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. |
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.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. |
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. |
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. |
6 ways to start building for Android XR with Unity 6
Today, Google unveiled Android XR, a new Android platform built for next-generation devices. We're thrilled to announce our partnership with Google to provide experimental platform support for Android XR, including dedicated documentation and optimizations to help you provide comfortable, performant experiences for players and users. For extensive info on all the tools and features we offer for Android XR, visit our docs.Every Unity developer can start building immersive experiences for the upcoming device right now with our Public Experimental release using Unity 6. Our XR tools such as hand and eye tracking, occlusion, foveated rendering, Composition Layers, and more are designed to help you fully leverage the unique benefits of Android XR so you can hit the ground running. Create something new, or expand your audience by bringing existing apps and games to Android XR.Porting is especially easy if you're bringing your games or apps from platforms that embrace OpenXR standards. Don't believe us? Fan-favorite studios such as Owlchemy Labs and Resolution Games have been working to bring their Made with Unity creations to Android XR with minimal effort. As Andrew Eiche from Owlchemy Labs puts it:"This is as simple a port as you're ever going to encounter. Plus, it's not going to break your four-person studio - or your 400-person studio -Â to make it happen." You can do more than just port content to Android XR with Unity; you can also craft new experiences. For instance, we're collaborating with 30 Ninjas and Google on a new and innovative immersive film app that will combine AI and XR to redefine the cinematic experience. We can't wait to see it come to life!Curious about creating something new for Android XR? Here are six ways to get started:1. Start your project(s) in Unity 6 and access the Android XR packages here.2. Adopt open standards like OpenXR and Vulkan.
Use common OpenXR extensions to port your application with ease, and Vulkan as your rendering API to optimize for the best experience on Android XR.3. Watch the XR Unlocked technical sessions on building for Android XR, and/or apply for hands-on experience.During XR Unlocked, our experts and leadership spoke to dozens of VR, AR, and mobile developers about building and porting to Android XR. Keep an eye out for the sessions as Google uploads the recordings online.Want to dive deeper into creating for Android XR? Apply to participate in one of Android XR Developer Bootcamps around the world, where you'll gain experience developing and testing your apps and games. Platform experts will be there to guide you along the way.4. Check out what you can build for Android XR using Unity.Fully immersive apps: Create truly immersive experiences where players can step into entirely new environments that feel real and engaging. Users can interact with the virtual world as though they're physically present, enhancing their sense of presence.Optimized apps: Take your existing Android mobile apps and incorporate XR elements into them.For more info on what you can create for Android XR, visit developers.android.com/xr.5. Stay updated on Android XR milestones in Unity Discussions.We'll be announcing every technical Android XR milestone in the Unity Discussions under the Android XR tag, such as today's Discussions post. Bookmark this tag so you can stay on top of the latest.6. Familiarize yourself with Unity's XR tools and resources.Get comfortable with Unity's authoring workflows and XR tools, which enable you to add interactions, graphics, passthrough, and more. The XR Interaction Toolkit simplifies interactions such as grabbing objects, interacting with 3D UI, and providing haptic feedback, all while supporting multiple platforms and hardware. AR Foundation offers essential multiplatform tools for handling AR functionalities, reducing the need to rewrite code when porting games and apps to Android XR.Plus, bookmark these extra resources:AR and VR templatesXR Interaction Toolkit samplesThat's all for now. Explore Unity's XR development homepage to discover all that we offer, including detailed information about our XR partnerships and real-world customer stories. |
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. |
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? Join our deep dive session with BMW at 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. |
The 16th Unity Awards are here
We are thrilled to announce that the Unity Awards are back and it's set to be a celebration unlike any other.For the last 16 years, we've come together to recognize the phenomenal achievements of creators who have leveraged the power of Unity to bring their visions to life. This time around, things will be a bit different. We're making this a global event and adding new categories for a total of 24 awards that celebrate the work of Unity creators. We'll be announcing the winners during our first Unity Awards Showcase that will be broadcast later this fall.Today, we're kicking things off with a call for nominations in several categories including Games, Asset Store, and Community. We'll follow this up by announcing the final list of nominees at Unite Barcelona, so stay tuned and be sure to check out our keynote presentation on September 19.To submit your nominations, please visit our official Unity Awards page to fill out our simple form. Don't forget to share the love on social media and encourage others to nominate their favorites as well. This is your chance to make your voice heard and shine a spotlight on the experiences and developers that have wowed you this year. Whether it's a mesmerizing indie game, a revolutionary new tool, or a heartwarming educational project, we want to ensure that every corner of our vibrant community is represented. Don't hesitate to nominate those hidden gems from all around the world.Let's come together to celebrate the magic of Unity and make this the most spectacular Unity Awards yet. |
How to author Scenes and Prefabs with a focus on version control
The goal of this guide is to provide best practices for authoring content in Unity that works with version control. For more information about using version control, check out Unity's Take on version control for stronger collaboration blog or the more in-depth Best practices for version control e-book. Though both of these resources contain good general information for working with version control, the focus of this blog is on how content integrates with version control and how to avoid merge conflicts when many creators are working on the same or adjacent content at the same time.There is a lot of confusion online about .meta files and version control. .meta files should always be checked into version control. They contain important information, such as the file GUID that connects all references between assets. They should be kept in sync with their source files (both the name and location should always match the associated source file). Never move or rename an asset file outside of the Unity Editor unless specific tools have been built for this purpose or the functionality of .meta files is completely understood.The default version control .meta file mode is Visible Files, which shows the .meta files on disk in the operating system, rather than hiding them. If you're using Perforce, select the Perforce mode.The first thing any team should do when working with Unity and version control is set up Smart Merge. By default, Unity stores YAML files as text, which makes them mergeable in version control. Changing the Asset Serialization Mode to binary will remove the ability to merge these files by version control.Because Unity's YAML files are text-based, a lot of version control merging software will try to merge them using text or coding rules. Smart Merge is built by Unity to merge with the YAML structure in mind. We recommend enforcing the usage of Smart Merge as the default merging tool for all YAML files.Smart Merge will greatly reduce the amount of lost work due to merge conflicts, but if your team has zero tolerance for potential lost work, we recommend also using file locking and enforcing manual merge conflict resolution for any YAML files.
File locking is a common practice for large studios where multiple content creators might work on the same binary file (or YAML file) at the same time. Unity version control prevents anyone from checking out a locked file. Perforce prevents anyone from submitting a locked file.Git requires Git LFS to be initialized in order to support file locking. We recommend using Git LFS for any project that has large content files and uses Git for version control.Successful teams often have strict guidelines regarding naming conventions, folder structures, where assets should be located, and how assets should be edited. Because every team is different, there is no one set of universal guidelines. Picking the right system for your team and sticking with it for as long as it works is the most important thing.Specific, strict guidelines makes developing tools to verify content simpler. This prevents bugs before they even get into the game. Validating content with code and tools becomes much easier with clarity on asset location and naming. You can then more easily enforce Unity import standards via Asset Postprocessing and Presets.When building content, it's important to utilize the separation of concerns principles. Thinking about how content should be divided and where it should live will keep the project clean and prevent most content creators from running into merge conflicts. It can also help with discoverability and onboarding feature experts, where individual features live in specific sub scenes or Prefabs. The main building blocks that can be used to separate content into files are Scenes, Prefabs, and Subgraphs.Scenes are the macro building blocks for any Unity application. Each scene is serialized (saved) to a file, which means they can be used to organize content in a way that is friendly for source control and simultaneous editing. Additive Scene Loading is often used effectively to create very large scenes, streaming content, or even very simple scenes that have multiple components with separate concerns.In general, we recommend storing scene-dependent data in scenes. For example, in the case of baked lighting, lights, lightmaps, and environment settings, all are dependent on which scene they are in. Almost everything else can be stored in Prefabs. If a scene is small and has specific content in it that will only be edited within that scene, it might make sense to store all of that data in a single scene. However, it is important to note that if there are two GameObjects in a scene, any changes to one of those objects will result in changes to the scene file.While Smart Merge should handle the scenario where two content creators change two different objects in the scene at the same time, more elaborate changes can result in unresolvable conflicts. We recommend utilizing Prefabs to help mitigate this issue.In terms of explicit scene structure, the Unity Netcode Demo contains a useful flow chart of a standard scene layout for a simple project that is similar to those we've seen in many scenarios.
Prefabs can be used to build modular, separate content. For more information, check out this tutorial on Prefabs and Nested Prefabs. The most important section in that tutorial is the Best Practices section. There aren't any explicit rules about building content with Prefabs. Each team will have to decide what works best for them based on their project. There are, however, a few good guidelines to follow:Think of Prefabs as the building blocks of your house, or project. Generally, there is a root Prefab that represents the foundation of the house. Within that are the Prefabs for each reusable component that make up the rest of the house. They could be as granular as a windowsill, or as broad as a wall with windows in it. The level of granularity needed will depend on how content creators want to edit their Prefabs. Prefabs can be nested. This means that in the example above, there might be a house Prefab, with wall, roof, window, and door Prefabs that compose the house. One important thing to note with nesting Prefabs is that the deeper the hierarchy is, the more likely it becomes that the project will encounter performance issues. We generally recommend keeping Prefab hierarchies below 5-7 levels of depth. When nesting Prefabs, it is generally a good idea to edit the Prefabs in Prefab Mode. This guarantees that the Prefab properties or overrides are set in the proper location. Editing Prefab properties in the scene view can result in overrides residing in the wrong Prefab or in the scene itself. This can have unintended consequences and cause merge conflicts. Sometimes, it is necessary to override a child Prefab property in a parent Prefab (variations can be achieved this way without affecting every reference to a specific Prefab). This is a standard workflow, but it is important to be careful to make changes and apply overrides in the proper Prefab or scene.Everything in a Prefab will be loaded and instantiated into memory at runtime when a Prefab is loaded and instantiated. This means if visual effects, or attached objects that aren't always present, are inside of a Prefab, those objects will be instantiated into memory. This can result in memory bloat, as every Prefab instantiated will instantiate everything inside of it. If objects have occasional visual effects or models attached to them, it is better to have a pooling system and an attachment manager that adds those components at runtime. Anything in a pooling system should generally not be placed inside a Prefab.Everything does not need to be a Prefab. Smaller building blocks can be GameObjects inside a Prefab or even a scene. If an object is unique to a scene or Prefab, there is no need to create a Prefab for it.Prefab variants should be used with care. Generally, the best use of a Prefab variant is when the core building blocks of an object are identical with only simple differences. For example, it might be helpful to use a Prefab variant for a game component that has identical functionalities, but different visuals. In this scenario, changing the core functionality will affect the functionality of both the Prefab and its variants, but the visual will remain overridden.Be careful about making overly-complex Prefab variants, as changes to the root Prefab could have unintended consequences on the overridden Prefab. As a general rule of thumb, something like a character variation system or any other complex visual skinning system, should not be based on Prefab variants unless the system is very simple.We recommend creating a consistent strategy for determining what should be Prefabs and what should be GameObjects within Prefabs or scenes.
If a Prefab is created directly from an FBX file, a special kind of Prefab called a model Prefab is created. The result is a Prefab variant of the FBX file. Any additions or changes will be stored as overrides in the Prefab file. However, because most of the data is stored in the FBX file, changes and additions to the Prefab cannot be applied to model Prefabs. If you're using the model Prefab variant workflow, it's important to keep structural changes to a minimum.There are two alternative workflows that allow less tightly coupled structures between the FBX model and the Prefab:Adding the FBX file directly into a scene and then adding components or structural modifications onto GameObjects in the scene. In this scenario, any changes are now stored in the scene file. This can result in merge conflicts if many people are using this workflow in the same scene. We only recommend this workflow if the changes have to live in the scene and conflicts are not an issue.Creating a standard Unity Prefab out of the exploded model. In this method, the FBX model is dragged into the scene and then unpacked completely. This is then used to create a Prefab. This methodology completely decouples the FBX file from the Prefab. This is useful if very loose coupling is desired between the FBX file and the Prefab. It will no longer inherit any structural changes made to the original FBX file. The coupling will only be between the names of the meshes, materials, and animations. Everything else will reside in the Prefab file itself. This can be useful for creating entirely unique variants of an FBX model. For example if two characters use the same model, but need completely different meshes, materials, or even different hierarchies, this methodology might be better than creating multiple FBX files that take up extra memory and disk space.One thing to note with this method is that when a mesh or material name changes on the original FBX file, the object does not disappear, but instead, references a missing mesh or material. This can be handy when extremely complex component setups are required. Rather than having the GameObject disappear and lose all components, the object sticks around and components can be transferred to the new object, or the renamed mesh or material can be slotted back into the GameObject that is now referencing a missing mesh or material.In the two images below, changes are made to an FBX file and then reimported. The circle around the Unity logo on the ball is deleted. The main support stand is renamed. The material for the main ball is changed from black to green and a new parent is introduced above the stand logo with transforms on it that raise it above the model.
This is all closely matched in both the FBX file and the model Prefab. In the non-model Prefab, the original hierarchy, names, and materials are kept. The deleted mesh is now a missing mesh, but the GameObject is still present. The renamed mesh is also not visible because it is referencing a mesh name that doesn't exist in the model anymore. The changed material is not updated because the GameObject is still referencing the original material. Additionally, the hierarchy change is not respected and the mesh stays in the same place because its parent has not changed.In the before and after images below, the results of the changes made above are displayed in the scene hierarchy. The FBX file that is referenced directly in the scene and the standard model Prefab respond to any changes made to the original FBX file. The unpacked Prefab retains its original hierarchy and does not respond to deletions or name changes.It is important to make careful decisions about which methodology is used in a given scenario. If tight coupling is desired between the Editor and the FBX files, then the standard model Prefab is probably the best choice. If very loose coupling is desired (for example a very flexible character system where meshes or materials may be swapped out frequently), then creating non-model Prefabs with soft references to the components of the FBX file will work better.In the case of graph tools like Shader Graph or Visual Effect Graph, Shader Graph Subgraphs and Visual Effect Graph Subgraphs can be used to create reusable functional nodes that live in a separate file and can be edited without causing conflicts in every Shader Graph or Visual Effect Graph. This allows users to separate concerns in a similar way to Prefabs and scenes. We recommend creating a strategy for reusability by taking advantage of subgraphs where it makes the most sense.Avoiding deep hierarchies is a universal statement for content that relates to Scenes, Prefabs, GameObjects, Animation, UI, and anything else. In general, deep hierarchies of any kind tend to result in performance problems. Deep animation hierarchies in characters will result in fewer characters being able to be drawn on screen due to CPU performance concerns. Because of this, we recommend placing all animated hierarchies at the root node of the scene to help with performance. Opting for flat hierarchies when using UGUI and Canvases will result in better performance due to fewer cascading layout updates. Deeply nested Prefabs can cause performance problems and also lead to confusion when overrides are not carefully managed.We often see teams store source content in a variety of locations, from network drives to local machines. We recommend putting all important source content into version control in one way or another.The most common method we see is to put source content into a folder in version control that is outside of the Assets folder. This ensures that Unity does not try to import any content from the source files directly. Maya, 3ds Max, Blender, and Photoshop files will import automatically into models and textures if they are placed anywhere in the assets folder. While Unity does support this, we don't recommend this practice. Additionally, we do recommend mirroring the source directory to the content in the Assets directory so that tracking assets is relatively easy.Source content should be maskable for users, as most users will not need it all and source content can be extremely large on disk (think terabytes). In some version control software, creating content masks is fairly simple. In Unity version control, this is achieved with cloaked files. In Perforce, Views are used to mask content from the client. Git, however, isn't designed to work in this way. Because of this, we recommend creating a separate Git repository for source content or a separate repository for each type of content (for example, 3D artists may never need to sync the full audio source and vice versa).Creating content that works with version control and supports multiple users working in the same areas is a difficult task. However, Unity provides building blocks that can be used with careful thought and planning to create large-scale content that does not result in unresolvable merge conflicts or lost work.
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Multiplayer Summer: Learn, build, and celebrate
It's a summer of multiplayer gamesMultiplayer games and development have never been hotter, with 62% of the creators we polled stating they're working on a multiplayer game. We can't think of any better way to spend July and August. Read on for updates to all-new learning materials, webinars, product news, and live Twitch streams. Let's dive in.Tune in for weekly upskilling and inspirationSubscribe to our webinarsRegister today to secure your spot in our free webinars to learn how to implement LiveOps to increase your player retention and use Unity 6 multiplayer features to speed up prototyping.Build a retention layer for your multiplayer game (July 25, 9 am PST)Accelerate your multiplayer prototyping with Unity 6 (August 1, 9 am PST)Join us in the Community and on TwitchIf you're looking for something a bit more casual, join us on our Twitch channel.We'll be hosting a LetsDev Multiplayer session on July 17, then kicking off a new series called NetCheck on July 30, where you can follow our teams converting last year's Scope Check game into multiplayer. This series will be running through August.Finally, on August 14, we'll host a day-long Blitz Day of question and answers on all our community channels with the multiplayer product teams who work across Unity Editor tools and supporting services.Get started with all-new multiplayer toolsMultiplayer creation in Unity 6If you haven't yet checked out the Unity 6 Preview, there's no better time: you'll get access to the latest features to help with multiplayer game creation.This includes packages like Multiplayer Play Mode, which simulates multiple players within the Editor for testing; Multiplayer Tools, which now includes network scene visualization; and Dedicated Server, which helps you switch projects between server and client without needing to create a new project.On top of that, there are a few packages in an earlier state that include the Multiplayer Services Package, a one-stop solution for adding multiplayer elements to your game that combines capabilities from services into a single Sessions management system. Multiplayer Center provides you with recommendations on tools and services relevant to your project, and Distributed Authority for Netcode for GameObjects which helps achieve greater simulation complexity and run more players in a session without the complexity (or cost) of a dedicated server. To help you onboard to the Distributed Authority network and understand how to use Netcode for GameObjects, download the all-new Asteroids Bitesize Sample. Additionally, we have a new tutorial that'll help you create a simple Hello World multiplayer project that includes the basic features of Netcode for GameObjects.Be on the lookout for these packages that will be moving to prerelease soon, and download the Unity 6 Preview today to get started.Make your own multiplayer wavesWe hope you're as excited for Multiplayer Summer as we are. But if you just can't wait, check out our roundup of multiplayer resources to get started. Throughout Multiplayer Summer, we'll also be releasing new best practices guides and how-tos.Today, you can check out a brand-new VR Multiplayer Template for the Meta Quest and other OpenXR devices. This template lets you create immersive multiplayer games without the hassle of building and maintaining foundational systems from scratch. It covers everything from networked interactions to integration of voice communications to creating networked avatars and more. Download the VR Multiplayer Template for Unity 2022 LTS and Unity 6 Preview from the Unity Hub, and check out the quickstart guide for more information.Finally, we invite you to read up on other creators to get inspiration, including Fika Productions, who launched their peer-to-peer game Ship of Fools, and StickyLock's Histera, which leveraged Netcode for Entities as well game server hosting, LiveOps services, and more.Join us at Unite in Barcelona from September 18-20 to get the latest multiplayer news, up level your skills, and celebrate other multiplayer game creators. |
New ways of applying global illumination to your worlds in Unity 6
We're thrilled to share more details about the new lighting features coming to Unity 6 later this year.
With the new and robust light baking architecture and the innovative approach to authoring light-probe lit environments using Adaptive Probe Volumes (APV), you'll enjoy a more streamlined light creation process. This will significantly enhance your visuals while ensuring high performance at runtime.
