but it also gives fans the chance to play with or against their friends as opposed to a single-player narrative game.When you began developing the game, what was the team hoping to achieve?Our goal was to build a game that was representative of the Squid Game universe, but in a way that felt fresh and approachable. While the show has a dark, high-stakes atmosphere, we wanted to create a game that kept that competitive energy but was a bit lighter in nature so that people could feel comfortable being immersed in our world for long periods of time. In short, we wanted to make dying... fun!What were key elements from the television series that had to be included in the game?The most important aspects to retain were the distinct visual style and the core premise of competing in children's games with life-or-death consequences. It was important that we put the player into the games as a competitor. These elements define Squid Game at the broadest level and had to be an essential part of the experience.What steps did you take to incorporate them?The game was in conceptual development for quite a while before full production began. During that time, we immersed ourselves in the world of Squid Game and spent a lot of time refining both the art direction and gameplay mechanics.The challenge was to create a game that felt exciting and social while avoiding going too deep into the heavier, more sinister elements of the show. We wanted to strike a balance - keeping enough of Squid Game's tone to feel authentic while making sure the game could be enjoyed regularly by millions of players.At Netflix, since we're making series, films, and games under the same roof, we were able to collaborate with the Squid Game series team earlier in the process than most adaptations are able to. We got scripts early, visited the creative team and sets in Korea, and even tapped into other expansions of the squid universe, like Squid Game: The Challenge. This all resulted in a more authentic experience that could launch right alongside season two of the series for a better fan experience.Getting deeper into the game's development, how did the team make the most out of Unity?Boss Fight has been working with Unity for many years and has a long history of shipping products with it. For this game, we used the Universal Render Pipeline (URP), Shader Graph, and the Cinemachine camera system. There was also ProBuilder for environment prototyping, TextMeshPro for fonts, the Input System for gamepad support, and Timeline for cutscenes and visual effects.When it came to animation, we connected Playables in data evaluation trees to create level flyovers, and we worked with NVIDIA PhysX to trigger ragdoll physics.Additionally, using Nested Prefabs and Variants allowed the team to work asynchronously in scenes or other prefabs in our source control. We employed Unity Search for more detailed searches and for finding prefabs that were missing required components or had incorrect tagsFor performance optimization, the Adaptive Performance and Quality settings were essential for us to hit device tiers, FPS, and thermal goals. The Frame Debugger helped us find draw calls, sneaky extra cameras, disabled prefab layout objects, and canvas layout and Particle System issues. The Memory Profiler's snapshot comparison was also very beneficial for finding excessive string and object allocations.Overall, I highly recommend taking part in a Unity Project Review. It offers further insights and best practices to improve your game.What were some unexpected lessons learned and opportunities granted during development?The inclusion of weapons, which is somewhat new to this particular genre, had a more profound impact on gameplay than I think even we expected. Baseball bats led to snowballs and shields, which led to mystery boxes, and ultimately to the ability to goaltend from the Finish area by killing people still trying to finish the game. This all felt particularly relevant and appropriate for a Squid Game recreation.We were also extremely excited to be able to work in a couple of firsts for Netflix - things that only we can do. We made the game available to everyone for free with no ads or in-app purchases. By removing the need for a Netflix subscription, players were able to invite their friends and express their fandom at the height of the series' popularity, with or without a membership.Additionally, since Netflix offers series, films, and games on the same service, we were able to automatically give players in-game rewards for every episode of season two they completed. Within hours of the series debut, we saw fans flaunting their exclusive 'binge watcher' skin, indicating they had already watched the show and came back to the game to play.Now that the game is out, what should fans of the series expect?We're all about bringing the high-stakes thrill of Squid Game into a fun, fast-paced, and socially unpredictable experience. Every round should feel intense, forcing players to make split-second decisions in chaotic mini-games.At the same time, it's super easy to jump into whether you're a casual player or a hardcore competitor. There's something for everyone. And the social element? Huge. Alliances will form, trust will be tested, and betrayal is always on the table.We're also in it for the long haul - expect new challenges, events, and surprises to keep things fresh and exciting.Based on the rise of transmedia success, what is your advice for developers looking to turn a television series or movie into a video game?The key to adapting a video game to any type of IP, from a television series to a sporting league to a movie or comic book, is to figure out what the must-have elements are for the biggest fans of that IP. You need to deliver on those as perfectly as possible and then let everything else go so you still have some room for creative license. If you don't draw that line with intent somewhere, it will inevitably get drawn for you somewhere unintended when you run out of time.Want to learn more about performance optimization? Check out the Optimize your game performance for mobile, XR, and the web in Unity e-book. |
Rewarded ad systems: Are they right for your game and how to implement them
It's not a secret that as mobile games have become increasingly hybridized, both in terms of their monetization and gameplay, retention has become the new golden KPI. In order to effectively monetize in this new hybrid ecosystem, publishers and studios need players who will stay and play for longer. And so, creating a positive user ad experience for players has become increasingly urgent.One approach that has gained traction is the implementation of rewarded ads.WTF are rewarded adsRewarded ads offer players the option to engage in exchange for in-game rewards. These ad units have proven to be a powerful tool for revenue generation and player engagement, offering developers and players a win-win scenario. Developers are able to monetize their games with ads and players are given an opt-in ad experience that doesn't disturb gameplay.Most players want to engage with rewarded ads. According to the 2023 Unity Gaming Report, while only 3% of players convert to paying for in-app purchases (IAP)* in successful free to play mobile titles, over 60% are interested in engaging with rewarded ad placements**. These two groups are also non-exclusive, as an IAP purchasing player may also engage with rewarded ads too.Are rewarded ads right for your game?While there's clear benefits to rewarded ad units, before jumping into implementation it's important to consider if a game can support a rewarded ad system.Some important questions to ask include:Does the game have a form of in-app currency and economy?Does the game offer power-ups, boosters, or consumables that players would want to access?Does the game have an in-game store where players can spend their earned in-game currency for boosters or cosmetics?If the answer to all three of these questions is yes, then your game can support rewarded ad units.What you need to implement rewarded ads1. The right ad partners and infrastructure:A lot of the success of your rewarded ad strategy will depend on finding the right ad partners and infrastructure for your game that offer both scalability and ease of integration. Partners like Unity Ads and mediation solutions like Unity LevelPlay can provide the flexibility of supporting both ads and IAPs to maximize revenue potential.2. Strategic placements to ensure optimal player engagement:Properly placing ads is crucial for maintaining player engagement. Utilize data insights, like engagement rates by placement location (for example, such as after or between levels), to determine the most effective spots. Timing is also key; rewarded ad placements should be when players are most incentivized to engage, like when a player has run out of in-game currency or retries and is otherwise unable to continue playing.Source: Unity Mobile Growth Monetization Report 2024, Chart 3.43. Clear communication of the value proposition:Players need to understand what they gain by watching a rewarded ad. Clear signposting and messaging should be used to effectively convey the benefits to the player, increasing the likelihood of player engagement. For example, if a rewarded ad is offering a player a boost or a retry in exchange for watching an ad, the player needs to understand that this will help them extend their game session or or speed up their progression.Source: Unity Mobile Growth Monetization Report 2024, Chart 3.6How to measure your rewarded ads' performanceAfter implementing rewarded ad units, monitor the performance of them using A/B testing tools like Unity Analytics. You should be looking out for KPIs like Average Revenue Per Daily Active User (ARPDAU) from IAP, the retention rate, and the engagement rate. It's important to establish a control group to allow for accurate comparison against a baseline. If players enjoy the new feature, you should see an increase in engagement first, followed by an increase in playtime and retention, and ultimately a boost in player LTV.A win-winRewarded ads offer a balanced approach that respects player choice while improving revenue generation, creating a cycle that benefits both developers and players. As the mobile gaming industry evolves, rewarded ads will likely play a pivotal role in creating both engaging and profitable gaming experiences in the near and long term.*Source: Unity IAP Plug-in, Games that made over $10k USD in 2023, players that installed in 2023**Source: Unity Gaming Report 2023, chart 4.4 |
The power of Q1: how to unlock maximum scale with on-device advertising in 2025
When it comes to maximizing your app's performance, there is no better time than the present. In the first quarter of 2024, users spent $15.5 billion in app, a 19.4% rise year over year (Sensor Tower). Momentum in the app market is growing, and the best time to take advantage of it is the very beginning of the year: Q1.Let's explore why Q1 is a prime time for growth and how you can leverage on-device advertising during this pivotal time to position your app for maximum success.Major spikes in phone purchasesFresh off the holiday gifting season, there is already an influx of new phones in the market - but that's not the only spike of new devices. This quarter, major flagship launches like Samsung's long-anticipated Galaxy S25 will drive even more demand.
These launches offer a chance to reach high-quality, intentional users - early adopters actively seeking apps and content. But the window to engage them is very small: 95% of users download 60%+ of their apps within 48 hours of activation.With Aura from Unity's Out of the Box Experience, your app becomes a native part of the device experience as soon as users activate their phones. As a result, from the moment these users start adding apps to their phone, your app is suggested - maximizing your visibility and scale.Premier sports eventsQ1 offers more than just a chance to capitalize on new devices-it's also prime time for major sports events, like the Super Bowl and March Madness, which drive significant spikes in app downloads. During the 2024 Super Bowl, food delivery apps saw a 29% increase in activity (Adjust), with sports, travel, and music apps also seeing notable growth.These events create a prime opportunity to leverage the surge in activity and capture user attention at peak moments. With Aura, you can use pop-ups to suggest your sports or entertainment app right before the biggest events of the season, maximizing visibility when it matters most.
Widespread OS updatesThe first quarter is not only known for new devices and sports events, but also major Android updates. With Aura from Unity, every update is a unique window of opportunity to re-introduce your app to users.With the Out of the Box Experience, you can remind users about your app in the most natural moments of the device lifecycle - like OS updates. This way users can get continual reminders that there is untapped potential just a click away.
By aligning your app with key moments in the device lifecycle - whether it's a new phone activation, a major sporting event, or an OS update - you can optimize for maximum exposure when users are most engaged. Discover how Aura can seamlessly integrate your app into these high-impact moments, ensuring you reach engaged users right when they're ready to download. And reach out to the Aura team directly here. |
How AI enables the creation of high-quality ads
In the world of mobile app advertising, your ability to convert users is as strong as the ads you produce. And creating high-quality ads requires winning creatives. But producing quality creatives at scale can be a huge challenge. This is where AI comes into play.Let's break down how AI has improved Unity's ad design studio's efficiency at every stage of the creative process, resulting in impactful, high-quality ads.Developing quality creative concepts with easeEven from the ideation stage, AI has been a game changer for our creative studio. By instructing AI to "create creative concepts based on X," we can quickly generate a list of ideas far wider and more unique than we could have developed ourselves. This not only helps to widen our imagination, but also provides more options for concept testing.In fact, if we want to make some tweaks on a concept, we can simply ask AI to make a few changes and get new concepts in seconds. With endless creative possibilities, we can make sure every concept fits our vision.
Building creatives from concepts in no timeOnce we determine our creative concept, AI helps us bring it to life. Let's say the winner of one of our concept tests is an image of a basketball. Then a designer decides the best way to showcase it. Animated creatives are most engaging, but usually require hours of work - but not with AI.Instead of searching through endless stock videos, we can use AI to bring any creative to life. Within minutes, AI will generate new frames, turning a static image of a basketball into a basketball GIF/video jumping through the waves. Next, all we'd need to do is request any tweaks, and we've made our very own high-quality creative in record time.It's important to note: though AI is a very practical tool, it cannot magically solve every design problem. As a creative studio, we still need to focus on the big picture: curating each creative and ensuring each asset aligns with our business goals. But knowing which situations we can use AI in helps maximize efficiency, streamline production, and produce top creatives.Quickly updating creative elementsAI doesn't just help us create new concepts and creatives - we can use it to optimize the creatives we already have. Here's a common example: Halloween is approaching and a studio would like to add some spooky elements to their creatives.Modifying design elements is a manageable project for any designer, but developing and adding the spooky graphics might take a few days. With AI, you can see a new creative in minutes and make as many iterations as you need to develop the most eye-catching Halloween creative possible. And, of course, you can repeat this for Thanksgiving, Christmas, or any other festive occasion.Not to mention, the valuable time your team can save with AI gives your designer time to work on other essential projects, like developing new creatives, or working on more complex, time-consuming projects. It's a win-win situation - your studio gets a greater creative output and more options to test, which in turn allows you to find the highest quality creative options.Elevating ads beyond visuals elementsFinally, AI allows us to expand beyond the abilities of traditional creative studios. Imagine a studio manager wants to add musical elements or a voiceover to a creative asset. Assuming there's no sound designer on the team, the studio would typically need to search a stock music website to find something similar to their desired result. The same goes for voice overs - to get quality voice overs for their creatives, studios often need to pay external actors. This means the studio's creatives are limited by options or budget, and in many cases both.With AI, creative studios can quickly solve both of these problems. All we need to do is describe the music/voiceover we'd like to pair with a creative, and we'll quickly get a high-quality result. Even if it takes a few iterations to achieve our vision, we can quickly and easily boost our creatives' quality at no extra cost.Ultimately, time is money, so maximizing what you can do with your time will optimize your creative production. And with better ads comes boosted conversions - increasing your UA budget and fueling a continual cycle of UA growth.Unity's Ad Design Studio is a one-stop-shop for developing top-tier creatives, with complementary services for Unity clients. |
Games made with Unity: January 2025 in review
Wake up sleeper!
January's games made with Unity round-up is here. The sequel to the award-winning Citizen Sleeper dropped at the end of the month. As well as IGF Finalist Extreme Evolution: Drive to Divinity, Hooded Horses' Heart of the Machine, the PC and Console release of Hello Kitty Island Adventure, and much more. 2025 was already off to a fast start of releases. Plus, check out our talk with the devs behind Cat Detective Albert Wilde as they stopped by our stream just after launch.Made with Unity Steam Curator Page
To stay up to date on what the Unity community is playing, be sure to follow our Steam page. This month we asked some of the staff at Unity to highlighted which of your games they're playing, check out the list on our page! Working on a game in Unity? We'd love to help you spread the word. Be sure to submit your project.Without further ado, to the best of our abilities, here's a non-exhaustive list of games made with Unity and launched in January 2025, either into early access or full release. Add to the list by sharing any that you think we missed.ActionButcher's Creek, David Szymanski (January 23)THE DARK SIDE OF CECLON, SOLIDS Studio (January 20)ReSetna, Today's Games (January 31)Bullet heavenJotunnslayer: Hordes of Hel, Games Farm, ARTillery (January 21 - early access)Cards, dice, and deckbuildersNone Shall Intrude, Aeterna Ludi (January 21)XIII - A Final Game of Tarot With Death, Indigo Dreams (January 9)Pairs & Perils, Little Horror Studios (January 20)Casual and partyMika and The Witch's Mountain, Chibig, Nukefist (January 22)City and colony builderAirborne Empire, The Wandering Band LLC (January 13 - early access)Tiny Kingdom, neltile (January 30)ComedyTurbo Dismount® 2, Secret Exit Ltd. (January 23 - early access)FPSBOWLOUT, Sep Horsthuis, Quint Winter (January 7)Arken Age VitruviusVR (January 16)HorrorLittle Lighthouse of Horror, Codiwans (January 28)Kiosk, Vivi (January 28)Narrative and mysteryCat Detective Albert Wilde, beyondthosehills (January 24)Human Within, SignalSpace (January 9)S4U: CITYPUNK 2011 AND LOVE PUNCH, U0U Games (January 8)PlatformerExtreme Evolution: Drive to Divinity, Sam Atlas (January 16)Puzzle adventureCyber Manhunt 2: New World - The Hacking Simulator, Aluba Studio (January 20)Götz, Sleepy Seed (January 3)Reviver, Cotton Game (January 8)LOK Digital, Letibus Design, Icedrop Games (January 23 - mobile version)Roguelike/liteNunholy, Chowbie (January 16)Cryptical Path, Old Skull Games (January 29)The Last Flame, Hotloop (January 9)RPGCitizen Sleeper 2: Starward Vector, Jump Over The Age (January 31)Tails of Iron 2: Whiskers of Winter, Odd Bug Studio (January 28)Lightracer: For Judge, Smartmelon Games (January 7)Sea Fantasy, METASLA (January 7)Lords of Ravage: Dread Knights, Synthetic Domain (January 10)Tales of Graces f Remastered, TOSE CO., LTD. (January 16)The Quinfall, Vawraek Technology Inc. (January 24 - early access)Coridden, Aftnareld (January 29)SimulationMy Summer Car, Amistech Games (January 8)Hello Kitty Island Adventure, Sunblink (January 30 - Steam and console release)Toy Shop Simulator, PaperPixel Games (January 13 - early access)Behind Glass: Aquarium Simulator, BitBros Inc (January 9)Skystead Ranch, ToastieLabs (January 17)Sports and drivingLonely Mountains: Snow Riders, Megagon Industries (January 21)Helskate, Phantom Coast (January 20)StrategyThe Stone of Madness, The Game Kitchen (January 28)Heart of the Machine, Arcen Games (January 31 - early access)Yield! Fall of Rome, Billionworlds (January 20 - early access)IDUN - Frontline Survival, IDUN Interactive (January 20)Those Who Rule, Eldin Turulja (January 27)SurvivalAloft, Astrolabe Interactive Inc. (January 15 - early access)That's a wrap for January 2025. Want more Made with Unity and community news as it happens? Don't forget to follow us on social media: Bluesky, X, Facebook, LinkedIn, Instagram, YouTube, or Twitch. |
Transforming concrete training: how ForgeFX creates VR training solutions
Somero Enterprises, a global leader in concrete leveling technology, partnered with ForgeFX to revolutionize operator training with an immersive virtual reality (VR) solution for their S-22EZ Laser Screed® machine. For concrete professionals, this immersive training solution reduces high training costs and logistical challenges, while equipping operators with a hands-on, safe, and engaging learning environment. By leveraging Unity's technology, and tools such as the XR Interaction Toolkit, manufacturers like Somero have the power to streamline training processes, improve operator proficiency, and reduce operational constraints.Imagine building a skyscraper without a solid foundation - finding skilled talent in the construction industry today can feel just as daunting, with labor shortages threatening to bring projects to a grinding halt.According to the Associated General Contractors of America, 2024, 79% of construction firms today report difficulty in finding skilled workers, impacting project timelines and cost. The aging workforce also contributes to this gap, with 41% of the workforce projected to retire by 2031 as per the National Association of Home Builders.The need for smart solutions to skill shortage in the construction industry has never been greater.Challenges in traditional trainingSomero specializes in laser-guided concrete screeding equipment, including the S-22EZ Laser Screed® machine, a key tool for achieving high-quality, level concrete floors. Their goal was to create a VR simulator that would train operators safely and efficiently while also addressing their global capacity constraints of high travel costs, machine wear, and logistical limitations. Trainees needed experience in handling controls and understanding spatial dynamics without the need for physical machinery.Mastering the art of concrete leveling requires more than just tools-it demands the transfer of hard-earned skills honed over years of physical practice. Dave Raasakka, Somero VP of Global Customer Support, shares, 'Concrete is a perishable product. Once it hits the ground, you have an hour to get it done. Otherwise, you get into trouble.'Training for heavy machinery like the S-22EZ Laser Screed® machine traditionally requires extensive physical resources, such as the machinery itself, specialized equipment like laser transmitters, and a dedicated training area outfitted with appropriate concrete forms and pour conditions. These real-world scenarios often come with high costs, including wear and tear on machinery, and can be hindered by factors like equipment availability, adverse weather conditions, or risks such as slips and falls while accessing elevated components. With six global service centers and hundreds of trainees annually at the Somero Concrete Institute, Somero required a scalable solution to address these logistical, financial, and safety challenges effectively.Somero turned to ForgeFX Simulations for an alternative training solution to deliver consistent, high-quality learning experiences that addressed their needs and solved their constraints. We faced the complex task of designing an immersive training simulator that accurately replicated the operation of the Laser Screed including capturing the tactile feedback and visual realism needed to mimic the experience of working with the actual machine. Powered by Unity, the solution replicates the S-22EZ's complex controls and provides trainees with a realistic, hands-on experience in a virtual environment, eliminating the need for physical equipment during the learning process.Technical features that boost realismUnity's robust XR tools power the S-22EZ Laser Screed® VR simulator, enabling precise replication of equipment behavior in highly realistic immersive 3D environments, such as:Unity Cloud's exception reporting provides actionable stack traces, aiding QA and issue tracking with minimal manual intervention.For performance, we rely on Unity's CPU and GPU profilers to diagnose bottlenecks and optimize frame rates, ensuring smooth and responsive VR experiences.These tools guide us in identifying and addressing inefficiencies, particularly in physics calculations, to maintain seamless interaction and reliable simulations.XR Interaction Toolkit (XRITK) enhances the immersion and operational effectiveness of the Somero Training Simulator with an intuitive, cross-platform solution that simplifies virtual interactions. By using XRITK to manage the VR Rig, we enabled support for controllers and advanced hand-tracking features on Meta Quest 3 to create a seamless, responsive training environment that maximizes trainee engagement.This setup minimizes development time by standardizing interaction components like snap turning, teleportation, and object manipulation, and ensures the simulator remains adaptable to future hardware and software updates.Unity's Job system enables us to realistically simulate concrete on a secondary thread without impacting the main thread's performance. Using trigger colliders as bounding boxes, we defined factors that can influence the concrete both intentionally and unintentionally, such factors caused by the screed head or machine tires. These have no rigid bodies and their layer mask for collisions is set to include none, so minimal work is being done on the main thread. The job system allows for up to four simultaneous threads to run on the standalone Quest headsets without impacting the main thread performance. (On the main thread we track positions of bounding boxes that represent pieces of the machine that can affect the concrete.)We utilize Unity Terrain to realistically render concrete surfaces, blending textures to reflect various finishes and consistencies throughout the pour. A Unity job is deployed to offload calculations for our custom concrete simulation which determines how the concrete colliders like the plow or vibrator impact the smoothness or roughness of the concrete as well as push and pull concrete around the surface. We have "rough" and "smooth" textures, with rough being the default and to set an alpha value for how much smooth texture we should be showing at each point on the terrain's height map.On the main thread, there are two quick functions to update the terrain to match the heightmap and alpha map data the jobs write to. Together, these systems reinforce an immersive virtual environment where users experience the visual and tactile nuances of working with concrete, enhancing training effectiveness and user engagement through a faithful reproduction of complex construction activities.
Customer feedbackAt the conclusion of the pilot phase, Somero conducted two case studies that showed improved operator skills on the 22EZ Laser Screed® after completing the VR training.Case 1 - Non-user employees took the VR training and were able to successfully demonstrate use of the machine.​Case 2 - Involved non-users who took the training, and survey results indicated they were confident in operating the machine.​Future plans for the simulatorMore effective trainingThe Somero S-22EZ Advanced Laser Screed® VR Training Simulator represents a leap forward in construction training technology. By addressing the challenges of traditional training methods this immersive training platform offers unparalleled precision, accessibility, and engagement for operators worldwide. With the ability to simulate complex real-world scenarios, reduce environmental impact, and enhance skill retention, the simulator not only prepares operators for optimal performance but also positions Somero to achieve greater efficiency and ROI.Expanded market reachBy providing distributors with the ability to give interactive demonstrations of their large-scale machines remotely, the simulator promises to positively impact Somero's global market penetration. Somero has the potential to accelerate sales cycles, improve customer decision-making, and expand their global footprint-all while reducing the logistical costs and environmental impact associated with traditional equipment showcases.Beyond structured lessonsAs Somero conducts further testing on Phase 2 of the simulator, the roadmap for Phase 3 is being envisioned. Potential areas of focus include advanced concrete simulation that replicate factors like varying slump levels or drying stages, and sandbox-style lessons that allow trainees to freely interact with virtual machinery beyond structured lesson steps. As ForgeFX and Somero continue to innovate on the Unity platform, the possibilities for transformative training experiences in the manufacturing industry are endless.Interested in learning more about this story? Check out our webinar with ForgeFX and Somero Enterprises here.Experience the future of training today. Explore how Unity Industry can elevate your team's expertise while streamlining your operations.