If you've worked with precomputed lighting data before, you'll know how tedious the process can be. The precomputing process for Lightmaps can take a long time; Lightmap UVs need to be authored, Probes need to be placed for dynamic objects to be lit correctly, and you'll need to deal with large textures that can place a heavy burden on your applications' runtime memory.In Unity 6 we've added a new way for you to author higher quality, light-probe lit environments through Adaptive Probe Volumes (APV), and delivered foundational improvements to the light baking backend for greater stability.An Adaptive Probe Volume is a group of Light Probes that Unity places automatically based on the geometry density in your Scene, to build baked indirect lighting.Due to its adaptive nature, APV will generate more densely placed probes in areas with more geometry, and fewer probes in areas with less densely placed objects, like the background of a Scene.Adaptive Probe Volumes also provide you with a complete suite of powerful features for authoring beautifully lit environments.Delivers simpler workflows for probe placement workflows and faster iteration for light-probe-based indirect diffuse lighting.APV per-pixel lighting offers significantly higher quality than Light Probe Groups and provides better directionality compared to Lightmaps, resulting in excellent overall lighting quality.Seamlessly integrates with atmospherics, making effects like Volumetric Fog in HDRP and VFX Graph particles in URP and HDRP beautifully lit by indirect lighting.Enables visually stunning lighting transition through Sky Occlusion and Lighting Scenarios, suitable for achieving time-of day and lights on/off situations.Provides more control over optimizations for runtime performance, based on your use of render pipeline and target hardware.Runs a suite of streaming features, enabling light probe data to be streamed from Disk to CPU, and from the CPU to the GPU.Provides a powerful toolset for reducing light leaking.The URP 3D Sample project currently uses the latest 2022 LTS features. For demonstration purposes in this blog post, we've upgraded the URP 3D Sample scenes from 2022 LTS to Unity 6 Preview and the Adaptive Probe Volumes feature.
APV is a volume-based system that automates the placement of probes rather than placing them by hand.The general settings tab for APV lets you control parameters like Min and Max Probe Spacing to drive the creation of multiple subdivision levels based on the surrounding geometry. By default, dense areas will use the highest resolution, while areas with less geometry will use lower density levels. This automatic and adaptive behavior ensures efficient resource allocation, focusing on areas where they are most needed.To automatically generate probes, you can create an Adaptive Probe Volume. While you're working, you can see live updates, allowing you to preview probe placement without baking. These updates are based on bricks and the subdivision levels you previously defined, which then adjusts according to the proximity of nearby geometry.Generate Lighting precomputes all lighting data, including light probes, which you can visualize in your scene. As previewed using bricks, you can see the various subdivision levels that have been applied when placing probes.If you have worked with light probe data, you may be aware of the common challenges with light leaking. When developing APV, we added a whole toolbox to help address light leaking issues, like Virtual Offset, Dilation, Probe Adjustment Volumes, Rendering Layers and Light Leaking Prevention Modes "Performance" and "Quality".Here's an example. Using lighting debug views, we can observe a problematic use case for light leaking. In this situation, the bright light from the exterior is visible through the walls and the ground of the building. Outside sees the opposite problem, with dark lighting leaking from the interior. This is likely due to the low resolution (1 meter between probes) and the thin walls. Let's explore how we can address this.To investigate this issue, the Debug Probe Sampling option allows you to display each of the sampled probes along with their relevant weights. In our case, we can see that the result is interpolated between the bright probes from the outside and the dark ones from the inside. Ideally, the interior of the tent should only sample the interior probes.Rendering Layers for APV (landed in 6000.1f.1) allows you to create up to four different masks and restrict sampling to those specific masks for certain objects. This can be incredibly useful to prevent interior objects from sampling exterior probes, or vice versa.When generating lighting, the system will automatically assign layers to the probes during the bake process based on the nearby objects, eliminating the need to manually assign layers per probe. Once this is done, you can Generate Lighting and observe that leaking is reduced for the tent, thanks to manually creating separate interior and exterior masks.For even more control over light leaking prevention, you can leverage Unity's Leak Reduction Modes "Performance" and "Quality."Performance Mode addresses leak reduction by shifting the sampling location away from invalid probes. This generally works well in straightforward scenarios, where a suitable sampling location for all valid probes can be identified, while sidestepping any invalid ones. However, depending on the probe configuration, such an optimal sampling location may not be available. This then results in sampling of invalid probes and potential leaks.Quality Mode (landed in 6000.0.3f1) now enabled by default, employs up to three sampling attempts to help ensure that only valid probes are utilized. This mode may introduce a slight overhead on runtime performance, which can be especially noticeable on lower-end platforms.You can combine Leak Reduction and Rendering Layers to prevent light leaking even further. This mode helps ensure that invalid probes, whether due to Validity issues or being on a different Layer, are not sampled.Additionally, we've improved the multiple subdivision levels by reducing potentially visible seams between different levels (landed in 6000.0.4f1). This is achieved automatically by replacing the values of frontier probes located between two levels with pre-interpolated values. Since this process occurs at bake time, there is no performance cost associated with it at runtime.With APV you can achieve visually stunning lighting transition through Sky Occlusion and Lighting Scenarios, suitable for achieving time-of-day and lights on/off situations.Next you'll find two examples of lighting transitions, first through Lighting Scenarios with APV in the URP 3D Sample project's Oasis scene, then through Sky Occlusion with APV in the Garden scene.
APV facilitates various lighting scenarios by enabling switching or blending between baked lighting data. This feature is particularly useful for simulating times of day or toggling between lights being on and off within the same scene or Baking Set.Lighting scenarios only manage baked APV light probe data; other elements need to be handled manually. To provide an example in the Oasis scene, we created a script to update the sky, lights, fog parameters, and reflection probes. APV baked scenarios can be managed at runtime using the ProbeReferenceVolume API, an example can be found in the documentation.Sky occlusion offers an alternative to lighting scenarios for managing lighting transitions in the scene. It involves a simpler setup with just a single bake, where no multiple scenarios are required. Instead, sky occlusion exclusively handles sky lighting and therefore does not extend to managing indirect lighting for directional or punctual lights.Sky occlusion uses additional baked data to manage sky lighting differently, which is separate from standard APV sky baking. This data stores the amount of sky light each area of the scene should receive, allowing for runtime adjustments to sky lighting color and intensity. By utilizing a dynamic ambient probe at runtime alongside this baked and static occlusion data, it provides a good approximation of sky lighting, while enabling dynamic adjustments to scene lighting.Sky occlusion is supported in both URP and HDRP. In HDRP, the ambient probe is updated automatically from the HDRP Physical Sky. In URP, however, when using the Skybox mode, the ambient probe cannot automatically update in real-time as the sky changes. Instead, this requires manually animating the color using the Gradient or Color mode to match the animated sky visuals, as Unity won't automatically adjust to the changing sky color.Using the Garden scene as an example, the Gradient Mode in the Environment settings enables manual animation of the ambient probe color. When paired with occlusion data, this setup can create a compelling approximation for animating the sky diffuse lighting, suitable for depicting changing times of day. This utilizes a single bake without multiple lighting scenarios, and can provide a wide range of color variations.
Find out more in our documentation APV implementation in the Universal Render Pipeline (URP), and for APV in the High Definition Render Pipeline (HDRP).With Unity's New Light Baking Architecture delivered in Unity 6, the GPU Light Baker is now out of previewThe new light baker is built with Editor responsiveness and baking speed in mind. This means that when using on-demand baking, Unity now takes a "snapshot" of the Scene state when the Generate button is clicked. Unity no longer checks the Scene state every frame, which previously undermined Editor performance.This redesigned baking backend has significantly simplified our code base, making it easier and faster to fix bugs, and lowering the risk of introducing new ones.We're also providing you with a new baking profile that allows you to choose your appropriate workflow intent.You can choose a range from "lowest memory usage" - ideal if you want to continue working in the Editor and want the best overall Editor responsiveness - to "highest performance" which is useful if you want to get the job done as soon as possible and don't need to work on anything else in the Editor during baking time.Iteratively authoring and troubleshooting baked lighting data is an important use case for creators using baked Global Illumination (GI).For this reason, we have added a new interactive preview functionality to various GI-related Scene View Draw Modes, replacing Unity's Auto Generate with a dedicated Interactive GI Debug Preview Mode for previewing lighting data.This allows debug views to be updated interactively as the Scene is modified. The preview is non-destructive, since it does not replace baked lighting data.Moving away from Unity's old Auto-Generate architecture means that we can optimize the baking pipeline for greater stability.Note that Unity 6 is the last supported release for Enlighten Realtime GI. You can find more details on our previously communicated deprecation path in the Update on Global Illumination 2021 forum post.Here are links to previous requests for feedback, for the 2023.1, 2023.2 and Unity 6 (2023.3) Beta releases respectively:Global Illumination changes with the 2023.1 beta releaseGlobal Illumination changes with the 2023.2 beta releaseGlobal Illumination changes with the Unity 6 (2023.3) Beta releaseWe look forward to seeing your creations leveraging our new lighting features delivered in Unity 6. Please send us feedback in the Global Illumination forum or Unity's new Discussions space! |
New Shader Graph Production Ready Shaders in Unity 6
The Shader Graph team is excited to announce the release of our newest set of samples, available to import now in 2022 LTS and the upcoming Unity 6 release. This set of samples contains more than 25 Shader Graph assets and dozens of subgraphs that are ready to be used directly in your projects. The sample shaders work in both HDRP and URP.We have two main objectives with this sample set:Give our users a jump start in shader creation by providing a set of shaders that are ready to use.Provide examples that users can build on or modify to suit their needs.This sample set will help you achieve the shader results you want more quickly without starting from scratch.We also include a step-by-step tutorial that shows how to combine the assets to create realistic environments. With the tutorial you can see how the shaders work together in context.Here's a breakdown of the content available in the Production Ready Shaders pack:Both URP and HDRP come with code-based shaders. The most commonly used shader for each of the SRPs is called Lit. For projects that use it, it's often applied to just about every mesh in the game. Both the HDRP and URP versions of the Lit shader are full-featured. However, sometimes users want to add additional features to achieve a specific look, or remove unused features to optimize performance. For users who aren't familiar with shader code, this can be very difficult.For that reason, we've included Shader Graph versions of the Lit shader for both URP and HDRP in this sample pack. Users can make a copy of the appropriate Shader Graph Lit shader, then change any material that's currently referencing the code version of the Lit shader to the Shader Graph version. All material settings will correctly be applied and continue to work. They'll then be able to make changes to the Shader Graph version as needed.Decals allow you to apply local material modifications to specific locations in your scene. Think of things like applying graffiti tags to a wall or scattering fallen leaves below a tree. But decals can be used for a lot more. In these examples we see decals making things look wet, making surfaces appear to have flowing water across them, projecting water caustics, and blending specific materials onto other objects.This set of shaders is made for meshes applied to terrain - such as grass, weeds, undergrowth, pebbles, etc. To learn more, read the terrain documentation on details. Detail meshes have some specific requirements for shaders. First, because of the high number of these meshes used on the terrain, their shaders must be as fast and efficient as possible. That mainly means keeping the number of texture samples low and doing more work in the vertex shader instead of the pixel shader. Second, because these meshes stop rendering and pop out at a specific distance, we use a method to dissolve them to prevent a harsh pop, making it less obvious that they're being removed. In each shader, you'll see a Distance Mask used to dissolve the mesh at a distance before the mesh stops rendering.This is a full-featured, modular rock shader that can be used for everything from small pebbles, to boulders, to large cliff faces. It has features that can be turned on and off depending on the application. Each is encapsulated in a subgraph so it's easy to remove unneeded features. You can also add new features in the chain of modules.The sample set comes with four different water shaders - lake water, animated pond water, stream water, and stream waterfall. Each one uses reflection, refraction, surface ripples using scrolling normal maps, and depth fog. They also provide additional features unique to each water type.This sample comes with a full set of weather-related subgraphs (rain and snow) that can be mixed and matched depending on the requirements of the object type. Rain effects include rain drops on top of objects, rain drips trickling down the sides, and puddles that can dynamically accumulate on flat surfaces, including rain and wind ripples.The sample set also includes a step-by-step tutorial showing how to combine the water shaders, decals, rocks, and terrain detail meshes, along with several other Unity features to create a forest stream environment. The tutorial shows how everything is put together, and how the sample pack assets can be used together to create an environment.Install the new sample assets using the Package Manager.In the Editor, open Package Manager.2. In the Package Manager window, select the Shader Graph package.3. Select the Samples tab.4. Finally, select the Production Ready Import button to bring the new Production Ready sample set into your project.
With these steps completed, the node reference assets will show up in your project under Assets/Samples/Shader Graph/
/Production Ready Shaders.After importing the samples, get started by opening the scene that corresponds to the render pipeline you're using (High Definition Render Pipeline,(HDRP), or Universal Render Pipeline (URP):Assets/Samples/Shader Graph/
/Production Ready Shaders/Scenes/URPProductionReadyShadersAssets/Samples/Shader Graph/
/Production Ready Shaders/Scenes/HDRPProductionReadyShadersOnce the scene is open, select the Shader Graph Feature Samples Showcase asset at the top of the Hierarchy panel, then follow the guided tour in the Inspector.You can use the Samples dropdown box to select a sample and jump to that location in the scene.Unity continues to add more samples to Shader Graph, with several more sample packs coming in the months ahead. These will help you learn Shader Graph more quickly, understand how to set up specific functionality, and create new shaders faster with premade subgraphs and templates. We hope you'll enjoy using them.Shader Graph basicsShader Graph documentationUnity Learn tutorialsThis is a deep and rich sample set. We hope you have fun exploring it and use it to speed up your own shader creation process.We'd love to hear your thoughts and impressions on these samples - tell us what you think in the Shader Graph forum. |
Games Made with Unity: June 2024 in review
Well, that was a wild month. From announcements to demos to new releases, there's much to dive into for games made with Unity in June.Non-E3June is always one of the biggest times in gaming with plenty of non-E3/Summer Gamefest showcases, #pitchYaGame, and other shows like Games to Get Excited About Fest or Best Indie Games' Future Game Show.Sony's State of Play showcased a new trailer for Projekt Z: Beyond Order to kick off a slew of announcements we're excited about, with some of the other shows hyping up games like Abyss X Zero, Screenbound, Phoenix Springs, Project DOSA, Building Relationships, and a release date reveal for Anger Foot in Devolver Direct. Towards the end of the month, Morbid Metal and FEROCIOUS debuted new trailers in the IGN "Games Baked In Germany" Show.Steam NextFestSteam NextFest ran from June 10-17, with many of your games featured in the top and trending. Some of our favorites included Blue Prince, The Explorator, ASKA, REKA, SWORN, Metal Slug Tactics, Tactical Breach Wizards, Mirthwood, Aloft, and Fata Deum.A personal highlight was watching Xalavier Nelson Jr. and Strange Scaffold's new speed run, secret agent, gun-fu(?), FPS game - I Am Your Beast - pop off during the NextFest as people on Twitter competed for the lowest possible time.However, this list is about games released this month - and even with a stacked wishlist, there are plenty of great ones you've put out into the world that anyone can play right now.Speaking of wishlists, though, we're pleased to announce a new official Unity Steam Curator page put out by our Made with Unity team. Follow this list for a running catalog of great titles you've made with the Unity engine, including some great titles from NextFest or the various showcases.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 of 2024, either into early access or full release. Add to the list by sharing any that you think we missed.Action and Comedy#BLUD, Exit 73 Studios (June 18)Fireside, Emergo Entertainment (June 4)Unlanded, Eki-Eki-Eki (June 7)Perfect World, Michael Overton Brown (June 13)They Can Fart, Les Crafteurs (June 18)Astrodle, Robin Nicolet (June 19)Frogun Encore, Molegato (June 25)City BuilderDystopika, Voids Within (June 21)El Dorado: The Golden City Builder, Hobo Bunch, Gameparic (June 17)Go-Go Town!, Prideful Sloth (June 18 - early access)Nekokami - The Human Restoration Project, Rocket-in-Bottle (June 25 - early access)FPSFallen Aces, Trey Powell, Jason Bond (June 14 - early access)Histera, StickyLock Games (June 20 - early access)Narrative and mysteryTavern Talk, Gentle Troll Entertainment (June 20)Ghost Boy, Two Blackbirds (June 25)Roguelike/liteGUNCHO, Arnold Rauers, Terri Vellmann, Sam Webster (June 25)Rune Gate, Devwind (June 6)Dragon is Dead, TeamSuneat (June 7 - early access)Into the Emberlands, Tiny Roar (June 19 - early access)Dice & Fold, Tinymice Entertainment (June 24)Dragon Eclipse, Fardust (June 24 - early access)SimulationSandwalkers, Goblinz Studio (June 19 - early access)Rolling Hills: Make Sushi, Make Friends, Catch & Release, LLC (June 4)Everafter Falls, SquareHusky (June 20)StrategyCrab God, Chaos Theory Games (June 20)
clickyland, Sokpop Collective (June 3)Songs of Silence, Chimera Entertainment (June 4 - early access)Emberward, ReficGames (June 25 - early access)SurvivalASKA, Sand Sailor Studio (June 20 - early access)That's a wrap for June 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.
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New technical e-book for worldbuilding in XR with Unity available for free
Embark on journeys through immersive virtual realms, teleport between dimensions, or merge digital marvels with the real world - the possibilities of virtual reality (VR) and mixed reality (MR) invite creators to bring their imagination to life.Our latest comprehensive guide will help both aspiring creators and seasoned developers to delve into, and understand, the intricacies of building VR and MR experiences (or collectively referred to as "XR") using Unity.Written by seasoned 3D artists and Unity developers, this e-book covers the tools, methodologies, and techniques essential for crafting immersive and interactive realities. From constructing environments to implementing intuitive interactions, you'll get the tips and guidance you need to bring your VR and MR applications to life.Let's have a look at some of the topics that you'll find in this guide.1. Worldbuilding in XRWorldbuilding is not just about creating a visually stunning environment. It's about crafting an immersive world that tells a story, conveys emotion, and captivates users. This section looks at the building blocks for worldbuilding in XR, such as:Designing with purpose: Every element of your story should serve a purpose. Avoid elements that could clutter your environment.Implementing visual and audio cues: Use these cues to guide users through the experience.Adding interactive elements: Incorporate elements that reveal more about the world your users are in.Immersing through detail: Pay attention to detail in the environment to create a cohesive and consistent experience.Encouraging exploration: Reward users for exploring the world.Adaptive difficulty: Adjust challenges based on user performance.Social interaction: If possible, integrate multiplayer elements where users can collaborate to solve, for example, a puzzle together.Iterative design: Use feedback to iteratively refine your world.2. Asset creation for XRWhether you're designing small props or main characters, make sure to follow the tips in this chapter about creating assets in XR to save yourself some time later in the development cycle.These tips include:Concept and design3D modelingCreating a pivot pointTexturing and trim sheetsRigging and animationModel optimization and exporting3. Creating a new VR project in UnityThis section presents some of the main steps in developing a VR project in Unity. It covers the decision-making driving each development phase, as well as practical steps and workflows in Unity. We look at the rendering pipelines and XR tech stack with XR Interaction toolkit, AR Foundation, OpenXR, platform features, and sample projects.If you want to also follow the process of starting a new project step by step and running it on the Meta Quest hardware you can watch this video.4. Mixed reality and spatial computing applicationsMixed reality (MR) applications integrate the real world and a virtual one in a hybrid landscape where the blending of these elements should feel seamless to the user.
MR development combines aspects of VR and AR worldbuilding like:User interaction and interface designSpatial awareness and physicsCross-platform development strategiesEnvironmental design and immersionThis section also includes a breakdown of the setting up the MR template, which is designed to serve as a starting point for MR development in Unity.5. Spatial computing with Apple Vision ProIn this section of the guide, we cover how to get started with visionOS in Unity, how interactivity works in Unity projects for Apple Vision Pro, as well as tips and techniques for porting immersive VR projects and MR apps to visionOS.In the e-book you'll learn about the different XR experiences for Apple Vision Pro:More resourcesDownload the XR guide today and find all of our e-books for artists, technical artists, and designers in the Unity best practices hub or the Unity Manual.You can connect with the Unity community to get insights and tips on XR development in Unity's Discussion space for visionOS development. For information on upcoming features, see our roadmap. |
Creating Tequila Don Julio's immersive app on Apple Vision Pro: An interview with Trigger XR
Unity works closely with many technology partners around the world who choose Unity for their immersive XR applications and projects. Below is an interview with James Roosevelt, Director of Technology at Trigger XR. Trigger XR is an experienced XR developer and agency. For more than 15 years, they've been trusted by some of the biggest companies and IPs to strategize, build, and run cutting-edge AR, VR, and immersive solutions across mobile and Head-mounted Display (HMD). Trigger XR pushes the limits of emerging technologies in service of stories that brands want to tell and people want to hear.James oversees project development, with a special focus on their Unity-based work, as well as the development of their internal technology stack.Q: James, can you tell us a bit more about Trigger XR and what kind of projects you've worked on over the years?Trigger XR has over 8 years of HMD experience, completed over 350+ XR projects and led more than 350,000 hours of XR development with clients such as Disney, LEGO, Coca-Cola, the NBA, Nike, Mercedes AMG Petronas F1, Starbucks, Verizon, and Molson Coors, along with premium entertainment IP including Spider-Man, Star Wars, Avengers, Avatar, Jurassic World and more.We also do early development work with companies like Unity, Apple, Niantic, Qualcomm, Roblox, Snap, Meta, Adobe, and Google. We offer advisory, creative and development in-house with expertise at every stage of XR production, from R&D and prototyping to scalable mobile and HMD development, including live ops and maintenance.Trigger XR has numerous awards from Clios, Shortys, Auggies and Webbys and was recognized as one of the fastest growing companies by Inc. Magazine. As a minority owned business and a member of the National Minority Supplier Development Council (NMSDC), we collaborate with a diverse slate of clients and partners who represent inclusive values.Q: Let's talk more about one of your customers, Diageo, who recently released their Made with Unity application on Apple Vision Pro. What led Trigger and Diageo to build this new experience?Diageo wanted to build on Apple Vision Pro to showcase the rich legacy, craft, and culture of Don Julio tequila in an immersive, engaging way. This initiative aligns with Diageo's Breakthrough Innovation strategy, offering tequila fans a unique, interactive experience that brings the authenticity of Don Julio to life from the comfort of their homes. If you're a tequila enthusiast and over 21, with Apple Vision Pro you can enjoy fun activities like cutting agave in this innovative virtual environment.