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Revolutionizing the machinery and robotics industry: an insider's view of Unity and the reality of digital twins
Thomas Strigl has 18+ years of experience in creating and distributing simulation and commissioning software solutions. He recognizes that the modern robotics and machinery industry requires innovative solutions. This is why Thomas founded realvirtual.io in 2018, with the aim to pursue opportunities to embrace gaming technology to solve the challenges of complex automation systems. In this article, Thomas shares his thoughts on Unity's place in the industry - and the importance of digital twins.My vision for digital twins in industryThe machinery and robotics industry is rapidly evolving, driven by digital transformation. Of course, we can't ignore the elephant in the room: "digital twin". The term has become a buzzword, tossed around in marketing campaigns and industry conferences. While the concept holds incredible potential, I believe it's essential to go beyond the hype and focus on tangible, real-world applications.Digital twins are revolutionizing how production and factory operations are planned, monitored, and optimized. My vision is to fully realize their potential by integrating them seamlessly across every stage of the manufacturing lifecycle, from initial engineering design to real-time operations.Central to this vision is the synchronization of digital twins with engineering planning tools, such as CAD systems and electrical and automation design software. By ensuring that digital twins are updated in real time as changes occur in these tools, factories can maintain a continuous, accurate representation of their assets and processes. This creates a closed-loop system where design and operational data flow seamlessly, bridging the gap between planning and execution.Combined with 3D visualization and real-time human-machine interfaces (HMIs), digital twins provide an intuitive way for operators and engineers to interact with live production environments. Through robust industrial communication standards like OPC UA, MQTT, and Profinet, these twins integrate with real-world systems to create "digital shadows" that mirror ongoing operations.This real-time synergy between design, engineering, and production empowers factories to optimize workflows, reduce errors, and adapt to changes faster. The result is a smarter, more connected factory environment that drives efficiency, agility, and innovation.Uses for real-time solutions in robotics and machineryThe real-time environment is a powerful solution for the challenges faced in machinery and robotics, enabling teams to create applications for a broad range of use cases, such as:Design validation: Create high-fidelity simulations to test designs before physical production. This reduces errors, shortens development cycles, and improves final outcomes.Virtual commissioning: Engineers can simulate and test the logic of machine controls in a virtual environment, avoiding costly delays and errors during physical setup. For example, by connecting a real-world robot and PLC controllers to a digital model.3D human-machine interfaces (HMI): Create interactive and intuitive HMIs, making machinery easier for operators to control and understand.Vision AI training: Simulate real-world camera frames, perform synthetic data annotation, and train vision AI algorithms, especially for robotics systems.Stakeholder communication: Create immersive visualizations or VR experiences that make complex ideas understandable to non-technical stakeholders.Where realvirtual.io fits inSpecialized tools like realvirtual.io build on real-time capabilities to cater specifically to the machinery and robotics industry. Available as an add-on asset, realvirtual.io provides a set of tailored tools for creating digital twins that go beyond visualization.With these tools, users can:define kinematics for complex machineryadd virtual drives and sensorsinterface with real robot controllers or PLCs for virtual commissioningcreate 3D HMIsrun simulations that mimic the behavior of physical machinesDigital twins also play a vital role in training convolutional neural networks (CNNs) for industrial vision applications. By generating synthetic, highly realistic datasets in simulated environments, they enable AI systems to learn complex recognition and decision-making tasks efficiently, before the real products or production even exist, speeding deployment and improving accuracy in real-world conditions.To streamline this process, our new product AI Builder simplifies the creation of advanced AI-ready digital twins and supports AI training directly within Unity's ecosystem, making it easier than ever to deploy AI based industrial applications.My opinion: Unity as the future of digital twinsThe promise of digital twins is exciting, but I believe it's critical to remain grounded. While flashy terms generate buzz, it's the practical applications that truly drive value.In my experience, Unity's power lies in its ability to enable teams to create solutions that address real problems, from improving design, to enhancing communication, or reducing commissioning errors. Introducing a new idea, interface, or user interaction is so much more straightforward when using the open development ecosystem and open source code of Realvirtual.io. You can see results fast without the need to wait for long software release cycles.Unity stands out because it is both powerful and accessible. Its real-time rendering capabilities, robust ecosystem, and adaptability make it ideal for solving real-world problems in machinery and robotics. What makes it particularly valuable is its modularity, openness, and ecosystem-an endless array of tools and extensions available through the Unity Asset Store and its Package Manager, many of which were originally created for gaming but translate seamlessly into industrial applications.Here's one game-changing fact that sets Unity apart: it enables you to build and deliver applications to almost any platform, with no need for cloud rendering. This means you can create a digital twin and deploy it in multiple ways, such as:Mobile app for on-the-go use.Desktop applications for Windows, Linux, or macOS.Immersive experience on Meta Quest or other VR/AR devices.WebGL-based solution accessible directly through a browser.Let's start a conversationI'd love to hear your thoughts. Are you leveraging Unity in your machinery or robotics projects? What challenges are you tackling, and how do you see digital twins evolving? Please share your experiences-I'm always eager to learn from others in this exciting field.This article reflects my personal insights and experiences working with Unity and digital twin technologies. Let's focus on what really matters: delivering results that transform how we design, build, and operate machinery in the modern age. |
Games made with Unity: December 2024 in review
As 2024 came to a close, some of the most exciting releases of the year hit just in time for the holidays-many of them showcasing the power and versatility of what devs can do with Unity. From the long-awaited 1.0 release of Caves of Qud, a 14-year labor of love, to the retro-inspired MMORPG Pantheon: Rise of the Fallen. Other standout titles included the latest from the ATOM RPG team, Swordhaven: Iron Conspiracy, and the inventive, experimental Mini Mini Golf Golf. Let's dive into some of the most exciting releases that closed out the year.Made with Unity Steam Curator Page
If you haven't yet, please follow our new Steam Curator page this year, and let us know any games we've missed!Working on a game in Unity? We'd love to help you spread the word. Be sure to submit your project.Without further ado, to the best of our abilities, here's a non-exhaustive list of games made with Unity and launched in December 2024, either into early access or full release. Add to the list by sharing any that you think we missed.Casual and partySquid Game: Unleashed, Netflix, Inc., Boss Fight Entertainment, Amber Studio (December 17)Cards, dice, and deckbuildersDeathless. Tales of Old Rus, 1C Game Studios (December 12)City and colony builderOverthrown, Brimstone (December 5 - early access)FPSBattle Shapers, Metric Empire (December 4)HorrorMiSide, AIHASTO (December 10)Zort, Londer Software (December 7 - early access)Narrative and mysteryMini Mini Golf Golf, Three More Years (December 12)On Your Tail, Memorable Games (December 16)The Midnight Crimes, DeadlyCrow Games (December 25)PlatformerSymphonia, Sunny Peak (December 5)Get To Work, Isto Inc. (December 2)Magenta Horizon - Neverending Harvest, Maddison Baek(Hellfire Railway Interactive) (December 6)Puzzle adventureNAIAD, HiWarp (December 10)Roguelike/liteCaves of Qud, Freehold Games (December 5)Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island, Spike Chunsoft Co., Ltd. (December 11 - Steam release)RPGFANTASIAN Neo Dimension, Mistwalker Corporation (December 5)Pantheon: Rise of the Fallen, Visionary Realms (December 13 - early access)Chrono Sword, 21cDucks co., Ltd. (December 6 - early access)Swordhaven: Iron Conspiracy, AtomTeam (December 11 - early access)SandboxMythwrecked: Ambrosia Island, Polygon Treehouse (December 5)Dustgrave: A Sandbox RPG, Innervoid Interactive (December 5 - early access)SimulationShort Trip, Alexander Perrin (December 11 - Steam release)OHV, Przemysław Hadała (December 18)SimRail - The Railway Simulator, SimRail S.A. (December 13)That's a wrap for December 2024. Want more Made with Unity and community news as it happens? Don't forget to follow us on social media: Bluesky, X, Facebook, LinkedIn, Instagram, YouTube, or Twitch. |
2025 Mobile gaming trends: Industry perspectives
2024 was a year of stability and back-to-basics for the mobile gaming industry. We saw more developers and publishers prioritize successful live titles within their genres of expertise, instead of launching new titles in different categories. This focus transformed the 2024 landscape, driving record-breaking growth for evergreen titles and making reliance on established IP and strong branding essential for capturing growth.In 2024, the Apple App Store & Google Play store topped 80 billion USD in consumer revenue, representing 4% YoY growth. We also saw double digit global growth in the 3 core genres of casual, casino, and strategy games, signaling healthy consumer demand for mobile games. This hyper focus on live titles led to fewer publishers taking the lion's share of revenue in a given category. In casual games, the top 5 publishers generated 62% of total revenue, while in casino games, the top 5 publishers accounted for 72% of total revenue.What's in store for the year ahead? We project a continuation of 2024 trends, with steady growth led by evergreen and pre-established brands. We expect that better market conditions and more title releases in the coming year will continue to boost publishers' confidence.Below, industry leaders dive into their 2025 predictions, from advances in user-level customization, and AI's growing role in game development, to which genres are positioned to gain traction, and more.Hybrid-casual monetization will drive a shift toward user-level customizationTraditionally, monetization strategies have been designed based on game genres. For example, idle games often leverage rewarded videos (RV), hyper-casual games focus on interstitials, and 4X games emphasize in-app purchases (IAP). However, with the maturity of hybrid monetization systems, the next evolution will drive a shift towards user-level customization.By leveraging contextual data gathered early in a user's journey, publishers can dynamically adapt and balance the monetization experience for each individual. This approach utilizes the full spectrum of monetization options available, including RV, interstitials, IAP, subscriptions, offerwalls, audio ads, in-game advertising, and more. This user-specific strategy will ensure a more personalized experience, enhancing engagement while optimizing revenue potential across diverse user segments.IP games are set to surgeIntellectual Property (IP) games will witness heightened success in the charts for 2025, exemplified by the continued dominance of Monopoly Go!. Hasbro and Mattel in particular have experienced significant success in 2024, showcasing the convergence of games and other entertainment forms in transmedia.This provides studios with even more strategic opportunities, leaning on brand recognition and large existing audiences to reduce CAC (increase in organics + reductions in CPI's). Equally the rise in "integrations," or limited timed IP events, have been big wins for the likes of Supercell (Godzilla) and Voodoo (Transformers), creating spikes in re-engagement, short term retention and percentage of paying users for unique event driven IAP's.Puzzle games will be an unstoppable force in VietnamPuzzle games have risen to dominate Vietnam's gaming market, which saw a 17% YoY increase in IAP generated revenue, fueled by the shift to merge mechanics and genre blending. This evolution has broadened their appeal, attracting a wider audience. In 2025, puzzle games are set to continue their profitable trajectory, with developers fine-tuning monetization strategies and user acquisition approaches.Thanks to solid retention rates and strong ad revenue potential, puzzle games are positioned not just to maintain their dominance but to experience even greater growth in 2025, further solidifying their place as a powerhouse in the gaming industry.Growing maturity in Programmatic TV streaming will lead to greater accountabilityProgrammatic CTV is nearing maturity, with steady advances in available inventory, bid density, and measurement. AdExchanger notes that according to the IAB, about three-quarters of all CTV transactions have been programmatic in 2024, as advertisers sought greater scale, optimization, and ROI. Advertisers want to use their preferred demand-side platforms to find their customers on TV streaming platforms. In turn, these content distributors have responded by bringing more premium inventory to the biddable marketplace, along with the data and insights needed to enhance targeting and deliver more transparent and performant results.Waves of technology innovation-like clean rooms and data partnerships-have elevated reach and transparency in the TV streaming ecosystem, supporting programmatic growth. Advertisers now routinely require that data be applicable and akin across platforms. With this progression, the programmatic benefits marketers have yielded in digital and online video are now easily accessible on the TV screen. Broad availability and access to these benefits will put pressure on the major walled gardens in TV to become more transparent. A growing maturity means growing accountability. In 2025, we predict advertisers will demand to understand their streaming campaigns' real contribution to marketing KPIs-and plan future investments accordingly.AI will redefine game design, offering personalized gameplay experiencesIn 2025, AI will revolutionize gaming, unlocking real-time, player-driven experiences such as dynamic content, adaptive levels, and storylines that evolve to match each player's unique playstyle. At Block Blast!, we're fully embracing AI to push the boundaries of game design and A/B testing, delivering more engaging and personalized experiences for our players.As AI continues to evolve, it will become an increasingly powerful tool for enhancing efficiency and unlocking groundbreaking development capabilities in the gaming industry. By combining creativity with cutting-edge technology, we're not just envisioning the future of gaming-we're actively creating it.Interested in more 2025 insights? Check out what Unity experts have to say in the second part of this blog series here:2025 Mobile gaming trends: Unity perspectives |
2025 Mobile gaming trends: Unity perspectives
The mobile gaming industry experienced yet another transformative year in 2024, with the continuation of key trends and the emergence of new opportunities for growth in 2025. As Sensor Tower highlights in the industry perspectives part of this blog series, the mobile gaming industry is on the rise. According to Sensor Tower data, consumer revenue from the Apple App Store and Google Play Store exceeded 80 billion USD, representing a 4% increase from 2023. In 2024, apps surpassed games in install numbers, prompting developers to adopt monetization and user acquisition strategies similar to those used in mobile gaming while exploring new ad formats. Building on the success of past years, 2024 also saw exponential growth in the rewarded space, with even more growth anticipated in the year ahead. Ad quality was another big focus this past year, and we expect it to continue to be a key area in 2025 as developers implement new strategies for improving user experience.What else is in store for 2025? From strategic shifts in ad monetization to a resurgence of midmarket titles and the APAC market's projected growth trajectory, Unity experts weigh in with predictions for the mobile gaming industry in 2025.Rewarded marketplaces will expand beyond games and mobileIn the last couple of years, the rewarded space has seen significant yet fragmented growth. More apps and networks are providing a rewards experience to developers and the users they serve. On the other side of this marketplace, more advertisers are recognizing the value of this channel and allocating more of their budget to this growing trend, creating a win-win for all stakeholders. As the market continues to mature in the year ahead, major players will solidify their positions and improve their offerings.Will this accelerated growth continue? As with most maturing markets, continued growth is likely, though it may be at a slower pace than before. As we approach 2025, expansion of the rewards space could shift further, with rewarded channels making a stronger move into non-gaming app segments. Additionally, while most opportunities today are largely app-based, we see growing interest around extending these opportunities to the web. As a result, the growth trajectory of rewarded marketplaces may extend into web assets in the coming year.More subscription apps will adopt ad-supported modelsIn 2025, several key factors will drive more subscription apps to incorporate ads as an additional revenue stream. Last year, market saturation and consumer price sensitivity contributed to diminishing returns on subscription models. At the same time, the potential for diverse and scalable income from ad monetization attracted more subscription-apps to integrate ads. Advances in ad personalization and better ad visibility make ad monetization even more appealing.Consumer preferences are also evolving. We're seeing more consumers interact with ads in exchange for reduced subscription costs or extra features. Additionally, we expect to see more subscription apps adopt hybrid and freemium business models, both of which present greater opportunities for sustainable growth. As more apps integrate ads in the year ahead, consideration should be given to how best to preserve a positive user experience, ensure non-disruptive ads, and implement strong data protection.The resurgence of midmarket titles will bring an abundance of high-quality contentIn 2024, we've witnessed a notable resurgence in the development of "midmarket" PC and console titles, bridging the gap between prominent AAA blockbusters and minimalist indie releases. These mid-tier games often emerge from smaller studios who focus on delivering shorter, more streamlined experiences.Within a market that features both expansive franchises and retro-inspired indie hits, we've seen that this midmarket space encourages greater experimentation by focusing on niche genres or franchises. Many of these developers are prioritizing quality over sheer scale, knowing that gamers respond strongly to thoughtfully designed worlds and well-crafted content. I'm genuinely excited for 2025, when many of these titles are set to mature and release.Hybrid-casual game growth will reshape ad strategiesIn 2025, hybrid-casual games are expected to dominate the mobile gaming ad landscape with their unique mix of scale, quality, and diversity. Because of their ability to balance volume with attracting high-quality audiences, we'll see hybrid-casual games solidify their position as a core advertising channel in the coming year.Continued hybrid-casual growth will reshape ad strategies. Advertisers will lean more heavily on rewarded video (RV) ads, which allow for longer, more engaging creative stories that perform better. Additionally, the variety of hybrid sub-genres, like puzzles, simulation, and action, will encourage advertisers to diversify their creative approaches, tailoring campaigns to the preferences of these high-value user bases. Looking ahead, hybrid-casual's rise signals scalable, sustainable user acquisition opportunities for 2025 and beyond, driving innovation across the industry.Game developers in the APAC region will expand their global reachDevelopers in the APAC mobile gaming market are poised for remarkable growth and global influence in 2025. Currently, developers from China, Japan, and Korea are not only dominating their local markets, but they're also capturing a significant share of the global mobile gaming landscape - a trend that will continue to gain momentum throughout the year ahead.Their innovative approaches, including cutting-edge game mechanics, immersive storytelling, and advancements in AI-driven gameplay, will continue to set new industry standards. We truly believe more and more developers will succeed in the global market in 2025.Implementing long-format playables to scaleIn 2025, long-format creatives could hold the secret to scaling, particularly in puzzle games. Videos of up to 60 seconds, or up to 120 seconds in some networks, are known to boost engagement. Standalone playables with more than 20 interactions, or 1-2 minutes of playtime, are also effective at increasing engagement. These long formats give users sufficient time to interact with the ads and become emotionally invested. Additionally, long standalone playables provide users with a clear goal, challenging gameplay, and enough time to experience core mechanics.Unlike shorter formats where users are directed to the store after a few clicks, long playables send users to download mid-game, after they're fully immersed in gameplay and are on the verge of completing a challenge or level. Re-engagement via level progression, a combination of mechanics, or a display of diverse game features is key to sustaining user interaction with these creatives. AI's capability to generate a wide range of concepts can help ensure the experience remains engaging throughout the long format's full timeline.Interested in more 2025 insights? Check out what industry leaders have to say in the first part of our blog series here:2025 Mobile gaming trends: Industry perspectives |
Games made with Unity: 2024 in review
Wondering what games were Made with Unity in 2024? We've done our best to collate as many as possible. This is a long list, so we've attempted to categorize projects by genre (including Action, Comedy, Horror, Metroidvania, and Survival) to make it easier to parse. Hopefully, you can find something that inspires what you're making or playing in 2025 and beyond.
If you want to dive into how some of these games were made, I recommend checking out this recent recap of dev stories.Made with Unity Steam Curator Page
We also launched our official Steam Curator page this year, be sure to check it out and let us know any games we've missed!Working on a game in Unity? We'd love to help you spread the word. Be sure to submit your project.Without further ado, to the best of our abilities, here's a non-exhaustive list of games made with Unity and launched in 2024, either into early access or full release. Add to the list by sharing any that you think we missed.ActionBatman: Arkham Shadow, Camouflaj (October 22)#BLUD, Exit 73 Studios (June 18)
Fight Crab 2, Calappa Games (February 13 - early access)Raw Metal, Team Crucible (March 19)Minishoot' Adventures, SoulGame Studio (April 2)Surmount: A Mountain Climbing Adventure, Jasper Oprel, Indiana-Jonas (May 2)Seal: WHAT the FUN, PLAYWITH GAMES Inc. (May 3 - early access)Nerobi, SANOBUSINESS S.R.L. (May 7 - early access)SMYS : Show Me Your Stairs, StarvingFox Studio (May 15)Pre Dusk, Okba Amrate (May 18)Unlanded, Eki-Eki-Eki (June 7)Perfect World, Michael Overton Brown (June 13)Astrodle, Robin Nicolet (June 19)Frogun Encore, Molegato (June 25)OutRage: Fight Fest, Hardball Games Ltd (July 16)Metal Slug: Awakening, Tencent (July 16)ONE BTN BOSSES, Midnight Munchies (August 6)Slash Quest!, Big Green Pillow, Mother Gaia Studio (August 15)CyberCorp, Megame (August 19 - early access)Dustborn, Red Thread Games (August 20)Insect Swarm, Parallel Portal (September 12)NanoApostle, 18Light Game Ltd. (September 12)Stardiver, Green Planet Games (September 12)Perennial Order, Gardenfiend Games (September 6)KILL KNIGHT, PlaySide (October 2)Bullet heavenDeep Rock Galactic: Survivor, Funday Games (February 14 - early access)Nordic Ashes: Survivors of Ragnarok, Noxfall Studios (April 26)Deathless: Survivors, OneTwoPlay (July 29 - early access)Defenders of the Omniverse, Babushka Entertainment (August 26 - early access)The Spell Brigade, Bolt Blaster Games (September 16 - early access)Vampire Hunters, Gamecraft Studios (October 30)NIMRODS: GunCraft Survivor, Fiveamp (October 28 - early access)Temtem: Swarm, Crema, GGTech Studios (November 13 - early access)Cards, dice, and deckbuildersLiar's Bar, Curve Animation (October 2 - early access)Dicefolk, LEAP Game Studios, Tiny Ghoul (February 27)Zet Zillions, OTA IMON Studios (May 23)Rune Gate, Devwind (June 6)Dice & Fold, Tinymice Entertainment (June 24)Dragon Eclipse, Fardust (June 24 - early access)Union of Gnomes, Hoolignomes (July 18 - early access)Rune Coliseum, Rafale Software (September 23 - early access)Breachway, Edgeflow Studio (September 26 - early access)DICEOMANCER, 超厚皮猪猪 Ultra Piggy Studio (October 10)Menace from the Deep, Flatcoon (November 11)Dungeon Clawler, Stray Fawn Studio (November 21 - early access)Deathless. Tales of Old Rus, 1C Game Studios (December 12)Casual and partyDEATH NOTE Killer Within, Grounding Inc. (November 5)Hamster Playground, Mass Creation (July 11)ODDADA, Sven Ahlgrimm, Mathilde Hoffmann (August 15)Mirth Melody, Clay Game Studio (August 15)Mika and The Witch's Mountain, Chibig, Nukefist (August 21 - early access)Melobot - A Last Song, Anomalie Studio (September 16)Starstruck: Hands of Time, Createdelic, LLC (September 16)City and colony builderEndzone 2, Gentlymad Studios (August 26 - early access)Fabledom, Grenaa Games (May 13)Synergy, Leikir Studio (May 21 - early access)El Dorado: The Golden City Builder, Hobo Bunch, Gameparic (June 17)Go-Go Town!, Prideful Sloth (June 18 - early access)Dystopika, Voids Within (June 21)Nekokami - The Human Restoration Project, Rocket-in-Bottle (June 25 - early access)Preserve, Bitmap Galaxy (August 8 - early access)Mini Settlers, Knight Owl Games (August 8 - early access)MEMORIAPOLIS, 5PM Studio (August 29 - early access)Roots of Yggdrasil, ManaVoid Entertainment (September 6)Goblin Camp, Korppi Games Ltd (September 17 - early access)EcoGnomix, Irox Games (September 30)Citadelum, Abylight Barcelona (October 17)Worshippers of Cthulhu, Crazy Goat Games (October 21 - early access)Technotopia, Yustas (October 23)Overthrown, Brimstone (December 5 - early access)ComedyThank Goodness You're Here!, Coal Supper (August 1)Inkulinati, Yaza Games (February 22)Fireside, Emergo Entertainment (June 4)They Can Fart, Les Crafteurs (June 18)Thought Experiment Simulator, HoHo Game Studio (July 22)RAWMEN: Food Fighter Arena, ANIMAL (July 23)Exhausted Man, Candleman Games (July 24)Just Crow Things, Unbound Creations (August 15)WHAT THE CAR?, Triband (September 9 - Steam release)Great God Grove, LimboLane (November 15)FPSI Am Your Beast, Strange Scaffold (September 10)Shady Knight, Alexey 'cptnsigh' (October 9)MULLET MADJACK, HAMMER95 (May 15)Anger Foot, Free Lives (July 11)SENTRY, Fireblade Software (March 25 - early access)CONVRGENCE, Monkey-With-a-Bomb (April 22 - early access)ROBOBEAT, Simon Fredholm (May 14)Fallen Aces, Trey Powell, Jason Bond (June 14 - early access)Histera, StickyLock Games (June 20 - early access)Zero Hour, M7 Productions, Attrito (September 9)Chains of Fury, Cobble Games (September 16)Wild Bastards, Blue Manchu (September 12)STRAFTAT, Sirius Lemaitre, Leonard Lemaitre (October 24)Devilated, Trunka (October 28)SULFUR, Perfect Random (October 28 - early access)420BLAZEIT 2: GAME OF THE YEAR -=Dank Dreams and Goated Memes=- [#wow/11 Like and Subscribe] Poggerz Edition, Normal Wholesome Games (November 14)Battle Shapers, Metric Empire (December 4)HorrorContent Warning, Philip, thePetHen, Skog, Zorro, Wilnyl (April 1)POOLS, Tensori (April 26)Crow Country, SFB Games (May 9)Mouthwashing, Wrong Organ (September 26)Sorry We're Closed, à la mode games (November 14)REVEIL, Pixelsplit (March 6)The Tower on the Borderland, DascuMaru (May 20)Imaginary Friend Asylum, Grant Marrs (May 20)Let Me Out, 4Happy Studio (August 8)Envelope, Skaar Game Productions, Numme (September 4)Hollowbody, Headware Games (September 12)Fears to Fathom -Woodbury Getaway, Rayll Studios (September 12)Grunn, Sokpop Collective, Tom van den Boogaart (October 4)Sniper Killer, Black Eyed Priest, Henry Hoare (October 17)Tormenture, Croxel Studios (October 21)I'm on Observation Duty 7, Notovia, Dreamloop Games (October 22)Fear the Spotlight, Cozy Game Pals (October 22)The Scourge | Tai Ương, Rare Reversee, Beaztek (October 23 - early access)The Hungry Fly, Erupting Avocado (October 23)CROWDED. FOLLOWED., NIGHT DIAL (October 24)Absolute Insanity, Chris Danelon (November 5)Angel Wings: Endless Night, RumR Design (November 6)Is this Game Trying to Kill Me?, Stately Snail (November 13)Enigma of Fear, Dumativa, Cellbit (November 28)Zort, Londer Software (December 7 - early access)Management and automationRusty's Retirement, Mister Morris Games (April 26)shapez 2, tobspr Games (August 15 - early access)Minami Lane, Doot, Blibloop, Zakku (February 28)FOUNDRY, Channel 3 Entertainment (May 2 - early access)Coffee Caravan, Broccoli Games (May 20)Galacticare, Brightrock Games (May 23)Rebots, FlatPonies (October 7)Amber Isle, Ambertail Games (October 10)Techtonica, Fire Hose Games (November 7)MetroidvaniaPrince of Persia: The Lost Crown, Ubisoft Montpellier (January 18)Ultros, Hadoque (February 13)Nine Sols, RedCandleGames (May 29)Momodora: Moonlit Farewell, Bombservice (January 11)Airhead, Octato, Massive Miniteam (February 12)Cosmic: A Journey Among Shadows, King's Pleasure (May 6 - early access)Arcane Assembly, Isaac Lee (May 17)Genopanic, Mobirate (May 17)Venture to the Vile, Studio Cut to Bits (May 22)Gestalt: Steam & Cinder, Metamorphosis Games (July 16)BÅ: Path of the Teal Lotus, Squid Shock Studios, Christopher Stair, Trevor Youngquist (July 17)Frontier Hunter: Erza's Wheel of Fortune, IceSitruuna (July 26)DEVIATOR, Gami Studio (August 1 - early access)Anima Flux, Anima Flux (October 7)AWAKEN - Astral Blade, Dark Pigeon Games (October 22)Voidwrought, Powersnake (October 24)Last Vanguard, Cool Tapir Studios LLC (November 5 - early access)Narrative and mystery1000xRESIST, sunset visitor 斜陽éŽå®¢ (May 9)Harold Halibut, Slow Bros. (April 16)Phoenix Springs, Calligram Studio (October 7)Deep Beyond, Avix Games (May 15)Pine Hearts, Hyper Luminal Games Ltd (May 23)Duck Detective: The Secret Salami, Happy Broccoli Games (May 23)Tavern Talk, Gentle Troll Entertainment (June 20)Ghost Boy, Two Blackbirds (June 25)Vampire Therapist, Little Bat Games (July 18)The Operator, Silver Lining Studio (July 22)The Star Named EOS, Silver Lining Studio (July 23)Closer the Distance, Osmotic Studios (August 2)Farewell North, Kyle Banks (August 16)Copycat, Spoonful Of Wonder (September 19)Mexico, 1921. A Deep Slumber., Mácula Interactive (September 13)Chicken Police: Into the HIVE!, The Wild Gentlemen (November 7)Deathless Death, Dream Delivery Center (November 13)Loco Motive, Robust Games (November 21)Mercury Abbey, YiTi Games (November 22)PlatformerNeva, Nomada Studio (October 15)SCHiM, Ewoud van der Werf, Nils Slijkerman (July 18)Lorn's Lure, Rubeki Games (September 20)A Difficult Game About Climbing, Pontypants (March 6)Anomaly Agent, Phew Phew Games (January 24)Unleaving, orangutan matter (March 27)Moen, Ambient Melancholy (July 12)Valley Peaks, Tub Club (July 24)Unrooted, 85 Plus Games (August 2)Max Mustard, Toast Interactive (October 16)Mind Over Magnet, Game Maker's Toolkit (November 13)Get To Work, Isto Inc. (December 2)Symphonia, Sunny Peak (December 5)Magenta Horizon - Neverending Harvest, Maddison Baek(Hellfire Railway Interactive) (December 6)Puzzle adventureLorelei and the Laser Eyes, Simogo (May 16)Please, Touch The Artwork 2, Thomas Waterzooi (February 19)Children of the Sun, René Rother (April 9)Paper Trail, Newfangled Games (May 21)CLeM, Mango Protocol (February 6)Snufkin: Melody of Moominvalley, Hyper Games (March 7)Botany Manor, Balloon Studios (April 9)Gift, Toydium, Million Edge (May 8)Ouros, Michael Kamm (May 22)Hauntii, Moonloop Games (May 23)The Abandoned Planet, Dexter Team Games (July 14)Linkito, Kalinarm (July 23)Été, Impossible (July 23)Slider, boomo (July 24)Arranger: A Role-Puzzling Adventure, Furniture & Mattress LLC (July 25)Ogu and the Secret Forest, Moonlab Studio, Sinkhole Studio (July 29)Leximan, Knights of Borria (August 13)Hidden Through Time 2: Discovery, Rogueside (August 13)PRIM, Common Colors, Application Systems Heidelberg (October 24)Little Big Adventure - Twinsen's Quest, [2.21] (November 14)Roguelike/liteCaves of Qud, Freehold Games (December 5)Void Crew, Hutlihut Games (November 25)Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island, Spike Chunsoft Co., Ltd. (December 11)Windblown, Motion Twin (October 24 - early access)Oblivion Override, Humble Mill (January 24)BlazBlue Entropy Effect, 91Act (February 14)Spiritfall, Gentle Giant (February 28)Beat Slayer, ByteRockers' Games (April 4)Inkbound, Shiny Shoe (April 9)Rogue Voltage, Horizont Computergrafik(May 10 - early access)The Land Beneath Us, FairPlay Studios Co. Ltd (May 13)Gatekeeper, Gravity Lagoon (May 13 - early access)Never Mourn, Primal Seed (May 13 - early access)Terra Randoma, Deniz K. (May 23)Dragon Is Dead, TeamSuneat (June 7 - early access)Into the Emberlands, Tiny Roar (June 19 - early access)Sandwalkers, Goblinz Studio (June 19 - early access)GUNCHO, Arnold Rauers, Terri Vellmann, Sam Webster (June 25)Valefor: Roguelike Tactics, Valefor Ltd (July 19)Little Scavenger, CodeRed Studio (July 27)Towerful Defense: A Rogue TD, Mini Fun Games (July 29)Cubed and Dangerous, Ace High Arcade (August 1)snatch&swallow, megatouch (August 6 - early access)Loopstructor, Pone Games (August 8)Feed the Deep, Luke Muscat (August 16)StormEdge, Shieldbreaking Games (September 13)Shogun Showdown, Roboatino (September 5)Rogue Waters, Ice Code Games (September 30)Up to Par, It's Anecdotal (October 14)Elin, Lafrontier (November 1 - early access)Munch, Mac n Cheese Games (November 4)ShapeHero Factory, Asobism.Co.,Ltd (November 5 - early access)Ammo and Oxygen, Juvty Worlds (November 7 - early access)Atomic Picnic, BitCake Studio (November 7 - early access)RPGLast Epoch, Eleventh Hour Games (February 21)No Rest for the Wicked, Moon Studios GmbH (April 18 - early access)Another Crab's Treasure, Aggro Crab (April 25)Dread Delusion, Lovely Hellplace (May 14)FANTASIAN Neo Dimension, Mistwalker Corporation (December 5)Cryptmaster, Paul Hart, Lee Williams, Akupara Games (May 9)Three Kingdoms Zhao Yun, ZUIJIANGYUE Game (January 18)Stolen Realm, Burst2Flame Entertainment (March 8)Eiyuden Chronicle: Hundred Heroes, Rabbit & Bear Studios (April 23)Fay's Factory, egor dorogov (May 8 - early access)Plushie from the Sky, fishwind (May 6)Seablip, Jardar Solli (May 17 - early access)SKALD: Against the Black Priory, High North Studios AS (May 30)Vendir: Plague of Lies, Early Morning Studio (May 30)Zenless Zone Zero, miHoYo (July 4)Yaoling: Mythical Journey, RAYKA STUDIO (July 16 - early access)Dungeons of Hinterberg, Microbird Games (July 18)Minds Beneath Us, BearBoneStudio (July 31)Cat Quest III, The Gentlebros (August 8)Depersonalization, MeowNature (August 8)Realm of Ink, Leap Studio (September 26 - early access)Banquet for Fools, Hannah and Joseph Games (September 30 - early access)Sky Oceans: Wings for Hire, Octeto Studios (October 10)Drova - Forsaken Kin, Just2D (October 15)Reverse: 1999, BLUEPOCH GAMES CO., LIMITED (October 8)Metal Slug Tactics, Leikir Studio (November 5)Jujutsu Kaisen Phantom Parade, BILIBILI HK LIMITED (November 7)Void Sols, Finite Reflection Studios (November 12)ATLYSS, Kiseff (November 22 - early access)Neon Blood, ChaoticBrain Studios (November 26)Chrono Sword, 21cDucks co., Ltd. (December 6 - early access)SandboxBulwark Evolution: Falconeer Chronicles, Tomas Sala (March 26)Little Kitty, Big City, Double Dagger Studio (May 9)Shadows of Doubt, ColePowered Games (September 26)SUMMERHOUSE, Double Dagger Studio (May 9)Mirthwood, Bad Ridge Games (November 6)Mythwrecked: Ambrosia Island, Polygon Treehouse (December 5)Dustgrave: A Sandbox RPG, Innervoid Interactive (December 5 - early access)SimulationSupermarket Simulator, Nokta Games (February 20 - early access)TCG Card Shop Simulator, OPNeon Games (September 15 - early access)Brocula, Destroyer Doggo (May 9)Cozy Caravan, 5 Lives Studios (May 16 - early access)Rolling Hills: Make Sushi, Make Friends, Catch & Release, LLC (June 4)Everafter Falls, SquareHusky (June 20)Contraband Police Mobile, PlayWay SA (July 9)The Last Alchemist, Vile Monarch (July 12)Critter Crops, Skyreach Studio (July 22)Farlands, JanduSoft, Eric RodrÃguez (July 24 - early access)The Crush House, Nerial (August 9)Crime Scene Cleaner, President Studio (August 14)Star Trucker, Monster and Monster (September 3)Critter Cove, Gentleman Rat Studios (September 10 - early access)Recycling Center Simulator, Balas Games (October 2)Old Market Simulator, Alcedo Games (October 3)Gunsmith Simulator, GameHunters (October 4)Extra Coin, CINIC Games (October 8)Fruitbus, Krillbite Studio (October 28)Dustland Delivery, Neutron Star Studio (November 5)Everholm, Chonky Loaf (November 11)Luma Island, Feel Free Games (November 20)Short Trip, Alexander Perrin (December 11)Sports and drivingTurbo Golf Racing, Hugecalf Studios (April 4)Heading Out, Serious Sim (May 7)Blacktop Hoops, Vinci Games (May 16)Motördoom, Hobo Cat Games (August 2)Phantom Spark, Ghosts (August 15)#DRIVE Rally, Pixel Perfect Dude (September 25 - early access)Stampede: Racing Royale, Sumo Digital (October 10)StrategyCataclismo, Digital Sun (July 22 - early access)Tactical Breach Wizards, Suspicious Developments Inc (August 22)Diplomacy is Not an Option, Door 407 (October 4)Thronefall, GrizzlyGames (October 11)Crab God, Chaos Theory Games (June 20)Solium Infernum, League of Geeks (February 22)Godsworn, Thunderoak Interactive (March 28 - early access)Songs of Conquest, Lavapotion (May 20)Dethroned, Irid Games (May 26 - early access)clickyland, Sokpop Collective (June 3)Emberward, ReficGames (June 25)Artisan TD, 4rtisans (July 22)ARC SEED, Massive Galaxy Studios (July 30 - early access)Operation: Polygon Storm, Toxic Studio (August 12)Toy Shire, Bluespy Studios (August 26 - early access)Mechabellum, Game River (September 26)Silence of the Siren, Oxymoron Games (September 30 - early access)Sainthood, Bisong Taiwo (November 1)Skill Legends Royale, ZGGame (November 4)Lost Eidolons: Veil of the Witch, Ocean Drive Studio, Inc. (November 5 - early access)Tower Factory, Gius Caminiti (November 7 - early access)Songs of Silence, Chimera Entertainment (November 13)SurvivalSons of the Forest, Endnight Games Ltd (February 22)Planet Crafter, Miju Games (April 10)V Rising, Stunlock Studios (May 8)7 Days to Die, The Fun Pimps (July 25)Core Keeper, Pugstorm (August 27)When the Light Dies, Electric Monkeys, Secret Level Studios (May 2 - early access)Carth, Deidre Reay Studios LLC (May 15 - early access)ASKA, Sand Sailor Studio (June 20 - early access)REKA, Emberstorm Entertainment (September 12 - early access)The Last Plague: Blight, Original Studios (October 3 - early access)Bad 2 Bad: Apocalypse, DAWINSTONE (October 30)I Am Future: Cozy Apocalypse Survival, Mandragora (November 13)That's a wrap for 2024. Want more Made with Unity and community news as it happens? Don't forget to follow us on social media: Bluesky, X, Facebook, LinkedIn, Instagram, YouTube, or Twitch. |
Celebrating Unity games this awards season
It's December once again, which can only mean one thing - the video games award season is in full swing! Following the excitement of last week's wins and reveals at The Game Awards, we wanted to round up some of the exciting news and the Unity games that have been honored at some recent events.Amid a slew of world premieres and new announcements at The Game Awards on December 12th, the team from 10 Chambers debuted a new trailer from their upcoming co-op heist FPS Den of Wolves. Rendered entirely in Unity 6, the heart-pounding video gave an exciting first look at gameplay from the highly anticipated project. Attendees at and around the event were also treated to a spectacular drone show, where images and scenes from the game were projected over the Los Angeles Convention Center.Other Unity developers were also present at the show, with Nómada Studios taking home the Games for Impact Award for Neva, Camouflaj winning Best VR Game for Batman: Arkham Shadow, and Ubisoft Montpellier's Prince of Persia: The Lost Crown winning the award for Innovation in Accessibility. Congratulations to all the winners and nominees!The Golden Joystick Awards kicked off the season last month, announcing their winners on November 21st. After tallying over 12 million public votes several of the prestigious prizes were taken home by made with Unity games including Best Indie Game (Self-published) for Another Crab's Treasure, Still Playing Award (Mobile) for Honkai: Star Rail, and Best Early Access Game for Lethal Company.This October, we also hosted the Unity Awards Showcase, our first-ever awards livestream where we highlighted Unity creators around the world and celebrated their inspiring achievements across games, Asset Store tools, community, education, social impact, and industry applications. Narrowing down the winners from over 160 nominees across 22 awards was no easy feat, and we truly appreciate everyone who took the time to nominate games and vote for the winners.Golden Cube: COCOON by Geometric Interactive | Annapurna InteractiveBest Desktop/Console: Super Mario RPG by NintendoBest 3D Visuals: Prince of Persia: The Lost Crown by Ubisoft MontpellierBest 2D Visuals: Cat Garden by msgsquare | DAERI SOFTBest Mobile: Hello Kitty Island Adventure by SunblinkBest Multiplayer: Party Animals by Recreate GamesMost Anticipated: Hollow Knight: Silksong by Team CherryBest AR/VR: Assassin's Creed Nexus VR by Red Storm Entertainment | UbisoftBest Artistic Tool: COZY: Stylized Weather 3 by Distant LandsBest Artistic Content: Stylized Nature by HivemindBest Development Tool: Gaia Pro 2023 - Terrain & Scene Generator by Procedural WorldsPublisher of the Year: NatureManufactureBest Tutorial Series: Code MonkeyBest Devlog Series: SamyamBest Livestreamer: The Game Dev ShowBest Training Application: Virtual Hangar by Mass VirtualBest Embedded System Project: MB.OS by MercedesMost Innovative Customer Experience: AR Tryout by KohlerInnovation Award: H-Meta Automation of VWMS 3D Logistics Operation/Measurement Technologies based on Meta Factory Environment by Hyundai Motor CompanyYouth Creators Award: OriPal by Spes😊DojoBest Student Project: The WereCleaner by USC GamesBest Social Impact Project: Crab God by Chaos Theory GamesOf course, there are many awards still to be announced as we move into 2025, and we'll keep celebrating all the Unity games and creators that are nominated and win big at these future events. In the meantime a heartfelt congratulations to our incredible community of developers, creators, and players alike. See you in 2025! |
It's a wrap: 2024 technical content roundup
A few years ago, we created our first 100+ page e-book on performance optimization for mobile games, and quickly followed up with a similar guide for PC and consoles. We wanted to share the insights and general best practices from Unity support engineers who have worked on numerous Unity games with the rest of the community.From the start, our aim was to publish a collection of in-depth guides to cover major themes, from graphics rendering with the SRPs, to 2D development, visual effects, writing clean code with C#, implementing programming design patterns in your projects, and architecting with ScriptableObjects.So far, we've published more than 35 free e-books, over 40 video tutorials, 8 sample projects, and 50+ articles to help programmers, artists, technical artists, and game designers work as efficiently as possible with Unity. You can find all of these resources on unity.com/how-to. Our main focus in 2024 has been on updating many of these resources to Unity 6 so you can get the most out of the latest release. We'll continue to release Unity 6 versions of the e-books and samples in 2025. As we're about to wrap up the year, we want to thank everyone who provided feedback along the way. Now let's take a quick look at some of the technical content from 2024 that we hope you'll find helpful.From tips to increase productivity in Unity 2022 LTS, to our first-ever guides on DOTS and multiplayer networking, updated best practices e-books for performance optimization across many platforms in Unity, and actionable examples for game programming patterns, here are some of the highlights for programmers in 2024:Technical e-book: Introduction to the Data-Oriented Technology Stack for advanced Unity developersSample project: Level up your code with design patterns and SOLIDVideo tutorials: Game programming patterns YouTube playlistFrom instructions for working with URP in Unity 2022 LTS and Unity 6, to creating advanced visual effects using the VFX Graph, as well as comprehensive guides to creating animations, and mixed and virtual reality experiences in Unity, here are some of the highlights for artists, technical artists, and game designers in 2024:Technical e-book: The definitive guide to animation in UnitySample project: Gem Hunter Match - 2D Sample ProjectVideo tutorial: Deep dive into the HDRP water systemWe want to continue helping your team work effectively with versioning, managing your builds, and keeping track of your assets. In 2024 we've updated our guide and video tutorials for version control and project organization. Here are the highlights:Technical e-book: Best practices for project organization and version control (Unity 6 edition)Video tutorial: Getting started with Unity Version ControlVideo tutorial: A quick guide to the Asset Manager in UnityAs a reminder, you can watch all the tutorials in this YouTube playlist: Unity Tutorials: Create Games in Unity.We hope you find the e-books, sample projects, tutorials, and Discussions articles helpful in your day-to-day work in Unity. We'll be developing more resources in the coming months in 2025.Be sure to bookmark this link to easily access all the upcoming learning content.Thank you for reading. See you in 2025! |
Spotlight on mobile game growth: 2024 customer successes and insights
2024 was a monumental year for studios of all sizes in the gaming and app industry. Our customer stories highlight the achievements of these studios, while our industry reports and trend pieces provide data-driven insights to help studios of all sizes inform their growth strategies.Let's dive into the customer success stories, reports, and articles that helped shape the state of game growth throughout this past year.