Q: How did the process of building out the experience go? What were some barriers you ran into and how did you overcome them?Venturing head first into a new platform undoubtedly brings challenges and friction points, but also opportunities for growth and learning. That was no doubt the case for us as we partnered with Diageo to build an immersive brand experience for their product - Tequila Don Julio. We set out to tell the story of the history and production process of one of their flagship brands on an exciting new platform. Along the way we encountered and were able to overcome a lot of difficulties in the development of this project, both from a technology perspective as well as a process and operational perspective. Starting with the tech, we immediately found that we needed a better understanding of what was actually happening on Apple Vision Pro at the native level. In past projects, we had built our fair share of custom plugins and bridges into Unity from the native side, but for Tequila Don Julio we found that we needed to do this at a much deeper level than before. We explored Reality Kit, Reality Composer, a lot more Xcode, as well as several other native tools to grasp the way our content would ultimately be displayed on the device. This understanding really helped inform us how we should approach the build out of our content from the Unity side.At the time of the project's development, updates and rollouts to the Unity PolySpatial packages were also moving very quickly. We'd often check for feature support of something one day and then find out that a week later, something like Spatial video is suddenly supported. This prompted several changes to the way that we operated as a team.It meant that internally, there was a much greater need for knowledge sharing as our developers, or anyone for that matter, found or discovered key updates. It meant we also had to be better about setting expectations up front. With many features unsupported or only partially supported, we had to be clear with our creative team and 3D team about what we could achieve, even though we had done things like post processing, or complex particle systems a lot in the past.Also at this time, we were doing our best to share our understanding of the hardware itself to a larger team that couldn't each have their own headset for testing the experience. We were able to work through this with a much higher frequency of shared video recordings of the experience, more team huddles, and even ports to Meta Quest 3 to allow for some of our team to test and review content.Overall what this came down to was quicker methods of sharing information and visual reference. It meant setting expectations as a team up front, being vigilant of a rapidly changing platform, and using our collective experience to find creative solutions to the barriers we faced.Q: Why Unity for this project with Diageo, James?Using Unity was a no brainer for us. We've been using Unity for about as long as Trigger has been making AR experiences, and we knew that eventually there would be a chance that this project would live somewhere beyond Apple Vision Pro. For that reason, we knew that we had to stick with Unity versus going the route of native development.Unity enabled us to tell the story of Tequila Don Julio in an authentic and accurate way. We did this by transporting the user to the fields of Jalisco Mexico, where they're immersed in the production process of several types of tequila. It allowed us to find parts of this production process that could become interactive, where we might have the user cut the leaves from an agave plant or age a barrel of a tequila to see the results. And it allowed us to do all this with the systems and packages that we had already grown familiar with in past HMD and AR work built with Unity.
We also ended up investing a large amount of time into the implementation of several lighting and material scenarios because the device's image-based lighting was something we were ultimately unsure of. We saw instances where, depending on the user's real-world lighting, our models were far too bright or too dark. And obviously, we never want to display our content in a way that would make it look bad or unrealistic. As potential solutions, we looked into everything from having lighting completely baked into textures, to using real time lighting and leveraging the image-based lighting coming from the OS. Ultimately, our happy medium was controlling all of the lighting from within Unity-we called this the "unlit-lit approach"-and we did this in tandem with a baked shadow solution for our 3D content.What made this all possible, beyond the hard work and passion of our team, was getting involved in every way that we could. Whether it was the Unity discussion forums, or the Polyspatial documentation pages, we monitored all of these daily because so much crucial information was getting shared there. It's worth noting that Unity has been great at supporting their forums and discussions pages in the past, but the interaction and support that we saw from the Unity PolySpatial team in the discussions pages was next level. They were incredibly involved in any post that got submitted and helped us on several occasions.Q: In retrospect, what were some key takeaways for Trigger XR on this project?Looking back at the development of this project, it was really the perfect opportunity to build our understanding of this new platform and this new hardware. It gave us no choice, for better or worse, but to get into the weeds and stand on the literal edge of the technology. The information we brought back internally and circulated amongst our team now enables us to build more and improve existing Apple Vision Pro experiences. It taught us how we needed to operate if we wanted to be amongst the wild west early adopters of new technology.Q: What benefits did you see from using Unity?Given the challenges that we faced up front, these key learnings, changes in our approach, and overall collaboration really allowed us to bring our partner Diageo and their product Tequila Don Julio into the world of spatial computing with a unique and engaging showcase experience. By using Unity and Apple Vision Pro, we were able to be first to market on this exciting device, and lean into their innovation objectives. Initial impressions and reactions have been really positive, and we're excited for more people to get their hands on this and learn more about Tequila Don Julio.Q: What's next for Trigger XR and Diageo?We want to expand the platform, add more functionality, and look for opportunities to partner with Diageo for further brand activations and experiences.
Interested in XR development? Learn more about the Unity engine and how it can be leveraged to create immersive AR, VR, and MR applications.
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Beyond 50: An untapped audience
While many marketers heavily concentrate on reaching Gen Z and Millennial audiences, an often-overlooked yet rapidly-expanding demographic has emerged within the mobile gaming sphere: adults over 50. There are over 52 million people over the age of 50 playing mobile games in the US, according to a 2023 AARP Research study. These numbers suggest that mobile gaming isn't exclusive to Gen Z and Millennials - games are a prime place to reach the 50+ demographic.To dive deeper, we surveyed 1,533 U.S. adults* aged 50+ to uncover insights into their current mobile gaming habits, advertising preferences, and health considerations.Here's what we learned:
1. 42% of respondents play for more than an hour each day and of this group, 7.7% dedicate over 5 hours daily to mobile gaming
Takeaway: For brand marketers and advertisers, regardless of industry, it's important to recognize that audiences over 50 are engaging with mobile games throughout their day. If you're looking to reach these audiences, make sure your programmatic partners can offer you the flexibility, scale, and reach to connect with them during their mobile gaming sessions. You might even want to double down later in the day, which seems to be a particularly great window for engagement.2. 46% of respondents play mobile games for fun or to relaxRespondents report playing mobile games for various reasons: 46% for fun, 45% to relax or take a break, 40% to pass the time, 39% to keep their brain sharp, 20% for mastery, and 9% to connect with friends and family. The preferred game genres were card, board, casino, and match-3, perhaps indicating some nostalgia for real-world gaming experiences.Â
Takeaway: Reach the over 50 audience on their favorite mobile game genres and use custom playable or interactive end cards in your in-app mobile strategy to offer fun and immersive experiences. Try a word search or match-3 interactive playable to encourage an enjoyable interaction with your brand.3. 72% of respondents indicated some level of interest in improving their physical healthA significant portion of respondents over 50 recognize the importance of maintaining or improving their health as they age. 3 out of 5 respondents (60%) reported that they're currently taking vitamins or supplements, which suggests a proactive attitude towards health maintenance.Takeaway: For health and wellness brands, mobile gaming might just uncover an untapped audience. Reach health-conscious audiences playing mobile games with products aimed at maintaining and improving health and well-being.4. 55% of respondents currently shop for over-the-counter health/wellness products onlineOver half of the respondents (56%) expressed openness to shopping for over-the-counter health and wellness products online within the next 12 months.Factors motivating purchases of over-the-counter health-related products include price (51%), product effectiveness (48%), brand reputation (39%), recommendations from healthcare professionals (32%), positive customer reviews (25%), and personalized promotions or discounts (17%).We also found out how much this group is spending:Takeaway: Leverage programmatic solutions that offer a variety of ad experiences to facilitate an easy transition from ad viewing to product purchasing- especially for those products within the <$100 range. 5. More than half of respondents express some level of likelihood to engage with in-game rewardsAdvertisements have an influence on what health-related items this group chooses to buy, with 13% saying they're influenced to a great extent and 41% stating some influence of advertisements. 52% of respondents expressed some likelihood to engage with in-game rewards, with 24% indicating they're very likely and 28% saying they're likely to do so.We took it a step further and asked respondents what types of rewards or incentives would encourage them to engage with health and wellness advertisements.Takeaway: Tailoring the messaging in your creatives is essential for every audience. Consider incorporating incentives like discounts, free samples, and loyalty points in your health and wellness product ads to effectively engage with adults over 50.Advertising on mobile games presents a unique opportunity to reach audiences over 50, especially those who are actively seeking ways to improve their health and wellness. By understanding their mobile gaming habits, health considerations, and advertisement preferences, advertisers can tailor their strategies to effectively capture attention, drive engagement, and ultimately, influence purchase decisions within this growing market segment.*The survey encompassed 45% female participants, 46% male participants, 5% who identified as genderfluid, nonbinary, or genderqueer, and 4% who preferred not to disclose their gender identity. |
Ad revenue and churn: A balancing act
A diverse monetization strategy is vital to provide your app with long-term resilience. Using varied revenue streams, you're able to ensure that your app keeps running and growing even if one stream fails to deliver.For subscription and IAP-based apps, ad monetization can offer this resiliency. When IAP and subscription conversions are low, ads enable these apps to continue monetizing and generating revenue, making them a valuable addition to their monetization mix.But, some apps are cautious to adopt ads, since, if left unmonitored, they can lead to churn due to negative user experiences or poaching from competitor apps. Furthermore, if a user has a negative ad experience in an app, that could cause them to view the app negatively too.To effectively monetize using ads, developers need a way to monitor the ads they run, identify those that are problematic, and balance the churn that some ads cause alongside the revenue they create.To that end, let's dive into how ads can cause churn, why that needs to be an element of how you understand your ad monetization and tools that can help you find the right balance between churn and revenue.How ads can cause users to churnChurn here refers to users leaving your app once they've already installed it and are engaging with your content. Many factors can lead to churn: an unfriendly user interface, failing to meet the needs of a user, or even fulfilling the user's needs to a level where they no longer need your app. But another cause of churn can be the ads running in your app.To help break down how ads can cause user churn, we can use two distinct categories - negative ad experiences and competitor ads.A negative ad experience can mean a variety of things but generally can be defined as ads that create frustration. This frustration can be the result of the ad being difficult to close due to a hidden or tiny close button, the ad length being too long, or even ad content that is seen as inappropriate.Then there's competitor ads. This is when an ad gets the user to leave your app to download another. We can separate the source of these ads into two categories, direct and indirect competitors.Direct competitors are those that have an app offering that is in the same vertical as your own, offering the same or similar services. Indirect competitors are those apps that take a share of attention away from your app. Social media apps, streaming apps, and news apps (to name just a few) are all in indirect competition with one another, as a user typically goes to each from a similar motivation, and can only be focused on one at a time.Whatever the reason, churn can cause major damage to the long-term success of your app. So, preventing churn should be a top priority.The other side of the coinAs important as preventing churn is, there's another side here. The ads that will be running in your app most often are likely to be those from direct and indirect competitors - they'll be the primary source of demand for your placements since they have the most to gain and have the best chance of converting users.So, to effectively monetize with ads it's important to include those that originate from competitors. However, doing so without taking into account the churn they could cause can be harmful to the longevity of your app. Effective ad monetization is about striking a balance between the churn and the revenue generated from ads.Necessary tools to balance revenue and churnSolving for the right balance can be a daunting task, particularly since for most apps, seeing which creatives are running can seem like peering into a black box. Luckily, there are many tools available to help, including Ad Quality from Unity - but to make sure you're able to use them effectively to find that balance between revenue and churn, there are several important functions you'll want to consider.1. Churn managementObvious but vital is the ability of these tools to reliably measure user churn on a per-ad basis. This is your canary in the coal mine and your best defense against ads that are causing users to leave your app. Churn management allows you to monitor user churn across the user journey, which means you can see when users are leaving your app and which ads they engaged with before they did.2. Creative overviewAlso important is the ability to see all the creatives currently running on your app. This allows you to review the creatives users are seeing manually, so you can spot problematic or inappropriate ads and report them. Used in conjunction with churn management, you can see which ad a user saw that could have caused them to churn.3. Revenue per creativeTo make effective use of an ad management solution without negatively affecting revenue generation, you also need to be able to see the revenue individual ads are bringing in. Without this visibility, it won't be possible to calculate your revenue/churn balance.4. Competitor ad detectionAnother essential is the ability to detect competitor ads. Solutions that offer competitor ad detection let you set which ads can run on your supply by source. If an ad is coming from a direct competitor, you can set custom triggers to report the ad before it runs.Finding the right balanceIdeally, your ad management tool should allow you to see which ads are causing churn, block ads from competitors that you see as harmful, get an overview, and manually review all ads that are running, and see how much revenue these ads are generating.Using this information, you can start to find the right balance between revenue and churn. You can do this by examining the ads' CTR (click-through rate) and churn rate. If you see that an ad's CTR is high, but revenue is low, you've found an ineffective ad. What these data points are telling you is that users are clicking on the ad, which then causes them to leave your app, without generating revenue sufficient to justify allowing it to keep running. Similarly, if an ad's bounce rate is high and the revenue is low, the ad is causing users to leave without generating revenue sufficient to justify it.These are the most simple outcomes of the revenue/churn equation, but what happens when CTR or churn is high, and so is revenue?The answer depends on your goals and app. For an app that is still scaling and attempting to acquire loyal users, the correct choice could be to block this ad as it is negatively affecting retention, but for an established app with a loyal user base, the answer might be to keep it running. This is the balancing act of revenue and churn.Whatever your needs, to find the right balance for you, a prerequisite is the visibility and control that an ad management solution affords, like Ad Quality from Unity. Talk to a Unity expert about how we can help you effectively manage your ad monetization while protecting your app and brand. |
Get our first-ever guide about animation in Unity
Animation is one of the most important parts of making a game. Things need to move and characters to react to their environment with nuance and detail. Each gesture and move, like feet landing on an uneven floor or a character reaching for and grabbing an object, contributes to the storytelling and helps build immersion.Our new e-book, The definitive guide to animation in Unity, aims to provide animators and technical artists with an in-depth understanding of the animation features in Unity. It joins our collection of technical guides for developers, artists, and designers looking to create as efficiently as possible with Unity. The animation system in Unity has been powering many games for years, providing core features like:- An easy workflow and setup of animations for all elements of Unity, including objects, characters, and properties- Support for imported animation clips and animation created within Unity- Humanoid animation retargeting - the ability to apply animations from one character model onto another- A simplified workflow for aligning animation clips.- A convenient preview of animation clips, transitions, and the interactions between them- Management of complex interactions between animations with a visual programming tool- The ability to animate different body parts with different logic- Layering and masking featuresTogether with the e-book, you'll also get a new tutorial on how to import and control animation clips in Unity:What's in the animation guide?Our comprehensive guide kicks off with a foreword by Dave Hunt, a technical artist for animation and rigging at Unity. After that, the main topics you'll learn about include:- How to import animations into Unity from motion libraries, Autodesk Maya, and Blender, as well as a look at working with FBX files- Exporting animations, the FBX exporter, and Unity Recorder- The Generic animation type, the Controller, settings, layers, blend trees, and character controller- Shortcuts, animating UI, and events- Advanced animation features, events in read-only clips, root motion, and blend shapes- The humanoid animation typeAnimation rigging, set up, rigs, and merging IK with animations- The Timeline system for animated cutscenes, keyframing, track types, and sequences- Using advanced physics, animating the movement of fur and hair, as well as particle systems and working with the Alembic package.- AI navigation- 2D animation, the PSD Importer, rigging, and IK in 2DFrom the e-book: Tips for organizing your animation filesEnjoy these tips from the e-book on how to organize your animation files. Ultimately, every project is unique and the goal should always be to make a pipeline that works for your production.Naming conventionsCharacters are made up of many objects, geometry, bones, and accessories. A good practice is to standardize names so everyone in the team knows how to navigate the hierarchies. Find a good balance between simplicity and readability. Standardized, easy-to-understand naming can also be useful if custom tooling has been created for the animators on your team.Scene organizationIf you are an animator planning to work directly in Unity, consider making a sandbox scene and/or working in prefab mode for common gameplay animations.Asset version tracking and automationThe AssetPostprocessor class in Unity enables you to run code upon asset import or apply automated import settings with Presets. This can be useful to efficiently verify that assets comply with the team's standards, enabling you to focus more on the actual content creation.Mock up in Unity and use the FBX ExporterDesigners can mock up animations and cinematic sequences in Unity with systems like Timeline that make it efficient to express general intent and timing. Prototyped animations can then be exported via the FBX Exporter to the animator's preferred DCC software for further polishing.Visualizers and custom Editor toolsUnity offers great flexibility through Editor tooling, allowing you to create custom interfaces for your needs, like visual control rigs, or other tools that make it easier for artists to use many of the animation tools' APIs in Unity.IK in Unity with the Animation Rigging packageEnabling runtime rigging enables your characters to be in contact with the game world. Sweeping a hand across a surface or gripping and turning a door handle are just a couple of examples of subtle movements that require modifications in the bone chain to make them look realistic. Unity's Animation Rigging package will allow you to create these detailed movements, making it a great addition to your character creation process.Unity Recorder for capturing game footageIf you are creating an animated feature in Unity or need high-quality footage of your game then export out the final animation as a video file. Capturing raw footage while playing the game can be tasking on the resources of your computer making the game not run as it should for marketing or video content purposes. To ensure a stable frame rate, not stuttering due to frame skipping, and achieve the best possible recording quality Unity Recorder lets you create video or image sequences in real-time from inside the Editor.Motion librariesAdobe Mixamo and Reallusion ActorCore are motion library websites that feature thousands of small motion clips that can be downloaded into Unity. In addition to having a range of free characters to choose from, you can upload your own character, this is covered in the guide. The Unity Asset Store is also a great place to find premade animations. Search the animation category and download packages to Unity through the Package Manager. The animations should be set up automatically and ready to use.Download the animation guide today and find all of our e-books for artists, technical artists, and designers in the Unity best practices hub.Plus: To further expand your animation knowledge, the mocap company Rokoko has great free resources for animators, including e-books on rigging and animation. Find their animation resources here. |
4 ways to help your app scale during major sporting events
Major sporting events often mean an increase in both app engagement and interest from users for relevant apps. And the 2024 Olympics and Euro Championship, kicking off in July, will likely have billions tuning in to watch their nation's athletes compete.As they watch, viewers will be looking to place their next food order, check the latest commentary, and buy their team's merchandise. For marketers of QSR, news, e-commerce, and sports streaming apps, among others, this represents a huge opportunity to scale with highly engaged users.To help you accomplish this, here are 4 ways to revitalize your campaigns for an Olympic surge in screen time this July and August.1. Update your creatives with sports-themed elementsUpdating creatives with themes related to a specific time or event has been seen to generate improvements in performance. Themed creatives are a powerful tool to connect your app with what's top of mind for users. They also work as reminders for the event, igniting interest in related purchases.Leading up to and during major sporting events like the Olympics or Euro Championship, update your creatives with sports-related imagery and themes to link the event with your app and make the global contest a part of your marketing. One simple way to do this is by featuring objects associated with the event in your creatives - like gold medals, podiums, scorecards, trophies, and flags.2. Engage your audience with interactive polls and contestsAudience interaction is a core pillar of community building and brand recognition. And few things get an audience as emotionally engaged as asking for their opinion on their team's performance and competing against others. By running interactive polls and contests you can incentivize users to engage with your social media channels, building brand awareness.An example would be to run a poll on your app's social media account asking followers who they believe will win in a given Olympic category. You can also run contests, like the first to respond with the correct answer to a Euro Championship trivia question wins a prize, to incentivize users to engage.3. Create FOMO using time-limited seasonal offersFear of missing out (FOMO) is an incredibly motivating force. Limiting the availability of offers to a specific window is a great way to leverage FOMO to your advantage. A case in point is McDonald's Szechuan sauce offer, which was only available for a limited time using the app. The limited offer generated international publicity for the fast-food giant and worked to drive users to place orders through the app.Use major sporting events as an opportunity to create a limited offer associated with the event. This could be in the form of a discount on a subscription, a special sale on a particular product, or even releasing a themed product that ties into the event.4. Diversify your marketing channelsThe massive viewership of the Olympics, Euro Championship, and other major sporting events presents a golden opportunity to grow your app. Make sure you're getting the most out of it by using a diverse mix of marketing channels. The more diverse and varied your channels, the better your chances to reach users when they want to make that next purchase or install their next app.This is also a great time to innovate on top of what you know works - don't just stick to social and traditional channels, try performance channels that enable you to reach new users in new ways. On-device channels, like Aura from Unity, are an example of how you can complement your existing channels with native placements directly on a user's device which appear when they are most likely to install. |
Games Made with Unity: May 2024 in review
Wondering what games were made with Unity?May was one of the most packed months of releases we've seen in a while, with tons of indie games we're excited about. To the best of our abilities, here's a non-exhaustive list of games made with Unity and launched in May of 2024, either into early access or full release. If you see something that inspires you, be sure to purchase, wishlist, or even share on your social media. Any bit helps these devs!Working on a game in Unity? We'd love to help you spread the word. Be sure to submit your project here.
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)FOUNDRY, Channel 3 Entertainment (May 2 - early access)Fabledom, Grenaa Games (May 13)Coffee Caravan, Broccoli Games (May 20)Songs of Conquest, Lavapotion (May 20)Synergy, Leikir Studio (May 21 - early access)Galacticare, Brightrock Games (May 23)Dethroned, Irid Games (May 26 - early access)ROBOBEAT, Simon Fredholm (May 14)MULLET MADJACK, HAMMER95 (May 15)Crow Country, SFB Games (May 9)The Tower on the Borderland, DascuMaru (May 20)Imaginary Friend Asylum, Grant Marrs (May 20)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)Nine Sols, RedCandleGames (May 29)1000xRESIST, sunset visitor 斜陽éŽå®¢ (May 9)Deep Beyond, Avix Games (May 15)Pine Hearts, Hyper Luminal Games Ltd (May 23)Duck Detective: The Secret Salami, Happy Broccoli Games (May 23)Gift, Toydium, Million Edge (May 8)Lorelei and the Laser Eyes, Simogo (May 16)Paper Trail, Newfangled Games (May 21)Ouros, Michael Kamm (May 22)Hauntii, Moonloop Games (May 23)Rogue Voltage, Horizont Computergrafik(May 10 - early access)Ruindog, Rama Studio (May 12)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)Zet Zillions, OTA IMON Studios (May 23)Fay's Factory, egor dorogov (May 8 - early access)Plushie from the Sky, fishwind (May 6)Cryptmaster, Paul Hart, Lee Williams, Akupara Games (May 9)Dread Delusion, Lovely Hellplace (May 14)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)Little Kitty, Big City, Double Dagger Studio (May 9)Brocula, Destroyer Doggo (May 9)Cozy Caravan, 5 Lives Studios (May 16 - early access)Heading Out, Serious Sim (May 7)Blacktop Hoops, Vinci Games (May 16)When the Light Dies, Electric Monkeys, Secret Level Studios (May 2 - early access)V Rising, Stunlock Studios (May 8)Carth, Deidre Reay Studios LLC (May 15 - early access)That's a wrap for May. 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. |
Introducing our new e-book: Unity's Data-Oriented Technology Stack (DOTS) for advanced developers
Unity's Data-Oriented Technology Stack (DOTS) lets you create complex games at large scale by providing a suite of performance-enhancing tools that help you get the most out of your target hardware.This 50+ page e-book, Introduction to the Data-Oriented Technology Stack for advanced Unity developers, is now available to download for free. Use it as a primer to better understand data-oriented programming and evaluate if DOTS is the right choice for your next project. Whether you're looking to start a new DOTS-based project, or implement DOTS for performance-critical parts of your Monobehaviour-based game, this guide covers all the necessary ground in a structured and clear manner.With Unity 6 in preview and DOTS 1.0 production-ready, this is a great time to explore the opportunities DOTS brings. The e-book, written by Brian Will, senior software engineer at Unity, joins the updated Unity Learn samples, recent DOTS bootcamp, and the GitHub samples in the collection of resources available to developers who want to learn how to work with DOTS.Our goal with this e-book is to help you make an informed decision about whether implementing some or all of the DOTS packages and technologies is the right decision for your existing or upcoming Unity project. Each part of the stack plays a role in enhancing a game's execution speed and efficiency. The guide aims to explain each of these parts, how they can be used together, and their common foundation, the Unity Entity Component System (ECS).A major reason to use DOTS is to get the most performance from your target hardware, and this requires understanding multithreading and memory allocation. Additionally, to leverage DOTS, you'll need to architect your data-oriented code and projects differently to your C#-based Monobehaviour projects with their higher level of abstraction.Let's take a closer look at what you'll find in the e-book.CTA: Download Introduction to the Data-Oriented Technology Stack for advanced Unity developers.The first section in the guide, which we've included below, presents some of the factors that can contribute to poor CPU performance in a game, like garbage collection overhead, data and code that aren't cache-friendly, suboptimal compiler-generated machine code, and more.The next section explains how each of the DOTS packages and features facilitate writing code that avoids CPU performance pitfalls. You'll find helpful explanations for:C# Job SystemBurst compilerCollectionsMathematicsEntitiesEntities GraphicsUnity PhysicsNetcode for EntitiesAfter a rundown of each part of the stack you'll get an introduction to the EntityComponentSystemSamples GitHub repo, which includes many samples that introduce both basic and advanced DOTS features. Some of the samples in the Github repo are reproduced in a new Unity Learn course on DOTS, Get acquainted with DOTS.The other key section in the DOTS guide is the appendix. It's here that Brian Will provides detailed explanations for concepts related to Unity ECS, including memory allocation and garbage collection, memory and CPU cache, multithreaded programming, the limitations of object-oriented programming, and data-oriented programming.If you're an experienced game developer then you know that performance optimization on target platforms is a task that runs through the entire development cycle. Maybe your game performs nicely on a high-end PC, but what about the low-end mobile platforms you're also aiming for? Do the frames take much longer than others, creating noticeable hitches? Are loading times annoyingly long, and does the game freeze for full seconds every time the player walks through a door? In such a scenario, not only is the current experience subpar, but you're effectively blocked from adding more features: More environment detail and scale, mechanics, characters and behaviors, physics, and platforms.What's the culprit? In many projects it's rendering: Textures are too large, meshes too complex, shaders too expensive, or there's ineffective use of batching, culling, and LOD.Another common pitfall is excessive use of complex mesh colliders, which increase the cost of the physics simulation. Or, the game simulation itself is slow. The C# code you wrote that defines what makes your game unique might be taking too many milliseconds of CPU time per frame.So how do you write game code that is fast, or at least not slow?In previous decades, PC game developers could often solve this problem by just waiting. From the 1970's and into the 21st century, CPU single-threaded performance generally doubled every few years (a phenomenon known as Moore's law), so a PC game would "magically" get faster over its life cycle. In the last two decades, however, CPU single-threaded performance gains have been relatively modest. Instead, the number of cores in the CPU have been growing and even small handheld devices like smartphones today feature several cores. Moreover, the gap between high-end and low-end gaming devices has widened, with a large chunk of the player base using hardware that is several years old. Waiting for faster hardware no longer seems like a workable strategy.The question to ask, then, is"Why is my CPU code slow in the first place?" There are several common pitfalls:Garbage collection induces noticeable overhead and pauses: This occurs because the garbage collector serves as an automatic memory manager that manages the allocation and release of memory for an application. Not only does garbage collection incur CPU and memory overhead, it sometimes pauses all execution of your code for many milliseconds. Users might experience these pauses as small hitches or more intrusive stutters.The compiler-generated machine code is suboptimal: Some compilers generate much less optimized code than others, with results varying across platforms.The CPU cores are insufficiently utilized: Although today's lowest-end devices have multi-core CPUs, many games simply keep most of their logic on the main thread because writing multithreaded code is often difficult and prone to error.The data is not cache friendly: Accessing data from cache is much faster than fetching it from main memory. However, accessing system memory may require the CPU to sit and wait for hundreds of CPU cycles; instead, you want the CPU to read and write data from its cache as much as possible. The simplest way to arrange this is to read and write memory sequentially, and so the most cache-friendly way to store data is in tightly-packed, contiguous arrays. Conversely, if your data is strewn non-contiguously throughout memory, accessing it will typically trigger many expensive cache misses; the CPU requests data that is not present in the cache memory and instead needs to fetch it from the slower main memory.The code is not cache friendly: When code is executed, it must be loaded from system memory if it's not already sitting in cache. One strategy is to favor calling a function in as few places as possible to reduce how often it must be loaded from system memory. For example, rather than call a particular function at various places strewn throughout your frame, it's better to call it in a single loop so that the code only needs to be loaded at most once per frame.The code is excessively abstracted: Among other issues, abstraction tends to create complexity in both data and code, which exacerbates the aforementioned problems: managing allocations without garbage collection becomes harder; the compiler may not be able to optimize as effectively; safe and efficient multithreading becomes harder, and your data and code tend to become less cache-friendly. On top of all this, abstractions tend to spread around performance costs, such that the whole code is slower, leaving you with no clear bottlenecks to optimize.All of the above ailments are commonly found in Unity projects. Let's look at these more specifically:Although C# allows you to create manually-allocated objects (meaning objects which are not garbage collected), the default norm in C# and most Unity projects is to use C# class instances, which are garbage collected. In practice, Unity users have long mitigated this issue with a technique called pooling (even though pooling arguably defeats the purpose of using a garbage-collected language in the first place). The main benefit of object pooling is the efficient reuse of objects from a preallocated pool, eliminating the need for frequent creation and deallocation of objects.In the Unity Editor, C# code is normally compiled to machine code with the Mono Compiler. For standalone builds you can get better results using IL2CPP (C# Intermediate Language cross-compiled to C++), but this brings some downsides, like longer build times and making mod support more difficult.It's common that Unity projects run all their code on the main thread, partly because doing so is what Unity makes easy:The Unity event functions, such as the Update() method of MonoBehaviours, are all run on the main thread.Most Unity APIs can only be safely called from the main thread.The data in a typical Unity project tends to be structured as a bunch of random objects scattered throughout memory, leading to poor cache utilization. Again, this is partly because it's what Unity makes easy:A GameObject and its components are all separately allocated, so they often end up in different parts of memory.The code in a typical Unity project tends to not be cache friendly:Conventional C# and Unity's APIs encourage an object-oriented style of code, which tends towards numerous small methods and complex call chains. Unlike a data-oriented approach it's not very hardware friendly.The event functions of every MonoBehaviour are invoked individually, and the calls are not necessarily grouped by MonoBehaviour type. For example, if you have 1000 Monster MonoBehaviours, each Monster is updated separately and not necessarily along with the other Monsters.The object-oriented style of conventional C# and many Unity APIs generally lead to abstraction-heavy solutions. The resulting code then tends to have inefficiencies laced throughout that are hard to disentangle and isolate.This e-book is freely available to everyone, but is tailored to Unity developers who are experienced with Monobehaviour-based, object-oriented game development, but are new to Unity DOTS and data-oriented design development.We hope the guide will help you understand DOTS and how these features might benefit your next Unity project, as well as make it easier for you to get the full value from the samples available on our GitHub repo. |
Unity Shader Variants Optimization & Troubleshooting Tips
When writing shaders in Unity, we conveniently have the ability to include multiple features, passes, and branching logic in a single source file. At build time, shader source files are compiled into shader programs, which contain one or more variants. A variant is a version of that shader following a single set of conditions, resulting (in most cases) in a linear execution path without static branching conditionals.The reason we use variants, as opposed to keeping the branching paths all in one shader, is because GPUs are great at parallelizing code that is predictable and always follows the same path, resulting in higher throughput. If conditionals are present in the compiled shader program, the GPU will need to spend resources doing predictive tasks, waiting for the other paths to be completed, and so on, introducing inefficiencies.While this leads to significantly better GPU performance compared to dynamic branching, it also has some downsides. Build times will get longer as the number of variants increases, sometimes even by multiple hours per build. The game will also take longer to boot, since it will need to spend more time loading and prewarming shaders. Finally, you might notice significant runtime memory usage from shaders if variants are not properly managed, sometimes over 1GB.The amount of variants generated increases depending on a variety of factors, including keywords and properties defined, quality settings, graphics tiers, enabled graphics APIs, post-processing effects, the active rendering pipeline, lighting and fog modes, and whether XR is enabled, among others. Shaders that result in a large number of variants are often called uber shaders. At runtime, Unity loads the variant that matches the required settings and keywords, as we'll cover later.This is particularly impactful when you consider that we often see shaders with over 100 keywords, leading to an unmanageable number of resulting variants, often referred to as shader variants explosion. It's not unusual to see shaders with an initial variant space in the millions before any filtering is applied.To alleviate this, Unity will try and reduce the amount of variants generated based on a few filtering passes. For example, if XR is not enabled, variants that are needed for that will normally be stripped. Unity then takes into account what features you're actually using in your scenes, such as lighting modes, fog, and so on. These are particularly tricky to spot, since developers and artists could introduce seemingly safe changes that actually lead to a significant increase in shader variants, without any obvious way to detect unless you put some safeguards in place as part of your deployment pipeline.While this is helpful, this process is not perfect, and there is a lot we can do to strip as many variants as possible without affecting the visual quality of your game.Here, I'd like to share a few practical tips on how to handle variants, understand where they are coming from, and some effective ways to reduce them. Your project build time and memory footprint will greatly benefit as a result.Shader variants are generated, based on all possible combinations of shader_feature and multi_compile keywords used in your shader, among other factors. Keywords marked as multi_compile are always included in your build, while those marked as shader_feature will be included if they are referenced by any material in your project. For this reason, you should use shader_feature whenever possible.To see which keywords are defined in a shader, you can select it and check the Inspector.As you can see, keywords are divided into Overridable and Not Overridable. Local keywords (the ones defined in the actual shader file) with a global scope can be overridden by a global shader keyword with a matching name. If instead they are defined at a local scope (by using multi_compile_local or shader_feature_local), they can't be overridden and will show up in the Not overridable section underneath. Global shader keywords are provided by the Unity engine, and they are overridable. Since they can be added at any point in the build process, not all global keywords might show up in this list.Keywords can be defined in mutually exclusive groups, called sets, by defining them in the same directive. By doing this, you avoid generating variants for combinations of keywords that will never be enabled at the same time (such as two different types of lighting or fog).To reduce the amount of keywords per platform, you can use preprocessor macros to define them only for the relevant platform, for example:Note that these expressions with macros cannot depend on other keywords or features that are not only related to the build target.Keywords can also be limited to a specific pass, reducing the amount of potential combinations. To do so, you can add one of the following suffixes to the directive:_vertex_fragment_hull_domain_geometry_raytracingFor example:This can behave differently depending on the renderer you're using. For example, on OpenGL, the OpenGL ES and Vulkan suffixes will be ignored.You can use the directive #pragma skip_variants to define keywords that should be excluded when generating variants for that specific shader. When making your player build, all shader variants for that shader containing one of those keywords will be skipped.You can also optionally define keywords using the #pragma dynamic_branch directive, which will force Unity to rely on dynamic branching and not generate variants for those keywords. While this reduces the amount of resulting variants, it can lead to weaker GPU performance depending on the shader and game content, so it's recommended to profile accordingly when using it.Normally, shader variants won't be compiled until you actually build the game. Using this option, you can inspect the resulting shader variants for a specific build platform or graphics API. This allows you to check for errors ahead of time. In addition, you can paste the generated code into GPU shader performance analysis tools, such as PVRShaderEditor, for further optimizations.At the bottom, you will notice an entry saying how many variants are included, based on the materials present in the currently open scene, without any scriptable stripping applied. If you hit the Show button, it will display a temp file with some additional debug information about which keywords were used or stripped on various platforms, including the number of vertex stage variants.The Preprocess only checkbox above allows you to toggle between compiled shader code and preprocessed shader source for easier and faster debugging.If you are using the Built-in Render Pipeline and working with a surface shader, you have the option to check the generated code that Unity will use to replace your simplified shader source when you build. You can then optionally replace your shader source with the generated code, if you'd like to modify the output.When building the game, Unity will determine the variant space for each shader based on all possible permutations of its features, engine settings, and other factors. These combinations are then passed to the preprocessors for multiple stripping passes. This can be extended using IPreprocessShaders callbacks to create custom logic to strip more variants from the build, as covered below.Shaders that are included as part of Always-included shaders list (under Project Settings >
Graphics) will have all their variants included in the build. For this reason, it's best to use this only when strictly necessary, since it can easily lead to a large number of variants being generated.Finally, the build pipeline will go through a process called deduplication, identifying identical variants within the same Pass and ensuring that they point to the same bytecode. This will result in reduced size on disk, but identical variants will still negatively affect build time, loading time, and runtime memory usage, so it's not a replacement for proper variants stripping.After a successful build, we can look into the Editor.log file to collect some useful information on which shaders variants were included in the build. To do so, search the log file for "Compiling shader" and the name of your shader. Here's for example how it looks:In certain cases, you might see the amount of variants increase after the settings filtering step, for example if your project has XR enabled.If your game supports multiple Graphics APIs, you'll also find information for each supported renderer:Finally, you'll see these compression logs that will give you an indication of the final size, on disk, of the shader for a specific Graphics API:If you are using the Universal Render Pipeline (URP), you can select whether to have logs generated only from SRP shaders, from all shaders, or to disable logs. To do so, select the Log Level from Project Settings >
Graphics >
URP Global Settings.In addition, if you select the Export Shader Variants option below, a JSON file will be generated after your build that contains a report of the shader variants compilations. This is available on Unity 2022.2 or newer.In order to understand which shaders are actually compiled for the GPU at runtime, you can enable the Log Shader Compilation option, under Project Settings >
Graphics.This will cause your game to print in the player logs whenever a shader is compiled while you play. It will only work on development builds and Debug mode, as described in the tooltip.The format looks like this:Keep in mind that some platforms, such as Android, will cache compiled shaders. For this reason, you might need to uninstall and reinstall the game before doing a test pass to catch all compiled shaders.Finally, you can use the Memory Profiler package to take a snapshot of your game while it's running, and then have an overview of which shaders are currently loaded in memory and their size. Sorting by size normally gives a good indication of which shaders are bringing in the most variants, and are worth optimizing.As part of the stripping passes, Unity will remove shader variants related to graphics features your game is not using. The process changes slightly if you are using the Built-in Render Pipeline or URP.To define those, Go to Project Settings >
Graphics. From here, while using the Built-in Render Pipeline, you can select which Lightmap and Fog modes your game supports.Setting them to Automatic lets Unity determine which variants to strip based on the scenes included in your build.If you are unsure what features you are using, you can also use the Import from Current Scene button to let Unity figure out what features you need. Of course this is only helpful if all your scenes are using the same settings, so make sure to select a representative scene when using this option.If you are using URP, some of these options will be hidden. Instead, you'll be able to define what features your game requires directly in the Pipeline Settings asset.For example, disabling Terrain Holes will cause all Terrain Holes Shader variants to be stripped, reducing build time as well.URP provides more granular control on which features you want to include in your game, potentially resulting in more optimized builds with fewer unused variants.Note: This is only relevant when using the Built-in Render Pipeline. These settings will be ignored when using a scriptable rendering pipeline such as URP.Graphics tiers are used to apply different graphics settings based on the hardware your game is running on (not to be confused with the Quality Settings). When the game starts, Unity will determine your device graphic tier based on hardware capabilities, graphics API, and other factors.They can be set in Project Settings >
Graphics >
Tier Settings.Based on these, Unity adds these three keywords to all shaders:UNITY_HARDWARE_TIER1UNITY_HARDWARE_TIER2UNITY_HARDWARE_TIER3It then generates shader variants for each of the graphics tiers defined. If you are not using graphics tiers and want to avoid the related variants for them, you need to ensure that all graphics tiers are set to exactly the same settings so that Unity will skip these variants.As mentioned earlier, Unity will attempt to deduplicate variants that are identical, so if, for example, two of the three tiers have the same settings, this will lead to a reduction in size on disk, even though all variants will still be generated. You can optionally force Unity to generate tier variants for a given shader and graphics renderer API, using the hardware_tier_variants as shown below:Unity compiles one set of shader variants for each graphics API included in your build, so in some cases, it is beneficial to manually select the APIs and exclude the ones you don't need.To do so, go to Project Settings >
Player. By default, Auto Graphics API is selected, and Unity will include a set of built-in graphics APIs and pick one at runtime depending on the device capabilities. For example, on Android, Unity will try to use Vulkan first, and if the device does not support it, the engine falls back to GLES3.2, GLES3.1, or GLES3.0 (the variants will be identical on those GLES versions though).Instead, disable Auto Graphics API for the relevant platform, and manually select the APIs you'd like to include. Unity will then give priority to the first one in the list.The downside is that you might limit the amount of devices that support your game, so make sure you know what you're doing when changing this and test on a variety of devices.Normally at runtime Unity tries to load the variant that is closest to the set of keywords requested if an exact match is not available or has been stripped from the player build. While this is convenient, it also hides potential issues with your shader keywords setup.From Unity 2022.3, you can select Strict Shader Variant Matching in Project Settings >