Reports and trends:We tapped into a wealth of data to compile 2024's reports, trends, tips, and thought leadership from Unity experts, to help inform game or app growth strategies.The 2024 Mobile Growth and Monetization ReportAdapting to market and industry changes is challenging, but understanding trends and benchmarks for user acquisition (UA), in-app purchases (IAPs), and in-app advertising (IAA) can help teams optimize and grow their games.In 2024, we found that global ad engagement increased 3.2% year-over-year. Since economic challenges make it difficult for some users to pay for IAPs, ads offer a great alternative to access in-game content, making them valuable to both the player and the studio alike. The report also shows that users who engage with offerwalls have 2-7x higher retention than non-offerwall users.Mobile gaming trends in 2024In January, we published our top trends for mobile gaming in 2024 and had Unity experts weigh in on what they thought would be the biggest opportunities this year. We discussed everything from how AI can improve creativity, the rise of hybrid-casual games, puzzle genre's year of continued success, and more. Even if they are 2024 predictions - many of these trends we'll see well into 2025.Advertisers playbook to win the 2024 holiday seasonUnity surveyed 4,094 U.S. adults aged 18+ to uncover insights that can help your brand land on the nice list this year. With many having more downtime over the holiday season, 37% of Gen Z expect to increase their playtime during the holidays, while 29% of Millennials feel the same way - with 13% of respondents saying they'll likely play for 5 or more hours a day, making the holidays a prime season to engage with players.Helpful tips for sustained app growth:Implementing ads without cannibalizing subscription conversionsAs premium subscription service apps expand their business models to include ad-based tiers, they must implement ads strategically to avoid cannibalizing subscription conversions. We dove into how a subscription based app might go about this, by strategically using various ad formats, and segmenting users based on factors like region, mobile device model, and more.Addressing addressability: How brand marketers can adapt their mobile programmatic strategyATT and cookie deprecation signifies more than just a technological shift - it challenges mobile advertising marketers to adapt their strategies to reach consumers in-app. By leveraging first-party data, exploring alternative ID solutions, and segmenting non-addressable users based on contextual information, marketers can be successful in this new environment.How Nexters increase ad engagement by 73% with Unity's ad consultancy teamNexters partnered with Unity's ad consultancy team to optimize their rewarded video placement strategy for their hit game, Hero Wars. By implementing their recommendations, Nexters saw a 73% increase in engagement rate, and 59% increase in daily engaged users. See how the teams collaborated on strategy to get these winning results.Customer success stories:Discover the studios that soared to new heights over the last year.User Acquisition success stories:Kwalee improves D0 Ad Revenue ROAS by 22% with Unity AdsKwalee's commitment to pushing the boundaries of what's possible in gaming and their team of skilled professionals, like Head of Growth Alexey Gusev, are key to bringing great players to fun games. Gusev shares how his team used D0 Ad Revenue ROAS campaigns from Unity Ads to boost profits and expand to new markets.How Lihuhu increased average install CVR by 15% (and ARPDAU by 10%!)In a competitive mobile genre like match-three, how can a studio rise to the top? By identifying the right type of user acquisition (UA) campaign optimization, providing rewarded ads to help player progression, and leaning into in-app bidding, Lihuhu created a continuous cycle of game growth in order to reach the top of the match-three genre.How Audiomack uses Unity LevelPlay to scale up globallyWe sat down with Dave Edwards, Chief Revenue Officer at Audiomack, to learn how working with the team at Unity LevelPlay helped them scale efficiently in global markets with tools like the Unity Ads bidder and A/B testing tool.Monetization success stories:How Pocket FM boosted revenue 20%Pocket FM Corp., a studio known for its popular audiobook app Pocket FM, wanted to monetize their non-paying users and decided to implement a hybrid monetization strategy. We met with Sujit Jha, their Senior Product Manager to understand how incorporating ad formats and the offerwall (a rewarded marketplace) into their app successfully boosted both their revenue and retention by 20%.How LBC Studios boosted ARPDAU 37%LBC Studios sought to boost revenue for their hit game, Hempire, and partnered with the Unity LevelPlay team to optimize their rewarded video strategy and A/B test video capping rates. Gene Park, Director of Marketing at LBC Studios shares how they boosted ARPDAU by 37%.Qcplay increased ad ARPDAU 29%Qcplay's idle-RPG game, Super Snail, needed further ad monetization optimization and user engagement in order to grow efficiently. We met with Yifei Wang, Operation Manager, at Qcplay to understand how the Unity Ads bidder helped increase ad ARPDAU by 29%.How OK Cashbag boosted revenue with Unity LevelPlay and the Tapjoy offerwallOK Cashbag had two goals for their app: build a more comprehensive monetization strategy while maintaining, and even improving, their users' experience. Implementing rewarded video ads and the Tapjoy offerwall helped the studio boost quarterly revenue by a staggering 288%, and eCPM by 270%.How CashWalk increased revenue by 225% and engagement rate by 5xCashWalk, an app based out of Korea, lets you earn rewards for walking or running, which can be exchanged for gift cards from leading brands and products. Looking to increase revenue and engagement, the team turned to the experts to scale their business.Learn how Jungsin Park, CEO of CashWalk, increased revenue by 225% and engagement rate by 5x for the app working with Unity LevelPlay and Unity's app design consultancy.Tapjoy from Unity's offerwall success stories:Crazy Maple Studio exceeded their D7 ROAS goal by 150% and drove 120% higher LTVWe met with Yana Kong, UA lead at Crazy Maple Studio to understand how implementing a Daily Reward CPE campaign on the Tapjoy from Unity's offerwall drove incremental scale, with 50% growth in installs, and a 120% lift in user LTV compared to users acquired from video UA channels.How Appynation multiplied iOS revenue 9x and increased Android revenue 2x - without cannibalizing IAPAppynation, a UK-based mobile game developer and publisher, aimed to increase revenue and boost conversions for their puzzle game Picture Cross. By implementing the Message to Earn feature on the offerwall, iOS revenue increased by 9x, and Android by 2x.How King drove incremental scale with Daily Rewards, exceeding their D7 ROAS goal by 1.5xHaving used the Tapjoy from Unity offerwall for several years, King was seeking to further optimize the channel to drive incremental scale and ROAS. The team turned to Tapjoy's Daily Rewards CPE campaigns to help drive user engagement, and in turn, boosting their D7 ROAS goal.How Lotte Members boosted ad revenue and increased eCPM 10xHyohun Jung, Team Leader, Digital Marketing Business Team at Lotte Members, explains how implementing the offerwall maximized their monetization strategy, boosting ad revenue 20x and increasing eCPM 10x.Programmatic success stories:In the competitive world of advertising, making your brand stand out and drive engagement can be challenging. Over the past year, we collaborated with brands to realize their campaign visions through programmatic solutions, resulting in being shortlisted for five prestigious award nominations from Digiday, MediaPost's OMMA, and AdExchanger, as we helped clients engage new users globally.Maniko Nails programmatic: The easiest manicure in the world meets mobile gaming audiencesA finalist in both Adexchanger Awards and OMMA Awards, the Maniko Nails case study is a prime example of standing out in a crowded market by leveraging innovative programmatic mobile marketing strategies.By collaborating with Kayzen and Unity, Maniko was able to tap into the highly engaged mobile gaming audience and implement a full-funnel attribution solution. This approach allowed them to effectively reach and retarget potential customers, showcasing their unique product benefits through memorable ad experiences. The results generated 13.6M impressions and sent 1.9M unique users to Maniko's e-commerce site.It's been a whirlwind of a year, and we're honored to share these success stories and insights that can encourage your game growth for years to come. |
Beyond gaming: 2024's biggest XR innovations across industries
In 2024, extended reality (XR) technology continued to gain momentum across industries, transforming how businesses operate, innovate, connect with consumers, and deliver value. From immersive virtual retail showrooms to precision-driven manufacturing simulations, XR is proving to be a critical enabler - unlocking new opportunities for engagement, efficiency, and extraordinary customer experiences.Groundbreaking applications of XR technology are delivering tangible results across industries in areas like automotive design, healthcare innovation, and beyond. As adoption accelerates, XR is poised to become a foundational element of business strategy, positioning forward-thinking organizations at the forefront of industry transformation.These standout industry stories of 2024 highlight how leading enterprises are harnessing the power of next-generation immersive technology to push boundaries and solve real-world challenges-streamlining operations, optimizing efficiency, increasing productivity, enhancing customer experiences and trust, and creating meaningful connections with their audience.Whether you're curious about the future of immersive technology in retail or how extended reality is revolutionizing manufacturing and healthcare, or delivering measurable ROI for the aviation and automotive industry, this article will provide insights from the cutting edge of innovation.The rise of AR and VR across industriesAugmented reality (AR) and virtual reality (VR) technologies are already proving to be game changers for industries like healthcare, automotive, manufacturing, retail, and beyond. Extended reality (XR), which encompasses the whole spectrum of reality technologies, is not just a small shift, it's a sea change in how businesses create, design, and interact with their digital spaces.In healthcare, for example, it has an unprecedented and life-changing impact that ranges from improving patient outcomes to surgical robotics simulations, and 3D anatomical visualizations as proven in incredible medical success stories such as VirtaMed.This comprehensive article explores how AR and VR are transforming how we experience products and services, streamline operations, and help us innovate in everything from manufacturing and shopping, to cars, shipping, and construction.It explores the measurable outcomes of adopting XR technologies and looks at inspiring case studies and exciting customer success stories from across industries such as:Mazda and Unity: Pioneering a new future for automotive cockpit HMICincinnati Children's Hospital: Innovating surgery planningGucci Ancora: Immersive Experience for Gucci ProspettiveHow Camille Fournet creates immersive shopping experiencesImproving sales with Bosch Rexroth's virtual showroomMaking ports safer with simulation trainingHow Carl's Jr. uses immersive tech to reinvent facility operationsTravancore Analytics: Elevating forklift training with virtual realityHow BMW is leveraging Unity to open up new dimensions for the driving experienceThe BMW Group has always been a trailblazer when it comes to pioneering digital innovations in the automotive industry. This past decade in particular, they have made some incredible strides in delivering superior engine performance and creating elevated driving experiences. Now, they are pushing the envelope even further by bringing AR to their vehicles.In this interview feature, BMW research engineers Manfred Pauli and Wolfgang Haberl shared their vision for the future of driving, how BMW is transforming the in-vehicle experience with AR, and how Unity is engrained throughout their product lifecycle, enabling them to create novel immersive experiences and tools such as designing heads-up display graphics.They also provide a sneak peek into 2025 and the anticipated launch of a new user interface with the BMW Panoramic Vision in series vehicles.How extended reality reinvents the factory floorAdvancements in XR, the broad category of technologies that includes VR and AR, are reshaping the manufacturing landscape and revolutionizing industrial processes. XR solutions offer unprecedented 3D visualization and contextual depth. By integrating XR into their operations, leading manufacturers and equipment suppliers are future-proofing their workflows, transforming sales operations, and streamlining testing processes. It's become an indispensable tool for companies looking to maintain a competitive edge.This article explores how Unity Industry is helping manufacturers create practical and cutting-edge XR applications for their workforces and deep dive into industrial use cases such as AR inspection toolkits, AI robotics simulations, collaborative VR maintenance, AR technical training, and virtual product showcases.Also, check out this e-book that deep dives into 8 manufacturing processes improved with AR,VR and MR.3 developer strategies to boost customer engagement with XRImmersive customer experiences have powerful implications for not only specialized products but across industries such as retail and automotive - think virtual showrooms and driving simulators. Virtual showrooms, in particular, allow businesses to showcase a diverse range of products without the need to ship physical demonstrator models, significantly minimizing costs and the need for on-site visits. This approach not only enhances customer engagement but also streamlines sales operations by providing versatile, on-demand opportunities for product demonstrations, even in remote settings.Analysts predict that the global XR market could top $1.9 trillion (USD) by 2032, fueled by consumer's online shopping trends and growing appetite for 'try-before-you-buy' approach, and the increasing affordability of virtual technology. There is no better time to invest in developing immersive customer experiences as this is an increasingly competitive, innovative, and lucrative field.The simplest immersive customer experiences only require a smartphone or tablet, but modern 3D development frameworks can also be used to build robust virtual reality applications that expand marketing touchpoints. In this blog post, we share the top strategies for unlocking the potential of these technologies, and how leading enterprises like Audi and Volvo are reaping unprecedented dividends by embracing XR in the automotive industry.XR training for logistics, travel, and transportationNow that consumer-grade VR headsets and mobile devices come equipped with LiDAR emitters and multispectral cameras, it is more cost-effective than ever to digitize real-world settings in high fidelity. This opens the door for new opportunities in logistics and transportation, where immersive training scenarios are already providing first-hand experience with complex processes and safety skills.The technology used to build interactive games is revolutionizing transportation industries around the world. XR training offers a safer, smarter way to upskill teams that improves skills retention outcomes and accelerates continuous development at scale.In this article, we learn about the myriad benefits of using XR in training contexts, and explore real-world success stories from expert developers in travel and logistics such as engineers from KLM Royal Dutch Airlines XR Center of Excellence and how they leveraged Unity's Pixyz plugin.
With Unity Industry the possibilities are limitlessUnity Industry combines the Unity Editor's real-time 3D toolkit and dynamic rendering pipelines with industry-leading data ingestion and ongoing Industry Success support to facilitate your digital transformation. The included Pixyz Plugin can parse over 70 file types, including CAD and BIM, with options for dynamic mesh tesselation and polygon decimation that make it easy to develop XR apps with 3D data. |
Google Play Indie Games Fund 2024 - Games Made with Unity
Google Play's annual Indie Games Fund for LATAM is back with $2 million in funding and hands-on support to empower Latin America's brightest game creators. Designed to uplift small studios, this program offers not only financial backing but also expert guidance and technical resources, ensuring developers can bring their creative visions to life. For the last two years, Unity has partnered with Google to provide expert guidance and support to the winners, with last year's crop including, My Zombie World, Wind Peaks, Slash Quest, Legend of the Skyfish 2, Lonesome Village, Fighters of Fate: Card Duel, and Golazo!This year, every winning game was crafted with Unity, and we're excited to continue offering the same support to these teams.Latin America is rapidly emerging as a hub for innovative and culturally rich gaming experiences, and the Indie Games Fund is one of many outlets to amplify those voices on a global stage. With the 2024 winners leading the charge, these games are proof of the extraordinary talent in the region-and a testament to the boundless possibilities for indie developers in LATAM and beyond.Chessarama, Minimol Games (Brazil)Planet Cube: Edge, Sunna Entertainment (Costa Rica)The Lullaby of Life, 1 Simple Game (Mexico)Dicefolk, Leap Game Studios (Peru)Play Together TV, Plot Kids (Brazil)Astrea: Six-Sided Oracles, Little Leo Games (Brazil)Just King, VISH GAME STUDIO (Brazil)Running Fable, Seashell Studio (Mexico)Dandy Ace, Mad Mimic (Brazil)Greak: Memories of Azur, Navegante (Mexico)Working on a game in Unity? We'd love to help you spread the word. Be sure to submit your project. Don't forget to follow us on social media: Bluesky, X, Facebook, LinkedIn, Instagram, YouTube, or Twitch. |
Breaking down Match Triple 3D: What game developers can learn from Lihuhu's monetization strategy
With over 10 million mobile downloads, Lihuhu's Match Triple 3D sets the standard in the puzzle game genre - particularly for its winning monetization strategy.Lihuhu has a multifaceted growth strategy that has consistently included one key element: consulting with experts. Lihuhu has partnered with Unity's Game Design & Revenue Consultancy, making data-informed tweaks to Match Triple's 3D's to optimize its monetization setup.Arjun Gohil, Senior Game Analytics Consultant, shares some of the most important ingredients to Match Triple 3D's continued success. Let's dive in.Match Triple 3D's game strategy, in a nutshellLihuhu's Match Triple 3D is a classic Match-3 game with a twist: not only are players matching items, they're also tasked with cleaning up toys in a house. The game utilizes a simple core loop - players collect the toys in groups of three, then advance to the next level once the room is tidy.Match Triple 3D players are motivated by the satisfaction of making matches and cleaning each room. As levels grow more complex, players get to face new challenges and continually prove their matching skills.Monetization overviewTo monetize their players, Match Triple 3D uses a hybrid monetization model, featuring in-app purchases like coins and boosters, and ad formats like rewarded videos and interstitials.After completing each level, players receive in-game currency (coins), which they can use to purchase boosters. But as players progress to more challenging levels, they often need extra resources to advance. In Match Triple 3D, they have two options to get extra resources: make an in-app purchase or watch a rewarded video ad. This way, Lihuhu can monetize both their paying and non-paying players.Let's get into the deeper breakdown, starting with Lihuhu's ad placements and how they complement the core loop.Building a player-oriented ad strategyWhen it comes to monetizing any game, player engagement leads to profitability. By focusing on retention and creating a positive experience, players will naturally want to play - and revenue will naturally grow.To ensure players have a great in-game experience, ads should complement a game's core loop. Here's how Lihuhu puts this into practice.
Minimizing churn through player revivalMatch Triple 3D excels at offering ads exactly where you'd expect them: at the end of the core loop. For example, since puzzle games tend to have long levels, some players run out of lives before completing a level. To prevent any player churn, Lihuhu uses an essential placement: revival rewarded videos.Each and any time a player loses their lives in the game, they are presented with a simple offer: watch this ad to "revive" yourself and stay in the game. It's a win-win - players don't have to lose their hard-earned spots in the game, and Lihuhu can minimize churn.In fact, Lihuhu takes an extra step to maximize their revenue potential: If players want to continue playing the game but don't want to watch an ad, they can spend 100 coins to skip it.Placing interstitials at player-friendly momentsWhile interstitials are key for a winning monetization strategy, they should be placed very carefully to maximize retention. Initially, Lihuhu placed interstitials very early in the Match Triple 3D experience, but this might cause players to think the game is very ad-heavy, and even lead to player dropout. But churned players might not need to be monetized through ads - perhaps some churned players will become payers at a later point in their game experience.To ensure a positive in-game experience and minimize dropout, we recommend not placing interstitials in the first week or two of the game experience. The ideal timing depends on the game genre - casual game developers can wait just a week to use interstitials, but RPG and simulation games tend to have longer onboarding periods, so those developers should wait a full two weeks.Demonstrating the benefits of in-app purchasesIn addition to ads, in-app purchases are an essential element of Match Triple 3D's game experience. Let's explore how Lihuhu maximizes revenue by familiarizing players with their in-app purchases: boosters.Offering a free booster experienceWhile using boosters is the fastest way to advance in Match Triple 3D, many players hesitate to pay for them. That's why Lihuhu implemented an intuitive strategy - when they introduce players to boosters, they gift one free booster.Imagine that a player is struggling to finish a level, but they've received a free magnet booster that automatically makes 3 matches. This free booster can significantly accelerate the player's progress, empowering them to continue playing the game and finish the level.According to our data, players who get to experience a booster are more likely to actually purchase a booster later on - especially if they run out of in-game currency. This ability to turn players into payers is a game changer for any monetization strategy.Signposting important and new featuresMobile games have a very broad audience, including people who don't consistently play mobile games. That means developers should create a straightforward and intuitive onboarding experience. For example, to simplify Match Triple 3D's onboarding, we suggested that new players skip the main menu and automatically get started with level one.We also recommend spoon-feeding, or signposting, each new feature to users - even if it requires pausing the game (e.g. "Drag this", "Tap here"). To build an optimized monetization strategy, signposting is especially important for in-app purchases. After all, if players don't have a clear understanding of how in-app purchases work, they aren't as likely to make them.Shifting between easier and harder levelsWhen configuring their games, many developers tend to make their difficulty curve linear, so each level is slightly more challenging than the last. In theory, this is a great strategy, and one that Lihuhu has utilized in the past, but as each level becomes more challenging, developers are likely to see a dropoff in players. Why? A steep difficulty incline doesn't necessarily feel rewarding, which creates a less positive player experience.That's why we suggested that the difficulty of each Match Triple 3D level should vary. For example, instead of starting with four easy levels, then jumping to a difficult level five, we recommend a different setup - three easy levels, two harder levels, then another easier level. This way, the game progression isn't predictable - players can continually experience the highs of completing levels and the excitement of facing new challenges.From a monetization perspective, we call these "sinks and sources." During sinks, or harder levels, players are more inclined to watch an ad/make a purchase - then, during sources, or easier levels, players can quickly make up their currency. There should be a tug-of-war between sinks and sources, so developers like Lihuhu can keep the game engaging over time while also maximizing revenue.Note: The sinks and sources data was collected in the third quarter of 2023.
Ultimately, by continually measuring, analyzing, and tweaking their monetization strategy with Unity's Game Design & Revenue Consultancy, Lihuhu's Match Triple 3D exemplifies what it means to go beyond a standard monetization strategy, maximizing engagement and growth.
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Mobile Gaming's Shift from Hyper to Hybrid-Casual Games
In the State of Play series, we share in-depth interviews with featured industry experts at Unity events.In our first interview, we sat down with Samantha Benjamin, Director of Growth and LiveOps at Supersonic from Unity. At Appfest 2024, Samantha analyzed mobile gaming's industry-wide shift from hyper-casual to hybrid-casual games. Here, she shares her insights into the trends that brought about the transition, what the shift means for both publishers and advertisers, and Supersonic's approach to both defining and publishing hybrid-casual games.1. What is the current state of the hyper-casual market and how did we get here?The hyper-casual market has seen significant growth since its emergence around 2016. It was once a fast-growing genre, bringing in a huge number of new players and offering advertisers massive volumes of ad inventory. However, as of 2022-2023, it faces a decline in installs and market interest.This slowdown is attributed to factors such as post-COVID economic adjustments, rising user acquisition (UA) costs, and diminishing eCPMs. As advertisers face more competitive markets and declining returns, hyper-casual's once-dominant position has been challenged. Despite these challenges, it still accounts for around a third of mobile gaming ad impressions, which shows its lasting importance as a supply source.2. How has hyper-casual contributed to the current state of the mobile gaming and app ecosystem?The hyper-casual genre played a pivotal role in bringing new players into the mobile gaming ecosystem. By offering easy-to-understand gameplay and high marketability, it effectively acted as a "funnel" for converting non-gamers into mobile gamers. Furthermore, hyper-casual helped expand the ad ecosystem by generating a massive volume of impressions that advertisers could buy. This expanded supply helped major gaming studios diversify their UA strategies, reaching users more effectively through ad-supported apps.3. As you mentioned, UA is highly competitive today. But eCPMs are still rising. What has contributed to this and what can we take from this trend?The rise in eCPMs is largely due to the maturing ad networks and improvements in their data science and optimization algorithms. As the mobile gaming industry faced challenges such as privacy restrictions and rising costs, networks focused on improving targeting precision, ad placements, and data analytics. This optimization has allowed for better monetization, even in a more competitive environment.For us, the key takeaway is that while UA costs are higher, we now have the tools and models to maximize revenue potential by making better use of the available inventory and targeting the right user segments more efficiently.4. How have the changes in CPI rates affected game publishers and studios?As CPI rates have risen, publishers and studios have been forced to adapt by increasing their focus on lifetime value (LTV) and retention. With higher UA costs, studios now need to ensure they can generate sufficient revenue from users over a longer period. This has led to greater adoption of hybrid monetization models and a focus on optimizing the user experience to improve engagement and monetization. And as a result a new mobile game genre has emerged, hybrid-casual.5. How does Supersonic define a hybrid-casual game?At Supersonic, we see hybrid-casual games as a combination of the mass appeal and marketability of hyper-casual games with the deeper, more engaging gameplay and content usually affiliated with casual games. Hybrid-casual games usually offer a balance between ad-based monetization (IAA) and in-app purchases (IAP), with IAP becoming a significant revenue stream.For us, a hybrid-casual game must appeal to a broad audience while also providing enough complexity to retain and monetize users long-term. It integrates mechanics and monetization strategies from both the hyper-casual and casual game genres.6. How does Supersonic evaluate the success of a hybrid-casual prototype in terms of both its UA and monetization?When evaluating a hybrid-casual game prototype, we focus on several key metrics:User Acquisition: Strong marketability and a good CPI-to-LTV ratio are critical. The game should have a broad appeal and show potential for scale.Monetization: We assess both IAP and IAA performance. The game should show healthy IAP conversion rates and a mix of monetization strategies (e.g., rewarded ads, interstitials, and in-app purchases).Engagement: Retention metrics (especially Day 7) and user engagement (e.g. session length, playtime) are key to assessing long-term potential.Balance: A successful prototype will offer a balanced monetization strategy, where ads and in-app purchases co-exist without cannibalizing each other."Hybrid-casual games represent the future of mobile gaming, providing publishers and studios with the ability to scale their games more sustainably."7. How long does it typically take to create a hybrid-casual game and what kind of resources are required?Typically, the development time for a hybrid-casual game is longer than a hyper-casual game - taking around 12-18 months from initial concept to launch, as the game requires more complex mechanics and content.Additionally, you also have to balance the game economy to effectively create pressure points to monetize users through IAP and ad offers. So, a strong development team is required to handle the core gameplay and complex monetization mechanics as well as balance the game's economy.8. How does Supersonic optimize and iterate on hybrid-casual games?We apply a rigorous testing and iteration process for hybrid-casual games that includes constant A/B testing and retention and engagement optimization, particularly for Day 7 and beyond. We also employ creative iterations for UA and data-driven adjustments to improve monetization models.9. How do creative strategies differ for hybrid-casual games compared to hyper-casual?Creative strategies for hybrid-casual games are more complex and targeted than for hyper-casual games. For hybrid-casual games, we focus on deeper, more engaging gameplay in the ad creatives, that highlight both IAP and ad monetization opportunities and segment ads based on user behavior. 10. What will be the long-term impact of the hybrid-casual genre for publishers and studios?Hybrid-casual games represent the future of mobile gaming, providing publishers and studios with the ability to scale their games more sustainably. Over the long term, we expect more stable revenue generation due to a balanced monetization model, a lower volatility in user acquisition costs compared to hyper-casual games, and a higher quality of user. Hybrid-casual games will also encourage greater innovation in game development and monetization strategies.11. From an advertiser's perspective, what does the continued rise and dominance of hybrid-casual games mean?For advertisers, the rise of hybrid-casual games is a positive development. It offers high-volume impressions from games with a broad appeal, while creating new avenues to reach higher-quality users who are more likely to make in-app purchases and engage with ads. Hybrid-casual games also provide longer engagement and more playable ad opportunities, especially with rewarded videos. These represent better monetization opportunities for advertisers and the ability to target a more diverse inventory which can help scale campaigns in a more sustainable way. |
Get our new technical e-book on multiplayer networking for Unity developers
Are you an experienced developer of single-player games that plans to make your first multiplayer project in Unity? Then be sure to check out our new technical e-book for multiplayer networking, which is now available to download.We made this all-new guide with a twofold aim: First, to provide you with a foundational, detailed explanation of the core concepts in multiplayer networking. Second, to guide you on how to use Unity networking and multiplayer features by walking you through a sample multiplayer project based on Netcode for GameObjects.If you're just getting started on your multiplayer developer journey you'll find helpful tips on what common pitfalls to avoid and how to choose the multiplayer solutions that will work best for your project. You'll also get a handy overview of the many Unity networking samples to explore as your next steps. Ultimately, we want you to be able to start prototyping and developing your own multiplayer game features as efficiently as possible.This guide assumes you are familiar with Unity and C# development but new to or just getting started with networking.It might feel a bit daunting to get started with multiplayer development but the journey becomes easier if you first gain an understanding of the core networking concepts.We kick off the guide by explaining the simplest parts in networking architecture, like the role of clients and servers and how they communicate by exchanging data packets using standard Internet protocols like UDP (User Datagram Protocol). You'll learn about what ticks, updates, and latency are. There's an introduction to techniques for network synchronization like state synchronization, remote procedure calls (RPCs), and bandwidth management. You'll find explanations of the different network topology models, which define how devices are connected and communicate in a multiplayer environment. Topologies can impact the game's architecture, performance, and the overall player experience. Choosing one for your game depends on what type of game it is, the desired level of control over the game state, and the resources available for server infrastructure. Thus, the guide will help inform you on what factors to consider so you can make the right choice.You can follow along in the guide with a workflow for your networking projects that focuses on local testing, simulating network conditions, managing client-connection, debugging tools, and using a command line helper.We also look at the reasons why network synchronization is essential for maintaining a consistent - and fair - gaming experience for all players. You'll learn how to set up client-server communication for gameplay actions, where the player may interact with part of the game environment. This involves implementing networked game states and sending remote procedure calls (RPCs) to and from the server. Some of the additional concepts covered in the guide include: RPCs versus NetworkVariablesDesigning for multiplayerNetwork latency and performanceSimulating latencyUnity Transport Debug SimulatorClient-side interpolationClient-side prediction and anticipationWhy server authorityHow client-side prediction worksReconciliation and rollbackClient-side anticipation in Netcode for GameObjectsDeterministic physicsClient-side prediction in Netcode for EntitiesFinally, we introduce you to Unity's multiplayer development tools and solutions: The Netcode for GameObjects and Netcode for Entities frameworks, services like Game Server Hosting (Multiplay), Relay, and Vivox for voice and text chat, and more. This also includes an introduction to Unity 6 features for multiplayer games that make integration, iteration, and deployment more reliable and faster than ever.We put theory into action in the e-book by providing a practical, hands-on example for how to set up and create your first Unity Netcode for GameObjects project. The example is a simple sample project that uses assets from the Starter Assets - ThirdPerson package. This simulates 3D gameplay with a humanoid character using the Universal Render Pipeline (URP). It includes a small testing playground scene and a configurable third-person controller. If you follow along with the example, you'll get familiar with concepts such as:Installing Netcode for GameObjectsAdding the NetworkManagerNetworkObjectsPlayer NetworkObjectsCreating a Player NetworkObjectMultiplayer Play ModeCreating your own UI start buttonsAdding NetworkBehaviourAuthority and ownership propertiesSync using a NetworkTransform and NetworkAnimatorApplying client authorityOwner authoritative mode componentsSyncing with server authoritySingleton design patternAlongside the e-book you can also watch this new tutorial that covers the key steps in setting up a multiplayer game with Netcode for GameObjects:The e-book concludes with a detailed overview of Unity's latest sample projects which you might want to check out as the next step in your learning journey. The samples are designed to help you get started with Netcode for GameObjects and Netcode for Entities. These include the new VR Multiplayer template, updated Learn tutorials, the Bitesize Samples repository, ECS Netcode samples and the Megacity Metro sample.We hope the new multiplayer e-book and additional sample resources will help you get started efficiently with multiplayer game development in Unity 6. If you have any questions or comments feel free to post them to this Discussions article. Finally, make sure to check out some of the other latest Unity resources at unity.com/how-to. |
Industry trends 2025: immersive tech is changing the game
Immersive technologies like virtual reality (VR), augmented reality (AR), and mixed reality (MR) have moved beyond buzzwords to become transformative tools driving change in industries like healthcare, manufacturing, automotive, and retail. No longer experimental, they're streamlining workflows, improving outcomes, and transforming experiences for employees and customers alike.The numbers speak for themselves. Recent data predicts the immersive tech market will explode from $183.96 billion in 2024 to $1.7 trillion by 2032, with a staggering 32.1% annual growth rate. This isn't just fast growth-it's proof that immersive tech is becoming a critical part of how businesses operate and grow.In this year's Unity Industry Trends Report, we dive into how businesses are scaling immersive solutions to achieve tangible results. From rethinking team collaboration to improving surgical precision, these tools are reshaping how work gets done.Take manufacturing, for example, where teams are turning complex 3D data into easy-to-use, interactive tools that speed up design, diagnostics, and training. These solutions don't just help engineers-they're unlocking collaboration across entire teams, driving faster innovation. In healthcare, 3D simulations are helping surgeons plan and practice with incredible precision, while patient-specific visuals are transforming how care is delivered. Imagine walking into a doctor's office and seeing a clear, 3D visualization of your surgery-it's not just futuristic, it's happening now.Training is one area where immersive tech is having an immediate, measurable impact. Data shows immersive learning boosts retention by 75% and learner confidence by 275%. That's a game-changer for industries tackling big challenges like safety, skills gaps, and cost pressures.KLM's VR pilot training is a perfect example. What started as a small project to enhance readiness has become a core part of their operations. It's saving money, improving safety, and helping pilots get flight-ready faster. The takeaway? When businesses use immersive tech with clear goals, the results can scale.It's not just internal operations-immersive technologies are changing how companies engage with customers, too. In retail, immersive shopping is quickly becoming the norm as customers expect more personalized, engaging experiences. Behind the scenes, these same tools are helping retailers train their teams and fine-tune operations.Meanwhile, in automotive, AR-powered displays are keeping drivers focused while delivering critical info, and immersive human-machine interfaces are redefining how vehicles are designed and experienced. These tools are breaking down silos, making processes more collaborative, and delivering results that ripple across entire organizations.What excites me most is how immersive technologies are opening the door to entirely new ways of working, learning, and connecting. Teams across industries are finding creative ways to weave these tools into their daily workflows, boosting both efficiency and creativity.This year's Unity Industry Trends Report shares stories and insights from 17 industry leaders already making it happen. I hope you'll check it out-you might come away with some ideas to inspire your own work. |
Games made with Unity: November 2024
November was packed with game releases and some pretty sizable updates, including the new Undead update for DOTS-powered Diplomacy is Not an Option from our friends at Door 407. Want to use mountains of corpses as barriers? Now, you can!Steam curator list: Better TogetherWith many families coming together for the holiday season soon, we thought it would be a good time to gather up a list of Made with Unity games you can play with others. We posted up our poll and Better Together co-op games came out on top, check out the list and follow our Steam Curator page.Award seasonAs we head into the next few months of the major gaming awards, we want to congratulate some of the Made with Unity winners of the Golden Joysticks:Still Playing Award (Mobile) - Honkai: Star RailBest Indie Game (Self-published) - Another Crab's TreasureBest Early Access Game - Lethal CompanyNext up are The Game Awards with many of your games up for awards there, follow along on our social channels to celebrate the winners.Working on a game in Unity? We'd love to help you spread the word. Be sure to submit your project.