Player to ensure that Unity only tries to load the exact match for the combination of local and global keywords you need.If not found, it will use the Error Shader and print an error in the console containing the shader, the subshader index, the actual pass, and keywords requested. This is pretty handy when you need to track down missing variants that you actually need. As usual with stripping, this only works in the Player and has no impact in the Editor.While playing the game in the Editor, Unity keeps track of which shaders and variants are currently in use in your scene and allows you to export that into a collection. To do so, navigate to Project Settings >
Graphics. At the bottom, you'll notice a Shader Loading section, showing how many shaders are currently tracked as active.Make sure to hit Clear beforehand to have a more accurate sample, then enter Play mode and engage with your scene, ensuring that you encounter all game elements that require specific shaders. This will increase the tracked counters. Then, press the "Save to asset..." button to save all of those in a collection asset.Shader Variants Collections are assets containing a list of shaders and related variants. They are commonly used to predefine which variants you want included in your build and to prewarm shaders.One approach used in some projects is to run this for every level of the game, saving a collection for each of them, then stripping any variants that are not present in any of those lists by using a IPreprocessShaders script (covered in the next section). While this is convenient, in my experience it's also fairly prone to errors. It's hard to ensure that you encounter all required variants in a single playthrough, and some of the features might only be loaded on-device and in specific cases, resulting in a list that is not necessarily accurate. As your game changes and new elements are added to the levels or materials change, the collections will need to be updated. For this reason, I would use this mainly for debugging and investigation purposes, rather than integrating it into your build pipeline directly.Whenever a shader is about to be compiled into your game build, Unity will dispatch a callback. This happens both on Player and Asset Bundles builds. We can conveniently listen to these using IPreprocessShaders.OnProcessShader and IPreprocessComputeShaders.OnProcessComputeShader (for compute shaders), and add custom logic to strip unnecessary variants. This way, we can greatly reduce build time, build size, and the total number of variants that get into your build.To do so, create a script that implements the IPreprocessShaders interface, then write your stripping logic within OnProcessShader. For example, here is a script that will strip all variants containing the DEBUG shader keyword on release builds:The callback order allows you to define which preprocessing script should run first, letting you create multistep stripping passes. Scripts with a lower priority will be executed first.Visit the Graphics-Shaders forum discussion to learn more. |
Introducing the all-new Unity LevelPlay
Partnering with a strong mediation provider has never been more important. As the shift to bidding and mounting privacy regulations present challenges for app publishers, using a mediation that can boost your business across both monetization and user acquisition is critical. In 2024, LevelPlay is releasing significant product updates designed to help you drive more revenue, connect with high-quality users, and streamline the experience from game creation to growth. The combined updates will be transformational, making the ad mediation an all-new LevelPlay.In the first phase, LevelPlay has already released support for a dedicated package in the Unity Editor Package Manager. This powers a dramatically easier integration process that is only available for Unity LevelPlay, simplifying mediation setup to enable Unity developers to start monetizing faster. Developers will be able to complete their mediation integration in the same place they build their games, with the LevelPlay integration a native part of Unity developers' workflow. The package also reduces overhead for publishers by enabling them to upgrade their SDK without being required to update the whole Unity package.But that's not all. Over the coming months we're releasing a series of additional product launches designed to maximize app growth and simplify growth management from every angle.Upcoming phases of the roll-out include:Major upgrades to network UA tech. Powered by a new generation of machine learning tech, the Unity Ads and ironSource Ads networks now make LevelPlay publishers' UA more impactful than ever. Publishers who run automated ROAS campaigns are already seeing meaningful uplift in both scale and quality on both networks, and additional optimizations will be released on a rolling basis through the rest of the year.Multiple ad units. Publishers will be able to load multiple ad units simultaneously, which means they can create a dynamic waterfall setup and customize the waterfall by in-app placement. This gives publishers more control over their ad strategy with additional ways to optimize for key metrics like latency and ARPDAU.One home for Unity growth data. We're centralizing data from Unity's leading growth solutions into a new platform homepage, giving publishers an instant snapshot of the health of their app portfolio in one clear view. This new page will allow publishers to view UA and revenue data side-by-side, compare performance over set time periods, monitor their brand safety, and see combined network performance for Unity Ads and ironSource Ads. In addition to the two networks, the homepage will include LevelPlay and Ad Quality data, with Aura and Tapjoy Offerwall data coming next.Platform experience revamp. We're also updating our platform UX to make it simpler than ever to grow your game. It'll take fewer steps to manage and optimize your ad strategy with smoother functionality and greater ease-of-use. The platform revamp will be wrapped up in a new UI reflecting Unity's look and feel for an even more seamless flow from game creation to growth.Stay tuned on the Unity Grow LinkedIn page and your email inbox for ongoing announcements. |
Using rich LLM integrations to power relevance and reliability with Muse Chat
Unity Muse helps you explore, ideate, and iterate on real-time 3D experiences by empowering you with AI capabilities. Muse Chat is one of several tools that you can use to accelerate creation. Bringing Unity knowledge and Editor awareness to your fingertips, Muse Chat can be your assistant by providing helpful information including debugging advice, using code generation for a first draft, and more, all within the context of the Unity Editor and your project.To show you how exactly Muse Chat is designed to provide helpful solutions, we're going to give you a peek under the hood of how we structure the plan to generate a response. We'll also give you a preview of our current explorations and upcoming developments of the LLM pipeline.Muse Chat is built as a pipeline consisting of several different systems and Large Language Model (LLM) integrations for query planning and arbitration of different pieces of information. For each incoming request, Chat derives a plan of action to outline the format of the upcoming response based on the Editor selection or information you provided and the problem you are trying to solve."I built and coded everything myself using Muse as my personal assistant. Of course, I had the support of my colleagues, but I don't think I could have achieved this result in such a short time if I didn't have Muse by my side."
- Jéssica Souza, cocreator of Space Purr-suitWhen assembling a reliable response, there are two challenges. One is retrieving relevant information to build the response, and the other is making sure that the information is usefully embedded in the response, based on the conversation's context and history.Muse Chat's knowledge is assembled to address both of these challenges, with more than 800,000 chunks of information such as sections of documentation or code snippets. The chunks are processed and enriched with references to surrounding information, so that each one provides a useful and self-standing unit of information. They are cataloged both by their content and their unique context, as traced through the documentation. It provides transparency and interpretability of the system, and it enables effective retrieval of compatible information. See the diagram and description below to learn how the rest of our current pipeline is structured.REQUEST: Your request comes in.EDITOR CONTEXT: If you are in the Editor, the relevant context is dynamically extracted from the Editor, along with the request to give Muse the proper information.QUERY EXPANSION: The initial planning system performs query expansion, which is intended to derive precise plans. We instruct an LLM to give its best attempt at replicating the knowledge catalog format and recreate the ideal structure of a chunk for each step. This approach allows the system to compute an embedding that captures the desired context, contents, and use case of the chunk we're looking for. Each of these plan steps are used for fine-grained semantic retrieval.KNOWLEDGE RETRIEVAL: To find the relevant information, we use symmetrical semantic retrieval and metadata filtering to retrieve the chunks in our knowledge catalog that most resemble the ideal estimated chunk, identified in the Query Expansion stage.FORMULATION: To generate the final response, we use another LLM to compose a response, based on the detailed outline containing both the filtered original plan steps and the sources needed to convey the relevant underlying information.RESPONSE: Muse Chat responds with an answer.To drill into the work behind making Muse Chat available in the Editor, we introduced the second step to the pipeline, Editor context extraction. Adding this to the very beginning of the pipeline, we analyze the query to identify what to extract from the Editor, and parse this to inform Muse on next steps. Based on your feedback, we began with project setup, project settings, GameObjects/Prefabs, and console access.Now, if you were to experience a console error with warnings or messages, simply click the relevant row(s) in the console to add the error as part of your selection. In the example below, we triggered an error for a missing curly bracket in a script.Consider a simple example of answering "How can I create a scriptable feature and add it to the Universal Renderer?" in a new conversation in the Editor. This will be converted into plan steps:REQUEST: "How can I create a scriptable feature appropriate for my render pipeline?"EDITOR CONTEXT: Muse identifies which render pipeline is used, the version of Unity that's running, which project settings are relevant to the question. It then extracts dynamic context, along with any Editor selection you might have.QUERY EXPANSION: LLM generates a plan with the following plan steps:Introduce the concept and purpose of scriptable features for URP. Explain the steps to create a scriptable feature in URP. Provide an example showing how to add the scriptable feature to the Universal Renderer.KNOWLEDGE RETRIEVAL: For this example, the request is fulfilled by following the steps to retrieve information from the embedding.FORMULATION: LLM mediates the final response.RESPONSE: You get an answer, as seen below, along with a code snippet.In the above example involving URP, the final response plan is composed of an introduction built on top of the "What is a Scriptable Renderer Feature" section on in the URP documentation, the step-by-step directions in "Create a scriptable Renderer Feature and add it to the Universal Renderer," and the directions in the subsection on finally adding the custom Renderer Feature to a Universal Renderer asset.This way, we are able to efficiently swap generic information coming from the LLM's base knowledge with specific Unity knowledge from first-party sources related to recommended approaches or implementation details. While the occurrence of sometimes inaccurate information is somewhat inevitable when using LLMs, our system is built to minimize their frequency by relying on trusted Unity knowledge.We are working on developing a wide ecosystem consisting of task specific models. As we expand our interoperability with the Editor, we want to enable an accelerated workflow to better serve your needs. We believe that the key to do so is embracing and fostering a culture where we can quickly adapt to research and industry developments for rapid experimentation.Muse Chat serves as a companion for AI-assisted creation, right in the Editor. We are currently working to extend what you can select as part of your context in the Editor, including the full hierarchy and project window, as well as including the associated code for a GameObject. Furthermore, we're investing in widespread system improvements, improving on our performance benchmarks on Unity knowledge and code generation, and preparing for a future with agent behavior enabled, so that Muse can perform actions on your behalf in the Editor.At GDC, we showcased how you could use all five Muse capabilities together to customize a game loop in the garden scene of our URP sample project. Check out our session "Unity Muse: Accelerating prototyping in the Unity Editor with AI"to learn how you can use all of Muse's abilities to quickly customize a project scene and gameplay. This interoperability between Muse features is only going to increase as we roll out new improvements to Muse Chat.We've updated the Muse onboarding experience to make it easier to start a free trial of Muse and add the Muse packages to your projects. Visit the new Muse Explore page to get started, and let us know what you think of the newest capabilities and improvements in Discussions. |
Unity 6 Preview is now available
We're excited to announce the release of Unity 6 Preview, which is available for you to download today. Unity 6 Preview (formerly known as 2023.3 Tech Stream) is the last release of our development cycle for Unity 6, which is launching late this year.Last November at Unite, we announced that we were updating our naming conventions (you can read more about these changes in this forum post).Unity 6 Preview is structured just like a Tech Stream release. It's a supported release that gives you a head start using new and updated features in projects that are in discovery or prototyping stages. For projects in production, we recommend using the Unity 2022 LTS release for greater stability and support.Here are a few highlights from the Unity 6 Preview, which also includes features released in 2023.1, and 2023.2. You can also find more details in the official release notes.In Unity 6 Preview, the Universal Render Pipeline (URP) and the High Definition Render Pipeline (HDRP) both see significant performance enhancements that speed up production across platforms. Depending on your content, the improvements described here can reduce CPU workload by 30-50% while providing smoother, faster rendering across various platforms.The new GPU Resident Drawer allows you to efficiently render larger, richer worlds without the need for complicated manual optimizations. You can optimize your games with up to 50% CPU frame-time reduction for GameObjects when rendering large, complex scenes across platforms, including high-end mobile, PC, and consoles.Working alongside the GPU Resident Drawer, GPU Occlusion Culling boosts the performance of GameObjects by reducing the amount of overdraw for each frame, which means the renderer is not wasting resources drawing things that are not seen.You can optimize GPU performance and significantly enhance visual quality and runtime performance with Spatial-Temporal Post-Processing (STP).STP is designed to take frames rendered at a lower resolution and upscale them without any loss of fidelity, delivering consistent, high-quality content to platforms with varying levels of performance capabilities and screen resolutions. STP is compatible with both URP and HDRP, across desktops, consoles, and, notably, compute-capable mobile devices.Render Graph for URP is a new rendering framework and API that simplifies the maintenance and extensibility of the render pipeline and improves rendering efficiency and performance. The new system introduces various key optimizations, such as the automatic merging and creation of native render passes, in order to reduce memory bandwidth usage along with energy consumption - especially on tile-based (mobile) GPUs.The new Render Graph API also streamlines the custom pass injection workflow, allowing you to extend the render pipeline with your own custom Raster and Custom passes, as well as to reliably access all of the pipeline resources needed using the new Context Container.Lastly, with the new Render Graph Viewer tool, you can now analyze the Engine's render pass creation and frame resource usage directly in the Editor, simplifying render pipeline debugging and optimization.Foveated Rendering API in URP allows you to configure the Foveation Level, improving GPU performance at the cost of reduced fidelity around a user's mid/far peripheral.Two new foveation modes are available. With Fixed Foveated Rendering, regions in the center of the screen space benefit from higher quality, while Gazed Foveated Rendering uses eye tracking to determine which regions of the screenspace will benefit.The Foveated Rendering API is compatible with the Sony PlayStation®VR2 plug-in and Meta Quest through the Oculus XR plug-in, with support for the OpenXR plug-in coming soon.Volume framework enhancements in both HDRP and URP optimize CPU performance on all platforms to make it viable even on low-end hardware. It allows you to set global and per-quality levels volumes in URP, similar to what was possible in HDRP with an improved user interface across the board. Additionally, it's now easier to leverage the Volume framework with Custom post-processing effects for URP to build your own effects like a custom fog (check out this demo from our December live stream to learn more).Adaptive Probe Volumes (APV) provide a new way for you to build global illumination lighting in Unity. They enable more streamlined authoring and iteration times for Light Probe-lit objects, and open new possibilities like time-of-day scenarios and streaming.Building on the development of APV delivered in the 2023.1 and 2023.2 Tech Stream releases, enhancements in Unity 6 Preview improve authoring workflows, expand streaming capabilities, and extend control and platform reach to achieve impactful lighting transitions.We have expanded APV Scenario Blending to URP, enabling a wider range of platform support for you to easily blend between baked probe volume data for day/night transitions or to switch lights on and off in rooms.APV Sky Occlusion, supported in both URP and HDRP, enables you to apply a time-of-day lighting scenario to your virtual environments and achieve more color variations in static indirect lighting from the sky compared to APV scenario blending.APV disk streaming now supports a non-compute path in URP, and we've enabled support for AssetBundles and Addressables.Leverage the Probe Adjustment Volumes tool to fine-tune your APV content and fix light leaking situations. Adjustments you can make to probes inside these volumes include Override Sample Count and Invalidate Probes. Light Probes not affected by the Adjustment Volume can be hidden, and probe lighting data can now be previewed only for impacted probes, then baked directly from the Probe Volume and Probe Adjustment Volume components.Finally, we introduced a new C# Light Probe Baking API,enabling you to control how many probes to bake at a time to balance execution time against memory usage.We've used the APV probe baking editor code as an example of how to use the API, and you can find this example on GitHub.In HDRP, we improved sky rendering for sunset and sunrise to better enable your project's time-of-day scenarios. This adds ozone layer support and atmospheric scattering to complement fog at long distances.Water has been improved with support for Underwater Volumetric fog that samples caustics to create volumetric light shafts. Performance optimization now includes an option to read back simulation from the GPU with a few frames of delay instead of replicating the simulation on the CPU. We also added support for transparent surfaces with mixed tracing mode to mix raytraced and screen space effects when rendering surfaces like water together with terrains and vegetation.Because performance is key when rendering large dynamic worlds, we optimized SpeedTree vegetation rendering for both URP and HDRP, leveraging the new GPU Resident Drawer mentioned above.For VFX artists, we've improved tooling and URP support so you can efficiently reach more platforms. VFX Graph profiling tools allow a VFX artist to find what could be optimized within a graph by getting feedback about memory and performance to tweak certain effects and maximize performance.Build VFX shaders with the support of Shader Graph Keywords, and more complex effects with URP with URP depth and color buffers for fast collision or for spawning particles from the world.Get a quick start in VFX Graph with new Learning Templates, a collection of VFX assets designed to help you learn about VFX Graph concepts and features.Unity 6 Preview addresses many of the top user pain points when using Shader Graph by including new editable keyboard shortcuts, a heatmap color mode to quickly identify the most GPU-intensive nodes in your graphs, and faster Undo/Redo.Access new Node Reference Samples containing a set of Shader Graph assets where each graph is a description of one node, with breakdowns of how the math works under the hood, and examples of how the node can be used. Learn more in the Node Reference Samples Tutorial video.Unity 6 Preview brings multiplatform enhancements across desktop, mobile, web, and XR, aimed at delivering optimizations to multiplatform development workflows and expanding reach across the most popular platforms.With the new Build Profiles feature, managing builds will be more efficient, with a higher degree of flexibility than ever before.As well as configuring build settings in each profile, you can now include different scene lists to customize the content of your builds, creating multiple unique, playable demos for your game with the scenes you want to share most.Additionally, you can set custom scripting defines for any profile, which are additive over those found in player settings, to allow for fine-tuning of features and behavior of both builds and Editor Play mode. This could be used to create vertical slices or target different behavior for different platforms.You can add an override for player settings to any profile, allowing you to customize settings that relate to the platform module. This feature makes it easier to configure publishing settings for different profiles. Overall, this new feature reduces the need to rely on custom build scripts to customize the way that builds are managed in the Editor.Finally, we also added the Platform Browser to enhance platform discovery inside the Editor. The platform browser is a place where you can discover all the platforms that Unity supports and create build profiles for any you choose.Android and iOS browser support has arrived With Unity 6 Preview. Now, you can run your Unity games anywhere on the web, without limiting your browser games to desktop platforms. Additionally, you can embed your games in a web view in a native app or use our progressive web app template to make your game behave more like a native app, with its own shortcut and offline functionality. With more bells and whistles such as mobile device compass support and GPS location tracking, your web games will be able to react to wherever your gamers choose to play.Fine-tune your web games with an update to the Emscripten 3.1.38 toolchain and the latest support for WebAssembly 2023, our collection of newer WebAssembly language features such as sign-ext opcodes, non-trapping fp-to-int, bulk-memory, BigInt, Wasm table, native Wasm exceptions, and Wasm SIMD. WebAssembly 2023 also supports up to 4GB of heap memory, unlocking access to even more RAM for you to use on the newest hardware.Additional mobile improvements coming with Unity 6 Preview include the latest Android tooling and support for Java 17 out of the box, as well as the ability to include debug symbols within your Android App Bundle. This will save you time when submitting to the Google Play Store and ensure you always have stacktrace information in the Play Console.The introduction of experimental support for a WebGPU backend marks a significant milestone for web-based graphics acceleration, paving the way for future leaps coming to graphics rendering fidelity for Unity web games.WebGPU is designed with the goal of harnessing and exposing modern GPU capabilities, such as Compute Shader support, to the web. This new web API will achieve this by providing a modern graphics acceleration interface that's implemented internally via native GPU APIs such as DirectX 12, Vulkan, or Metal, depending on the desktop device you use.The WebGPU