Without further ado, to the best of our abilities, here's a non-exhaustive list of games made with Unity and launched in November of 2024, either into early access or full release. Add to the list by sharing any that you think we missed.Bullet heavenTemtem: Swarm, Crema, GGTech Studios (November 13 - early access)Card games and deckbuildersMenace from the Deep, Flatcoon (November 11)Casual and partyDEATH NOTE Killer Within, Grounding Inc. (November 5)Bounce Arcade, Velan Studios (November 21)ComedyGreat God Grove, LimboLane (November 15)HorrorSorry We're Closed, Ã la mode games (November 14)Absolute Insanity, Chris Danelon (November 5)Angel Wings: Endless Night, RumR Design (November 6)Is this Game Trying to Kill Me?, Stately Snail (November 13)Enigma of Fear, Dumativa, Cellbit (November 28)FPS420BLAZEIT 2: GAME OF THE YEAR -=Dank Dreams and Goated Memes=- [#wow/11 Like and Subscribe] Poggerz Edition, Normal Wholesome Games (November 14)Narrative and mysteryChicken Police: Into the HIVE!, The Wild Gentlemen (November 7)Deathless Death, Dream Delivery Center (November 13)Loco Motive, Robust Games (November 21)Mercury Abbey, YiTi Games (November 22)PlatformerMind Over Magnet, Game Maker's Toolkit (November 13)Management and automationTechtonica, Fire Hose Games (November 7)MetroidvaniaLast Vanguard, Cool Tapir Studios LLC (November 5 - early access)Roguelike/liteVoid Crew, Hutlihut Games (November 25)Elin, Lafrontier (November 1 - early access)Munch, Mac n Cheese Games (November 4)ShapeHero Factory, Asobism.Co.,Ltd (November 5 - early access)Ammo and Oxygen, Juvty Worlds (November 7 - early access)Atomic Picnic, BitCake Studio (November 7 - early access)Shape of Dreams: Prologue, Lizard Smoothie (November 12)Dungeon Clawler, Stray Fawn Studio (November 21 - early access)RPGVoid Sols, Finite Reflection Studios (November 12)Metal Slug Tactics, Leikir Studio (November 5)ATLYSS, Kiseff (November 22 - early access)Neon Blood, ChaoticBrain Studios (November 26)Puzzle adventureLittle Big Adventure - Twinsen's Quest, [2.21] (November 14)SimulationMirthwood, Bad Ridge Games (November 6)Dustland Delivery, Neutron Star Studio (November 5)Everholm, Chonky Loaf (November 11)Luma Island, Feel Free Games (November 20)StrategySongs of Silence, Chimera Entertainment (November 13)Sainthood, Bisong Taiwo (November 1)Skill Legends Royale, ZGGame (November 4)Lost Eidolons: Veil of the Witch, Ocean Drive Studio, Inc. (November 5 - early access)Tower Factory, Gius Caminiti (November 7 - early access)SurvivalI Am Future: Cozy Apocalypse Survival, Mandragora (November 13)That's a wrap for November 2024. Want more Made with Unity and community news as it happens? Don't forget to follow us on social media: Bluesky, X, Facebook, LinkedIn, Instagram, YouTube, or Twitch. |
Get the most out of the VFX Graph in Unity 6 with our updated e-book for artists
To orchestrate their creations, visual effects artists need a sophisticated understanding of shape, lighting effects, color, volume of particle effects, speed of movement, and timing.The VFX Graph is Unity's node-based visual logic system for creating visual effects in games. It provides all the capabilities you need to create GPU-accelerated visual effects.Now, you can get our updated e-book on creating effects with the VFX Graph in Unity 6. This new edition will guide you to achieving the best visual quality and performance for your effects for your Unity 6 productions.The new features in VFX Graph for Unity 6 include profiling tools, six-way lighting for smoke effects, new learning templates, and more. These are part of a wide-ranging collection of new rendering and graphics features in Unity 6, like performance enhancements for URP and HDRP, potential reductions in CPU and GPU workload, and new optimization options.And there's more. Together with the Unity 6 VFX Graph e-book you can also watch a new video tutorial that explores the VFX Graph Learning Templates:The VFX e-book includes key sections like:A detailed introduction to graph logic and all of the parts that make up a graphWorking with VFX Graph in URP and HDRPExplanations of many different types of visual effects examplesHow to create interactivityUsing VFX Graph and Shader Graph together for advanced shader effectsPipeline tools to use with VFX GraphProfiling, debugging, and optimization featuresTechniques for advanced creatorsLet's look in brief at some of the great new content in the guide.UI improvementsCreating nodes or blocks now uses a hierarchical tree view, making it easier to browse the node library. Enhancements include custom colors and a favorites folder for a more efficient and personalized search experience. You can also use the advanced search filtering to select from the available nodes.New VFX ToolbarThe VFX Toolbar has been simplified and includes new options for quick access to documentation and samples.Keyboard shortcutsThe Shortcut Manager has a VFX Graph category that lets you modify the shortcut command available in the Visual Effect Graph window.The VFX Graph Learning Templates is a collection of numerous different samples that help you explore a specific aspect and feature set of VFX Graph, and showcases many VFX techniques. The sample content is compatible with both URP and HDRP projects, for VFX Graph in Unity 6 and later.The sample graphs are small and focused, making them ideal learning resources. Dive into each template to master a new technique or use it as a starting point for your own effect. Each graph comes with detailed notes to help you understand their construction.You'll find samples that cover:Graph fundamentalsParticle orientation and rotationTexturing and flipbooksParticle pivotsMesh and texture samplingCollisions and interactivityDecal particlesParticle stripsA new section in the guide explains how to create six-way lighting, a method for smoke rendering based on baked simulations that works well across different lighting conditions. It can approximate the volumetric feel of smoke with a cost-effective process. Six-way lighting can be a useful technique in your effects toolkit, balancing visual quality, performance, and memory usage for rendering real-time smoke effects.You can also watch VFX Graph: Six-way lighting workflow for a complete walkthrough of the technique and read this blog post for more information.One of the key advantages of Shader Graph integration is the ability to drive shader behavior on a per-particle level. This allows for creating variations, color randomization, and other dynamic effects with different per-particle values, enabling highly complex visuals.The e-book now includes a bigger section using examples from the Shader Graph Feature Examples sample content. This is a collection of Shader Graph assets that demonstrate how to achieve common techniques and effects in Shader Graph. The goal of this sample pack is to help users see what is required to achieve specific effects and provide examples to make it easier to learn.Finally, VFX Graph in Unity 6 also includes integration with Shader Graph keywords. This allows you to create one Shader Graph for use in multiple VFX Graphs.Unity 6 includes Profiling and Debug panels that provide essential information about your visual effects. These tools can provide information such as CPU and GPU timings, memory usage, texture usage, and various states. Use them to monitor and optimize performance for your VFX Graphs.Seasoned VFX artists and developers can take advantage of the Custom HLSL Block. This feature allows you to create unique effects that may not yet be natively supported in Unity. With Custom HLSL, you can create advanced physics simulations, flocking behaviors, or real-time data visualizations.Custom HLSL nodes allow you to execute custom HLSL code during particle simulation. You can use an Operator for horizontal flow or a Block for vertical flow within Contexts.Along with the VFX Graph e-book you can access other great resources that provide know-how for how to create graphics and effects that boost the atmosphere, fun, and excitement for your 2D and 3D games. Here are a few to check out:Unity 6 graphics learning resourcesIntroduction to the Universal Render Pipeline for advanced Unity creatorsCreate 2D special effects with VFX Graph and Shader GraphFind a treasure trove of lighting and visual effects in Gem Hunter Match |
Unity for Humanity 2025 grant now open
Real-time 3D (RT3D) is transforming how we approach social impact, and we're excited to continue supporting creators who harness this technology to build a more equitable, inclusive, and sustainable world. Today, we're thrilled to announce that applications are open for the Unity for Humanity 2025 Grant, an opportunity for creators to secure funding for their social impact projects.In 2025, we're awarding $500,000 USD across multiple projects to empower creators advancing global goals in alignment with the United Nations Sustainable Development Goals (SDGs). This year, we're introducing several new resources and features for applicants.To support your application journey, we've launched two guides: Unity for Humanity: Guide for Creators, a short course to help you get started, and an Examples from Past Winners guide, showcasing successful projects to inspire and inform your submission.For the first time, feedback on applications will be available upon request. Due to the lean size of our social impact team, we ask that applicants request feedback if needed. Please give the team up to four weeks to respond to your request for feedback. The contact information and request instructions will be available in the email notification to applicants.To inspire the next generation of social impact creators, we're introducing a new category specifically for students. We encourage students to bring their unique visions to the grant and drive change through RT3D.If you're working on a game, experience, film, mobile app, or another RT3D project aimed at meaningful social impact, we encourage you to apply for this opportunity.
For detailed information on eligibility, application guidelines, and FAQs, please visit our Unity for Humanity page. The deadline for submissions is 11:59 pm PT on February 7, 2025.Be a part of this year's Unity for Humanity Grant and join a global community of impact creators dedicated to making a difference through creativity and technology.
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6 Ways to Get Started with Unity 6
The exciting release of Unity 6 is here, marking a significant milestone in the world of game development and real-time 3D applications. Whether you're a seasoned developer or just starting out, Unity 6 offers a wealth of features and enhancements designed to unleash your creative potential. This blog will guide you through six effective ways to get started with Unity 6, helping you make the most of this powerful platform.The first step to getting started with Unity 6 is to download it. Unity 6 is packed with new features and improvements that enhance performance, productivity, and creativity. From advanced rendering capabilities to intuitive workflows, this release is designed to streamline your development process and bring your projects to life.Starting with a new platform can be overwhelming, but Unity provides a comprehensive set of learning resources to help you get up to speed quickly. Whether you prefer video tutorials, in-depth courses, or written documentation, there is something for everyone.Here are a few learning resources to help you get started:Unity Essentials: Designed for anyone new to Unity, this guided learning journey is your first step toward creating confidently in the Unity Editor and bringing your vision to life.3D Beginner: Roll-a-Ball Game: Learn how to use the Unity Editor and its built-in capabilities to set up a simple game by writing your own scripts, creating basic user interfaces, and building your game for others to play it!Get started with Unity Web: Designed for creators of all skill levels, follow along with this guided learning journey to learn how to set up and build your game for web browsers.Visit the Unity 6 Resources Hub to access a variety of tools and materials tailored to your learning style. Highlights include:Interactive Tutorials: Step-by-step guidance on creating your first project.Video Tutorials: Learn from the experts with detailed video content.Live Training Sessions: Participate in live sessions with Unity professionals.Documentation: Access the extensive and updated Unity documentation.Unity has a vibrant and supportive community of developers, artists, and enthusiasts. Post your questions and connect with other Unity users in Discussions, and engage in real time conversations in the Unity Discord server. Participating in the community can accelerate your learning process and help you solve any challenges you encounter.One of the best ways to learn is by doing. Unity provides a wealth of sample projects that demonstrate various features and capabilities of Unity 6. Download these samples in the Unity 6 Resources Hub and dissect them to understand how they work. Experiment with modifying them to see how changes affect the outcome. This hands-on approach will build your confidence and deepen your understanding of Unity 6.
The Unity Asset Store offers a plethora of free and paid assets that can significantly speed up your development process. From 3D models and textures to scripts and plugins, there's something for every project. Utilize these resources to add professional-quality elements to your projects without starting from scratch.
The world of game development is always evolving, and Unity 6 is no exception. Stay current with the latest updates, best practices, and new features by regularly visiting Unity Learn. Continuous learning will ensure you remain at the forefront of innovation and can incorporate the latest advancements into your projects.Unity 6 is a powerful, user-friendly platform that opens up countless possibilities for developers. By following these six steps, you can get started on the right foot and make the most of the new features and enhancements. |
Unity 6 UI Toolkit: News and updates
In the fast-paced world of game development, creating an engaging user interface (UI) is just as crucial as refining game mechanics or crafting stunning visuals. A well-designed UI serves as the bridge between players and the experience you've crafted - it can make or break immersion. As games grow in complexity, the need for intuitive, responsive UIs and the ability to display dynamic data become increasingly important. Unity 6 focuses on accelerated UI development, providing tools that simplify the UI creation process, allowing teams to bring their ideas to life faster and with greater impact.Unity 6 brings significant improvements to UI Toolkit. Whether you're working on an expansive open-world RPG or an indie passion project, the toolkit streamlines workflows, optimizes rapid iteration, and reduces production times. By tackling the most common UI challenges - such as managing complex hierarchies, addressing performance bottlenecks, and enabling extensive customization - Unity 6 makes designing UIs more intuitive, flexible, and, most importantly, enjoyable.Key features of UI Toolkit in Unity 6Unity 6's UI Toolkit introduces powerful new features that streamline UI development, enhance customization, and help you create dynamic, engaging user experiences. Let's explore the highlights:Runtime data bindingThe new runtime data binding is a powerful feature that seamlessly connects UI elements with your game data at runtime. With it, developers can link variables, properties, and collections directly to UI components without writing extensive boilerplate code. This drastically reduces the manual work required to keep UI elements in sync with the underlying game state, making building responsive and dynamic interfaces effortless.Runtime data bindings can be set directly from the UI Builder, making the workflow accessible for team members using codeless tools and enabling better collaboration. They are also extensible, letting developers create converters between value types and implement custom binding types. Additionally, runtime data bindings can be tweaked to achieve optimal performance, ensuring your game's UI remains efficient and responsive.Expanded UI controls libraryThe expanded UI Toolkit standard library provides even more built-in options for designing your UI. Recent additions like the TreeView and multicolumn ListView, introduced in 2022 LTS, facilitated the migration from IMGUI to UI Toolkit and are essential for managing and displaying large datasets.This version introduces the TabView and ToggleButtonGroup. Buttons now have icon support, which can be displayed with or without accompanying text. These new controls are not limited to the Editor; they are also available for the runtime environment and are fully customizable to match the aesthetic of your game, ensuring a consistent and immersive player experience.Improved extensibilityThe extensibility of UI Toolkit has seen major upgrades, especially for creating custom controls and exposing them to the UI Builder. Developers can now create custom UI controls more easily, integrating them seamlessly for drag-and-drop design. This upgrade makes it easier for teams to build reusable, tailored components, saving development time and boosting creativity.Gone are the days of writing boilerplate code with UXMLFactories and UXMLTraits, which are now deprecated and will be removed in future versions. The new approach involves simply decorating your C# code with [UXMLElement] and [UXMLAttribute] attributes - making custom control definition more straightforward, concise, and maintainable. Please refer to the Unity manual for creating custom UI controls using this new method.Enhanced control configurationUnity 6 also enhances how custom components are exposed and configured in the UI Builder, with support for property drawers and decorators, similar to those found in the Editor Inspector. These additions give developers complete control over how UI element attributes are exposed, providing UI designers with a more intuitive and efficient experience when adjusting properties. The result is polished, highly customizable interfaces that look great and function smoothly.UXMLObjects for efficient data managementUXMLObjects provide a flexible way to define and manage serialized data directly within UXML files. This feature allows developers to create reusable, self-contained UI components that maintain readability, even with large data structures.UXMLObjects enable UI elements to contain serialized data that can be stored and edited directly in the UI Builder, making it easier to reuse elements across different parts of the UI while preserving their data integrity. Designers can edit these data structures visually, streamlining workflows for data-driven UI components.This feature is useful for creating structured, reusable data elements in UIs, such as configuring data for visualizations like pie charts. By serializing data within UXMLObjects, developers can maintain an organized and modular approach to UI design, making the process of managing large and dynamic data sets more efficient.Advanced text and localization featuresUI Toolkit now includes multi-language and emoji support, made possible by an optional text generator offering comprehensive Unicode and advanced text shaping capabilities. This ensures that your UI seamlessly supports various languages, including right-to-left (RTL) scripts like Arabic and Hebrew, providing true multilingual capabilities.This new text backend is entirely opt-in, allowing developers to transition at their own pace while benefiting from enhanced localization. Though there are some limitations - documented in the manual - the system is a powerful tool for broadening the reach of your project.The updated Localization Package allows developers to fully leverage the new multi-language support and easily localize UI Toolkit content, making games accessible in multiple languages. Integrating with the new bindings system allows this feature to be accessible directly from the UI Builder, resulting in a seamless and efficient workflow for multilingual projects.Streamlined workflowsUnity 6 introduces several workflow improvements to make UI development faster and more intuitive. These updates allow developers to iterate quickly and make designing more efficient.Search in the control libraryThe control library can become difficult to navigate, especially for complex projects with a large number of UI elements and custom controls. This update adds a fast and intuitive search capability within the control library, allowing quick access to UI elements. It works both in the Standard and the Project section, making it easier to find what you need.Extract inline styles to selectorYou now have more control over extracting inline styles, with the ability to extract specific values and apply them to an existing selector, not just create a new one. It significantly reduces the need for duplicating inline edits on a selector and allows for more experimentation with changes on a single element before "committing" them to a selector.Fill attribute for slidersSliders now have a fill attribute to extend their functionality and create visual elements such as volume controls, health bars, and more. The attribute enables a filled-in area for the slider, with an option to select the fill color. This new attribute is also supported in code, for example:Performance enhancementsUnity 6 introduces a wide array of performance improvements to ensure a smooth and responsive experience in both the Editor and runtime environments:Event dispatching: Event dispatching rules have been simplified, making them easier to understand and twice as fast.Mesh generation enhancements: Key improvements include jobified geometry generation for classic element geometry and a transition of the vector API to a native implementation. Text generation is also now parallelized.Custom Geometry API: A new public API enables developers to generate custom geometry with the same level of performance, allowing for highly optimized UI components.Deep Hierarchy Layout Performance: Improved caching of layout computations significantly boosts performance in deep hierarchies, providing a smoother user experience.Optimized TreeView for Large Datasets: The TreeView control, previously inefficient with large datasets, has been enhanced with a new high-performance backend specifically for Entities.For tips on optimizing content created with UI Toolkit, refer to this breakout session from Unite 2024.We're committed to keeping performance front and center. Look for even more optimizations in future updates that ensure Unity remains the best platform for creating responsive, high-performing user interfaces.ConclusionUnity 6 offers a host of new features and improvements that will significantly enhance your ability to create sophisticated, high-quality UIs. Whether you're an indie developer or part of a larger studio, the advancements in performance, workflow, and customization are designed to help you push the boundaries of what's possible.Get started and learnIf you want to get started with UI Toolkit, start by exploring our full documentation and tutorials, and join our community to gain inspiration from others and to share your projects.You can learn UI Toolkit concepts with QuizU or explore a complete game sample with UI Toolkit Dragon Crashers. Don't miss the companion pieces to the samples:QuizU Discussions articles for programmers in mind and video overview of the sampleE-book, User interface design and implementation in Unity and video overview of the sample |
Our complete guide to setting up version control for your team - now for Unity 6
It's not uncommon for teammates in a game development studio to have varying levels of experience with using a version control system. An artist might tap their programmer colleague on the shoulder when they need to push or commit a change to the main repository because they're unfamiliar with the software. We also hear stories of how game development assets like expensive 3D models are spread across multiple servers or even hosted in a Dropbox, with no easy way to categorize and search for them.DevOps, and particularly version control, can be a daunting topic for game creators who haven't used such tools before. But it doesn't need to be that way. There are numerous tools that you can use with Unity - both third-party options and Unity's own solutions - to help your team work effectively with versioning, manage your builds, and keep track of your assets.Our updated Unity 6 e-book on version control and best practices for project organization can help you and your team get started with choosing the right solution for your game development. This new edition provides know-how for the latest workflows in Unity Version Control and DevOps solutions, making it a significant update to the original version control e-book released in 2022.You'll get close to 100 pages of generally recommended practices and tips and tricks. Alongside the e-book, you can also view three new video tutorials on Unity Version Control, Unity Build Automation, and Unity Asset Manager.We aimed to provide a broad and balanced view in this guide because we believe it's valuable to our users. You'll find plenty of tips that are agnostic to whichever version control system you prefer to use. It starts with an explanation of the key concepts of version control. There's a handy section comparing popular version control solutions compatible with Unity, and a dedicated section on Unity Version Control (UVCS), which guides you through setting up UVCS for your project and how to use its key features.This Unity 6 version of the e-book includes new sections about Unity Asset Manager and Unity Build Automation. Finally, you'll find tips to help ensure team collaboration is smooth and efficient through the different cycles of the development process, and as your project grows and you add more users.With integration directly in the Unity Editor, it's now easier than ever to enable and use UVCS, particularly for users with a non-programming background who prefer working with visual interfaces.An in-depth video tutorial accompanies the e-book, providing a solid introduction to UVCS, and showing you how to set up your own repository, invite collaborators, and check in changes.In the tutorial, we also explore branching strategies, how to handle conflicts, set up merge rules, lock files, and much more. If you are new to Unity Version Control, this is a great way to get an overview in 20 minutes before diving into the full e-book.Unity Build Automation automates the process of creating builds of your game for multiple platforms, allowing you to streamline the development workflow by continuously integrating and deploying updates with minimal manual intervention.In this new tutorial we show you how to streamline your workflow to build for multiple platforms and move your local build pipeline to the Unity Cloud to automate builds.The Unity Asset Manager makes it easy to keep track of all your 3D digital assets, including managing and transforming the data. It offers a central and secure place to find and store the assets you create and collaborate using your favorite tools.Asset Manager supports a wide range of asset types, including 3D models, textures, materials, prefabs, sound files, and more. In this video, we show you how to get started with the Asset Manager, edit your assets, and use search filters.We hope these resources will help you as you scale up your team and game development with Unity 6. |
Unity 6 graphics learning resources
To help you get started with graphics in Unity 6, we've put together this reading list. These resources represent the latest and greatest content for learning our Scriptable Render Pipelines (SRPs) in the newest Unity version, whether you're building your project with the Universal Render Pipeline (URP) or High Definition Render Pipeline (HDRP), or learning how to leverage updates in VFX Graph and Shader Graph.We'll be updating this post periodically, so add it to your bookmarks and check back from time to time to see what's new.
Universal Render Pipeline (URP) resourcesIf you're building for mobile or considering the possibility of launching on multiple platforms, URP is well worth considering. Prioritizing scalability, customizability, and a rich feature set, it's made to give you creative freedom in any type of project, from stylized visuals to physically based rendering.Check out the guides and resources below to get up to speed with URP in Unity 6.URP templates and sample projectsFantasy Kingdom in Unity 6: Download the latest URP sample, based on last year's Fantasy Kingdom project but optimized for mobile, leveraging Unity 6's improved CPU and GPU graphics performance, Adaptive Probe Volumes (APVs), and VFX Graph.URP 3D sample: Explore four distinct scenes - the terminal, the garden, the cockpit, and the oasis - and discover how to create, customize, and scale beautiful graphics with flexibility and performance.Take your learning even further with on-demand video content: URP 3D sample: A short introductionURP 3D sample deep diveURP 3D sample deep dive: Lighting techniquesURP 3D sample deep dive: Configuring for VRHappy Harvest: This readymade project shows you how to harness the latest capabilities for creating 2D lights, shadows, and special effects with URP in Unity 6. It incorporates best practices any 2D creator can use, including not baking shadows into a sprite, keeping sprites flat, moving shadow and volume information to secondary textures, advanced Tilemap features, and much more. Learn more in this Blog post and on Unity Discussions.Gem Hunter Match -Â 2D sample project: See how a 2D puzzle/match-3 game can stand out from the competition with eye-catching lighting and visual effects created in URP. Learn more in this Blog post, and download the sample here.URP training sessions, technical talks, and webinarsMobile game optimization in Unity 6: In this webinar, Unity's Advocacy team runs through new rendering technology in Unity 6 and shows how these tools can be applied to create more performant and better-looking mobile experiences.Graphics rendering: Getting the best performance with Unity 6: Learn Unity 6's powerful graphics optimization tools can minimize your game's CPU and GPU rendering overhead while increasing frame rate and extending mobile battery life in this talk from Unite 2024.Traditional animation, modern 2D: The art of Cookie Cutter: Discover how artist and art director Stefano Guglielmana created Cookie Cutter's stunning animated world from a drawing tablet, then optimized everything in URP.URP e-books, guides, and documentationURP Documentation: Read the latest documentation for the Universal Render Pipeline, now updated for Unity 6.Introduction to the URP for advanced Unity creators: Learn how to start a new project based in URP, migrate an existing project to this pipeline, and more in our ultimate guide.Recipes for popular visual effects using the URP: Get step-by-step instructions for creating 12 different visual effects, including Ambient Occlusion, toon and outline shaders, reflections, refractions, and more.Mobile optimization in Unity 6: This newly updated e-book shares expert tips and advice on how to optimize your mobile game -Â including graphics rendered with URP - for a wide range of devices. We've also created an accompanying video tutorial that shows you how to use Unity tools and techniques for optimizing cross-platform games, using a VR game as the example.Introduction to the Render Graph in Unity 6: This video tutorial shows you how to create a dither effect Renderer Feature by using a Full Screen Shader Graph material with Render Graph's optimized resource management.URP in productionExplore recent examples of games made with URP across Unity versions.Cookie Cutter: Read how Subcult Joint leveraged URP's 2D asset management and lighting tools to make Cookie Cutter, an irreverent beat-em-up Metroidvania with hand-drawn visuals.Bleak Sword DX: Solo developer more8bit reached new audiences for his mobile game Bleak Sword by launching on PC and console. Upgrading to URP helped him add visual polish to take advantage of additional processing power on consoles, without compromising the game's retro look.Synth Riders: Kluge Interactive moved their rhythm-based XR to URP so they could launch on more VR platforms. Learn how the migration positioned them to work with the latest tech, including the Apple Vision Pro.Roundtable: Best practices for moving from the Built-in Render Pipeline to URP: Devs from Scopely, Anvil Game Studios, and Kluge Interactive share how they reached more players by switching to URP.High Definition Render Pipeline (HDRP) resourcesHDRP offers off-the-shelf high-fidelity graphics optimized for PC and high-end consoles. Unity 6 comes with new HDRP features and improvements like Sky Occlusion baking for APVs, Spatial-Temporal Post-Processing (STP) upscaling technology, GPU Resident Drawer with GPU Occlusion Culling, and more.Below, we've curated resources showcasing what HDRP in Unity 6 can unlock for your project.
HDRP templates and sample projectsTime Ghost: The latest Unity Originals demo is a stunning showcase of what you can achieve in HDRP in Unity 6, highlighting advancements in visual quality, project complexity, and the practical use of machine learning workflows. Get started by downloading the Time Ghost: Character and Time Ghost: Environment packages.HDRP training sessions, technical talks, and webinarsTransitioning from the Built-in Render Pipeline to URP and HDRP: Get a rundown of the advantages of SRPs in production, plus how to upgrade from the Built-in Render Pipeline. This Unite 2024 session also includes expert tips and feedback from productions that made this highly beneficial transition.Time Ghost: How Unity 6 made it possible: The Unity Originals team breaks down their latest release into clear, understandable components, showing how they used essential Unity 6 features like the Entity Component System (ECS), Sentis, HDRP, and VFX Graph to create this highly realistic demo.HDRP e-books, guides, and documentationHDRP Documentation: Visit this microsite for technical instructions on getting started with the High Definition Render Pipeline.HDRP in productionExplore recent examples of games made with HDRP across versions.Harold Halibut: See how SLOW BROS. created a stunning game using thousands of hand-made objects and HDRP lighting tech from Unity 6.Den of Wolves: 10 Chambers's Hjalmar Vikström and Svante Vinternatt discuss the new Unity 6 graphics features they're using to build their dystopian co-op shooter.More Unity 6 graphics resourcesLevel up your graphics with help from technical experts at Unity and from our wider community.Graphics training sessions, technical talks, and webinarsAchieve your vision faster with technical artist tools in Unity 6: Discover how to quickly create a gameplay sequence using Unity 6's updated VFX Graph, Shader Graph, and other artist-friendly tools. You'll also get a primer on designing materials and visual effects, setting up post-processing, and creating a resolution-independent user interface.New lighting features and workflows in Unity 6: Watch this video to learn how to achieve high-quality results using APV, including best practices for lighting setup, how to fix common problems like light leaking, and how to use techniques like Scenario Blending and streaming to optimize for performance.Performance tips & tricks from a Unity consultant: Learn proven best practices from Nicolas Borromeo, a highly experienced consultant and author of the Hands-On Unity book. He covers common and consequential performance and how to avoid or resolve them, basics like UI and scripting performance, and advanced topics like memory consumption, Addressables, and URP.Graphics rendering: Getting the best performance with Unity 6: This Unite talk demonstrates how Unity 6's powerful graphics optimization tools can minimize your game's CPU and GPU rendering overhead while increasing frame rate and extending mobile battery life.CommunityUnity Discussions: Talk graphics with our product experts and other professional artists and developers in our community. Start finding answers to your questions by using these tags to narrow down your search:6-0, Built-in-Render-Pipeline, DirectX, Global-Illumination, Graphics, High-Definition-Render-Pipeline, Line-Renderer, Materials, OpenGL, Particle-System, Path-tracing, Post-Processing, Ray-Tracing, Scriptable-Render-Pipeline, Shader-Graph, Shaders, Shadows, Textures, Trail-Renderer, Universal-Render-Pipeline, Visual-Effect-Graph, VulkanDiscord: Join the Official Unity Discord to chat in real-time with artists and developers about creating different visual styles for your game. Unity Twitch: Go under the hood of Made With Unity games. Recent streams featuring games made using our SRPs include Crab God by Chaos Theory Games (HDRP) and Diplomacy is Not an Option by Door407 (URP).Unity Insiders: Follow community creators like Game Dev Guide, SpeedTutor, and Sunny Valley Studio for different approaches on creating graphics in Unity 6. Sakura Rabbit is also known for sharing her incredibly realistic 3D artwork made with Unity.Unity 6 documentationUnity User Manual: Everything you need to know about using the Unity Editor and Scripting API to create games and interactive experiences.Unity 6 upgrade guide: Understand how to upgrade your 2022 LTS project to Unity 6 while troubleshooting potential blockers.New in Unity 6: Learn what else is new in Unity 6 since 2022 LTS, including features from 2023.1, 2023.2, and Unity 6 Preview. |
Extend Your Holiday Success: Q5 Strategies for Mobile User Acquisition
While the holiday season remains a busy time of year with consumers being inundated with sales, deals, and general holiday rush, an often-overlooked time period for advertisers is between the day after Christmas and mid-January. This is otherwise known as Q5, where the rush of the holidays are over, but many are still gearing up for the new year.In this post, we'll explore:How Q5 offers a unique opportunity for mobile advertisers due to increased user activity and cost-effective advertisingStrategies to optimize ad creatives by generating topical content, using interactive ad formats, and updating custom store pagesWays to diversify user acquisition campaigns with ROAS or event optimizers, offerwall campaigns, Connected TV, and adjusted bidding based on holiday user patternsThe importance of capitalizing on the influx of new devices during the holidays to reach users early in their device setup journeyAdvertisers might overlook this time period due to the post-holiday lull, however data shows us that this time period is a recipe for opportunity. Q5 also allows advertisers to close out end of year KPIs, and leverage learnings well into Q1 and beyond.The Q5 opportunityData shows us that user behavior on mobile apps during the holidays can set the stage for an opportunistic Q5, with increased play time for mobile games, increased app sessions, and cost-effective advertising.Unity recently surveyed 4,094 U.S. adults aged 18+ mobile users and found that more than a third (36%) of respondents expect to increase their mobile gaming activity during the holidays.*In the same survey, 37% of all respondents said that on average, they'd be playing mobile games around 1-2 hours a day during the holidays**App sessions experience an uptick during Q5 across both iOS and Android, according to AppsFlyer and Meta survey dataIn Q5 specifically, post-holiday CPM rates were on average -15% below Oct 1, levels, average CPAs were down -4%, and average CVR was down -8%, according to Meta's data.The mobile gaming surge from the holidays doesn't stop there - the demand is still high from users, and advertising costs are typically lower, making Q5 an interesting opportunity for advertisers to seize ahead of rolling into Q1.Creative best practices for Q5Optimizing your ad creatives is one of the easiest and most impactful ways to enhance your mobile UA strategy. In this section, we'll explore tips and techniques to help you craft compelling ads that resonate during Q5.Generate creatives based on topical insightsHoliday-themed creatives can help spike IPM and boost eCPM, while providing players with a fresh, fun update to your game's look and feel. But how can you carry themed creatives into Q5, when the holiday season is dwindling down?Try tapping into the mindset of where your users might be at by leveraging the new year and new beginnings mindset - new year, new challenges in your game! Layering in nods to the new year; resolutions, new beginnings, and celebration of achievements, can all provide a distinct post-holiday/new year distinction in your game.You can also look back at how your creatives were performing in Q4 and throughout the holidays to inform certain ad formats, length of creative, or type of creative to see what drove higher conversion rates.Focus on interactive ad formatsData from our Unity survey showed that 38% of all respondents said that rewarded ads and playable ads were ad formats they'd most likely engage with over the holidays.Leaning into engaging ad formats that give potential players a solid understanding of your game's core mechanics is a great way to showcase your game and drive installs. Playable ads in particular offer people a chance at test-driving your game before committing, so ensure that you are giving enough time for players to get a good understanding of the game's progression. We typically recommend making playable ads 20+ seconds long.To get started creating interactive ads, use the free Unity Playworks plugin for the Editor. This plugin allows you to leverage existing projects to easily create, customize, test, publish and analyze playable ads and interactive end cards, without needing additional code or resources.Developers can also seek guidance from creative professionals who specialize in game advertising, by working with Unity's creative studio. Unity's experts can provide a valuable look into competitive insights, creative concepts, and tailored recommendations to help optimize ad creatives for long-term success. Leveraging the studio's knowledge and experience, developers can create compelling ads that showcase their game's unique features and attract high-quality users.Update your custom store pageCustom store pages allow advertisers to create a seamless user experience from first ad exposure all the way through to the App Store, by creatively customizing your app store page to match the ad your potential player may have seen. If you're updating your ad creative to be Q5-themed, mirror your custom store page as well to provide consistency. Studios that leverage custom store pages see improved conversion and IPM.When running various creative formats and versions, you'll want to ensure you're A/B testing to see what's resonating with your audience, and more importantly, what's not.User acquisition best practices for Q5Equally important as optimizing your creative for Q5, is testing various UA campaign strategies. Let's take a look at some ways to optimize UA campaigns for Q5.Diversify your UA campaign typesWith the rollover of engaged players during the holiday season into Q5, it could be beneficial to include campaign optimizers in your UA strategy to find high-quality players who will continually take action in your game. If you're not already using ROAS (return on ad spend) or event optimizers, Q5 could be the perfect time to test them out.ROAS-based optimizationROAS campaigns that optimize for Ad Revenue, IAP revenue, or both, can be an efficient way to acquire players at scale, and at an optimal price.With increased app sessions in Q5, introducing event optimization, such as tCPE (target cost per event), or tCPA (target cost per action), could be a great way to reach players who might be more inclined to take specific actions that you set within your game, like watching a certain amount of rewarded videos, or purchasing a set amount of currency.Event-based optimizationHow do you choose an event to target? We recommend choosing an action that your top 5-20% of users with the highest LTV complete within the first seven days of gameplay. It might help to look at what your high-value players have been doing over the holidays to inform your Q5 event optimization.Our data shows that over the last two years, advertisers across both Unity Ads and ironSource Ads networks have shifted their budget allocations to further diversify their campaigns by leveraging these optimizers.Offerwall campaignsAnother way to diversify could be acquiring players through the offerwall. As a rewarded marketplace, the offerwall enables advertisers to run event-based campaigns that cater to specific player engagement behaviors. Users acquired through the offerwall tend to have higher retention rates - users who find and convert on offerwall have 2-7x higher retention compared to non-offerwall users, as they are rewarded with high-value items like in-game currency for completing certain tasks.This approach is particularly effective in the post-holiday period when players might spend more cautiously, as it provides an alternative avenue to access premium in-game content by investing time rather than money. Additionally, you can wrap the offerwall with holiday themed creatives, and create time-sensitive offers that can help drive urgency.Connected TVAs the post-holiday lull sets in, people often find themselves with more downtime to watch their favorite shows. According to a Comcast report, over 60% of U.S. households who have connected TVs are turning to free ad-supported streaming services to watch their favorite shows***. This presents a unique opportunity for advertisers to reach audiences throughout Q5. By introducing Connected TV into your user acquisition mobile strategy, you can take advantage of this increased viewership.Adjust budget and bidding strategiesTake advantage of the holiday uptick in mobile gamers and expand your budget allocation. Adjust your bidding strategies to capitalize on the influx of new players and their increased time spent playing games.Try looking at user patterns throughout the holiday season to identify any trends in session lengths, retention rates, ad engagement, or IAP activity, which could help you further optimize your budget and bidding strategies going into Q5.One strategy to consider is adjusting bids and offering promotions on the offerwall during Q5. Our recent Tap4Fun case study, showed that by increasing bids and providing bonus rewards to users who completed offerwall events within a specific time frame, they were able to significantly increase their monthly spending and improve their return on ad spend. Developers can explore similar tactics to engage users and optimize their ad spend during this period when user activity is at its peak.Leverage the influx of new devices from the holidaysNew or upgraded mobile devices are a popular holiday gift. Not only do people love them, but telco companies tend to launch deals and promotions during the holiday season to incentivize people to buy. This surge in new devices presents a unique opportunity for advertisers, as our data shows that 95% of users install over 60% of their apps within the first 48 hours of unboxing a new device****.The period right after a user gets a new phone presents a valuable opportunity for advertisers to get their apps in front of new users. By leveraging innovative advertising solutions, such as Aura from Unity, apps and games can reach users from the moment they unbox their new phones and throughout the device lifecycle, delivering high-quality users, long-term engagement, and return on investment.With the influx of new devices during the holidays, running a campaign that positions your app right in front of users at one of the earliest touchpoints in their device setup journey can be a game-changer for your UA strategy.
Seize the Q5 opportunityBy implementing a diversified UA strategy that includes optimizing ad creatives, capitalizing on increased user activity, and exploring innovative channels like offerwall and on-device advertising, advertisers can maximize their return on investment and set themselves up for long-term success.Don't miss out on the Q5 advantage - reach out to your dedicated account manager to start planning your UA strategy now. There's no better time to hit the ground running and scale your mobile growth in the new year.
* Source: Unity survey of 4,094 U.S. adults aged 18+, statement: "I will be playing mobile games more than usual." 36% of total respondents.** Source: Unity survey of 4,094 U.S. adults aged 18+, statement: "On average, how long do you play mobile games per day during the holiday season?"*** Source: 2022 Comcast FAST Report**** Source: Aura from Unity, Android, from June 2023 to June 2024 |
Get hundreds of tips from new Unity 6 optimization guides for console, PC, mobile, web, and XR
Back in 2021, I started to write a blog post on performance optimization tips. As I did research for it, with help from an expert team of Unity support engineers (who assist both small and large game studios), it became clear that a single blog post wouldn't suffice. Instead, we ended up creating two optimization e-books, both close to 80 pages: One for mobile games, and one for PC and consoles.I'm excited to announce the third edition of these two e-books, now updated for Unity 6. As with previous editions, the two guides consolidate valuable knowledge and advice from Unity engineers who have collaborated with developers across the industry to help them create exceptional games. The new editions include tips on how to use Unity 6 features to enhance your performance toolkit, and platform-specific advice for developers working on web and XR games.The idea with the very first edition was to share a list of actionable tips and advice on how you can optimize your game to run smoothly on as many devices as possible while providing players with the best experience. Since then, we received even more tips from both the community and original contributors.While the process of identifying performance bottlenecks is very similar across all platforms and a lot of the general recommendations also apply for all platforms, there are also some key differences in approaches, project scope and choice of rendering and asset pipeline.Let's take a brief look at what's new in each e-book, as well as recently published video tutorials on the Unity Profiler, one of the most important tool sets you'll use for optimizing the performance of your Unity projects.In the latest edition of this e-book, we've expanded the scope from focusing on mobile to also include XR and web-specific tips. This includes advice on input handling in XR, leveraging the WebAssembly 2023 feature set for better performance, and using tools like Chrome DevTools for profiling Unity Web builds.This guide also mainly focuses on projects using the Universal Render Pipeline (URP) where our PC/console guide is dedicated mainly to providing tips for projects based on the High Definition Render Pipeline (HDRP). In total, you will find around 100 pages of tips that will be useful to both new and experienced mobile game developers.To accompany this e-book, we also created an in-depth, 40-minute video tutorial that covers key techniques to enhance your game's performance and ensure a smooth experience for every player. In the tutorial, we demonstrate how to profile a non-optimized VR game built in Unity 6 using URP and the XR Interaction Toolkit. We identify bottlenecks and then address the issues using a selection of tips from the e-books. The idea is to provide you with a practical example showing one of the many ways to improve performance using the techniques covered in the e-book.Our PC and console optimization guide shares many tips and tricks with the mobile, VR, and web guide. However, in this guide, you will find more specific information about HDRP, and we dive into the complexities that come with optimizing large-scale projects, from assets to code architecture and rendering. In the new edition, we added several more general tips, but we also provide an overview of some of the new Unity 6-specific optimization features you can consider leveraging, such as Adaptive Probe Volumes, GPU Resident Drawer for managing draw calls, and GPU Occlusion Culling, which pushes the occlusion calculations to the GPU.We hope you find these updated optimization e-books helpful in your day-to-day work!You can find more updated guides and sample projects on the Unity 6 Resources Hub, the how-to best practices hub, or the Advanced best practice guides on Unity Docs.To wrap things up, I want to highlight three video tutorials we recently launched. These resources might be helpful if you're new to Unity or simply need a refresher on the suite of profiling tools available. The Unity Profiler is where you want to kick off your optimization process and will likely spend most of your time. It measures the performance of the Unity Editor, your application in Play mode, and connects to the device running your application in Development mode. As the name implies, the Unity Memory Profiler provides insights into memory performance, helping you identify where you can reduce memory usage in various parts of your project and within the Editor. It allows you to test against hardware memory constraints and enhance CPU/GPU performance by strategically managing memory usage.Finally we have a tutorial for the Profile Analyzer, which aggregates and visualizes both frame and marker data from a set of Unity Profiler frames to help you examine their behavior over many frames (complementing the single-frame analysis already available in the Unity Profiler). It also allows you to compare two profiling datasets to determine how your changes impact the application's performance.I hope our new optimization e-books and additional profiling resources help you develop your multiplatform games as efficiently as possible with Unity 6. |
Games made with Unity: October 2024
October was a jam-packed month full of games made with Unity. Whether you're into blood-curdling horror, dangerous card games, the Dark Knight's heroics, or recycling, this month has plenty to inspire your next project.October also saw thousands of demos debuting in the Steam Next Fest. Congrats to everyone on these launches. There are too many to list, but here are some standouts we saw:AI LIMITCitizen Sleeper 2: Starward VectorChrono SwordDegenheimLonely Mountains: Snow RidersLuma IslandThe PrecinctProject: MistSandScarlet Deer InnSymphoniaTiny Tales: Hidden ObjectsVoid SolsWhile WaitingWorking on a game in Unity? We'd love to help you spread the word. Be sure to submit your project.Without further ado, to the best of our abilities, here's a non-exhaustive list of games made with Unity and launched in October of 2024, either into early access or full release. Add to the list by sharing any that you think we missed.ActionBatman: Arkham Shadow, Camouflaj (October 22)KILL KNIGHT, PlaySide (October 2)Bullet heavenVampire Hunters, Gamecraft Studios (October 30)NIMRODS: GunCraft Survivor, Fiveamp (October 28 - early access)Card games and deckbuildersLiar's Bar, Curve Animation (October 2 - early access)DICEOMANCER, 超厚皮猪猪 Ultra Piggy Studio (October 10)City builderWorshippers of Cthulhu, Crazy Goat Games (October 21 - early access)Citadelum, Abylight Barcelona (October 17)Technotopia, Yustas (October 23)FPSShady Knight, Alexey 'cptnsigh' (October 9)STRAFTAT, Sirius Lemaitre, Leonard Lemaitre (October 24)Devilated, Trunka (October 28)SULFUR, Perfect Random (October 28 - early access)HorrorGrunn, Sokpop Collective, Tom van den Boogaart (October 4)Sniper Killer, Black Eyed Priest, Henry Hoare (October 17)Tormenture, Croxel Studios (October 21)I'm on Observation Duty 7, Notovia, Dreamloop Games (October 22)Fear the Spotlight, Cozy Game Pals (October 22)The Scourge | Tai Ương, Rare Reversee, Beaztek (October 23 - early access)The Hungry Fly, Erupting Avocado (October 23)CROWDED. FOLLOWED., NIGHT DIAL (October 24)Narrative and mysteryPhoenix Springs, Calligram Studio (October 7)PlatformerNeva, Nomada Studio (October 15)Max Mustard, Toast Interactive (October 16)Management and automationRebots, FlatPonies (October 7)Amber Isle, Ambertail Games (October 10)MetroidvaniaAWAKEN - Astral Blade, Dark Pigeon Games (October 22)Anima Flux, Anima Flux (October 7)Voidwrought, Powersnake (October 24)Roguelike/liteWindblown, Motion Twin (October 24 - early access)Up to Par, It's Anecdotal (October 14)RPGGrimguard Tactics, Outerdawn Limited (October 23)Sky Oceans: Wings for Hire, Octeto Studios (October 10)Drova - Forsaken Kin, Just2D (October 15)Reverse: 1999, BLUEPOCH GAMES CO., LIMITED (October 8)Puzzle adventurePRIM, Common Colors, Application Systems Heidelberg (October 24)SimulationRecycling Center Simulator, Balas Games (October 2)Old Market Simulator, Alcedo Games (October 3)Gunsmith Simulator, GameHunters (October 4)Extra Coin, CINIC Games (October 8)Fruitbus, Krillbite Studio (October 28)Sports and drivingStampede: Racing Royale, Sumo Digital (October 10)StrategyDiplomacy is Not an Option, Door 407 (October 4)Thronefall, GrizzlyGames (October 11)SurvivalThe Last Plague: Blight, Original Studios (October 3 - early access)Bad 2 Bad: Apocalypse, DAWINSTONE (October 30)That's a wrap for October 2024. Want more Made with Unity and community news as it happens? Don't forget to follow us on social media: X, Facebook, LinkedIn, Instagram, YouTube, or Twitch. |
Get the biggest edition yet of our URP e-book, now updated for your Unity 6 projects
Many of the most important features and improvements in Unity 6 are for the Universal Render Pipeline (URP). So we released the latest edition of the URP e-book, Introduction to the Universal Render Pipeline for advanced Unity creators (Unity 6 edition), at the same time as the latest version of Unity. Unity 6 developers, technical artists, and graphics programmers now have all the updated URP key tips and techniques ready for them in one comprehensive guide.This latest edition is the biggest version yet of the URP guide. As with previous editions, it's the result of deep collaboration between its main author Nik Lever, a graphics programmer with 30+ years experience with creating real-time 3D content and a Unity user since 2006, and senior engineers at Unity.It covers major Unity 6 features like Adaptive Probe Volumes (APVs), the render graph system, GPU Resident Drawer, GPU Occlusion Culling, and the production-ready version of the GPU Lightmapper.In addition to the guide, you can also watch our new Introduction to the Render Graph in Unity 6 tutorial. This video explores the Render Graph system and shows you techniques like how to create a dither effect Renderer Feature by using a Fullscreen Shader Graph material with render graph's optimized resource management.Ultimately, the essential value of the e-book is its A-Z coverage of all URP capabilities. You'll find a wealth of helpful instructions and example steps that you can apply directly in your project, for all the key platforms - mobile, untethered, XR, as well as PC and consoles. Here's a rundown of what's in the guide in addition to the extensive new Unity 6 sections:Get the new URP guide today to help you develop your Unity 6 projects with efficiency and full creative freedom. |
Games made with Unity: Horror games
Happy Halloween! This year, we're celebrating some of your most terrifying creations. Mark your calendars for Halloween, as we'll be sitting down with two incredible horror devs -Â Chantal Ryan (We Have Always Lived in the Forest) and Sam Barlow (Half Mermaid). Together, we'll play games created by the Unity community and break down the game design strategies and horror narrative techniques that make them so effective. All in costume, of course.Catch us live on Halloween day at 12 pm ET / 9 am PT.Weird Horror - Community Choice Steam Curator List: October 2024Horror takes many forms, and this month, you helped us choose one -Â weird horror came out on top. Check out our Steam Curator list of games with unconventional horror design.Learn to create your own horror roguelikeFeeling inspired enough to make your own horror game? Check out the new 2D Roguelike course on Unity Learn. It's free and chock full of zombies and skeletons to get you started.Working on a game in Unity? We'd love to help you spread the word. Be sure to submit your project.We asked folks here at Unity for some of their favorite (or most anticipated) Made with Unity horror games. Check them out below, or add to the list by sharing your favorites.Projekt Z: Beyond Order, 314 ArtsSorry We're Closed, Ã la mode gamesPhasmophobia, Kinetic GamesSons of the Forest, Endnight Games LtdWho's Lila?, Garage HeathenCrow Country, SFB Games
IMMORTALITY, Half MermaidFear the Spotlight, Cozy Game Pals
Mouth Washing, Wrong OrganHollowbody, Headware GamesDoki Doki Literature Club Plus!, Team SalvatoMy Friendly Neighborhood, John Szymanski, Evan SzymanskiContent Warning, thePetHen, Skog, Zorro, Wilnyl, PhilipSIGNALIS, rose-engineDREDGE, Black Salt GamesInscryption, Daniel Mullins GamesTormenture, Croxel StudiosSUNLESS SEA, Failbetter GamesCROWDED. FOLLOWED., NIGHT DIALLethal Company, ZeekerssCult of the Lamb, Massive MonsterCultist Simulator, Weather FactoryMADiSON, BLOODIOUS GAMESBroken Spectre, Games by StitchLamentum, Obscure TalesThat's a wrap for Halloween 2024! Want more Made with Unity and community news as it happens? Don't forget to follow us on social media: X, Facebook, LinkedIn, Instagram, YouTube, or Twitch. |
The 16th Unity Awards: Tune in for our first-ever live stream!
We're only days away from the 16th Unity Awards, and this year is shaping up to be our most exciting yet.For over 16 years, we've celebrated the incredible talent of Unity creators, and now we're making history with our first-ever live stream. This year's Unity Awards Showcase will bring creators, gamers, and industry leaders together in a global event to recognize and reward the best in the Unity community.Hosted by Larry "Major Nelson" Hryb and Jackson Stevens, this live stream will not only reveal the winners across multiple categories, but it will also feature special guests and partners showcasing new content and updates on upcoming games. You won't want to miss some of the exciting announcements we have in store.As an added bonus, we'll also be giving away game keys throughout the live stream, so make sure you're tuned in for your chance to win.Join us for an unforgettable event as we celebrate the creators who continue to push the boundaries of what's possible with Unity. This year's event will be live-streamed across all major platforms - make sure to mark your calendars! |
Advertiser's Playbook to Win the 2024 Holiday Season
As the holiday magic unfolds, savvy marketers are ready to connect with consumers like never before. Unity surveyed 4,094 U.S. adults aged 18+ to uncover insights that can help your brand land on the nice list. Ready to maximize your impact? Let's dive in!Be proactive and precise with your holiday advertisingWith the holiday season quickly approaching, preparation and timing are crucial, and as our data shows - it's never too early to think about your holiday advertising strategy, since holiday shopping for most is a year-long activity. 24% of shoppers plan to buy the majority of their holiday gifts during Black Friday and Cyber Monday, while 21% do their shopping throughout the year. Most notably, only 12% of respondents plan to do their shopping in December, highlighting the need for brands to engage consumers early.When do you plan on buying the majority of your holiday gifts this year?🎄 DEEP DIVEGen Z shoppers are most proactive, with 25% planning to buy their holiday gifts throughout the year and 21% starting their shopping even earlier-kicking off in October rather than waiting for Black Friday and Cyber Monday.When it comes to holiday spending, consumers are ready to invest in gifts this year.32% of Gen Z shoppers plan to spend between $101 and $250, while 31% will spend less than $100. As the generations get older, there's an increased willingness to spend more: 35% of Millennials, 43% of Gen X, and 47% of Boomers plan to spend between $251 and $500+ on gifts, highlighting a strong commitment to holiday shopping across all age groups. Overall, Millennials are planning to spend the most, albeit by a small margin.In total, how much do you plan to spend on holiday gifts this year?And here's how they plan to purchase these gifts: Across all generations, 48% of respondents intend to use their mobile devices for holiday purchases.→ 50% of Gen Zs plan to use their mobile phones for shopping→ 47% of Millennials plan to use their mobile phones for shopping→ 48% of Gen X plan to use their mobile phones for shopping→ 39% of Baby Boomers+ plan to use their mobile phones for shoppingTAKEAWAY:As shoppers begin their holiday shopping earlier and increasingly rely on mobile devices, brands must start engaging audiences now.Tailor your holiday campaigns to align with these early shopping behaviors and leverage mobile to connect with consumers at the right time and place ahead of this festive season.
Leverage the power of mobile gaming this holiday seasonThe holiday season invites moments of togetherness and offers a chance to unwind at the end of the year, but it can also bring its share of stress. Mobile gaming can help offset any holiday stress - in fact, 44% of respondents identified mobile gaming as the ultimate stress reliever over the holidays, with Gen Z (47%) and Millennials (44%) leading the way. Additionally, about 35% of all respondents say they turn to mobile games to combat holiday boredom.Which of the following statements do you associate with mobile gaming in the holiday season? (Check all that apply)Turning to mobile games as a source of comfort and entertainment, audiences anticipate spending a considerable time gaming. 37% of Gen Z expect to increase their playtime during the holidays, while 29% of Millennials feel the same way. Don't overlook Gen X and Baby Boomers+ though, as the holiday season won't deter them from enjoying their gaming experiences either.Do you expect to spend more or less time playing mobile games during the holiday season?A significant 33% of Gen Z, 44% of Millennials, 46% of Gen X, and 37% of Baby Boomers+ say they'll play over 3 hours of mobile games per day during the holidays. This dedication to mobile gaming underscores its role as a key source of relief amidst the holiday hustle and bustle.On average, how long do you play mobile games per day during the holiday season?🎄 DEEP DIVE13% of respondents say they'll likely play for 5 or more hours a day, of which 59+ year olds were the most likely to at 14%. (That's almost 30% of their entire day! - if they're sleeping 8 hours~)With so much time spent gaming, it's no surprise that players are eager to embrace the holiday spirit through their favorite games. In fact, 23% of respondents say they are more likely to engage with holiday-themed in-game content, while 18% plan to spend more on in-game purchases this season.TAKEAWAY:The holiday season offers a prime opportunity for brands to connect with audiences, as 44% identify mobile gaming as a key stress reliever. With many players eager to engage with holiday-themed content and increase their gaming time, capitalize on this trend to drive both engagement and leave a strong impression.
Gamify your ad strategy for the holidaysMobile ads play a significant role in shaping holiday shopping decisions, especially among younger audiences. 45% of Gen Z report that ads in mobile games influence their holiday gift purchases. As the audience ages, the influence of ads decreases, with 32% of Millennials, 27% of Gen X, and 16% of Baby Boomers+ saying they are influenced by ads.During the holiday season, which ad categories are you most likely to engage with? (Check all that apply)
🎄 DEEP DIVEAudiences are most likely to interact with ads for electronics (41%), followed by food and beverage (29%).Rewarded video ads and playable ads are the most popular formats, with 38% indicating they would most likely engage with them. Offerwall ads come in close behind at 33%.During the holiday season, what types of mobile ads are you most likely to engage with? (Check all that apply)🎄 DEEP DIVEGen Zs show a preference for interactive ad formats, with 42% favoring playable ads and 40% preferring offerwall ads that provide rewards. In contrast, Gen X and Baby Boomers+ lean towards rewarded ads. To maximize engagement, brands should focus on delivering creative and interactive ad experiences.
TAKEAWAY:The preference for engaging ad formats indicates that brands should invest in creative, gamified advertising strategies to effectively reach and resonate with audiences during the holidays. Leverage rewarded or interactive ad units to reach new audiences and ensure audiences are open to seeing your ads.As the holiday season sparkles with cheer and connection, may your brand sleigh the competition and spread joy to audiences far and wide!*Of those surveyed, 54% identified as female, 30% as male, 11% as gender fluid, nonbinary or genderqueer, and 5% preferred not to answer |
Unity 6 is here: See what's new
Hi everyone, I'm Martin Best, Product Architect here at Unity, and I'm excited to announce that Unity 6 is now available for download.Unity 6 represents the beginning of the next generation of the Unity Engine and is the new official version name for what was previously referred to as Unity 2023 LTS. Our teams have been hard at work to deliver you the most stable and performant release to date in order to bring you new features that will enhance your creativity in the Editor. To learn more about Unity 6's stability, performance, and our support commitment, hear directly from our CEO, Matt Bromberg, here.With Unity 6, you'll get access to faster rendering, advanced lighting options, seamless multiplayer workflows, enhanced AI capabilities, and improved support for mobile web runtimes. You can find more details in the official release notes.All of us at Unity are incredibly proud of this release and excited to see the creative possibilities it unlocks for you, the community. To give you more insight on what's in Unity 6, we asked our product teams to share the features they hear the community is most excited about with you.Boost rendering performanceHi, I'm Oliver Schnabel, Senior Technical Product Manager for Graphics.Unity 6 is delivering many performance improvements to both URP and HDRP, and I am really proud of the optimizations we have made to both render pipelines. We're introducing a series of optimizations aimed at speeding up production across platforms, reducing performance overhead, and enabling smoother, more intricate scenes.GPU Resident Drawer will allow you to efficiently render larger, more detailed worlds across all platforms including, high-end mobile, PC, and consoles. It optimizes the CPU cost by transferring static objects from CPU to GPU without complicated manual optimization. GPU Occlusion Culling boosts performance by reducing the overdraw per frame, making sure you're not rendering things that aren't visible. Our cross-platform temporal upscaler called Spatial Temporal Post-Processing (STP) takes frames rendered at a lower resolution and upscales them, producing a high-quality, temporally antialiased image.We've tested these features and have seen more than 2X more performance thanks to the GPU Resident Drawer (when lots of instances are used) or STP (when the GPU is bound by full-screen effects or fill rate).We've also received great feedback about Render Graph. Mobile developers will appreciate it for its memory and energy efficiency, while PC and console developers will value its high level of customization. We've seen significantly lowered memory bandwidth by up to 50%, which improves battery consumption and reduces heat. The Split Graphics Jobs for DirectX12 allows us to multithread the processing of graphics commands, boosting performance - particularly in larger projects with intricate environments. We tested Split Jobs using internal benchmarks and real game productions and measured up to a 40% reduction in CPU latency. We also introduced DX12 Graphics Jobs support in Editor, improving rendering performance in the Scene and Game views.One of the best ways to experience many of these features is through our Fantasy Kingdom in Unity 6 URP Demo, now available to download through the Asset Store.We look forward to having you join us in our Graphics Discussions, where you can access feature support and ask us questions directly. We'd love for you to share your experience, as well as the amazing things you create with us.