graphics backend is still in experimental state, so we do not recommend using it for production. Can't wait? Discover how to gain early access and test WebGPU in our graphics forum.Unity delivered support for Arm-based Windows devices in 2023.1, enabling you to bring your titles to new hardware. With Unity 6 Preview we are now delivering native Unity Editor support for Arm-based Windows devices in Unity 6. This means you can now take advantage of the performance and flexibility that Arm-powered devices can offer to create your Unity games.Unity's DirectX 12 graphics backend is fully production ready, and available for use when targeting DX12-capable Windows platforms. This change is preceded by a comprehensive array of improvements to both rendering stability and performance.Using DX12, Unity Editors and Players can benefit from significant improvements to CPU performance by using Split Graphics Jobs. Performance gains are expected to scale based on scene complexity and the amount of draw calls submitted.Most noticeably, the DX12 graphics API unlocks support for a wide range of modern graphics capabilities in order to enable the next generation of rendering techniques, such as Unity's ray tracing pipeline. Upcoming features will make use of DX12's advanced capabilities, ranging from graphics to machine learning, to enable an unprecedented level of fidelity and performance.Thanks to the ongoing partnership between Microsoft and Unity, two new Microsoft GDK packages are now available with Unity 6 Preview, 2022 LTS, and 2021 LTS. The Microsoft GDK Tools and Microsoft GDK API packages can be used for Microsoft gaming platforms with the same configuration and code base. These packages make it easier than ever to build for Microsoft gaming platforms like Windows and Xbox using the same code to utilize Xbox services like user identity, player data, social, cloud storage and more.The combined Microsoft GDK packages allow you to make games for Microsoft platforms with a shared code base and the ability to automate the build process through APIs. Additionally, new samples are provided to showcase various features available in the packages.Previously when targeting Xbox consoles and the Microsoft Store on Windows, guidance was to install separate GDK packages provided by Microsoft and Unity. This required the maintenance of a different branch of code for different Microsoft platform targets. Using the new Microsoft GDK packages, this is no longer the case. Also, it will now be possible to modify the MicrosoftGame.config file from an API directly in the build server. Combined with the new build profiles features in Unity 6, bringing your games to the Microsoft gaming ecosystem from a single project has never been easier.If you've been using the legacy Game Core Package or the Windows GDK package and want to migrate to these new Microsoft GDK packages (the Microsoft GDK API and Microsoft GDK Tools), follow the instructions detailed in this migration guide.We support most popular XR platforms, including ARKit, ARCore, visionOS, Meta Quest, Playstation VR, Windows Mixed Reality, and more. In Unity 6 Preview, you'll find cutting-edge cross-platform features like mixed reality, hand and eye input, and improved visual fidelity. Many of these new features are now integrated into our revamped templates so you can get started more quickly.Whether you want to expand your existing game with mixed reality or you're making something entirely new, AR Foundation helps you incorporate the physical world into players' experience in a cross-platform way. In Unity 6 Preview, we've added support for image stabilization on ARCore, as well as improved support for mixed reality platforms like Meta Quest, including features like meshing and bounding boxes.To help you streamline your interactions, we've added a couple of major improvements to XR Interaction Toolkit 3.0 (XRI). This includes a new interactor called the Near-Far Interactor, enabling greater flexibility and modularity when customizing how interactors behave in your projects.We've also improved how we handle input in XRI with the addition of our new Input Readers, which streamlines the input process and reduces code complexity across various types of input. Lastly, we will ship a new virtual keyboard sample, giving you the ability to build and customize in-game keyboards in a cross-platform way.More platforms now support the use of hands to interact with content. Our XR Hands package enables you to implement custom hand gestures (such as thumbs up, thumbs down, pointing), as well as common OpenXR hand gestures. It includes samples to help you get started quickly. We've also included tools for creating, fine-tuning, and debugging your hand shapes and gestures so that your content is accessible to more people.One way to improve the visual fidelity of your game is through a feature called Composition Layers, which is currently available as an experimental package.This feature renders text, video, UI, and images at much higher quality using native support for the runtime's compositor layers, enabling clearer text, sharper outlines, and an overall better appearance with significantly reduced artifacts.Unity 6 Preview accelerates the creation, launch, and growth of multiplayer games with the simplicity of integrated end-to-end solutions.We've made the new Experimental Multiplayer Center package (com.unity.multiplayer.center) available in the package registry. Multiplayer Center is a streamlined guidance tool designed to onboard you into multiplayer development. This central location in the Editor gives you access to the tools and services Unity offers for your project's specific needs.Multiplayer Center presents interactive guidance based on your project's multiplayer specifications, access to resources and educational materials, and shortcuts to deploy features and experiment rapidly with multiplayer capabilities.We've released Multiplayer Play Mode version 1.0., enabling you to test multiplayer functionality across separate processes without leaving the Unity Editor. You can simulate up to four players (the main Editor player plus three virtual players) simultaneously on the same development device while using the same source assets on disk. You can use Multiplayer Play Mode to create multiplayer development workflows that reduce the time it takes to build a project, run locally, and test the server-client relationship.We updated the Multiplayer Tools package to version 2.1.0, adding Network Scene Visualization as a new visual debugging tool. Network Scene Visualization (NetSceneVis) is a powerful tool included in the Multiplayer Tools package to help you visualize and debug network communication on a per-object basis in the Unity Editor Scene View of your project with visualizations such as mesh shading and text overlay.We added Distributed Authority mode in Netcode for GameObjects version 2.0.0-exp.2 (com.unity.netcode.gameobjects) when paired with the new Experimental Multiplayer Services SDK version 0.4.0 (com.unity.services.multiplayer). With Distributed Authority, clients have distributed ownership of/authority over spawned Netcode objects during a game session. The netcode simulation workload is distributed across clients, while the network state is coordinated through a high-performance cloud backend Unity provides.We improved the experience of Netcode for Entities with support for GameObjects to render debug bounding boxes. We also added the NetCodeConfig ScriptableObject which contains most NetCode configuration variables, which you can customize without needing to modify code.We've released the Dedicated Server package, which allows you to switch a project between the server and client role without the need to create another project. To do this, use Multiplayer roles to distribute GameObjects and components across the client and server.Multiplayer roles allows you to decide which multiplayer role (Client, Server) to use in each build target. This breaks down into:Content Selection: Provides UI and API for selecting which content (GameObjects, Components) should be present/removed in the different multiplayer rolesAutomatic Selection: Provides UI and API for selecting which component types should be automatically removed in the different multiplayer rolesSafety Checks: Activates warnings that help detect potential null reference exceptions caused by stripping objects for a multiplayer roleThis package also contains additional optimizations and workflow improvements for developing Dedicated Server platforms.The Experimental Multiplayer Services SDK is a one-stop solution for adding online multiplayer elements to a game developed in Unity 6 Preview. Powered by Unity Gaming Services (UGS), it combines capabilities from services such as Relay and Lobby into a single new "Sessions" system to help you quickly define how groups of players connect together.The Experimental Multiplayer Services SDK version 0.4.0 (com.unity.services.multiplayer) enables you to create peer-to-peer (P2P) sessions while providing multiple methods for players to join those sessions, such as by a Join Code, by browsing a list of active sessions and "Quick Join."For this Unity 6 Preview milestone, several of these capabilities are still in an Experimental state, which means they are not yet supported for production. We intend to rapidly transition them to Pre-release and Release states for a fully supported experience on Unity 6 that integrates your feedback. You can engage with us in our community forums and on our official Discord server.Unity 6 Preview streamlines ECS workflows and resolves common pain points. As part of this effort, we changed the way that Entities are stored in preparation for a future consolidation of Entities and GameObject workflows. Entity IDs are now globally unique, and you can now move them efficiently from one Entity's world to another. This does not impact ECS workflows, but it does disambiguate debugging by always showing exact entities.Additionally, the recent improvements delivered to ECS in Unity 2022 LTS are also available in Unity 6 Preview:ECS 1.1: Major physics collider workflow and performance improvements, plus 80+ fixes across the ECS frameworkECS 1.2: Quality-of-life and performance improvements across Editor workflows, serialization, baking, plus 50+ fixes and Unity 6 compatibilityThe Unity 6 Preview ships with Unity Sentis, a neural engine for integrating AI models into the runtime. Sentis makes new AI-powered features possible, like object recognition, smart NPCs, graphics optimizations, and more. Recent enhancements to Sentis focus on performance and simplifying the experience of getting startedWe now support AI model weight quantization (FP16 or UINT8) in the Unity Editor if you want to reduce your model size by up to 75%. That's a big savings when it comes to shipping games on mobile. Model scheduling speed was also improved by 2x, along with reduced memory leaks and garbage collection. Lastly, we now support even more ONNX operators.To make it easier to find the right AI model for your project, we partnered with Hugging Face, the largest AI model hub in the world (600,000+ models). Now you can instantly find "grab and go" AI models for Unity Sentis to ensure easy integration.Once you have the right model, you'll need to hook it up to your game. To make that easier, we introduced a new Functional API that helps to build, edit, and chain AI models. It's intuitive, stable, and optimized for inference. The Backend API is still available for those of you who need a lower-level and fully customizable API to have full control over memory management and scheduling.To learn more about Unity Sentis, check out our blog overview, documentation, or dive into the community.The Unity Engine offers tools ranging from Visual Scripting to UI Toolkit to enhance your productivity and functionality. On top of existing tools, Unity 6 Preview specifically comes with two updates within the profiling tools portfolio.Unity 6 Preview brings two major updates when it comes to the Memory Profiler. First, graphics memory that was previously uncategorized is now measured and reported per resource (e.g., render textures and compute shaders). Second, reporting of resident memory is more precise - for example, memory that is swapped to disk is no longer counted towards this. These updates address direct feedback around the problem of understanding native memory use in particular.To learn more details about what's in the Unity 6 Preview, check out the release notes for a comprehensive list of features, and the Unity Manual for details on how to use them.Unity 6 Preview release is supported with weekly updates until the next version. Remember to always back up your work prior to upgrading to a new version. Our Upgrade manual can assist with this. For projects in production, we recommend using Unity 2022 LTS for greater stability and support.Unity 6 Preview is most suitable for testing during preproduction, discovery, and prototyping phases of your development process. However, if any code, functionality, or fixes from any Unity 6 version are incorporated in a live game, it may be subject to the applicable runtime fees if the game is upgraded to Unity 6 in General Availability (provided the Runtime Fee criteria are met).The Unity 6 Preview release is an opportunity to both get early access to new features and to shape the development of future tech through your feedback. We want to hear how we can best support you and your projects. Let us know how we're doing on the forums, or share your feedback directly with our product team through the Unity Platform Roadmap. |
Get over 80 tips to speed up in Unity with our latest productivity e-book
Each mouse click adds up when you work in the Unity Editor every day. To help you speed up your workflows, we updated our popular e-book, 80+ tips to increase productivity, to Unity 2022 LTS.This new edition brings together numerous steps, settings, and workflows from across Unity 2022 LTS toolsets and systems that each in their way, make creating in the Editor more efficient and fun. Whether you've just recently begun to learn Unity or have shipped multiple projects with it, we're confident you'll find plenty of helpful hints for getting things done faster in your game development with Unity.There's been no shortage of big product news from Unity lately, and many of the new features and workflows in Unity 2022 LTS are covered in our updated productivity guide. We included tips for making the most of the Universal Render Pipeline (URP) with Forward+ rendering, Renderer Features, and Decals; production-ready 2D tools like Sprite Atlas V2, Splines packages, and VFX Graph for 2D effects; and Material Variants for both the High Definition Render Pipeline (HDRP) and URP.But you'll also pick up tons of time-saving gems that don't make the headlines but can help you create faster. Read on for a sampling of what's in the main sections on Editor, artist, and developer workflows.Leverage new search capabilities like Query Builder to craft complex queries and explore your projectUse Presets to:Customize the default state of anything in your InspectorCopy the settings of a component or asset, save it as an asset, and then apply the same settings to another item laterUse the Scene visibility and picking to hide and show objects in the Scene view:Avoid incorrect clicks or a cluttered hierarchy for complex scenes, without changing their in-game visibilityConveniently select and edit specific GameObjectsDisplay UVs, normals, tangents, and other Mesh information in the Inspector previewUse the Layers menu to toggle off the visibility of any Layers (such as UI) that may obscure your Scene view; lock a Layer to avoid changing its state accidentallyIf you frequently select the same objects in your scene, use the hotkey combos under Edit >
Selection to quickly save or load a selection setChange colors in the Editor via Unity >
Preferences >
Colors to find certain UI elements or objects more quickly in Editor; adjust the Playmode tint to remind yourself when Play Mode is active so you don't lose any changes you intended to save on exitPick up pointers from the latest URP 2D sample, Happy Harvest, on how to use Sprite Atlas, 2D Tilemap, 2D skeletal animation, 2D lights, and 2D Sprite Shape.Get tips to help you work in prefab mode, and with nested prefabs, prefab variants, and moreSee how the Animation Rigging package can help bring your 2D characters to lifeSpeed up your lightmapping with the Progressive LightmapperGet tips for for optimizing performance with light probes; for example, if you have set dressing or other static meshes that don't require lightmapping, you can remove them from your lightmap bakes and use light probes insteadGet updated URP tips like: Basic steps for setting up DecalsUsing URP converters to correctly convert a project made with the Built-in Render Pipeline to URPA brief look at the Add Renderer Feature for injecting scripts into the rendering processAnd, updated HDRP tips for: HDRP Global SettingsThe Volume frameworkLightmapping optimization tipsUse Enter Play Mode settings to reduce compilation timeUnderstand the effects of disabling the Reload Domain and Reload Scene settingsImprove your debugging workflow with tips on how to use the Unity Debugger while in Play Mode: Attach breakpoints within the code editor in order to inspect the state of your script code and its current variables at runtimeLearn how you can use script templates to help create consistency in your code base across your development teamUse custom windows and customize inspectors to streamline workflows for your project needsUse the Platform Dependent Compilation feature to include or exclude certain sections of code based on the target platform for your buildOrganize your scripts into custom assemblies to promote modularity and reusabilityUse the Device Simulator to test your project on a range of devices directly in the Editor.Get the new Unity 2022 LTS productivity e-bookFind all of the technical e-books in Unity's best practices hub or the advanced best practices page in Unity documentation. |
Find a treasure trove of lighting and visual effects in our new match-3 sample Gem Hunter Match
Gem Hunter Match, a new official Unity sample, shows you how a 2D puzzle/match-3 game can stand out from the competition with eye-catching lighting and visual effects created in the Universal Render Pipeline (URP) in Unity 2022 LTS.Download the sample, together with its mini-manual, and get ready to dive for riches in crystal blue waters populated with brightly colored jewels and sea creatures. You'll learn how to prepare and light 2D sprites to add depth, apply a Sprite Custom Lit shader for shimmer, and create glare and ripple effects.Download Gem Hunter Match.View the Gem Hunter Match script in Unity Samples.Gem Hunter Match follows the URP 3D Sample and Happy Harvest as the latest in a series of samples, created by multiple teams at Unity, that illustrate the many capabilities of URP in Unity 2022 LTS for 3D and 2D multiplatform projects. At the end of this post, we link to more great URP learning resources.This playable slice of a cross-platform match-3 puzzle game is available on the Unity Asset Store and Unity Samples. You can customize Gem Hunter Match with your assets or gameplay, or reuse any of its sprites, shaders, effects, audio, textures, and scripts in a project of your own.Bubbles, coral, and a watchful mermaid form the backdrop to the game board in Gem Hunter Match. Pearls, pink sapphires, ruby-red starfish, blue fish, golden clams, and sleepy sea turtles populate the board across three playable levels. Clear the gems and earn boosters and coins by matching three or more items. Boosters help you achieve the goals, but if you fail, you lose a heart. Wooden crates and rope are blockers; match three next to a wooden crate or underneath a piece of rope to remove them.The simple game loop includes an inventory you can reuse. Here are its main elements:The Main scene: This screen lists all the playable levels, which are referenced from a ScriptableObject called LevelList, located inside the Data folder. The Level scene: This shows the setup for the gameplay. You need to clear the elements in the Goals section. End of level / The Shop: Access the shop when you fail or complete a level; buy yourself boosters, hearts, or other currency. All of the shop items are in the folder named Data/ShopItems (you can also add your own via Assets >
Create >
2D Match. Items in the shop include: Stars: You collect these after completing each level; in actual match-3 games, stars are often a part of the metagame, decoration, or are used to advance the storyline. 2D puzzle/match-3 games are popular because they're cute and colorful, easy and fun to play, and accessible to anyone from almost anywhere.They can also include beautiful artwork, but with their static camera, repetitive gameplay, and, in many cases, prebaked lighting and shadows, they're not known for bleeding-edge light and visual effects. And yet there are plenty of ways you can add pops of sparkles and glimmer for extra fun.A Sprite Custom Lit shader is one of the techniques used for creating the visual effects in Gem Hunter Match. This shader substitutes for scene lighting, allowing us to modify the 2D light texture information and control the lighting on each piece. The result is creative illumination of the sprites, like the shimmery effect that moves over the pieces.The light position data is moved into the shader, eliminating the need for actual light objects in the scene, which also helps to keep it neat. The encapsulated per-object lighting in the shader works well for better isolation and editing at scale and improves performance where batching is possible.With the light and shadow information held in the shader, only the color information is included in the sprites. The normal map is used by the 2D light system to calculate the direction of each pixel, ensuring it receives more or less light based on its position. The mask map is used by lights that can affect a specific RGB channel.The Lights prefab in Gem Hunter Match level scenes contains the 2D lights for the grid. These lights affect the default Sprite Lit shader and are applied to the grid items included in the Sorting Layer that receives light.The following image illustrates the steps in creating the sprites and how the Sprite Custom Lit shader fits into the process.In Gem Hunter Match, a "fictional" light position is represented by the LightRotator GameObject, which is animated to create a glare effect off the gems. The modifications to the 2D light texture and the fabricated highlights with the Dot Product node are both used in the TileShader Shader Graph that's applied to the gems in the game.The Dot Product node can be useful in 2D projects when you want to do custom lighting. Dot Product measures how close two vectors align. In the sample, the LightDirection position is compared to the apparent direction of each pixel in the Normal map. The sampled black and white image can be used to add light to the sprite and update the values at runtime for all the pieces using the same shader.Get Gem Hunter MatchThe Radial Warp shader uses the URP 2D Camera Sorting Layer Texture setting. This handy feature gives you access to the graphics generated up to the indicated Sorting Layer in the URP 2D Renderer settings that you can then use in Shader Graph to apply effects. In the Happy Harvest sample, the Camera Sorting Layer Texture is used to create a water refraction effect, and in Dragon Crashers, it's used for smoke distortion. In this sample, we use it to apply a distortion that simulates a shockwave, adding extra visual appeal when you make a match. It's the kind of effect that creates an impact that your players will remember.We hope you'll download Gem Hunter Match, play and customize it, then try out its graphics techniques in your own projects. All of these and more are covered in the Unite 2023 session, Lighting and AI techniques for your 2D game.Don't miss out on these other samples, e-books, and tutorials for URP:E-book: 2D game art, animation, and lighting for artistsE-book: Introduction to the Universal Render Pipeline for advanced Unity creatorsUnite 2023: Accelerate your multiplatform development with the latest for URPLivestream: What's new in Unity's Universal Render Pipeline?Video tutorial: Happy Harvest: Custom crops and player notesE-book: The definitive guide to creating advanced visual effects in UnityMake sure to join the conversation about the Universal Render Pipeline on the Unity Forums or join Unity Discussions. |
Odin Inspector and Validator are now free with the Unity Student Plan