Simplify multiplayer game creationHi everyone, I'm Laurent Gibert, Director of Product Management for DOTS & Multiplayer.I am really excited by what the team has accomplished with Multiplayer in the last 2 years. Unity 6 is stepping up with an incredible end-to-end multiplayer platform where everything is seamlessly integrated, making it faster and easier for you and your teams to start creating.Multiplayer Center is going to be your hub for success. It offers a curated list of all multiplayer tools and services relevant to your project, available whenever you need them. It eliminates the complicated task of having to choose which multiplayer feature tech to implement by recommending it for you. The Multiplayer Widgets are pre assembled UI - small, configurable, and customizable templates - that allow you to easily add multiplayer features, whether it's a lobby, a session connection, or voice chat.When it's time to validate your gameplay, deployment can sometimes slow down iteration, and we wanted to solve this. Multiplayer Play Mode is so convenient because it helps streamline this process by allowing you to validate your gameplay instantly, launching up to four independent, lightweight editor processes from the same assets on disk. For the most ambitious server-hosted projects, Play Mode Scenarios allows you to configure deployment steps, including the build of your dedicated server, and its upload straight to your Multiplay Hosting servers.Another feature I'm excited about is Distributed Authority (Beta). Client-hosted games limit costs but put the game at the mercy of host disconnections or latency issues. Distributed Authority (Beta) in Netcode for GameObjects is a scalable, cost-effective solution that manages client ownership and enables advanced latency strategies for seamless scaling.Download the updated Megacity Metro demo to explore its multiplayer mechanics and its implementation of multiplayer services. You can also experiment with all the new Unity 6 features. These are just a few of the Multiplayer features we are delivering in Unity 6.Read more about all of the solutions here. We look forward to connecting with you on our Multiplayer Discussions community channel.Expand multiplatform reachUnity Web
Hey there, this is Ben Craven, a Staff Technical Product Manager at Unity, and I look after our web platform.Unity 6 is packing some killer features for Unity Web.First up, let's talk about performance. Unity has included SIMD for a while, and now we have web assembly SIMD support, which will improve CPU performance in web projects. We are also throwing C and C++ multithreading into the mix, which opens up the potential for even better native code performance inside browsers.Have you ever been annoyed by the 2GB memory limit on web projects? If so, you'll be happy to hear that the next generation Web Assembly in Unity 6 is doubling it to 4GB. More memory means more room for your ideas to come to life.But here's the real game-changer: Unity is finally bringing web to mobile devices. You can now run your Unity projects right inside mobile browsers and have official support backed by Unity. The mobile web story doesn't stop there. You can also embed your projects in native apps using web views, or even use a progressive web app template to make your web apps feel more like native mobile apps with device storage and their own home screen shortcuts.Unity 6 is upping the ante in the web space. I can't wait for you to get your hands on these new features and see what kind of magic you can create. In fact, we're so excited to see what kind of web games you come up with that we're sponsoring the Crazy Web Game Jam 2024 with our friends over at Crazy Games. The jam kicks off on November 1. Until then, Unity will be rolling out a bunch of web development tips and goodies, including Asset Store bundles for this game jam. Make sure to check it out!Unity multiplatform features (Build Profiles, Platform Browser)Hi, I'm Thom Hopper, Staff Technical Product Manager for Unity Multiplatform.I'm looking forward to the general release of Unity 6, when folks will be able to get their hands on the Build Profile window and the Platform Browser. These new windows provide a significantly better way to discover platforms and configure builds compared to older editor versions. The new workflow unlocks possibilities that previously required custom editor scripting to achieve.Developers are going to be able to create multiple Build Profiles for any platform they have access to, each with their own build settings and data, and share these build profiles assets with their team using their version control system of choice. No more fiddling with checkboxes when we want to change build target or package type.I'm eager to see how developers will use Build Profiles, especially given how customizable they are. Aside from the platform build settings, each can have unique scene lists for including different content in the game. They can have custom scripting defines for changing script behavior for different profiles and player settings overrides that let developers customize all player settings per profile. This really lets a build profile describe much more than just a development, debug, or release target (although they can do that too).You can read more about all of the solutions here. We are looking forward to connecting with you on our Target Platforms Discussions community channel.Achieve more engaging visualsI'm Steven Kent, a product manager supporting our Unity Engine Graphics teams, and I'm excited about the advancements we've delivered for you to achieve more engaging visuals in Unity 6.Adaptive Probe Volumes (APV), a standout feature in Unity 6, automates probe placement, streamlining the process for faster iteration of light-probe-based indirect diffuse lighting.APVs also elevate visuals with stunning lighting effects, enabling seamless transitions through Sky Occlusion and Scenario Blending. Unity's new Light Baking Architecture now powers lighting data generation, optimized to run efficiently even on devices with low-memory GPUs.We've upgraded VFX Graph for ease of use, extensibility, and URP/HDRP feature parity. HDRP now features Volumetric Fog Output and URP supports 6-way lighting for deeper, more realistic environments. Additionally, Shader Graph's UI Canvas target allows UI artists to craft custom UI widgets using an SDF-based workflow, making them resolution independent and dynamic, as well as advanced background processing such as blur.I'm also excited about the high-definition features and upgrades that will enable you to build high-fidelity 3D experiences. HDRP's enhancement to environmental effects through atmospheric scattering, ozone layer simulation, and the ability to depict realistic water, as well as enhancements to character hair and skin rendering, takes visual fidelity to the next level. You can now also harness the Ray Tracing API, which is officially production-ready on supported platforms, including Windows, Xbox Series X|S, and PlayStation®5.Explore the new Unity 6 Time Ghost Demo, now available for download on the Asset Store. This demo showcases the latest advancements in HDRP, enhanced lighting capabilities with APVs, Scenario Blending, and more.
Also to get you started, Unity 6 eases new users into mastering tools like Shader Graph, VFX Graph, and new features in HDRP with intuitive learning resources and new sample sets made available in the Package Manager.You can read more about the new Unity 6 Global Illumination here, or join us in Graphics Discussions.Unlock possibilities with Runtime AIHi everyone, I'm Bill Cullen, a Principal Product Manager of AI.It's amazing to see what developers have done with runtime AI models during the Sentis beta and how it's unlocked new ways to interact with players that were previously impossible. Here's a look at some of our favorite projects:Real-world interactions: New player interactions can be driven by real-world inputs like the camera, microphone, and motion sensors. The example below uses VR device motion sensor data to generate complementary character animations.
Smarter gameplay: Build nuanced in-game mechanics, like automated game opponents and game outcome predictions. The example below evaluates poker game moves given the player's current card hand.Game effects: Enhance player experiences with new types of animations and rendering techniques. The example below guides and controls a satellite docking maneuver with reinforcement learning.Custom-trained AI models and open-source AI models from communities like Hugging Face enable these use cases. With Sentis automatically optimizing AI models for the Unity 6 runtime, it is much easier to achieve these features compared to previous solutions like a local Python server or cloud-hosted inferences.To learn more, join us in AI Discussions.Enhance productivity and functionalityUnity 6 comes with several new and updated tools to enhance your productivity and functionality. Below, Peter Hall and Benoit Dupuis will share what they are most excited about when it comes to Profiling and the UI Toolkit.Optimizations with higher impactHi, I am Peter Hall, Senior Manager, Profiler and Optimization team and I realize creating games doesn't always go to plan. Unity 6 includes a new Profiler Highlights module that shows optimization focus areas (CPU or GPU) instantly. The improved Memory Profiler provides accurate resident memory usage, with a detailed breakdown of graphics memory for quicker, higher impact optimizations. With these features, you can create better-performing games, and I'm excited to play them!Accelerated UI developmentHi, I am Benoit Dupuis, Senior Product Manager for UI Toolkit, and I know that producing extensive UI content can often be time-consuming and complex. In Unity 6, we've made significant improvements to UI Toolkit, speeding up the creation of custom UI controls. Developers can now customize how these controls are configured within the UI Builder, making them easier to use. Additionally, our new, fully extensible data binding system further streamlines interface design. I can't wait to see the innovative UIs you'll create.Get the most out of Unity 6 with these learning resourcesDive into the latest tools and features with updated demos, in-depth best practice guides, and more.You can find all of our technical e-books for advanced Unity developers and creators in the Unity best practices hub or the Advanced best practice guides section of the Unity Documentation. Choose from over 30 guides that cover programming, project optimization, art, animation, lighting, graphics, DevOps, and game and level design.You can also accelerate your Unity 6 development with Unity Learn. Our online learning platform provides creators at all skill levels with guided learning and interactive courses in Unity. Access project-based learning in areas such as game development, AR/VR, C# programming, and real-time graphics.Here are some of the resources ready for Unity 6 creators today:Introduction to the Universal Render Pipeline for advanced Unity creators: Get in-depth guidance on how to set up URP for a new project, how to work with URP Quality Settings, Adaptive Probe Volumes, URP and custom shaders, HLSL includes, and much more.Â
Optimize your game performance for mobile, XR, and Unity Web in Unity: This guide features all latest and best mobile, XR, and Unity Web performance optimization tips for Unity 6.
Optimize your game performance for consoles and PCs in Unity: This guide includes all the latest and best PC and console performance optimization tips available for Unity 6.
Get Started with Netcode for GameObjects: Learn how to set up a simple co-op game, including player movement and user interfaces for different game modes.Â
Getting started with Unity Web: Level up your web development skills with the new features in Unity 6.We'll be developing many more resources in the coming weeks. Be sure to bookmark this link to easily access all the Unity 6 learning content.We want to hear from youTo support your journey into Unity 6, we will host six Office Hours in Unity Discussions and the Unity Discord server, where our engineering and product teams will be available to answer your questions and respond to your feedback. Each Office Hours event will focus on one of the key themes of this release.
Find all the details about the Unity 6 Office Hours in our official topic on Unity Discussions.Check out the Unity 6 release notes for a comprehensive list of features and the Unity Manual for details on how to use them. We're always eager to hear your feedback, questions, and ideas regarding the Unity 6 release. Join the community on Unity Discussions, or share your feedback directly with our product team through the Unity Engine Roadmap. |
Unity Editor Software Terms Update: Runtime Fee cancellation
Today, as a follow-up from the September 12 Unity Runtime Fee cancellation, we released an update to the Unity Editor Software Terms that reflects what we announced in the blog post. We removed language related to the Runtime Fee and made updates to tier eligibility for Unity plans. To make this as clear and easy to understand as possible, we're unpacking these changes below, and you can also review the updated terms on our GitHub repository and at unity.com/legal.These are the key takeaways of today's Editor Software Terms update:Removal of the Unity Runtime Fee policyUpdates to Unity plans' tier eligibility, which is based on annual company revenue and funding: Unity Personal ($0 to $200,000 USD), Unity Pro ($200,001 to $24,999,999 USD), and Unity Enterprise ($25,000,000 USD or more)Changes to Unity plan pricing, tier eligibility, and financial thresholds will continue to apply to all Editor usersWhat isn't changing is that you can continue using your current version of the Editor software under the previously agreed terms, provided you keep using that version.For clarity, we've provided answers to frequently asked questions below and added them to our pricing updates webpage. If you have additional questions, you can visit us on Unity Discussions, where we'll be on hand to help.Frequently asked questionsWhy were the Editor Software Terms updated?We updated the Editor Software Terms to remove language related to the recently canceled Unity Runtime Fee and to reflect upcoming changes to the Unity plan tier eligibility and financial thresholds.When do the updated Editor Software Terms go into effect?The updated Editor Software Terms are in effect immediately, as of October 10, 2024.When do the financial thresholds apply?For Unity Personal, the increased financial threshold ($0 to $200,000 USD) will take effect when Unity 6 is released on October 17, 2024.For Unity Pro, the new financial threshold ($200,001 to $24,999,999 USD) goes into effect on January 1, 2025 and applies to new and current subscriptions upon purchase, renewal, or upgrade.For Unity Enterprise, the new financial threshold ($25,000,000 USD or more) goes into effect on January 1, 2025 and applies to new and current subscriptions upon purchase, renewal, or upgrade.Who do the Editor Software Terms apply to?Editor Software Terms apply to all Unity Editor users of all Unity plans (Unity Personal, Unity Pro, Unity Enterprise, and Unity Industry) and all Editor versions.Can I choose to stay on the previous Editor Software Terms?Yes. You can continue using the prior accepted version of the terms for as long as you keep using that named version of Unity Editor (e.g., an upgrade from 2022.1 to 2022.2 is the same named version).Can I use Unity 6 with any previous Editor Software Terms?No. You must accept the updated October 10, 2024 Unity Editor Software Terms to use Unity 6.Do Unity plan price changes affect me if I continue to use previous Editor Software Terms?Yes. Unity may update subscription prices for users who are on current and prior versions of Editor Software Terms. Any price changes will only apply upon purchase or renewal of your plan.Why is the Unity Runtime still mentioned in the terms?The Unity Runtime is a product that forms a core part of Unity's offering. It's the portion of Unity Software intended for distribution. As a result, it's mentioned in the terms as a product and not in the context of the Unity Runtime Fee.Where can I go to learn more about previous changes to the Editor Software Terms?You can view the current and previous Editor Software Terms on our GitHub repository, or unity.com/legal. Other terms may apply based on the products and services you're using. When we update any of our terms, we post a summary of the changes under the heading "What's changed," and include a link on each page to the preceding version of these terms. |
Games made with Unity: September 2024
From literal gun slinging to trucking in space, September was packed with new games the Unity community released. Check out our roundup below.
Games with dogs - Community Choice Steam Curator List: September 2024As we have every month, we opened up voting for the next list of games we make on our Steam curator page. It was a hard-fought battle between games with dogs, frogs, hogs, or logs - but dogs won out! Check out the full list of games on our page, and let us know any we missed.
Working on a game in Unity? We'd love to help you spread the word. Be sure to submit your project.Without further ado, to the best of our abilities, here's a non-exhaustive list of games made with Unity and launched in September of 2024, either into early access or full release. Add to the list by sharing any that you think we missed.Action and casualStarstruck: Hands of Time, Createdelic, LLC (September 16)Perennial Order, Gardenfiend Games (September 6)Insect Swarm, Parallel Portal (September 12)NanoApostle, 18Light Game Ltd. (September 12)Stardiver, Green Planet Games (September 12)Melobot - A Last Song, Anomalie Studio (September 16)City builderRoots of Yggdrasil, ManaVoid Entertainment (September 6)Goblin Camp, Korppi Games Ltd (September 17 - early access)EcoGnomix, Irox Games (September 30)ComedyWHAT THE CAR?, Triband (September 9 - Steam release)FPSI Am Your Beast, Strange Scaffold (September 10)Zero Hour, M7 Productions, Attrito (September 9)Wild Bastards, Blue Manchu (September 12)Chains of Fury, Cobble Games (September 16)HorrorHollowbody, Headware Games (September 12)Envelope, Skaar Game Productions, Numme (September 4)Fears to Fathom -Woodbury Getaway, Rayll Studios (September 12)Mouth Washing, Wrong Organ (September 26)Narrative and mysteryCopycat, Spoonful Of Wonder (September 19)Mexico, 1921. A Deep Slumber., Mácula Interactive (September 13)PlatformerLorn's Lure, Rubeki Games (September 20)Roguelike/liteShogun Showdown, Roboatino (September 5)StormEdge, Shieldbreaking Games (September 13)The Spell Brigade, Bolt Blaster Games (September 16 - early access)Rune Coliseum, Rafale Software (September 23 - early access)Breachway, Edgeflow Studio (September 26 - early access)Rogue Waters, Ice Code Games (September 30)RPGRealm of Ink, Leap Studio (September 26 - early access)Banquet for Fools, Hannah and Joseph Games (September 30 - early access)SimulationStar Trucker, Monster and Monster (September 3)Critter Cove, Gentleman Rat Studios (September 10 - early access)TCG Card Shop Simulator, OPNeon Games (September 15 - early access)Shadows of Doubt, ColePowered Games (September 26)Sports and driving#DRIVE Rally, Pixel Perfect Dude (September 25 - early access)StrategyMechabellum, Game River (September 26)Silence of the Siren, Oxymoron Games (September 30 - early access)SurvivalREKA, Emberstorm Entertainment (September 12 - early access)That's a wrap for September 2024. Want more Made with Unity and community news as it happens? Don't forget to follow us on social media: X, Facebook, LinkedIn, Instagram, YouTube, or Twitch. |
15 Muse Chat techniques for better results with prompting and attachments
We're always looking for ways to streamline Unity creators' workflows and make development easier. Muse Chat, the AI-powered assistant integration for the Unity Editor, was introduced as a tool to accelerate this aim. In this blog post, we'll explore some tips and tricks to help you get the most out of Muse Chat, including effective prompting strategies and new features to enhance the context given to chat.Before we dive in, it's crucial to understand that Muse Chat isn't just a chatbot -Â it's a context-aware AI assistant that understands your Unity project. This means that Chat can read relevant information based on the subject you're asking about, such as parsing your physics settings or debugging an attached item, all to provide more relevant and accurate assistance based on your current scenario.The key to unlocking Muse Chat's full potential lies in how you frame your questions and requests. Here's how to tailor your queries and the context you provide about your project.Be overly specific: Instead of asking "How do I optimize my game?", try "What are three ways to improve frame rate in a mobile 3D platformer?" or "How can I optimize the rendering of my particle system in the current scene?"Split up your prompt: If you have a longer prompt, split it up so it's more digestible and can be addressed step by step in the response. For example, say "Set up a script to make a character jump when pressing the spacebar. Then, add a cooldown between jumps, and lastly, adjust the jump height slightly higher than the default setting."Use focused language: Clarify what you are looking to understand and specify what the name is of the attached item(s). This could look like "Why is the attached Ball_0 passing through the Floor_0?"Rely on technical language: Muse Chat understands Unity-specific terms, so don't hesitate to use them. "What's the difference between using OnCollisionEnter and OnTriggerEnter?"Provide context on intent: Give Muse Chat relevant information about the contents and goals of your project. For example: "I'm working on a 2D puzzle game with complex particle systems. How can I optimize performance on low-end devices?" No need to specify the Editor version or project settings - Muse already knows.Clarify your level of familiarity: Do you have deep experience or understanding of Unity? Or, are you still new in your development journey and need more basics explained to you? Let Muse know to get answers more tailored to your level of expertise.Ask for step-by-step guidance: When tackling complex tasks, request detailed instructions. "Can you provide a step-by-step guide for setting up a basic inventory system using ScriptableObjects?"Explore alternatives: Ask Muse Chat to compare different approaches. "What are the pros and cons of using NavMesh vs A* pathfinding for an RTS game?"Generate scripts: Use Muse to get boilerplate code to iterate on. For example: "Write a script to implement player health regeneration over time."Document your code: Attach your script to the conversation and then ask Muse to comment or document your code.If at any point you're unsure how to get the most out of Chat or the answer is not really hitting the mark, ask again! Muse Chat can not only instruct you how to best phrase a prompt to get the outcome you are looking for, but also adjust its response based on whatever new or clarifying information you provide.
Based on your feedback, we're providing a new way to attach items to your prompts. This opens up a realm of possibilities to get even more tailored responses back from Muse. Now, you're able to attach:GameObjects: Drag and drop items from your project hierarchy into the Muse Chat window to get more precise responses to your queries.Assets: Attach items from your project folder to provide targeted advice, then drag them into the Chat window. For example: "How can I adjust this material to achieve a more realistic metal look?"Code: Attach a script from your assets, then ask Muse to analyze the script or describe its purpose.Console logs: Select a console message, attach it in the Chat window, and ask Muse for potential solutions.Multi-select: Drag and drop to attach items and reference them across both your hierarchy and asset folder.To utilize attachments, simply drag and drop, or click "Attach Item" next to the chat input field and select the item(s) you want to include with your prompt. Then, to further draw focus to the attachment, you can refer to it in your question; "How do I fix this [console error]?" or "Why are the two attached objects not bouncing off each other. What should I check?"Muse Chat is a helpful companion in your Unity development journey. Instead of searching through documentation and online resources to find a solution relevant to your project's unique settings or circumstances, Muse is there to support you.By crafting effective prompts, leveraging Muse Chat's deep Editor integration, and taking advantage of attachment support, you can significantly enhance your productivity and problem-solving capabilities. Remember, the more you interact with Muse Chat, the better you'll get at using it. Don't be afraid to experiment with different types of queries and explore the full range of its abilities.If you're curious about what the future looks like and how we're taking Muse Chat to the next level with running commands to iterate on scenes and a code generator, make sure to sign up for experimental features. You'll have the chance to try out this functionality and provide feedback before its wider release. To get added to the list for these experimental features, join the AI mailing list, and find us on Unity Discussions to talk about the latest Muse features and improvements.
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4 key strategies to drive scale and revenue for your app during the shopping season
As most app marketers know, time spent on device peaks during the holiday season. Between November and December, households across the globe are on their devices, shopping for holiday deals, ordering takeout for family gatherings, booking their vacations, or just spending some downtime with their favorite mobile game.The key to making this seasonal uplift in new users, engagement, and intent work for your app is tackling it from all angles - from optimizing existing channels to expanding into new ones.1. Build holiday-themed and urgent creatives that spike conversionsThe challenges app marketers face during the holiday season are the same as those throughout the rest of the year - only amplified due to the high competition for users' attention. To drive growth, you need to optimize your channels, generate strong content and creatives, reach your target audience, look for real-time marketing opportunities, and collect and analyze data to improve performance.The key difference between this season and the rest of the year is the opportunities available to maximize your app's growth through creatives. And there's a lot of data to back up this claim*:Conversions are significantly higher throughout the holiday season due to more engagement in apps and on phones (2021, US, iOS)Game installs surge 3x during the week of Christmas (2021, US, Facebook)Advertisers test 2x the amount of creatives during the holidays, which means you don't want to be left behind*Data from the Unity Playworks platform, 2021-2022This makes the holiday and shopping season prime opportunities to use your creatives to drive growth. It's also the time when consumers are most likely to be engaged by emotional triggers, like nostalgia - since it's a time traditionally affiliated with friends and family.These triggers are a useful tool for building high conversion creatives. Your creatives can use users' emotional responses to these triggers to connect your app with the mood of the season. By playing to these emotional responses you'll stand a better chance of encouraging users to download your app.Another effective emotional trigger to motivate users is urgency. Time-limited promotions and time-sensitive messaging are two great ways to insert urgency into your creatives. Urgency is an effective tool as it motivates users to engage as soon as possible or risk losing out - whether that's on a special promotion or just the chance to get ahead of the shopping crowds, availability issues, or lengthy delivery times.Some tips to help you ideate creatives that spark the holiday feeling include:Use real footage of real people that show emotional, heartwarming scenariosTest holiday symbols in your creatives - think snowflakes, witches, pumpkins, and turkeysLeverage narratives that center on family and community2. Set up an offerwall campaign to exceed your ROAS goalsThe offerwall is a user-initiated, rewarded in-app marketplace with three main constituents: developers use the offerwall to drive revenue, retain users, and motivate app engagement. Advertisers use the offerwall to reach unique, high-quality audiences that are looking to exchange engagement for rewards. Users engage with the offerwall for rewards, app discovery, and brand discovery, all while getting more of the app they're already using. Here are 3 best practices for mastering this ad unit during the holidays:First, the most important thing to keep in mind is timing. You want to ensure that you have enough time before the shopping rush to reach a large audience, while also making sure that you're not leveraging shopping season themes before the season is top of mind for users.Second, like with your creatives, it's important to create a sense of urgency with your offerwall campaigns to drive engagement. With holiday shopping starting earlier and earlier each year, it's important to remind users that the holidays are coming and that right now is the time to shop. You can provide this sense of urgency in your messaging - by labeling deals as time-limited or tying them into specific holidays.Third, use special promotions like double rewards on key shopping days, like Black Friday and Cyber Monday. Double rewards typically look like doubling the amount of in-app currency that users receive for completing a task - for example, offering users 40 gold coins instead of the 20 they would usually receive for the same task. Consumers will be inclined to engage with an offer that gives them extra rewards. As an advertiser, you can double down on your bid - the reward is higher, the traffic is higher. In fact, we've seen around a 35% lift in conversions during special promotions.Overall, the offerwall is an effective placement to engage high-intent users and drive high ROAS - particularly if implemented correctly in your growth strategy.3. Use device set-up placements as new phones enter the marketThe holiday season has tons of new devices entering the market - with all the major players releasing the latest versions of their best-selling devices, many shoppers buy new devices as gifts to themselves and others. As such, device sales traditionally increase heavily in this period. And new models entering the market mean many users will be setting up their new devices.New device activation is when users are most likely to install - the first 48 hours of unboxing their new device is when they'll install over 50% of their apps. That makes this window the most impactful for app marketers looking to drive scale.Aura from Unity partners with top device manufacturers and mobile carriers, like Vodafone, Samsung, and Orange, to deliver app discovery experiences directly to users on their devices, starting with device activation. This gives Aura the ability to get your app recommended during this pivotal moment of app discovery. On top of that, Aura uses opt-in data to personalize recommendations - helping to ensure that the users discovering your app will be those most likely to download it.To make the most of this unique channel during the holiday season, there are three things to keep in mind.First, like with traditional channels, holiday-ify your creatives. Second, like with offerwalls, timing and creating urgency is vital. Third, prepare for a longer LTV curve. On-device campaigns typically have a slower LTV return than traditional channels, but make up for it by showing greater ROAS in the long run. Running an on-device campaign, you should begin to see user engagement increase on D14 or D30.This is because, when users download an app during device set-up, it's usually not because they plan to use that app right away. They might download a recommended travel app, for example, during device set-up, but then only first login to the app when they're starting to plan their trip a month later. The upside of using a channel like this is that you're already there when users are looking to book that trip, instead of competing for the install when users are searching for their next travel app in the Google Play Store.4. Reach users at moments when they're already looking to spendOn-device channels are not only confined to new device set-up placements. The ability to reach users directly on their devices to drive app discovery extends to throughout the device lifecycle.Another impactful on-device placement is native touchpoints. Because on-device channels are directly integrated into the operating systems of users' devices, they enable advertisers to reach users with display ads that appear as native notifications.This represents a key opportunity for advertisers to engage users with messaging related to contextual triggers. You can send users a notification that appears like a notification from their carrier or device manufacturer, letting them know that a holiday sale is currently running on your app. This is a great way to leverage urgency and tie your app into the holiday season.An example of this could be a banner that appears on users home screen, letting them know that Black Friday is around the corner and that your app is currently running a related time-sensitive sale.These native display ads enable your app to reach users as they're already looking to spend - and help you get a head start on the competition.Having a multi-channel approach to your holiday advertising strategy and knowing how to optimize all of those components is critical. If you've made it this far, you should have all of the best practices you need to drive growth this holiday season. |
Unite 2024: Celebrating with our community, a look ahead, and the 16th Unity Awards
Unite 2024 in Barcelona has wrapped, and what an event it was! Over three action-packed days, more than 2,000 developers, studios, and partners came together to celebrate game development. From the high-energy Keynote to deep-dive breakout sessions anchored by the Unity Engine Roadmap, attendees had the chance to explore new products and features, learn from expert-led sessions, and connect with fellow developers.It was fantastic to meet so many of you in person. We'll keep the momentum going by continuing to engage with you IRL and online -Â you can stay updated through our Events Hub and Unity Discussions. A huge thank you to everyone who participated and to our sponsors for making this event possible. Let's keep building amazing games together!
Our amazing community of Made with Unity creators continue to show all of us what's possible by bringing their games and experiences to players around the world. This year at Unite, we showcased 20 developers in our U/Game area so attendees could try out their projects.Folks attending the event got early access to upcoming titles including Stampede: Racing Royale (Sumo Digital / Secret Mode), Starship Home (Creature), and Lost Skies (Bossa Studios). The teams behind Silica (Martin "Dram" Melichárek), Worldless (Noname Studios), Void Crew (Hutlihut Games), Synth Riders (Kluge Interactive), Lost Skies (Bossa Studios), Stampede: Racing Royale (Sumo Digital), and Phasmophobia (Kinetic Games) were also on hand to show off their games and chat with other developers. In our mobile showcase area, people were able to pick up and play games such as MONOPOLY GO! (Scopely), Paper Trails (Newfangled Games), and Marvel Contest of Champions (Kabam), as well as interact with some social impact creators (and former Unity for Humanity grant winners) who were showcasing The Light Within (Pomsky Games), KATOA: Oceans (Sankari Studios), Boddle Learning (Boddle), and Amaru (Six Wing Studios).To keep the party going for those who couldn't join us live in Barcelona, we streamed live on Twitch throughout the entire show. We had a great time chatting with the community about new games and building in Unity. We also brought some experts in to share best practices and new developments in multiplayer creation, graphics, lighting, collaboration, web, AI, and more.Last but not least, we had a blast hanging out with you, playing games and giving away complimentary keys to play later. Watch the replay and let us know where you'd like to learn more. Special thanks to our special guests from SLOW BROS., Scopely, Playable Worlds, Kinetic Studio, and Turbo Makes Games.We dove into future updates and releases of the Unity Engine in front of a packed auditorium. The Roadmap was a chance to return to our roots by giving you insight into what's next for Unity.We introduced the concept of a generational release, which will allow us to predictably deliver new capabilities within a generation that can easily be incorporated into existing projects. We then went into more details about the next version of the Unity Engine being released within the Unity 6 generation: the Unity 6.1 Update.The Unity 6.1 Update will include much-requested features like foldable and large screen support, optimized Deferred+ rendering in GPU Resident Drawer, a new build profile for Meta Quest, and a build target for Facebook Instant Games. We will share more as we get closer to its release in early 2025, and we will continue to support Unity 6 for as long as necessary to better serve our customers.While we're excited about the possibilities Unity 6 opens up for you, we also revealed that we're hard at work building the NEXT generation of the Unity Engine, working on core principles of simplicity, iteration speed, and power - all aimed at helping all of you to make your visions real:Simplicity: Reduce the complexity within the Unity Editor and make the default choice the best choice. Whether it's a single unified renderer, an easy-to-use set of UI tools, or streamlined multiplayer, our first priority is to make workflows simpler for you.Iteration speed: Implement your vision with fewer roadblocks and greater efficiency so you can go for those stretch targets that once felt out of reach.Power: New tooling to scale your game projects, hit your target framerate, reach your chosen platforms, and build larger, richer worlds for your players.We're still a ways off, but we want to hear from you - what are you most excited about? Let us know by joining in on the Unite 2024 Roadmap Discussion, and be sure to watch the live session replay on YouTube.