Unity is partnering with Sirenix, the makers of Odin Inspector and Odin Validator, in order to bring their powerful set of professional tools to students on the Unity Student Plan for free. This partnership allows thousands of students around the world who are already learning and working with Unity to unlock the power of Odin, an asset with over 600 five-star reviews on the Asset Store."The goal of the Unity Student Plan is to increase access to the Unity Engine. When we talk to students, one of the top requests we receive is to add free access to Odin as part of the plan. By adding Odin Inspector and Validator to the Student Plan, we're empowering students to improve their programming efficiency and create more easily," said Jessica Lindl, Vice President of Social Impact and Education at UnityThe Unity Student Plan includes free access to the Unity Editor for educational use, Odin Inspector and Validator, a 20% discount at the Unity Asset Store, a Synty asset bundle, and a Unity Cloud Personal plan. Any student aged 16+ at an accredited educational institution is eligible. Sign up today.Odin is a suite of tools that makes it easy to customize Editor and Inspector windows in Unity. It allows you to inspect and modify variable values in real-time, accelerate debugging, and catch and correct coding mistakes to streamline your development workflow. Not sure where to start? The team at Sirenix has created dozens of tutorials to jumpstart your development process. Start leveraging the power of Odin and Unity like a pro in no time.Top studios around the world combine the power of Odin and Unity to accelerate development and give developers the tools they need to succeed. There are a myriad of incredible games on the market today created with Unity and Odin and it is also used to make amazing student games such as Purrfect Pace's Meowmentum which won the Unity Award for best student game in 2023.Over the years, Sirenix and Unity have forged an excellent working relationship, making this the logical next step. We look forward to this continued partnership and are proud to provide the next generation of creators with these robust tools.Tor Esa Vestergaard, the CEO at Sirenix, shared, "Odin was built to enhance the power of Unity, and so we're thrilled to partner with the Education team at Unity to share this productivity tool with students globally. With Odin, students can accelerate their development and learn a tool trusted by professionals everywhere." |
All Unity Muse capabilities are now available in the Editor, plus 3 new updates
We're excited to announce that Unity Muse users can now use all five Muse capabilities directly in the Unity Editor. By bringing AI abilities to where you create, you can now more easily and conveniently use Muse to complement your creative process and streamline development.While you may already be familiar with Muse Sprite for creating original 2D assets and the recently improved Muse Texture generation for creating a breadth of unique textures for 3D objects, this update brings three exciting improvements:A new Editor-integrated version of Muse Chat provides project-aware responses.Now available to all users, Muse Animate allows you to create animations within the context of your project.LLM-powered Muse Behavior, which you can use to set up character interactions with an intuitive AI-assisted interface, is now available to anyone using Muse.Following Muse's launch last year, we asked for feedback on how we can continue to improve the chat experience. What we heard was an overwhelming desire to be able to troubleshoot errors without leaving the Editor. We received feedback that it would be helpful for Muse Chat to automatically know more details of a project to reduce the time spent giving context and get more relevant answers faster. We've heard your feedback, and are excited to announce that Muse Chat is now available as an in-Editor package. This update also provides a foundation for providing project-aware responses. Muse Chat will now be able to retrieve key details about your project, including the Unity version, active render pipeline, input system used, target platforms, API compatibility, and other project settings.One example of how this update will simplify troubleshooting issues is solving console errors. When you have an error, you can now click on it and ask "How can I fix this error?" Muse will automatically retrieve information on what's causing the issue and provide a suggestion for how to resolve it.Muse Chat will also continue to provide usable scripts that you can plug and play, just as it has before. Over time, Muse Chat will continue to evolve and become a more intelligent chat-based assistant that can provide tailored answers and information, code snippets, and smarter integrations with the Editor.Animation is a complex craft. Prototyping basic movements capable of plugging into game mechanics early can save you a lot of time in later stages of development. Muse Animate is perfect for helping you rapidly generate humanoid animations through natural language.Similar to Muse Chat's feedback, we commonly heard that Muse Animate needed to be more deeply integrated in-editor. Based on that resounding feedback, we've launched a new in-Editor Muse Animate prerelease package that's available for all Muse users. With this new version, you can create Unity Animation Clips directly within the Unity Editor and easily retarget them to work with characters that use the Unity Humanoid Rig.You can also edit your generated animations with Muse by selecting an animation to decompose it into multiple poses. From there, you can select effectors (little orange dots on some of the character's joints) to more finely adjust the movements. Muse Animate will process your changes and regenerate the animation. The package also makes additional editing features available, such as extrapolated posing, loop to first pose, and transition duration.With this release, we are also actively working on enhancements to the existing AI animation model and introducing new ways to generate and modify animations, including the ability to create animations from sketches or videos.We've received a lot of requests for a built-in behavior tree that would allow you to bring game characters to life with NPC interaction abilities. Last year, we started a closed prerelease of Muse's Behavior capability - our take on LLM-powered decision trees - to allow you to create custom logic for characters and objects in an easy-to-use workflow. This set of features also included generative abilities to help you set up more complex interactions.Now, the Muse Behavior prerelease package with LLM features is available to all Muse users. We've designed and improved this package to make it easier to use and for more intuitive editing. Like a classic behavior tree model, Muse Behavior consists of nodes and branches that are human-readable, allowing you to create representations that read like stories.Words within a node's story are tagged as inputs used by the node's internal logic. The words are then automatically converted into fields so you can embed data directly into the node. Want your character to speak? Add the talk node, provide the words and just like that, your character will have dialog that's triggered by player interactions.Muse Behavior also includes a blackboard, which contains variables that can be reused in nodes across the graph. Simply click on the link button of a field, then choose from a menu of assignable options. Variables in the blackboard can be assigned values in code or assigned through the Behavior Graph Agent component in the Inspector window. This ability to set up and then duplicate repeatable actions makes it faster and easier to create complex and repeating interactions.With Muse Behavior, you can create custom actions that give you control over the high-level structure and narrative of your behavior trees. And don't worry if you're totally new to creating behavior trees - the node wizard guides you step by step through the process of creating a new action type and adding to the graph. You can also use the LLM feature to automatically generate your tree.As we continue to improve Muse Behavior, you can expect more generative features to further simplify complex behavior tree setups.These new packages and improvements are just the start. We're continuing to innovate on existing capabilities like Muse Texture, where we're leveraging new original research and proprietary models to generate true PBR materials for 3D objects. This means that you'll be able to produce a multi-material UV texture that can wrap onto an object directly, and it will react more accurately to lighting.We also understand the importance of audio for setting the scene, so later this year, we'll release Muse Sound so you can produce AI-generated, prompt-to-sound effects such as movement and environmental sounds.At GDC, we showcased how you could use all five Muse capabilities together to customize a game loop in the garden scene of our URP sample project. Check out our session Unity Muse: Accelerating prototyping in the Unity Editor with AI to learn how you can use all of Muse's abilities to quickly customize a project scene and gameplay.We've updated the Muse onboarding experience to make it easier to start a free trial of Muse and add the Muse packages to your projects. Visit the new Muse Explore page to get started, and let us know what you think of the newest capabilities and improvements in Discussions. |
Valeo unveils in-car XR racing game at SXSW
"Are we there yet?" What parents wouldn't give to banish this phrase forever from long car trips, or to have some peace and quiet when driving their family around day-to-day! This was the challenge a team of Valeo software engineers tackled when they developed Valeo Racer, which was unveiled for the first time at South by Southwest (SXSW) in Austin, Texas this year.Valeo Racer is an in-vehicle, extended reality (XR) game that combines the real-world driving environment and virtual 3D elements to create a unique and immersive experience. Passengers compete against each other, playing on their phones or tablets connected to the car's WiFi. Players control their race car to get as many points as possible by collecting coins while avoiding obstacles, which includes the other real cars on the road.Valeo Racer is the first XR video game to combine live video, vehicle environment perception, and digital gaming elements. The infinite runner game is generated by a new software stack developed by Valeo. It uses the vehicle's existing Advanced Driver Assistance Systems (ADAS), including cameras, radar, and ultrasonic sensors, as well as artificial intelligence perception algorithms to process the car's real-time environment data through the Unity Runtime to generate game elements.Unity Runtime is a proprietary component of the Unity Engine that handles various critical components of the game, rendering high-performance graphics, managing user inputs and interactions, coordinating game components, supporting real-time physics simulation, animation, scripting languages, asset management, and networking - all on the end device. By using Runtime, Valeo was able to give passengers the option to to play a mixed reality game with real-time data harnessed from the car's sensors on their phone or tablet connected with in-vehicle WiFi - and even compete against each other during trips.Why did an international automotive supplier develop Valeo Racer, beyond just the fun of the game? The automotive landscape is rapidly evolving, from electric vehicles and advanced autonomous functions, to reinventing the driver and passenger experience. In-vehicle entertainment has become an important element of enhancing the user experience.Valeo CTO Geoffrey Bouquot and Unity's Nick Facey, managing producer for Unity Industry, got together with Elizabeth Hyman, president and CEO of XR Association, at SXSW for a fireside chat titled "Cruising with Augmented Reality: Exploring Entertainment in Autonomous Cars."Bouquot insisted on the limitless possibilities using automotive sensors and software for applications beyond their primary functions."By 2030, almost all cars will be equipped with cameras and other sensors. Together with the associated software, these technologies support safety, electrification, and sustainability in the next generations of mobility," Bouquot said. "Beyond that, it offers a world of opportunities for other applications, such as gaming, education, and so much more. It's exciting to explore these new frontiers with our partners in automotive, gaming, and other creative industries."Facey added, "A lot of the focus has been on the driver, such as bringing car signals into better graphics engines, Unity being one of them. Today, we have really good graphics and real-time information going to the driver to make driving safer, better, more efficient. Now we're bringing the passengers into that experience. This convergence of technology is almost always a good thing for consumers."Valeo is a world leader in automotive sensors and cameras and has also been working with augmented reality for more than 20 years. The parking guidance displays that you see overlaid on your backup camera video feed and your car's head-up display? Those are AR features developed by Valeo and already available on millions of vehicles. The company's new XR software development kit will offer game developers the means to create new types of games that utilize a car's existing onboard cameras, sensors, perception algorithms, and artificial intelligence to reimagine the in-vehicle gaming experience."As the leader of the XR Association, the industry trade association for virtual, augmented, and mixed reality, I'm always looking for opportunities to identify and showcase the latest advancements and use cases for immersive technology," Hyman said. "While Valeo Racer is a gaming experience, it is also a platform that will inspire developers to create new products and experiences in a way that marries up the advancements of autonomous vehicles with immersive technology."Valeo Racer is not a signal that the automotive tech company is entering the gaming space. Rather, it's a demonstration of what Valeo's XR software development kit could bring to the automotive industry, and it's a proof of concept for a new type of in-car entertainment. As vehicles reach more advanced levels of autonomy, XR will offer even more opportunities to create new experiences for both passengers and drivers.Learn more about how Unity can help you with your XR project. Missed out on trying the Valeo Racer XR game at SXSW 2024? Here's what a few people had to say about it. |
See the Unity 2022 LTS updates to two of our biggest e-books: URP and HDRP for advanced users
The Universal Render Pipeline (URP) and the High Definition Render Pipeline (HDRP) are built to help you scale and deliver your games for wide platform reach with the best possible visual quality and performance.We created two technical e-books to provide Unity artists, technical artists, and developers with a better onboarding experience to help you harness the wide-ranging capabilities of URP and HDRP. We're happy to announce that both guides are now updated to include all relevant features in Unity 2022 LTS.The Universal Render Pipeline for advanced Unity creators and Lighting and environments in the High Definition Render Pipeline are written by Unity and external technical experts. Each guide provides a treasure trove of illustrated step-by-step instructions and best practices for creating high-quality, performant graphics with your chosen pipeline.With the HDRP guide weighing in at 186 pages and the URP one at 166 pages, these are two comprehensive resources you can reference throughout the planning and development of your Unity 2022 LTS-based projects.Let's look at what's in each of the guides.URP is a multiplatform rendering solution built on top of the Scriptable Render Pipeline (SRP) framework. It is the successor to our Built-in Render Pipeline and is designed to be efficient for you to learn, customize, and scale to all Unity-supported platforms. In Unity 2022 LTS, URP provides the majority of the functionality offered by the Built-in Render Pipeline, and in certain areas exceeds it. Our top goal is that URP is the leading renderer for mobile, XR, and untethered hardware.The URP e-book will help you migrate your Built-in Pipeline-based projects to URP, or start a new project based on URP.The updates are threaded through almost every section of this latest edition of the guide - updated instructions for setting up and applying the myriad capabilities of URP, new links, images, and code snippets - so you can rely on it to match as accurately as possible your experience using URP in Unity 2022 LTS.There are new additions and changes for areas like applying decals, URP quality settings and converters, comparing rendering paths to include Forward+, Full Screen Shader Graph including custom post-processing, LOD Crossfade, the SubmitRenderRequest API, and much more.To show you how comprehensive the URP e-book is, here's a full list of the topics and workflows it covers.The URP e-book concludes with an introduction to the four environments included in the URP 3D Sample, which is available in the Unity Hub. Each environment has a distinct art style that showcases the different lighting and visual effect capabilities of URP for multiple platforms.You can also explore the URP 3D Sample through this short walkthrough video.HDRP is Unity's high-fidelity SRP built to target modern (compute shader-compatible) PC and console hardware. It utilizes physically based lighting techniques, linear lighting, HDR lighting, and a configurable hybrid Tile/Cluster Deferred/Forward lighting architecture.We added so much new information to the 2022 LTS version of the HDRP e-book that it's close to double the length of the previous one! Just like the URP guide, this one has new images, links, and information in many of its sections, with the biggest additions as follows.The water systemA 30+ page deep dive into the new water system covers waves, wind effects, swells, ripples, foam effects, decals, caustics, underwater scenes, water scripting, and much more.In addition to the e-book updates you can also dive deeper into the water system in HDRP through this video tutorial.TerrainFrom sparkling water to beautiful landscapes: A whole new Terrain section covers texturing and detailing, trees and vegetation, including how to work with SpeedTree, the Terrain tools package, painting terrain, ray tracing for terrain, and a look at the HDRP Terrain demo.Shaders and materialsWe also cover HDRP materials in detail in the new edition, with a section explaining material samples, variants, and properties; subsurface scattering; translucency; decals; HDRP Master Stack; Full Screen Shader Graph, and Volumetric Shader Graph fog.CloudsThe section on creating clouds is expanded to include steps for atmospheric and sun-based lighting and blending between two distinct cloud systems.Other key topics covered in the HDRP guide include:You can find all of the advanced e-books from Unity in the best practices hub and best practices page in the Unity Manual. |
Mazda and Unity: Pioneering a new future for automotive cockpit HMI
With market-leading multiplatform support and efficient development workflows for user experiences (UX), the Unity Engine and Editor are becoming the go-to solution for carmakers to develop their next-generation in-vehicle Human-Machine-Interfaces (HMI).On March 7, 2024, Unity Japan publicly announced a partnership with Mazda Motor Corporation to embed Unity in future Mazda vehicles. In a conversation with Seiji Goto, general manager of Infotainment and Cockpit Electronics at Mazda, we gained insight on their perspective on HMI and Unity.A vision for 2030: Driving forward with MazdaAs part of Mazda's ambitious 2030 roadmap, research and development is accelerated in many areas, including HMI. The aim is to take on the challenge of simultaneously improving safety and value for customers through intuitive, great-looking, and responsive UX. Mazda will work directly with Unity to create a more "human-centric" in-vehicle experience."Drivers process a variety of information while driving, and we believe it is important for them to be able to recognize and understand information inside and outside the car intuitively, and to operate the car intuitively," explains Mr. Goto.The current world of HMIOver the last few years, the amount of information passed to drivers and passengers in vehicles has increased. Goto, who joined Mazda in 2015, points to the move from hard disks to cloud-connected vehicles, and the continuous growth of data to be managed just for the navigation systems alone.Throughout the industry, the same is true for the recent advent of Advanced Driver Assistance Systems (ADAS), where the amount of information displayed has scaled with system performance. A key challenge is to convey relevant information to the driver in an easy-to-understand manner while keeping the system quick to react and distraction free.Bridging the technology gap and the human-machine gapIn-vehicle HMIs now require technologies that were pioneered in the games industry. Systems like a scene tree for 3D graphics, animation blending, or easily exchangeable prefabs are a challenging thing to build from scratch, but these are standard in the video game industry. These technologies are ideal to tackle the challenges of modern HMI."By utilizing Unity's expertise in real-time 3D rendering for our user interface to spatially represent information from many car systems, we will be able to reduce the time and burden on the driver to recognize and understand information, realizing a safer and more convenient driving experience," says Goto.Which UI works best differs between individuals. But Goto believes that by using Unity, the HMI can be personalized to meet each driver's individual requirements.Unity and Mazda: A strategic partnershipFor carmakers, it's important to have an integrated development environment that allows designers, developers, and other contributors to iterate on the project efficiently. Over the course of their search for a toolchain to power their next-generation HMI, Unity emerged as an innovative, future-looking solution.Goto outlines a multitude of reasons that make Unity a clear choice for automotive HMI:An active community provides a trove of documentation, tools, and solutions.The ability to tap into a large user base of game developers makes it easy to hire Unity experts anywhere in the world.Unity has a track record of multiplatform adaptability that reduces the risk of long-term technological changes.Development tools have ease-of-use benefits.The partnership between Mazda and Unity Technologies Japan Corporation is a milestone in automotive HMI development. "Mazda is accelerating research and development in all areas under the 2030 Management Policy," said Michihiro Imada, Mazda's executive officer in charge of Integrated Control System Development."In the cockpit HMI area, Mazda will continue to evolve the interface between the human and car based on the 'human centric' development concept to deliver exciting mobility experiences. Specifically, Mazda will take on the challenge of further improving safety and convenience by enabling intuitive human operation and creating new value for vehicles."Mr. Imada continues, saying, "By working with Unity, which is highly regarded globally for its technical capabilities and high quality in the rapidly innovating game industry, Unity can offer graphical user interface (GUI) solutions in the cockpit HMI and advance Mazda's goal of human-centric vehicle engineering."Future outlookWith the complex processes involved in creating an automotive HMI experience, there is a lot of exchange between departments such as marketing, manufacturing, UX design, and software engineering. On top of embedded HMI, Unity's real-time 3D (RT3D) capabilities are used for VR-based UX testing, prototyping, engineering and design visualizations, car configurators, operational digital twins, and other applications in the automotive sector.Mazda believes that it is possible to introduce Unity in each of these departments, and if they do so successfully, they will be able to communicate through the same development environment. This will help to make the work itself more enjoyable and encourage more customer-oriented proposals. By building an open development environment and system, better products can be created.Learn more about how Unity can boost your HMI project at unity.com/hmi |
How to maintain control and transparency with in-app bidding