We're prioritizing creating learning materials that help you maximize your success on Unity, and we've got resources galore to help you explore what's possible with Unity 6.Learn more about how Unity 6 was used in Fantasy Kingdom in Unity 6, Megacity Metro, and Time Ghost. We'll provide you with samples, demos, and scenes to show you how to get the most out of your project alongside the release of Unity 6 on October 17, 2024. And don't forget to bookmark your favorite technical guides and e-books as we continue to update them to better reflect the new capabilities in Unity 6.Outside of the main event, we also had dedicated programming for customers and users across Appfest, the Industry Executive Summit, and the Education and Industry Mixer. These events let us connect with you based on what interests you most.A few highlights include:Top mobile game and app leaders gathered for Appfest, a two-day event, to network, share knowledge and best practices, and help advance the industry as a whole.The Industry Executive Summit brought together leaders from companies like Deutsche Bahn, Cincinnati Children's Hospital, Icon Group, BMW, and Capgemini to share compelling stories of how they're leveraging Unity's platform to solve real-world challenges. Above all, the summit demonstrated how Unity's evolving platform is meeting diverse industry needs to drive innovation and growth across sectors.We partnered with the local university, Universitat de Barcelona, to host the Education and Industry Mixer Meetup, where nearly 100 local students mingled with game developers to have fun, play games, and learn about careers in gaming.Your voice matters! Following the reveal of our 16th Unity Awards nominees, head over to the official Unity Awards voting page to support your favorite games, Asset Store publishers, and community creators. Each vote helps us shine a spotlight on the incredible talent and hard work within the Unity community. Voting closes on October 4 at 11 pm CET, so don't miss your chance to vote for your favorites.Another reason this year's awards ceremony is extra special is that it's the first time the Unity Awards showcase will feature a livestream event. We're thrilled to not only celebrate the achievements of our community but also share some news and updates from upcoming Unity games. Join us on October 23, 2024, at 7 pm CET for an event dedicated to the creators who have made some of your favorite games of this past year (and years to come).An amazing event like this would not be possible without our incredible customers, community, partners, and sponsors. Follow all the latest Unity happenings on Unity Discussions or on Discord, X, Facebook, LinkedIn, Instagram, YouTube, and Twitch. On-demand session recordings from Unite 2024 will be available soon on YouTube. |
Get started: Crazy Web Game Jam 2024
From November 1-8, Crazy Games will be hosting a game jam that challenges developers across the world to join forces and create a game using Unity Web. Unity is sponsoring the Crazy Web Game Jam 2024, and we invite our amazing community to make games with us!Whether it's your first time using Unity, first time participating in a game jam, or first time making a game, we have you covered with web development tips, tricks, best practices, and exclusive goodies like Asset Store bundles and more.Sign up here: jam.CrazyGames.comRemember:The theme has been officially announced! "Everything is a remix." The jam will run for one week, from November 1 to November 8.Leverage Unity Web to create your game. Make sure to upgrade to Unity 6 to take advantage of the latest Unity Web features!Here are some key resources for creating with Unity Web.Unity 6 | Access the latest Unity Web featuresBlog | Web runtime updates are here: Take your browser to the next levelUnity.com | Game development for webHow-to guide | Profile and optimize a Unity Web buildUnity has put together a full slate of resources and events to help guide you on your game jam journey.Unity Web Asset PackWe worked together with our Asset Store team to put together a handy Unity Web starter asset pack with resources that require minimal coding. The Unity Web Asset Pack will be available from October 16 until November 6, and includes assets and tools that cover key aspects of game building, such as 3D models, audio, textures, effects, and more.YouTube Game Jam playlistWe curated a YouTube playlist that combines our videos with content from Unity Insiders and other creators. In it, you'll find tips on how to approach game jams as well as tutorials to get you started with visual scripting, 2D tools, and more. Watch the Game Jam YouTube Playlist now. Check out the additional programming that we've planned out to help jammers.Sep 19 | Unite Barcelona | Better in a browser: Big advances for gaming with Unity WebOct 17 | Unity Learn | Course 1.1 - Getting Started with Unity WebOct 16-Nov 6 | Asset Store Bundle | Unity 6 Asset Store bundle with Web Theme tierOct 31| Webinar | Prototyping Tips for Web Games roundtableNov 5 | Let's Dev live stream | Build Game for Game JamDec 5 | Let's Play live stream: Unity's Game Jam results revealCreators all over the world participate in game jam events to develop their skills and test their ingenuity. Check out the Unity Learn course Get started with game jams to discover the basics of game jams. This includes tips and tricks on making the most of the jam experience. Learn everything from what you can expect when you join a game jam to how to develop your game after the jam is complete.Curious to see how fellow creators are using Unity Web? Check out some of the ways studios of all sizes have leveraged Unity Web to bring their vision to life.Creator Spotlight | Pushing the boundaries of web games with Pigiama KasamaLearn about Pigiama Kasama's creative process, including getting the most out of a web game, reiterating 200 times to get a character right, and using music to engross a player!Join the team from Pigiama Kasama and your host Jackson to hear about the creative process behind Kasama: The Awakening, available now on spatial.io.Case Study | How Coatsink reduced web load time for Ready, Set, Cook! by 25%Ready, Set, Cook! is a cooperative cooking and serving game for Messenger Rooms built by Coatsink, the studio behind Jurassic World Aftermath and Transformers: Battlegrounds. Specializing in VR, they focus a lot of their resources on building for the Quest platform. This project evolved out of the team's relationship with Meta. Here's what they learned during their first foray into mobile web development.Webinar | Tips for creating mobile web gamesTune into this webinar to get tips and tricks for building and monetizing mobile web games. Experts from Coatsink, CrazyGames, and Unity will share their behind-the-scenes experiences and best practices to help guide you through successful game development and publishing.This discussion will cover:Unlocking the secrets of web browsers as a platformReaching more players on small screensOptimizing games for webWebinar | Growing your web game's playerbase roundtableTune in to our webinar to learn best practices to maximize your web game's awareness. An expert from ULTRAHORSE will give you an inside look into his web game design and development experience, and an expert from Xsolla will be on hand to provide valuable monetization tips.This discussion will cover:Leveraging web to increase community engagementDesigning game sessions that range from "snackable" to long-formBuilding flexible IAP/IAA systems for web and beyondWhile the theme won't be announced until November 1, you can get started today by signing up at jam.CrazyGames.com. |
Unite Keynote summary: A peek inside Unity 6
This week, Unity developers from around the world gathered in Barcelona, Spain for Unite 2024, and today's Keynote packed in over an hour of new feature reveals, dev success stories, and in-Editor technical demos highlighting Unity 6 in production.We announced that Unity 6, the most stable and performant version of Unity, will be available on October 17, 2024, and supported over the long term. Unity 6 gives you the tools you need to build the games you want to build and reach even more players across more platforms. It comes with improved graphics rendering for greater control over your game visuals, simplified multiplayer workflows, and improved support for web browsers. You can still download the preview here.The Keynote was livestreamed on Twitch and YouTube (where you can also watch the whole show on demand), but if you just want the highlights, we've got you covered."With what we're showing today, we mean to demonstrate just how we will play our part, to become the partners we once were, only better," explained Unity's CEO and President Matt Bromberg, kicking off the show. "More focused on things that make a tangibledifference to you every day. Investing more in powering the ecosystem that makes Unity unique. More focused on stability and what you need to be great. More capable of helping you through the entire game development lifecycle. Put Simply: Unity is here to help you develop great games, and connect with players."Unity 6 includes powerful graphic performance features like Render Graph, a rendering framework for Universal Render Pipeline (URP) that reduces memory bandwidth along with energy consumption on mobile. The release's new lighting features are available for both Scriptable Render Pipelines (SRPs), URP and the High Definition Render Pipeline (HDRP), including a new Light Baking Architecture and Adaptive Probe Volumes (APVs), a system that places light probes automatically based on geometry density to power realistic lighting and dynamic effects like lighting scenarios.We also showcased new tools to help you maximize CPU and GPU performance, like the GPU Resident Drawer and Split Graphics Jobs for faster rendering, or GPU Occlusion Culling, which improves GPU performance by reducing per-frame overdraw. Spatial-Temporal Post-Processing (STP) takes frames rendered at a lower resolution and upscales them, producing a high-quality and temporally antialiased image.Many of these features were first teased in the Unite 2023 Keynote, where we also debuted the Fantasy Kingdom in Unity 6 demo for HDRP. This year, we showed the same demo optimized for URP and running on mobile, and shared that the Fantasy Kingdom in Unity 6 project and assets will be available to learn from on the Unity Asset Store, free for non-commercial use, landing alongside the Unity 6 release next month.The best part of new feature reveals? Seeing them in production to get a sense of what they can help you achieve.We debuted the latest cinematic demo from Unity's Originals team, Time Ghost, featuring a massive, highly detailed outdoor scene with realistic high-fidelity characters -Â all in real-time. The team opened up the Editor to show how the clip's world was made possible in real-time using features like the Entity Component System (ECS), APVs, Scenario Blending, SpeedTree vegetation, and more.We also zoomed in on a unique solution to a chronic CG problem. We showed how an artist on the team created an AI model that he brought into the Editor with Unity Sentis in order to approximate complex, high-fidelity cloth deformations that were fast enough for real-time.We followed that up with another look at the tools in production, this time a hotly anticipated game, the next high-octane co-op heist from 10 Chambers, Den of Wolves.10 Chambers COO Svante Vinternatt and Unity's Mike Geig jumped into the Editor to look at some of the Unity 6 features delivering big gains for the team, like GPU Resident Drawer, APVs, STP, and support for DirectX 12 Split Jobs. "We originally intended for Den of Wolves to be made with Unity 2022 LTS," explained Vinternatt. "But after seeing the improvements in Unity 6, both in terms of performance and rendering quality, upgrading became an obvious win."Accelerating your multiplayer development is another big focus area for Unity 6 to make integration, iteration, and deployment faster and more reliable. We dug into a few new features that streamline this process, like Multiplayer Center, which recommends tools and learning materials tailored to your specific project's needs, and Multiplayer Services Package, which simplifies adding more modular networked features as you need them. We also demoed the new Multiplayer Play Mode, showing just how easy it is to simulate and test multiplayer scenarios right in the Editor using our free Megacity Metro demo (which we've also updated for you to use and start learning with in Unity 6). In just a few clicks, the team was running multiple instances, all wired together, side by side next to the Editor.We also looked beyond buildtime tooling for multiplayer. Distributed Authority (beta) is a new network topology that keeps the state of the gameplay server-side while the simulation is distributed to your players' game clients for seamless host migration as you scale.To wrap up our multiplayer coverage, Highrise Studios's founder and CEO Milan Peschl came onstage to talk about how the team is using the full suite of Unity 6 Multiplayer Services in their upcoming game Degenheim, coming to Steam this fall. He recounted how they started out with a mix of solutions and third-party asset packs, but ultimately opted to use the complete multiplayer ecosystem that's already pre-integrated in Unity 6."As an indie startup," explained Peschl, "this unlocks 'big studio possibilities' and abstracts away the complexity our devs hate, allowing us to focus on what we love: the game itself."Of course the real key to any game's success is finding and keeping players. So next we turned to building, managing, and optimizing live games, looking first at a Unity LiveOps workflow called Releases (beta), designed to make it easier for teams of all sizes to safely experiment in live games. Coming soon to open beta, this new process will enable you to smoothly roll out updates, new levels, and other content that helps drive player engagement and retention, monitor the new release's performance using Cloud Diagnostics, and then roll back changes quickly to tweak and rerelease if there's an issue.Building on this concept, Google's Jack Buser took the stage to share Google Cloud's vision for living games, games that grow and adapt to become even more successful through a mix of scalable infrastructure and AI.From there, we turned our focus to tools for building a successful game business. We started by looking at mobile gaming leaders like SYBO, whose hit game, Subway Surfers, has been thrilling millions of players for over a decade. We then dug into how mobile studios of all sizes can strike a balance between monetizing for revenue and offering players an awesome gaming experience using Unity LevelPlay.LevelPlay is now integrated into the Unity Editor, enabling you to access not only Unity Ads and ironSource Ads, but up to 25 different ad networks, which all compete for the best price for space inside your game. It includes a suite of tools to fine-tune your ad experience by previewing them from players' perspectives, A/B testing, real-time performance reports, and the ability to build ad experiences segmented for different user groups. You can also tap into help with player acquisition, even transferring your monetization revenue to fund your user acquisition campaigns.
We've always prided ourselves on our extensive reach -Â over 20 platforms and counting -Â and in Unity 6, we're offering new ways to target mobile with Unity Web. Offering fast load times without installs, mobile web is growing in popularity by offering bite-sized content for casual gamers, and they're great for samples like Stratton Studios's jaw-dropping Project Prismatic.We're excited to see more of you jump into developing web games, so we're working with Crazy Games on a game jam, where you can leverage Unity 6's runtime support to create a game just for web browsers.We're thrilled about Unity 6 -Â we've partnered closely with customers to make it the best, most stable and performant Unity release to date. But we wrapped our Keynote with a sneak peek at what we're working on to help you build and run incredible games in upcoming generations.Most importantly, we're committing to supporting Unity 6 for as long as necessary to better serve our customers, and expanding the way we provide that support to help you get more value out of the Editor and Engine. We started with the Unity 6.1 Update early next year -Â that's still part of the Unity 6 release generation, but, well, updated. It will continue to build on the same core Unity 6 capabilities, but will also include new features like support for foldable and larger-screen formats, Deferred+ rendering in GPU Resident Drawer, and new build targets and build profiles. You'll be able to access these new features and improvements, and we'll make it easy to bring your Unity 6 projects to the update when it ships next year.But we're also well into production on the next major release generation after that, driven by your feedback. It will bring a fundamental shift in approach for the Engine, and just a few of the major features include bringing ECS into the heart of the Engine and introducing a new content pipeline approach, worldbuilding system built on DOTS, animation system, and better scripting. This generation offers a lot to be excited about, but it's a ways out yet.We are so excited to have you dive into Unity 6 in less than a month! We can't wait to see what you create.Unity 6 releases October 17, 2024. Stay tuned for more coverage of Unite 2024, including highlights from our deep-dive technical breakout sessions, and share your thoughts and questions with the rest of the community on Discussions. |
A message to our community: Unity is canceling the Runtime Fee
After deep consultation with our community, customers, and partners, we've made the decision to cancel the Runtime Fee for our games customers, effective immediately. Non-gaming Industry customers are not impacted by this modification.Over the last 20 years, we've partnered with brilliant designers and developers, artists and engineers, publishers and platforms, to build a world where great games could be built by anyone, for everyone. We called it "democratizing game development," and it remains our core mission today. However, we can't pursue that mission in conflict with our customers; at its heart, it must be a partnership built on trust. I've been able to connect with many of you over the last three months, and I've heard time and time again that you want a strong Unity, and understand that price increases are a necessary part of what enables us to invest in moving gaming forward. But those increases needn't come in a novel and controversial new form. We want to deliver value at a fair price in the right way so that you will continue to feel comfortable building your business over the long term with Unity as your partner. And we're confident that if we're good partners and deliver great software and services, we've barely scratched the surface of what we can do together.So we're reverting to our existing seat-based subscription model for all gaming customers, including those who adopt Unity 6, the most performant and stable version of Unity yet, later this year.Here's what you can expect:Â Unity Personal: As announced last year, Unity Personal will remain free, and we'll be doubling the current revenue and funding ceiling from $100,000 to $200,000 USD. This means more of you can use Unity at no cost. The Made with Unity splash screen will become optional for Unity Personal games made with Unity 6 when it launches later this year.Unity Pro and Unity Enterprise: We'll be modifying subscription pricing and the qualifying annual revenue thresholds, effective January 1, 2025. These changes will apply to all new and existing Unity Pro and Enterprise customers when you purchase, upgrade, or renew a subscription on or after this date.Unity Pro: An 8% subscription price increase to $2,200 USD annually per seat will apply to Unity Pro. Unity Pro will be required for customers with more than $200,000 USD of total annual revenue and funding.Unity Enterprise: A 25% subscription price increase will apply to Unity Enterprise. Unity Enterprise will be required for customers with more than $25 million USD of total annual revenue and funding. A minimum subscription requirement may also apply. Because this set of our largest customers have unique needs and use many of our products and services, we'll be contacting everyone in the days ahead to discuss customized packages.From this point forward, it's our intention to revert to a more traditional cycle of considering any potential price increases only on an annual basis. Our commitment remains that if we change the Editor software terms in ways that impact you, you may continue using your current version of the software under the previously agreed terms as long as you keep using that version. We updated this commitment last year on our GitHub repository and at unity.com/legal. You can read more about all the details of our 2025 pricing changes here.Canceling the Runtime Fee for games and instituting these pricing changes will allow us to continue investing to improve game development for everyone while also being better partners. Thank you all for your trust and continued support. We look forward to many more years of making great games together.- Matt
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Games made with Unity: August 2024 in Review
So many fantastic games made with Unity were released last month.
Community Choice Steam Curator List: August 2024
To kick August off, you voted for our next Steam Curator page list - Bad drivers! Check out the full list of games on our page, and let us know any we missed.Working on a game in Unity? We'd love to help you spread the word. Be sure to submit your project.
Without further ado, to the best of our abilities, here's a non-exhaustive list of games made with Unity and launched in August of 2024, either into early access or full release. Add to the list by sharing any that you think we missed.Action and PlatformerSlash Quest!, Big Green Pillow, Mother Gaia Studio (August 15)Unrooted, 85 Plus Games (August 2)ONE BTN BOSSES, Midnight Munchies (August 6)CyberCorp, Megame (August 19 - early access)Dustborn, Red Thread Games (August 20)CasualODDADA, Sven Ahlgrimm, Mathilde Hoffmann (August 15)Mirth Melody, Clay Game Studio (August 15)Mika and The Witch's Mountain, Chibig, Nukefist (August 21 - early access)City builderEndzone 2, Gentlymad Studios (August 26 - early access)Preserve, Bitmap Galaxy (August 8 - early access)Mini Settlers, Knight Owl Games (August 8 - early access)MEMORIAPOLIS, 5PM Studio (August 29 - early access)ComedyThank Goodness You're Here!, Coal Supper (August 1)Just Crow Things, Unbound Creations (August 15)HorrorLet Me Out, 4Happy Studio (August 8)Management and automationshapez 2, tobspr Games (August 15 - early access)MetroidvaniaPrince of Persia: The Lost Crown, Ubisoft Montpellier (August 8 - Steam launch)DEVIATOR, Gami Studio (August 1 - early access)Narrative and mysteryFarewell North, Kyle Banks (August 16)Closer the Distance, Osmotic Studios (August 2)Puzzle adventureLeximan, Knights of Borria (August 13)Hidden Through Time 2: Discovery, Rogueside (August 13)Roguelike/liteFeed the Deep, Luke Muscat (August 16)Cubed and Dangerous, Ace High Arcade (August 1)snatch&swallow, megatouch (August 6 - early access)Loopstructor, Pone Games (August 8)Defenders of the Omniverse, Babushka Entertainment (August 26 - early access)RPGCat Quest III, The Gentlebros (August 8)Depersonalization, MeowNature (August 8)SimulationThe Crush House, Nerial (August 9)Crime Scene Cleaner, President Studio (August 14)Sports and drivingPhantom Spark, Ghosts (August 15)Motördoom, Hobo Cat Games (August 2)StrategyTactical Breach Wizards, Suspicious Developments Inc (August 22)Operation: Polygon Storm, Toxic Studio (August 12)Toy Shire, Bluespy Studios (August 26 - early access)SurvivalCore Keeper, Pugstorm (August 27)That's a wrap for August 2024. Want more Made with Unity and community news as it happens? Don't forget to follow us on social media: Twitter, Facebook, LinkedIn, Instagram, YouTube, or Twitch. |
AR Guidance: Tech Integration at Industrial Sites
Augmented reality (AR) helps users understand things more easily and communicate faster by overlapping virtual digital content with the real world. This article introduces AR Guidance from HD Hyundai Infracore and explores how they've adopted AR for the maintenance of construction machinery.When complex construction machinery breaks down, AR Guidance can be used to easily identify the problem. Using floor augmentation, objects can be brought up to troubleshoot data for the equipment. The content provided in apps can be used on devices like smartphones and tablets. It is the first AR solution of its kind in the construction machinery industry.Discover how HD Hyundai Infracore's Global Product Support team uses Unity for troubleshooting.In 2019, HD Hyundai Infracore collected equipment requirements and feedback through interviews with product owners. As they sought to find a way to fulfill their clients' needs, they planned various service solutions in combination with IT in the service sector. One of these solutions was to use AR to bring up 3D modeling so that clients could easily identify equipment data.They decided to make content that combined modeling with the details of the troubleshooting guide. This content provides users with the basic shape of the equipment and tells them which procedure they should follow to solve their problem.1) Dealer: The dealer that contracts equipment and maintenance (relevant region)2) Service staff: Dealer equipment service staffThe inner workings of construction machinery consist of a complex series of wires, hydraulic hoses, and pipelines, making them difficult to understand. Identifying a point of failure can therefore be very time-consuming. Internal experts were able to understand the inside of the equipment and components through 3D equipment modeling; however, the dealers and service staff had limited access and could not utilize the data.For example, the equipment mainly consists of hydraulics, a circuit diagram of electrical systems, and a block diagram of the engine. The dealer service staff can check the .dwg-based system circuit diagram to identify the structure and logic of the equipment, but even when they figure out the logic through the structure of the circuit diagram, it still takes time to locate major components in the actual equipment. It takes even longer for new service staff.Dealers needed a way for service staff to quickly provide professional services, while service staff needed content that could help them understand equipment data more intuitively than previous text-based service materials. A solution that lets users obtain the data they need and learn from experiences with ease was required.During AR Guidance test operations, content was checked for basic elements, such as displaying major component locations and features that provide detailed data on components.Many popular games use AR, but there were not as many cases where Unity was adopted in the construction machinery market. However, it soon became clear that HD Hyundai Infracore could easily start a project in Unity using various materials, including data provided by creators, tutorials from Unity, manuals, and more.Upon examining various use cases, it became clear that Unity's real-time 3D technology could be used across many industries outside of gaming. Most notably, it could be used in the construction machinery industry.AR Guidance consists of two modules: Guidance and 3D Model Viewer.AR Guidance displays 3D models of the equipment and offers users a guide for equipment troubleshooting with industrial augmented reality. Users can check and troubleshoot equipment problems on their own using three methods.Sensor Signal Monitoring: Identifies the equipment statusTroubleshooting: Provides causes and troubleshooting guides for defects with fault codesPerformance Test Guide: Offers a guide to measure whether the equipment's performance is adequate and sends performance values after the equipment has been fixed3D Model Viewer, which does not use AR technology, provides simple control over 3D modeling and provides access to more data by associating the system circuit diagram with each component in the following stages. The goal of this is to help those who are new to the service use 3D product visualization to easily understand the equipment.The first step was to identify which content was the most useful to users in order to efficiently solve their needs. Unity's training programs, as well as those from the Gyeonggi Content Agency, were used to ensure that users were equipped with the tools and knowledge they needed to be successful.When implementing the Sensor Signal Monitoring system, it was important to categorize and select data, as importing too much data from the equipment to show the location and status values via 3D modeling could cause problems.There was a constant need for a mobile-based diagnosis program, as all equipment diagnosis programs were developed for Windows. HD Hyundai Infracore thought importing Sensor Signal Monitoring, one of the features of the Windows-based diagnosis program, and showing it with the augmented 3D modeling of the equipment, could clearly provide the users with equipment status information.The 3D modeling data was removed from the 3D Product Data Management (PDM), keeping only the minimum required to deliver equipment information. HD Hyundai Infracore also worked to reduce the volume of redundant data imported from each piece of content by structuring it.The troubleshooting guide provides detailed information about the connector PIN number, color, flow chart, and more. It does so according to the occurrence of fault codes by using 3D modeling along with the shape of wires and connectors. The development of this content has contributed to establishing content standards for wiring troubleshooting for fault codes.Because construction machinery usually works in harsh environments, it was important to ensure that the 3D models were stable enough to accurately check equipment data using the AR technology. The aim was to compose one-source, multi-use content in relatively small volumes and increase the speed of data download and execution.Performance tests need to be conducted for all equipment operations to accurately verify repairs. Many variables, including weather and operator controlling methods, make it difficult to extract precise data. To combat this, HD Hyundai Infracore have provided guides that make it simpler to extract accurate equipment performance data using 3D modeling.Positive user feedback For AR Guidance, usability and stability were key. A simple structure was chosen to enable users to easily access equipment data. Capacity was also minimized in order to ensure stable app usage based on the usage environments of users.As a result, HD Hyundai Infracore received many positive reviews and valuable feedback after the launch of the beta version of AR Guidance for European service staff. This included a request to implement content for main component data, which later became a stepping stone for the development of 3D Model Viewer content.A new perspective on construction machinery manufacturers AR Guidance has played a part in changing the perceptions of technical support services for construction machinery. HD Hyundai Infracore goes beyond traditional services, offering a variety of digital services and providing technical support as a premium service strategy. They enhanced client satisfaction and improved their corporate image by providing more innovative digital services with their AR Guidance solution.Effective problem solving AR Guidance helps reduce service time by allowing staff to more easily identify fault data. It also effectively reduces communication time for equipment fault data because headquarters can support problems not directly solved by the dealer service.The future of AR Guidance and AR construction The first objective is to increase the usage rate of global service staff to more than 80%. In order to do this, the expansion of target equipment implementation should be prioritized, as not all equipment sold globally is currently available in the construction management app. It will also be important to quantify service lead time and verify the reduction in communication.Mobile devices were the easiest to interact with, so they were the first to be integrated. HD Hyundai Infracore aims to adopt AR glasses next in order to increase the usability of AR Guidance. They will then begin developing VR-based content alongside their AR-based content. VR solutions will be used to guide regular equipment inspections and correct equipment operations before and after sales.HD Hyundai Infracore also plans to increase equipment uptime by reducing service time with the troubleshooting guide within AR Guidance. The adoption of AR glasses will enable hands-free use during maintenance and repairs.The role of Unity is crucial in the process. They allowed HD Hyundai Infracore to overcome many of the challenges they faced through support, online resources, and the Unity creator communities.AR Guidance is growing with HD Hyundai Infracore. The generation of construction machinery changes in accordance with exhaustive regulations. HD Hyundai Infracore is steadily developing equipment for the new generation and AR Guidance content will continuously be developed for that equipment as well. Usability is expected to be increased by providing troubleshooting guides through AR Guidance as new generations are introduced. HD Hyundai Infracore is developing next-generation equipment, which will be implemented with AR Guidance and see continuous development."With each new release of construction machinery equipment, the content and UI will undergo significant changes. As before, by utilizing Unity's rapid support and various platforms, it will be possible to create content that suits the new generation of equipment and quickly meets customer needs."- Ingeun Lee, Senior Manager of HD Hyundai Infracore |
How BMW is leveraging Unity to open up new dimensions for the driving experience
With a rich history rooted in superior engine performance, most know the BMW brand as being synonymous with an elevated driving experience. As the BMW Group has also been known for pioneering digital innovations in the automotive industry in the past decade, it should come as no surprise that in the last several years, the research team at BMW Group has been leading the charge when it comes to finding ways to bring augmented reality technology to their vehicles. We sat down with research engineers Manfred Pauli and Wolfgang Haberl to discuss their vision for the future of driving and how BMW is innovating the in-vehicle experience with augmented reality (AR).
Which teams or business units at BMW are currently utilizing Unity?Manfred: We are a part of the BMW Group research team. We build early prototypes, and provide a lookout for future generations of BMW vehicles. Unity is used throughout the company, especially for designing head-up display graphics or developing graphics prototypes.How does this new prototype for a head-up display work? What are the current capabilities when it comes to using AR to build a new driver experience?Wolfgang: In this case, it is an AR glasses display, so it has some similarities to the head-up system. We try to see what the specifics for AR glasses are and where they make sense in addition to a traditional head-up display. Our current prototype includes some driver and some passenger-related use cases to demonstrate the range of possibilities. For the driver, we have driver assistance augmentation. You see, for example, assisting graphical distance representations during parking, you have your navigation arrows that guide you exactly along the road and the intersections where you have to turn. It also highlights other things, like markers for potholes and construction sites, as well as some signage that you might overlook, like a speed limit or pedestrian crossing. All that information is brought into your central view in AR. For the passenger, we are really trying to explore what might be a nice usage of time in the car. We have implemented a gaming example that allows you to collect coins that appear along the driving route in order to gain points. We also have a feature that lets you use the glasses as your personal movie theater.Can you speak about what goals you are ultimately trying to achieve by bringing AR to drivers? You touched on safety and navigation, as well as the overall driving experience and making it more immersive. What do you hope to see?Manfred: BMW is, as you know, not a manufacturer of AR glasses. So, what we want to do is enable the customer to be able to connect their existing AR glasses that they already use outside of the car. The overall goal is to make any set of AR glasses work inside the car, as we have done with the smartphone. There are already a multitude of AR apps, but what is on the market right now doesn't work during a drive because the car and head both move. The devices have to be able to differentiate between these movements, but to our knowledge, none of the glasses manufacturers can do the necessary 6 degrees-of-freedom (6-dof) tracking without additional data from the car yet. We have developed our own glasses tracking algorithm, software, and vehicle interface so that we can enable glasses to work inside the car. That is the first step.Wolfgang: Getting this basic system to work has taken up a lot of our time over the past years. This tracking solution enables us to place stable augmentations while the car is moving. Now we are able to put virtual assets on the dashboard that follow the movements of the car. At the same time, we can place signage or markers on the road or on a building in your surroundings that are independent of the movements of the car or the user's head.We are prototyping different use cases to see what makes sense and what is helpful for the driver. Of course, it is always about creating content that will make driving safer. We are trying to see what we can display to reduce your cognitive load when you have the augmentation right in front of you. We test these features with test drivers in our simulator to study whether their reaction times get better when wearing the glasses compared to using a classic cockpit.Will AR glasses be complementary to what you're seeing in the head-up display or is it basically the same information?Wolfgang: We think that current AR glasses could be a great extension to a regular head-up system. The head-up display provides important information that is not world-locked, like vehicle speed, turn-by-turn navigation, and the current speed limit. It is always available, no matter whether you're weaning the glasses or not. The glasses provide a huge field of view, significantly larger than the image sizes of any head-up displays. This allows coverage of a good portion of the real world with augmentations, thus extending the traditional head-up.Let's talk a bit more broadly about the auto industry and general AR adoption. As you said, this is all in early development. What do you think the current state is for most manufacturers, and what are you, as BMW, and others prioritizing as you move toward this?Wolfgang: From what we see on the market, a lot of companies are currently integrating AR features into their existing head-up systems, which from our point of view makes a lot of sense. At the same time, these solutions are still limited to the smaller field of view of the head-up system. That's why we put a lot of effort into AR glasses to see how they could make use of the remaining field of view. We have the only system right now, which works with a small pair of AR glasses that are really ergonomic and provide a compelling form factor and design (the Xreal Air 2). We have put a lot of development effort into getting the tracking to work on a customer- friendly device.We hope more companies that produce glasses will cooperate with us and make their glasses compatible with our vehicles. In the future, we expect glasses to be as ubiquitous as smartphones. We want to set an industry standard with our integration in order to provide a common ground for glasses manufacturers and car manufacturers to have a working platform independent of a certain combination of glasses and car brands.Manfred: We went public with a different pair of glasses in 2014. We used ODG smart glasses, and if you compare those to the ones we're using now, a lot has changed. The field of view has almost doubled, and image quality has improved a lot. In addition, we can now use Unity. We are really glad to see this technology mature and are proud of our work.What limitations around driver safety, consumer expectations, or hardware are you considering when you think about the next phase of this?Wolfgang: From a consumer's point of view, we want glasses to get even smaller in order to increase wearability and comfort. Most of the current devices are targeted towards indoor use and have a very little tint. So, if you're driving outside in the sun, the tint might not be dark enough to see the displayed content. On the other hand, if you're driving at night, you don't need any tint at all. Consequently, dynamic tinting is a desirable feature. At the same time, you need a very good display that provides a broad range of brightness to achieve convincing image quality even in bright sunlight.Many of these glasses are also battery-powered, so they have a limited runtime. Of course, we also provide the most important driving information in one of the car's built-in displays for safety reasons. Still, we hope to see runtimes increase for longer drives.We are able to merge the separate display areas of our different systems in the car to avoid overlap. With our tracking system, we know exactly where the glasses are looking, and we also know where the area for the head-up system and other displays are. So, we can omit putting items in the glasses on top of other displays, giving us the possibility to run them in parallel.What are your hopes for BMW's role in the development of this technology?Manfred: BMW was the first to introduce the head-up display technology, inspired by the aviation industry. So what's next after head-up? We are launching a completely new user interface with the BMW Panoramic Vision in series vehicles starting in 2025. The whole width of the windshield is then used for display, pillar-to-pillar. We are always thinking about what's next. We want to point out the huge benefit of AR glasses in the car. Our main goal is creating maximum safety in combination with sheer driving pleasure. BMW drivers are not distracted but intuitively supported in their driving task, resulting in additional excitement.Wolfgang: We believe an important step is creating a standard for car integration with more glasses manufacturers and to keep improving it. From a customer's perspective, their glasses should simply work in their car, independent of the respective manufacturers.When it came to building this, how did you make the decision to choose Unity? How does Unity fit into your current development workflows?Wolfgang: Most of the companies offering AR glasses on the market right now support Unity. Today, the Unity Engine is the de facto standard for AR glasses. It definitely made the most sense for us to go with Unity for this reason.Manfred: The Unity Asset Store was another added benefit. The map plugins from Infinity Code were a huge help in developing navigation features. We had designers working on the prototype that would bring in assets from Blender, and then we integrated them into the Unity editor and deployed them through our Android devices. From everything around recording routes with our cars and simulation, Unity has been a very customizable tool that helped us out a lot.Wolfgang: We know that a lot of times, technical research projects are hard to convey or explain to non-experts and sometimes also to decision makers. We always try to implement use cases and great visualizations to transport the idea and the vision of the final customer product. Unity was a great help with abstracting away from all the low-level problems of getting the visualizations displayed in the desired way. This made our whole vision a lot more understandable and really fascinated people. It allowed them to see how cool and immersive the future of AR glasses in vehicles could be.Want to hear more about this exciting project? Watch our deep dive session with BMW from Unite 2024 in Barcelona.Explore the possibilities of Unity for automotive, or contact us for more information. |
Break into real-time 3D industries with Unity's Elevate program
There's never been a better time to pursue a career in real-time 3D (RT3D). Across industries as diverse as gaming, architecture, automotive, medicine, aerospace, and film, new and lucrative career opportunities are emerging for the next generation of real-time developers, programmers, and artists.However, despite the RT3D boom, preparing for these new roles and navigating a hiring environment that's rapidly shifting can be challenging for everyone involved. How are job seekers to know which skills they'll need for which positions, and how best to get themselves up to speed? How should educators adapt their teaching so it stays relevant? And, how can employers more easily identify and onboard the very best candidates for increasingly specific roles?Unity's latest initiative, Elevate, is here to address these challenges by transforming the way job seekers, educators, and employers interact within the dynamic RT3D landscape. Elevate's mission is to equip job seekers with the knowledge they need to prepare for and secure opportunities in RT3D sectors, while also providing educators and employers with resources to streamline the talent cultivation and hiring cycle.Introducing Universal Job ProfilesAt the core of the Elevate initiative are Universal Job Profiles (UJPs) - meticulously crafted guidebooks designed to eliminate the guesswork and inconsistencies plaguing RT3D job definitions. UJPs are industry-vetted, detailed overviews of specified roles within RT3D industries. UJPs serve as comprehensive manuals detailing vital job elements such as role responsibilities, how positions fit within a studio structure, core skill requirements, commonly used tools, application prerequisites, interview processes, and learning resources. In essence, UJPs outline clear and structured career pathways tailored specifically to various roles within RT3D industries.The Employer Advisory BoardThe creation and refinement of UJPs is overseen by Elevate's Employer Advisory Board (EAB), a diverse collective of experts representing industry-leading companies from all parts of the real-time landscape. These industry leaders provide nuanced insights and feedback, ensuring the UJPs accurately reflect current and emergent RT3D employment trends. The EAB's advice guarantees that the information within the job profiles accurately reflects industry requirements, equipping both job seekers and educators with the most relevant and actionable information.Streamlining the path to employmentFor aspiring professionals, UJPs act as a map to plan their career trajectory clearly and confidently. These profiles guide job seekers through the landscape of RT3D industries, ensuring that by the time they complete the recommended areas of study, they emerge as job-ready candidates. The UJPs' actionable checkpoints allow individuals to track progress and acquire skills pertinent to their desired roles.Enabling educators to craft future-ready curriculaEducation institutions are often challenged by the rapid pace of technological advancement in RT3D industries. Elevate alleviates this strain by providing educators with up-to-date UJPs, enabling the design of curricula that are synchronized with the market's demands. UJPs aid educators in crafting learning experiences that align with real-world expectations, ultimately leading to a classroom-to-career transition that is smooth and successful.
Empowering Employers to find the best talentEmployers also reap the benefits of UJPs by using them as benchmarks for job listings and candidate evaluations. In-depth overviews of roles facilitate a more efficient hiring process, helping employers find the best match for their team quickly. Employers seeking to influence the evolution of UJPs can also join the EAB, contributing to the program's future direction and maintaining the initiative's industry-leading status.A collective effort for an inclusive futureThe Elevate program is an ambitious and inclusive endeavor. It transcends tool preferences and industry segments, offering visibility and access to everyone interested in RT3D opportunities. Unity is committed to broadening the path to success in RT3D industries for all, and Elevate stands testament to that commitment.Discover the full scope of the Elevate program and how it can transform your journey in the RT3D industry by visiting the Elevate landing page. Whether you're a job seeker, educator, or employer, become a part of this groundbreaking initiative and contribute to shaping the future of our industry. With Elevate, we're not just finding jobs; we're elevating careers. |
Games Made with Unity: July 2024 in review
It's July. The sun is out. Summer is in full bloom. It's a great time to stay inside and get your hands on the plethora of brand-new games made with Unity that released this month.By the way, have you followed our new Steam Curator page? Last month, we kicked off a poll on X for the next theme for a list of games to put on the page. Unsurprisingly, cats won out.Check it out!Working on a game in Unity? We'd love to help you spread the word. Be sure to submit your project.
Without further ado, to the best of our abilities, here's a non-exhaustive list of games made with Unity and launched in July of 2024, either into early access or full release. Add to the list by sharing any that you think we missed.Action and CasualMetal Slug: Awakening, Tencent (July 16)Hamster Playground, Mass Creation (July 11)OutRage: Fight Fest, Hardball Games Ltd (July 16)ComedyExhausted Man, Candleman Games (July 24)Thought Experiment Simulator, HoHo Game Studio (July 22)RAWMEN: Food Fighter Arena, ANIMAL (July 23)FPSAnger Foot, Free Lives (July 11)MetroidvaniaBÅ: Path of the Teal Lotus, Squid Shock Studios, Christopher Stair, Trevor Youngquist (July 17)Gestalt: Steam & Cinder, Metamorphosis Games (July 16)Frontier Hunter: Erza's Wheel of Fortune, IceSitruuna (July 26)Narrative and MysteryThe Star Named EOS, Silver Lining Studio (July 23)Vampire Therapist, Little Bat Games (July 18)The Operator, Silver Lining Studio (July 22)PlatformerSCHiM, Ewoud van der Werf, Nils Slijkerman (July 18)Moen, Ambient Melancholy (July 12)Valley Peaks, Tub Club (July 24)Puzzle AdventureSlider, boomo (July 24)The Abandoned Planet, Dexter Team Games (July 14)Linkito, Kalinarm (July 23)Été, Impossible (July 23)Arranger: A Role-Puzzling Adventure, Furniture & Mattress LLC (July 25)Ogu and the Secret Forest, Moonlab Studio, Sinkhole Studio (July 29)Roguelike/liteUnion of Gnomes, Hoolignomes (July 18 - early access)
Valefor: Roguelike Tactics, Valefor Ltd (July 19)Little Scavenger, CodeRed Studio (July 27)Deathless, OneTwoPlay (July 29 - early access)Towerful Defense: A Rogue TD, Mini Fun Games (July 29)RPGDungeons of Hinterberg, Microbird Games (July 18)Zenless Zone Zero, miHoYo (July 4)Yaoling: Mythical Journey, RAYKA STUDIO (July 16 - early access)Minds Beneath Us, BearBoneStudio (July 31)SimulationFarlands, JanduSoft, Eric RodrÃguez (July 24 - early access)Contraband Police Mobile, PlayWay SA (July 9)The Last Alchemist, Vile Monarch (July 12)Critter Crops, Skyreach Studio (July 22)StrategyCataclismo, Digital Sun (July 22 - early access)Artisan TD, 4rtisans (July 22)ARC SEED, Massive Galaxy Studios (July 30 - early access)Survival7 Days to Die, The Fun Pimps (July 25)That's a wrap for July 2024. Want more Made with Unity and community news as it happens? Don't forget to follow us on social media: Twitter, Facebook, LinkedIn, Instagram, YouTube, or Twitch. |
Unity 2021 Long Term Support Extended
To ensure customers are able to create games with sufficient development time before upgrading, projects currently being built in Unity 2021 Long Term Support (LTS) will have extended LTS support until the release of Unity 6, later this year.Officially, support for Unity 2021 Long Term Support (LTS) ended in May 2024, two years after its release in 2022. This is aligned with the processes as outlined in the documentation under which we release our Unity Engine versions.As part of our ongoing efforts to ensure our users always have the right options for their project, we assessed the current state of support for all of our released (and soon-to-be released) versions of the Unity Engine.Here's the rundown:Unity 2021 LTS. Fully supported up to the release of Unity 6, later in 2024. Enterprise customers will receive an additional year of support.Unity 2022 LTS. No change. Fully supported until at least May 30, 2025. Enterprise customers will receive an additional year of support.Unity 6 Preview. No change. Fully supported as a Tech stream release until the release of Unity 6, later in 2024.Unity 6. Fully supported for at least two years from its release. Enterprise customers will receive an additional year of support.When we announce the date of release for Unity 6, we will update this list with specific dates for Unity 2021 LTS and Unity 6.Providing peace of mind to our users is a top priority. This change in support for Unity 2021 LTS allows studios to continue to work on their current project, while looking forward to building their next project in Unity 6.As always, we encourage feedback. Please visit Unity Discussions to keep the conversation going. |
Implementing ads without cannibalizing subscription conversions: A brief guide by ad format
2024 has seen many premium subscription service apps expanding their business models to incorporate an ad-tier into their offerings.At first glance, this shift makes sense - traditionally only 3-4% of users are likely to subscribe to a premium subscription-based app. Ads offer premium apps and streaming services a way to monetize the remaining 96% of users who would otherwise not generate revenue. While converting users to subscribers still offers the highest ROI for these apps, they would leave significant revenue on the table without ads.Still, some apps are hesitant to incorporate ads into their monetization strategy. Beyond more general concerns about ads causing churn due to a negative experience, there is also a concern that an ad-based tier would cannibalize subscription conversions. The reasoning is that if a user can access an app's services through an ad-tier, they won't be incentivized to purchase a subscription.But with the savvy implementation of an ad-based tier, subscription cannibalization can be avoided, as well as exposing an even greater cohort of users to the benefits of your app's premium content or services, perhaps leading to more subscription conversions down the line. Below, we go over what you need to know about implementing ads without cannibalizing subscription conversions, broken down by ad format.How to implement ads, by format:1. Display adsDisplay ads are one of the most widely used types of ad formats, including formats like banner, MREC, native, and splash ads (splash ads are pop-up ads that trigger when users open their app). Their popularity is often attributed to their ease of use and unobtrusiveness - display ads require minimal development work from publishers and do not overtly disrupt app usage. Users experience display ads as digital 'posters' and are still able to use the app normally when display ads are on screen.As minimally disruptive as display ads are, they're system-initiated, so users can't opt out. As a result, there is still some risk of users bouncing. To prevent this, users should be primed to expect ads with messaging related to the tiers - the ad tier where they'll receive some premium features for free with ads, and the premium tier where they can access all the features of the app without ads.Priming users that ads are present can help to avoid churn since users are less likely to see the ads as intrusive as they'll be expecting them. Notifying users that they're on an ad-tier can also work to incentivize subscription conversions - ad-tier users get a taste of premium content, which may make them want to subscribe to unlock the full experience and receive all premium features. Another option for an ad-tier is to give users full premium features but with ads with an option to access an ad-free experience by subscribing.Preferably, users should be primed with a notification from the start of their app experience. A good place is in the sign-up flow since this is when they'll have the option between using a subscription or ad-based tier for the first time. Moreover, a sticky notification in their account settings is another great place for the notification. There should be a CTA alongside the notification to become a subscriber, which can work to convert users who initially chose the ad-tier of your app.2. InterstitialsInterstitials offer even better revenue generation potential than display ads but can be more intrusive. Like display ads, interstitials are system-initiated, but unlike display ads, users can't keep using the app until they have either completed or dismissed the ad. So, implementing them correctly is even more important.Like with display ads, priming users is essential. And since interstitials can interrupt the user experience of the app, it's doubly vital to prime them that ads are present.3. Rewarded videosRewarded videos (RVs) are one of the best ways to monetize users, since, like some interstitial ads, they are a more engaging 15-30 second video, but unlike interstitial ads, RVs are user-initiated. In other words, users opt-in to watch the ad until completion in return for access to in-app currency or content. This makes rewarded videos premium placements with high revenue generation potential - RVs incentivize higher engagement and so advertisers are willing to bid more for them.Thanks to this, RVs can actually positively impact your conversion and retention rates. They enable you to give users a taste of premium content in exchange for watching ads. Some users will want more of the premium content and subscribe, while others, who may have otherwise churned, will stay for the premium content they received from the rewarded video.The primary difficulty with RVs is that they come with some development needs. To implement them, you need a way to categorize content so that it can be exchanged for ads watched. With the right resources and expertise this is entirely possible (Unity has an in-house dedicated consulting team to help publishers accomplish this), but it does take some work.4. OfferwallOfferwalls take the value exchange-driven engagement of RVs one step further, offering users in-app currency or unlockable features for not just watching ads, but also completing tasks in other apps. Users can be tasked using a range of offers, like downloading another app, making an in-app purchase there, or progressing far enough in terms of levels or engagement in that advertised app. Like RVs, offerwalls are also an opt-in, user-initiated monetization strategy, meaning that they are less likely to cause users to churn because users are actively choosing to engage with them.However, just like RVs, there is some development work required. To implement an offerwall you would also need to categorize your features and content. But, on top of that, offerwall implementation also requires you to have some form of in-app currency that users can receive in exchange for completing tasks. Users also then need a storefront in your app where they can spend the in-app currency they earn.Though the requirements of offerwalls can be steep, if you can implement one properly, it can offer a key way to diversify your monetization strategy, giving you a way to monetize highly engaged users who are committed enough to engage with outside offers to access premium content in your app, but still might be on the fence when it comes to purchasing a subscription.Ultimately, all ad formats have a lot to offer in terms of revenue generation and diversifying your monetization strategies. The right one, or the combination of ads, will depend on your app and audience. But, regardless of which ad format is right for your app, all ad format implementations share one commonality - the importance of using segmentation to prevent cannibalization.Segment users to prevent cannibalizationFor a subscription app diversifying into ads, it's critical to use a monetization platform that allows you to segment users, ideally by region, device model, OS, and more. These segmentation options enable you to tailor your ad implementation to ensure that high-potential users get an app experience that drives them to convert, whereas users who are less likely to convert to a subscription package are routed to an ad-based tier.For example, users from a tier-1 region, like the US, are more likely to convert than those from tier-2 regions like LATAM, so segmenting tier-1 users out of the ad-based tier will help to prevent losing high-quality users who might have otherwise become subscribers.With a monetization platform that enables you to segment users in this way, you stand the best chance of reaping the rewards of implementing an ad monetization strategy without the cost of cannibalization - especially when used in conjunction with priming. |
Pixyz: What's new
Pixyz is our data optimization solution designed to ingest, optimize, and convert CAD or 3D assets with tessellated meshes from almost any engineering or design software for use in any 3D staging, rendering, or visualization environment. The Pixyz Portfolio has historically included Pixyz Plugin, Pixyz Studio, and Pixyz Scenario Processor. Please read on to learn about significant improvements and a few licensing changes being made to the Pixyz Portfolio soon.Pixyz Scenario Processor was created to ease the deployment of large-scale data preparation workflows prepared and tested in Pixyz Studio. While Pixyz Scenario Processor has proven to be a valuable tool, it needed to be accessed from the Command Line, which limited flexibility when it came to automation.Today, we are announcing that Pixyz Scenario Processor will evolve into a new, more flexible and powerful toolset called Pixyz SDK or "Software Development Kit". As the primary offering for developers in all industries, Pixyz is now available as a standard library (Python, C# .NET NuGet), to be used in your favorite IDE (PyCharm, Visual Studio code, etc). This allows for faster, more efficient integrations within our users' infrastructures and applications. Pixyz SDK will also provide cloud-ready tools (docker image) to simplify the deployment of data pipelines in your private Cloud or local server infrastructure. The purpose of this shift is to better serve our trusted Unity and Pixyz customers handling complex, on-premise, data transformation pipelines.Starting July 24, 2024, Pixyz SDK will become available as the successor to Pixyz Scenario Processor. A minimum acquisition of two nodes will be required for Pixyz SDK. There will also be a grace period for current Pixyz Scenario Processor subscribers. Subscribers with less than two nodes will have 6 months after launch, from July 24, 2024 to January 24, 2025, to renew their license. After that date, all customers will be required to purchase two nodes at a company level, or consider transitioning to our Unity Cloud Automation offering.Our experience working with Pixyz Scenario Processor customers over the years demonstrates that it requires effort to properly set up an on-premise data pipeline and that users get more value when starting with at least two concurrent executions of Pixyz. For instance, many customers require both a staging and production environment, in order to make changes in the staging environment before pushing to production.Unity Cloud Automation and 3D Transformation services will be available later this year for customers who do not wish to purchase two nodes or do not require an on-prem solution.For more information on pricing or your subscription, please contact our sales team. To better understand the differences between Pixyz Scenario Processor and Pixyz SDK, how to migrate data pipelines, and how to access documentation, please visit our FAQ on the Pixyz SDK homepage.As Pixyz SDK is being launched along with a dedicated UI* as the companion app to support the scripting experience, Pixyz Studio naturally changes its position in the Pixyz product stack. From version 2024 onwards, Pixyz Studio will focus on interactive data preparation tasks.Pixyz Studio 2024 launches today in Beta and continues to feature a Python API interface. This enables the creation of simple scripts and plugins designed to enhance its out-of-the-box capabilities and create custom actions to help users work more efficiently. However, Pixyz Studio plugins will not be recommended as compatible with Pixyz SDK.Finally, PyQt native support has been discontinued, so plugins are limited to what the XML structure can offer. Customers wishing to create advanced interfaces should use the full power of Pixyz SDK.On September 3, 2024, Unity will launch a new version of the Pixyz Plugin package. While all main features for CAD and 3D import and data preparation remain unchanged, they have been completely revamped and simplified in order to provide a better user experience that remains faithful to the usual way of working with Unity Editor.With the latest release of the Pixyz Plugin package, Pixyz Plugin will be automatically entitled by Unity Industry and will therefore no longer require a separate license. Standalone Pixyz Plugin license purchases will be discontinued beginning September 3, 2024 and Pixyz Plugin will only be available as part of the Unity Industry bundle.Unity aims to simplify the onboarding process for Industry customers with this change, particularly concerning seat management with Pixyz Plugin. This means access to the Pixyz Plugin package will be automatic for all Unity Industry seats. As the first of many steps to enhance the overall user experience for Industry customers, the Pixyz Plugin package will be continuously upgraded to offer more features that further unlock industrial use cases.Find more information about this important upcoming change in our FAQ here. |
E-book update: More design patterns and SOLID principles
Back in the fall of 2022 we launched the e-book Level up your code with game programming patterns, together with a GitHub repository with sample code. We also released a five-part video tutorial series to accompany the e-book and sample project.We've received great feedback from you on these resources, with many of you asking us to cover additional design patterns. Thank you for sharing your feedback. My team and I follow your comments closely and we really appreciate it. Today, I'm excited to announce that an updated edition of the e-book, Level up your code with design patterns and SOLID, is now available, with an updated version of the design patterns sample project, which you can download from the Unity Asset Store.Both the e-book and the sample project are now based on Unity 6 and include more examples and patterns. The sample project also includes more features from UI Toolkit, including an example that demonstrates databinding, a popular request from the community.Note: Unity 6 will be available later this year. If you want to follow along with the examples in the guide, and the accompanying demo project, make sure to download Unity 6 Preview.Before diving into the new content in the e-book, some of you who are less familiar with the concepts might wonder: Why should I learn about design patterns, and how do they fit into Unity game development?Coming back to your feedback, while the fundamentals of object-oriented programming are familiar to many, applying these principles in your own code can sometimes feel abstract and overly academic.Think of it this way: For every software design issue you face, countless developers have encountered similar challenges before you. Although you can't always ask them directly for advice, you can learn from their solutions through design patterns.Design patterns offer general solutions to common problems in software engineering. They aren't ready-made templates to copy and paste into your code, but rather tools in your toolbox to draw upon when needed. Some patterns are more intuitive than others, but each one can be useful in each context.We created this guide for those who are new to design patterns or just need a refresher. It outlines common scenarios in game development where these patterns can be applied. If you're transitioning from another object-oriented language like Java or C++ to C#, you'll find practical examples of how to adapt these patterns specifically for Unity.At their core, design patterns are simply ideas. They won't apply to every situation, but when used correctly, they can help you build scalable applications. Integrating them into your projects will enhance code readability and maintainability. As you become more familiar with these patterns, you'll identify opportunities to streamline your development process.In short, our guide is designed to elevate your coding skills and create better Unity projects and establish an understanding of general industry best practices that you can carry with you throughout your career.Let's look at the key new additions to the design patterns resources:An expanded section on how to implement SOLID principlesThe five core principles from SOLID now each have actionable code examples implemented in the sample project that are explained in the e-book. As a reminder, SOLID is a mnemonic acronym for five core fundamentals of software design - think of them as five basic rules to keep in mind that can help you keep object-oriented designs understandable, flexible, and maintainable.As a quick reminder SOLID stands for:Single-responsibility principle: A class should have only one reason to change, meaning it should only have one job or responsibility.Open-closed principle: Classes should be open for extension but closed for modification, allowing them to be extended without changing existing code.Liskov substitution principle: Objects of a superclass should be able to be replaced with objects of its subclasses without affecting the correctness of the program.Interface segregation principle: Clients should not be forced to depend upon interfaces that they do not use. It promotes the creation of specific interfaces over a single, general-purpose interface.Dependency inversion principle: High-level modules should not depend on low-level modules, but both should depend on abstractions.The key takeaway from diving into the examples is that following the principles can help you achieve the following benefits in your game development:Readability: Clear and well-organized code facilitates efficient comprehension of project functionality. Adhering to SOLID principles can enhance code readability; when your code standards are consistent, you boost the chance of smooth collaboration between game programmers on a team. Scalability: Implementing SOLID principles fosters maintainable code, which is crucial for projects that you want to scale. By adhering to these principles, changes made in one part of the codebase are less likely to introduce unexpected issues elsewhere. This approach ensures code remains flexible and adaptable to evolving requirements.Velocity: Ultimately, SOLID principles contribute to improving game development workflows. Modular code, a key aspect emphasized by SOLID, involves breaking down systems into smaller, manageable components. This modular approach facilitates easier testing, debugging, and code reuse across projects, reducing development time and enhancing productivity.The updated e-book and project include four new patterns, bringing the total to 11. Here's a quick rundown of each one:Factory pattern: A classic use case is when you have powerups (such as speed boosts, shields, or extra lives), which share several attributes yet have different functionality. Here the factory pattern can be used to create instances of these different powerup classes derived from a common interface or base class, enabling flexible addition of new power ups without modifying existing client code.Object Pooling: Some would refer to this as a performance optimization technique rather than a design pattern. In any case, think of it as a way to improve performance by reusing objects instead of creating and destroying them frequently. In our sample scene you will find an example of a gun turret firing large amounts of bullets at rapid speed. Rather than instantiating them (and cleaning up once they served their purpose at significant performance cost) each time we use the pattern to recycle them over and over.Singleton: The singleton is likely one of the common patterns in game development - chances are you are already using it today. It's useful if you need to have one object that coordinates actions across the entire scene. For example, you might want one game manager in your scene to direct the main game loop. However, there are some pitfalls to watch out for when using the singleton pattern, which we explain in the guide.Command Pattern: You've likely seen the command pattern at work if you've played a game that uses undo/redo functionality or keeps your input history in a list. It's a pattern you can leverage for a strategy game, for example, where the user can plan several turns before actually executing them in the order the input was given.State Pattern: This allows an object to change its behavior when its internal state changes, which simplifies the management of complex state-dependent behavior in game characters or UI elements. Think of an enemy NPC that has different behaviors such as "idle", "patrolling", or "attacking" which depends on different game scenarios such as where the player is on the map.Observer Pattern: This pattern helps you implement an efficient event system where objects can subscribe, and react, to events dynamically. One use case is that of a player collecting ammo in an action game that triggers different events such as playing a sound, updating the UI, and playing an animation.Model View Presenter (MVP): At its core this pattern is about decoupling the display of state from the actual state, enabling a reactive design where views automatically update in response to model changes, making it a common pattern in UI programming. The model is the data, the view the user interface, and the presenter a mediator which handles the logic for the view and synchronizes the data from the model.Model-View-ViewModel (New): Like the name indicates this one is related to the MVP pattern but expands it by adding runtime data binding which simplifies how UI elements are updated. In our example we leverage the new data binding feature in UI Toolkit and Unity 6 Preview.Strategy Pattern (New): This pattern defines a family of algorithms by encapsulating each one, to make them interchangeable, allowing the algorithm to vary independently from clients that use it. This is a useful pattern for implementing different movement behaviors in game AI, for example.Flyweight Pattern (New): Use this pattern to optimize memory usage by sharing as much data as possible with similar objects. The basic idea is that you centralize the shared data among objects.Dirty Flag (New): This pattern is useful for optimizing performance by marking objects as "dirty" when they change, so they are only recalculated or updated when necessary. This pattern can help you manage costly updates in game loops or in some UI rendering cases.The sample project mirrors the e-book by demonstrating each of the 11 patterns in action. You can download the project from The Asset Store and follow along with the corresponding scenes to see these patterns applied in real-world scenarios. Note that the project requires Unity 6 Preview or later.Before you jump into the project, there are a few helpful tips to keep in mind.Start with the Bootstrap scene. This scene configures the demo and provides access to the main menu (you can learn more about the concept of SceneBootStrapper in the e-book). From the main menu, you can navigate to the appropriate sample. Each scene demonstrates a different SOLID principle or design pattern.Please note that there may be minor differences between the sample project and the code examples in the guide. To enhance clarity and readability, some examples feature simplified code like public fields.Your team might prefer a coding style different from the conventions used in this guide or the sample project. We recommend creating a C# style guide tailored to your specific needs and following it consistently across the team. Check out our e-book on how to create your own style guide to learn more.Consider the examples provided and determine which design pattern aligns best with your project needs. As you familiarize yourself with these patterns, you'll discover their potential to streamline and improve your development workflow.Both the e-book and sample project on the use of design patterns are available to download for free:Happy coding! |
Multi-Game Strategies
During Project Reviews as a consultant for the Customer Success team, I often work with customers that create game-switching applications. These applications have one main menu or theme menu, presenting multiple choices of games for the player to choose. In those setups, the main concerns are how to ensure that the time between switching games is as short as possible and how to ensure optimal performance across the games. In this blog post we will explore different approaches based on project needs as well as some best practices that can be useful for any game environment, with or without a game-switching setup.When planning for a multi-application environment-whether for gaming, entertainment, or industrial simulation-the most important decision to make is how to manage game executables. There are many factors that can influence this decision:How many games will the platform handle?How big are the games?Are the games made with the same Unity versions? What are the application's bottlenecks?Other factors are target hardware, memory and CPU, and disk speed (SSD vs HDD vs SD Card).Answering these questions and deciding how to handle executables is crucial to understand whether we need separate executables for each game; one shared executable for multiple games, or a combination of both to ensure the applications perform optimally.Having multiple executables is a great option to handle games that are made with different Unity versions. With this approach it's possible to reduce the time to switch between games by caching the executable in the memory, and leaving each instance in the background. However, keeping all executables in the memory is not always the best choice since it can be straining on memory. It should be avoided in cases where the individual games have a higher memory footprint, and/or when there are many games in the game switching application.To ease memory constraint, it is possible for games to share a single executable. The games can be in a single Unity project, or each have their own project, as long as the games share the same Unity version. Since Unity 2022 LTS in Windows it's possible to use the -datafolder argument to pass a variable path via command line ( -datafolder
), specifying the selected games data folder in order to switch change. One potential disadvantage of this approach is slower game switching times; therefore it's important to follow loading best practices to reduce this drawback.No matter the nature of the game we're developing or on which platform, it's important to spend as little time as possible from the moment of game selection until it's fully loaded on the screen. This goal becomes particularly important for game switching applications.A great way to handle loading is by using Addressables. With Addressables, contents are downloaded and released on a need basis. This deferred loading strategy is the most efficient way to reduce load times for games since it limits the amount of data that has to be loaded during initial startup. Furthermore it can help prevent any CPU background activities related to background games, which can contribute to CPU bottlenecks. Addressables: Planning and best practices blog post is a great starting point to learn more about addressables and how they can help improve your game.A great way to ensure faster loading, regardless of how many executables we're using, is via the asynchronous loading APIs. When loading asynchronously, the Unity main thread will execute a process called "main thread integration" which is responsible for the initialization of native and managed objects in a time-sliced manner. Since this process performs some operations that are not thread-safe it will occur on the main thread, and the time allowed to execute the main thread integration is limited to prevent the game from freezing for a long time. The amount of time that can be spent on the integrations is defined by the Application.backgroundLoadingPriority property. We recommend setting the backgroundLoadingPriority to High, or 50 ms, during loading screens and then returning it to BelowNormal (4 ms) or Low (2 ms) when loading is complete.An additional way to speed up loading is via Asynchronous Texture Upload. Async texture load can decrease the amount of load time by coordinating how much time and memory is used for uploading textures and meshes to the GPU setting. The Understanding Async Upload Pipeline blog post provides detailed information on how this process works.These practices will help speed up loading times:Minimize your scene content as much as possible. Use a bootstrap scene to load only what's needed for the game to be in a playable state, then load additional scenes when needed.Disable cameras during loading screens.Disable UI Canvases while they are being populated during loading.Parallelize network requests.Avoid complex Awake/Start implementations and make use of worker threads.Always use texture compression.Stream large media files (like audio files and textures) instead of keeping them in memory.Avoid JSON Serializer, and instead use binary serializers.As mentioned earlier, memory is not the only concern for multi-game environments, background CPU activity is also something that can put a toll on the player's gaming experience. When games are not actively being played, their CPU is still running, causing the active game to perform suboptimally by creating CPU starvation. A way to prevent CPU starvations for the active game, and any other backend platform processes is to set the Run in Background player to false in Unity Settings. Run in Background will cause the Unity game loop to stop while the game is not in focus. The setting can also be changed dynamically via scriptOne thing to note is the Run in Background setting won't stop any custom scripting threads from running, so it's important to set to sleep any threads of non-playing games via the Thread.Sleep C# method. Remember that working with background threads in Unity requires careful programming. Since these threads don't have direct access to Unity's API, there can be a greater chance of creating issues, such as deadlocks and race conditions. Preventing this requires proper synchronization with the main Unity thread. To properly implement multi-threading, review the Limitations of async and await tasks section of the Overview of .NET in Unity manual page and the MSDN article about using threads and threading. Unity 6 introduces Awaitable class which offers better support for async/await.It can be difficult and time consuming to identify and fix the causes of memory leaks, especially in the later stages of development. As cliche as it may sound, prevention is always better than the cure. Here are a few recommendations that can help prevent leaks in any game environment:When creating new objects/assets in memory, make sure to delete them when not needed. If using Addressable, make sure to release unused assets.When loading/unloading scenes, assets should be properly removed from memory. Unity doesn't automatically unload assets when a level is unloaded, therefore it's important to make sure to remove any access from the memory. The Resources.UnloadUnusedAssets API can help clean up assets. However, it can cause CPU spikes, since it returns an object that yields until the operation is complete, therefore it should be used in non-performance-sensitive places.Avoid frequently using Instantiate and Destroy GameObjects. Doing so can lead to unnecessary managed allocations, while also being a costly CPU operation. However, in cases where using Destroy is necessary, make sure to remove all references to the object to avoid Leaked Shell Objects. When an object or its parents are destroyed via Destroy, a C# code holds a reference to a Unity Object, keeping the managed wrapper object-its Managed Shell-in memory. Its Native Memory will be unloaded once the Scene it resides in is unloaded, or the GameObject it is attached to or its parents are destroyed via Destroy. Therefore, if something else that was not unloaded still references it, the managed memory may live on as a Leaked Shell Object.Be mindful when implementing events using Singletons. Singleton instances hold references to all objects that have subscribed to its events. If those objects do not live as long as the singleton instance, and they do not unsubscribe from these events, they will remain in memory causing a memory leak. If the event source gets disposed before the listeners, the reference will get cleared, and if the listeners are properly unregistered there is also no reference remaining. To solve and prevent this problem, we recommend implementing the Weak Event Pattern or IDisposable in all objects that listen to singleton events, and make sure they are properly disposed of in your code. The Weak Event Pattern is a design pattern that helps you manage memory and garbage collection in event-driven programming, particularly when it comes to long-lived objects. It's especially useful when you have subscribers that are short-lived, but the publisher is long-lived. Please keep in mind these are C# specific solutions and work only with C# events and are not directly supported by UnityEvents or the Unity UI Toolkit. As such, we recommend implementing these solutions only in your non MonoBehaviour scripts.Lastly, profiling, performing CI/CD testing and stress testing from the early development stages can be a real time saver, since detecting leaks as they arise will allow you to promptly address the issue, saving time in debugging, and ensuring optimal performance. |
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