Compared to traditional waterfall instances, in-app bidding can be advantageous. However one concern raised within the context of in-app bidding is the loss of manual tweaks to fill ad requests. Given the automation with in-app bidding, it can raise concerns about losing control and transparency.To help mitigate concerns around moving to in-app bidding, there are tools and services that help you maintain transparency and control. This article looks at three key pillars to addressing those concerns: testing, granular reporting, and understanding your ad experiences.Maintain control through robust testingIn the automated in-app bidding environment, you need to be able to test, learn, and adapt ad strategies to see long-term success. A/B testing gives you greater understanding of your monetization metrics, from average revenue per user (ARPU) to retention. Knowledge is power, and A/B testing is the only way you can truly measure the impact of different in-app bidding strategies. Running an A/B test can give you the answers you need to feel secure in this new landscape.Certain KPIs you can look at to help determine success could be: overall average revenue per daily active user (ARPDAU), ARPU growth, increase in the number of impressions per user, and fewer managed instances. Tracking ARPDAU before and after you implement bidding measures overall revenue, not just performance by network.In addition, A/B testing gives you granular insights into your strategy so that you can continue to optimize and build a dynamic marketplace in this new ecosystem. Unity LevelPlay has a robust A/B testing solution that allows you to test a wide range of variables including bidding vs. traditional waterfalls, mediation groups, new networks, instance pricing, and ad strategy. Among LevelPlay customers who A/B tested integrating the Unity Ads bidder, the test group won in 78% of the cases, and those who applied the changes saw ad ARPDAU increases of up to 7%.Overall, A/B testing brings you peace of mind when transitioning to an in-app bidding world, confirming the switch is right for your app. After switching, a robust A/B testing tool continues to give you control over the bidding environment, allowing you to test and implement new optimizations.Learn more about A/B testing.Gain transparency with deeper reportingHaving transparency into your ad performance can help you make informed changes to accelerate your app's growth. In-app bidding is an automated setup which will run based on general best practices, so the ability to make real-time, data-informed choices for your app is incredibly valuable, giving you a leg up on competitors.Features such as real-time pivot from LevelPlay provide granular visibility into monetization performance and the ability to make instant changes. Publishers can detect performance changes as they occur, compare revenue over time, and analyze network performance. Trackable KPIs such as eCPM buckets, ad latency, impressions, DAU, DEU, and sessions per DEU can help publishers understand not only ad performance, but user engagement patterns as well. These metrics can be sliced and diced by country, time, ad source, and more to give a deeper level of insight to determine what, if any, changes are needed."In 2024, Unity LevelPlay remains focused on giving developers more control and transparency through granular analytics that provide actionable data in real time, to help optimize their monetization strategies and maintain user experience to drive higher retention and ARPU," Omer Adato, Senior Director of Product Management at Unity says.Experience ads as your users doAnother concern raised is that since in-app bidding operates in real time and your ad space can be filled quite quickly without you even knowing, having transparency into the ads being shown in your app is key to ensuring you're selling ad space to advertisers that won't disrupt the user experience. After all, seeing a frustrating ad or having a glitchy experience can quickly cause users to churn. However you can gain insight that supports both brand and safety as well as revenue.Gaining oversight of your users' ad experiences supports not only branding and safety, but revenue as well. By blocking troublesome ads initially, you cultivate a healthier ecosystem until networks address issues. Once resolved, lifting blocks on revenue sources restores income while maintaining a quality user experience. Overall, targeted blocking and unblocking empowers monetization through cooperation on ad quality.Ad Quality from LevelPlay is designed to give full transparency into your ad experience. You can access a gallery of all the ads shown in your app, ad analysis, and user journeys. Publishers can also define a set of triggers in Ad Quality, called custom notifications. This feature proactively alerts publishers if a specific creative, advertiser, content rating, or buggy ad appears in your app, so that you can immediately respond to any critical needs.While in-app bidding is running automatically in the background, a feature like Ad Quality gives you much needed transparency into how your ad space is being filled."Ad Quality helps us ensure that ad content in our apps is appropriate for our audiences. We get notified when titles with high content ratings are displayed, so we know when to reach out to the networks. This visibility is key for us."-- Stefano Accossato, Head of UA & Ad Monetization at TutoTOONSIn an in-app bidding environment, working with a mediation platform that has the right features to maintain control and transparency over your ad strategy can help make the transition from traditional waterfalls easier and help create a top performing ad strategy.Learn more about Unity LevelPlay and how you can get started with A/B testing, Real time pivot, and Ad Quality. |
Unity Asset Bundles tips and pitfalls
Asset Bundles are archive files containing assets for your game. They are used to split your game into logical blocks, allowing you to deliver and update content on demand while making your game build smaller. They're also commonly used to deliver patches and DLCs for your game. Asset Bundles can contain all sorts of assets, such as Prefabs, Materials, Textures, Audio Clips, Scenes, and more, but they can't include scripts.Previously, it was necessary to build Asset Bundles manually, marking each asset accordingly, then tracking and resolving dependencies by yourself at runtime. Nowadays, all of this is taken care of by the Addressables system, which will build Asset Bundles for you based on the Asset Groups you define, as well as loading and handling dependencies transparently.While there are a lot of guides on how Asset Bundles work, I'd like to cover some lesser-known aspects of the system, with a focus on game performance, memory runtime usage, and general compatibility.Whenever you attempt to use an asset contained within a bundle, Unity ensures the corresponding bundle is loaded into memory, then in turn loads the asset in memory.While it's possible to partially load specific assets within an Asset Bundle, the opposite is not allowed. This means that as soon as an asset within an asset bundle is loaded, it can only be unloaded if the entire group of assets is no longer needed.As a result, if your bundle structure is not ideal, you will often see increasing runtime memory usage as the game goes on, leading to deteriorating performance and potential crashes. For this reason, it's best to avoid bundles with a large amount of assets in it, as it will end up taking up a lot of runtime memory and turn into a bottleneck for your game. Instead, aim to pack assets based on how frequently they are going to be loaded and used together.Asset Bundles are generally forward compatible, so bundles built with older versions of Unity will in most cases work on games built on newer versions of Unity (assuming you do not strip the TypeTree info, as covered later). The opposite is not true, so bundles built on a version of Unity that's newer than the one used for your game build are unlikely to load correctly.As the difference in version between the bundle and the engine used for the game build increases, compatibility becomes less likely. There are also cases where the bundle might still be loaded, but the objects contained within the bundle cannot be loaded correctly in the new version of Unity, likely due to a change in the way the objects are serialized, thus creating issues. In that case, you'll need to rebuild your bundles to maintain compatibility.There's also a performance cost in loading bundles from a different version of Unity, as covered in the TypeTree section below.For these reasons, it's recommended to test thoroughly whenever you update the Unity version of your game build against existing Asset Bundles, and to also update them whenever possible.Asset Bundles do not generally offer cross-platform support. While in the Editor, you will be able to load bundles from another target platform, however on-device this will fail.This is still true for bundles that contain assets that are not necessarily platform-specific.The reason for this limitation is that data might be optimized or compressed in ways that only work for the target platform. Also, bundles can contain platform-specific data that should not be shared between different platforms, so this prevents leaking content that is not intended for another platform.The Loading cache is a shared pool of pages where Unity stores recently accessed data for your Asset Bundles. This is global, so it's shared between all Asset Bundles within your game.This has been introduced fairly recently, I believe on Unity 2021.3, then backported to 2019.4. Before this, Unity relied on separate caches for each Asset Bundle, which resulted in significantly higher runtime memory usage (covered below in "Serialized File Buffers").By default, this is set to 1MB, but it can be changed by setting AssetBundle.memoryBudgetKB.The default cache size should be enough in most cases, although there are some scenarios where changing it might bring benefits to your game. For example, if you have bundles with a lot of small objects contained within, increasing the cache size might lead to more cache hits, improving performance for your game.Along with your game assets, Asset Bundles include a bunch of extra information and headers, used by Unity to know which assets to load and how, as well as a dedicated cache (depending on the Unity version you are using).A map of the assets in a bundle. It's what allows you to lookup and load each individual asset in the bundle by name. Its size in memory is normally not a concern, unless you have exceptionally large asset bundles containing thousands of objects.The Preload Table lists the dependencies of each asset contained within your bundle. It's used by Unity to correctly load and construct assets.This can become quite large if the assets contained in your bundle have a lot of explicit and implicit dependencies, as well as cascading dependencies coming from other bundles. For this reason (and many others), it's a good idea to design your bundles to minimize the dependency chain.TypeTrees define the serialized layout of the objects contained in the Asset Bundles.Their size depends on how many different types of objects are contained within the bundle. For this reason, it's a good idea to avoid large bundles where objects of many different types are mixed together.TypeTrees are necessary to maintain compatibility when upgrading the Unity version of your game build while still trying to load Asset Bundles built on older versions of the engine. For example, if the format or the structure of the object have changed, they allow you to do a Safe Binary read so Unity can attempt to load it regardless. This has a performance cost, so in general it's recommended to update bundles whenever possible when you update the engine.It can optionally be disabled, by setting the BuildAssetBundleOptions.DisableWriteTypeTree flag when building your bundles. This will make your bundles and the related memory overhead smaller, but it also means that you'll need to rebuild all your bundles whenever you update the engine version of your game build. This is especially painful if you rely on bundles built from your players for user-generated content, so unless you have a very strong reason to do so, it's recommended to keep TypeTrees enabled.One case where TypeTrees can normally be safely disabled is for bundles included directly in your game build. In this case, upgrading the engine would require making a new game build and new Asset Bundles anyway, so its retrocompatibility aspect isn't relevant.Each bundle has their own TypeTrees, so having multiple small bundles containing the same type of objects will slightly increase the total size on disk. On the other hand, when loaded, TypeTrees are stored in a global cache in memory, so you won't incur a higher runtime memory cost if multiple asset bundles are storing the same type of objects.Note: Since Unity 2019.4, this has been replaced by a global, shared Loading cache, as described above.When an Asset Bundle is loaded, Unity allocates internal buffers to store their serialized files into memory.Regular Asset Bundles contain one serialized file, while Streaming Scene Asset Bundles contain up to two files for each scene contained in that bundle. The size of these buffers depends on the platform. On Switch, PlayStation, and Windows RT it will be 128KB, while all other platforms have 14KB buffers.For this reason, it's best to avoid having a large amount of very small asset bundles, since the memory occupied by these buffers might become significant compared to the assets they actually provide.A CRC (Cyclic Redundancy Check) is used to do checksum validation of your Asset Bundles, ensuring the content delivered to your game is exactly what you expect. CRCs are calculated based on the uncompressed content of the bundle.On consoles, Asset Bundles are normally included as part of the title installation on local storage or downloaded as DLCs, which makes CRC checks unnecessary. On other platforms, such as PC or Mobile, it's important to do CRC checks on bundles downloaded from a CDN. This is to ensure the file is not corrupted or truncated, leading to potential crashes, and also to avoid potential tampering.CRC checks are fairly expensive in terms of CPU usage, especially on consoles and mobile. For these reasons, it's normally a good compromise to disable CRC checks on local and on cached bundles, enabling them only on non-cached remote bundles.By default, Unity offers three ways to lookup assets within bundles:Project Relative Path (Assets/Prefabs/Characters/Hero.prefab)Asset Filename (Hero)Asset Filename with Extension (Hero.prefab)While this is convenient, it comes at a cost. In order to support the last two methods, Unity needs to build lookup tables, which can consume a significant amount of memory for large bundles.In addition, loading assets using a different method than Project Relative Path will incur a performance cost, again because of the table lookup required.For these reasons, it's recommended to avoid using those methods. You can even disable them when the Asset Bundles are built, which will improve loading performance for your asset bundles, and runtime memory usage.To do that, you can set these two flags when building your bundles:BuildAssetBundleOptions.DisableLoadAssetByFileNameBuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtensionTo learn more about asset management, share feedback, or engage with the community and Unity staff, check out the Asset Management forum. |
Social networks are not enough: why you should diversify your app marketing channel mix
App marketers now have more capabilities than ever before to reach new audiences. Yet, despite the wealth of options available, many app marketers choose to rely solely on social ad networks (SANs) for their user acquisition (UA) efforts.This is in part because many app marketers believe that SANs are sufficient for effective UA. But, this misses the significant impact that SDK networks can offer apps in terms of scale, optimizations, and resilience. All of which is left behind when marketers choose to only utilize SANs.Here we'll address the reasons app marketers should be leveraging SDK networks, as well as the common misconceptions that lead app marketers not to do so, and the impactful resources left on the table when choosing not to diversify UA marketing channels.Capturing untapped growth opportunitiesScalability is the measure of app success, and effective scaling requires access to as wide a pool of users who can be converted as possible. While there's no doubt that social ad networks offer substantial growth opportunities, they are not, or even close to, the totality of the market.In other words, limiting marketing channels to SANs means losing out on the untapped scale that is available through SDK networks, and as a consequence limiting your app's growth potential. Using SDK networks in tandem with SANs mitigates this loss of scale.Resiliency to market and channel policy changesExpanding beyond social networks also has the added benefit of resiliency to market and channel policy changes.SANs operate under a set of requirements different from SDK networks, needing to conform to standards unique to them. While your app may be currently compliant with these guidelines, they continue to evolve and update. When changed, your app would need to quickly adapt or stop running UA. Diversifying your marketing mix enables you to create a buffer with additional avenues for growth.And that's just at the regulatory level. On a business level, the companies behind these social networks frequently change their policies. A change in policy could mean extensive work to meet the new requirements, which could then result in a loss of growth. By adding SDK networks to your marketing mix you can create a more resilient UA strategy that isn't totally reliant on one set of policies that are subject to change.A bigger toolbox for optimizationsA significant benefit to a diverse UA marketing mix is having multiple processes for reaching high-quality users. Each SDK and SAN has its optimizations for finding you the right user for your app. But, with differing solutions come differing results. This is a weakness when marketing channels are siloed from one another, or used in isolation. However, used as a part of a comprehensive and diverse marketing strategy, this means you get access to more tools to reach high-quality users at the right price.Each network prioritizes users differently. So while SANs may miss the users you actually want, SDK networks could help you fill in those gaps, and vice versa. The larger your toolbox of algorithmic solutions, the better you can optimize and the more likely you'll be able to find the right users for your app.Common misconceptions: Implementing SDK networksWhile there are many clear upsides to integrating SDK networks into your UA mix, some app marketers have been reluctant to do so. A large part of this reluctance is connected to the higher investment needed, both in terms of personnel and capital. But, this reluctance is for the most part based on two common misconceptions:Misconception 1: SDK network implementation and optimization is highly manualA common myth around SDK network integration and optimization is that it requires a lot of manual management in order to drive results. While this was true in the past, the industry has since become far more efficient and automation driven. This is particularly true for optimizations.Thanks to advancements like automated bid optimizers, much of the manual heavy lifting has been taken out of the equation. The ironSource Ads tCPA optimizer, for example, uses machine learning functions to optimize bids based on certain actions. In the past, this would all be done manually, but it's now a streamlined process that only requires the setting of which action and price you wish to optimize for.Misconception 2: ROAS is difficult to solve forAn important metric for utilizing SDK networks successfully is return on ad spend (ROAS). This is the measure of revenue generated in relation to the cost of running the campaign. To effectively leverage SDK networks, app marketers need to know what ROAS goal they should be solving for. Without it, spending could exceed revenue, meaning that your UA could cost you more than it earns you.A common concern is that efficient ROAS is tough to identify and that generating a reliable ROAS benchmark requires a deep understanding of SDK networks and their optimizations. While this was historically the case, the industry has evolved to account for this difficulty. Most SDK networks offer account managers to assist marketers in calculating their ideal ROAS. Plus, solving for ROAS is now an established science - with the correct formulas and tools, it's now far easier.Diversify your marketing mix for better UA performance and more resiliencyWhile SANs offer performance and scale and should be a part of your UA channels, there is significantly greater growth potential in adding SDK networks into your marketing mix. On top of this, having a diverse marketing mix gives your app a more resilient UA strategy that can adapt to changing policies, both on the regulatory and business levels. Combined with easily accessible automated optimizers and comprehensive account management, app marketers can now easily integrate SDK networks into their marketing mix for a more diverse and efficient UA strategy.Let's get you started. Talk to a Unity account manager today. |
How Fika Productions set sail with their peer-to-peer multiplayer hit Ship of Fools
When Fika Productions set out to fill the market gap for a co-op roguelite game, they had their sights set on couch co-op. And then 2020 happened. We sat down with lead gameplay programmer Daniel Carmichael and developer Yannick Vanderloo to discuss their game and explore some of the development challenges they had to solve to get Ship of Fools to market during a complicated time for the industry.What was the inspiration behind Ship of Fools? Do you have any colleagues with a nautical background?Daniel: Our inspiration was first and foremost about filling the market gap for a cooperative roguelight. We're all fans of the roguelite genre, and although there are a lot of great roguelite games, we felt that none of them did the co-op part really well.Thematically, we loved the idea of a boat because if the boat sinks, everyone sinks. That's the main core idea: work together to keep the boat afloat. No one had any nautical experience, and we're not sea creatures or anything like that.No octopi or salty sea dogs on staff. Got it. What does market research look like for you?Daniel: Our market research was really just a small Reddit research activity, but we got a lot out of it. On 25-30 subreddits about couch co-ops and roguelites, we asked the question "What do you feel is necessary to have a successful co-op roguelite game?" We received a lot of suggestions, summarized them into a document, and looked for overlaps and themes. This process validated some of our ideas and also gave us some new ones.What was your favorite moment of working on Ship of Fools?Daniel: We had a small running gag in the office. Every time we shipped a small feature, someone would say "We have a game!" And, one day, we merged a big part of the game that was really important, and I playtested it and I'll always remember saying to the team "We have a sellable game!" and that felt really different. That was a very proud moment for us.Was there a particularly challenging aspect of the game's multiplayer development, and how did you overcome it?Yannick: Networking in games is usually straightforward when either the host or the client takes full control. However, things get tricky when control needs to be divided, like when some elements are managed by the local player and others by the game host.Projectiles were particularly challenging in this setup. We wanted them to feel snappy when fired, and that involved numerous scenarios to consider. Moreover, when an enemy fires back and a player deflects the shot, we had to meticulously plan the interactions and ensure they felt right for all players, even in high-latency situations. There were a lot of edge cases to think about. Especially how to make it fast and responsive for both players.Daniel: Another big snag we ran into was networking. We spent a good year and a half designing the game for local co-op, not even thinking about online play. Then bam! The pandemic hit. Suddenly, our local-only game didn't make much sense since everyone was stuck at home, not hanging out together.Originally, we were all about that face-to-face, in-the-moment vibe. That was the heart of our game. But with the pandemic, our publisher was like, "Hey, we gotta go online," and we were like, "Alright, let's do this." And man, it felt like we had to rework a year's worth of stuff, tweaking every part of the game for online play.So, a little tip for fellow devs: always have online play in mind from the start, even if you're not 100% on it. Designing with online in mind is generally a solid move, and it's way easier to strip it out later than to shoehorn it in after the fact.Tell me more about managing projectiles, and how did Netcode for GameObjects come into play here?Yannick: Networking our game ended up being a unique twist. We don't have a traditional Netcode for GameObjects setup. Instead, we have objects that exist on both the client and host sides, each aware of the other's actions and who's in control at any moment. It's like they're constantly in a conversation, updating each other on what's happening.For instance, in a scenario where a bullet is fired, if it hits the target on the host's side, the game waits for the client to confirm the hit. The client might agree, or it might say, "Nope, I dodged that one," or even, "I reflected the bullet!" Depending on the client's response, the game adjusts the outcome, ensuring both sides are in sync.This setup allows for a lot of flexibility. Players on the client side can see immediate reactions to their actions, like a bullet being deflected, making the game feel responsive. However, the final outcome might need adjustments based on the host's input, which can override initial reactions if there's a discrepancy.It's a bit of a dance, with authority potentially shifting back and forth. We found the simplest solution was to let each side do its thing, then reconcile differences as they come up, based on feedback from the other side. It's a collaborative process, ensuring both host and client contribute to the game's flow.Here's a bit of a visual explanation for your readers.In the first image, we've got our multiplayer setup, where I'm playing as Todd, the host on the left, and my friend is Hink, the client on the right.Then, a crabster enemy pops up and launches a projectile. It's all about coordination here: both the host and client are informed via a remote procedure call. Both players see the projectile, but whether it hits the boat or gets deflected depends on player reactions, and the host needs to wait for the client's input to confirm the final outcome.Finally, here we see what happens when the client, playing Hink, deflects the projectile. There's a bit of a delay if there's high ping, so while the host might initially see the projectile hitting the boat, it'll correct itself once the client's reaction is confirmed. This way, the client feels no lag -Â it's as if they're playing in real-time, and their actions are mirrored by the host to keep the game in sync.The whole idea is to make sure that when you're in the heat of the moment, taking a shot or fending off an attack, the game responds instantly, making the multiplayer experience feel seamless.Any other specifics you could share? Anything our readers could take away as a powerful lesson learned?Daniel: We hit a bunch of challenges, but one biggie was all about memory management. Getting our heads around assembly and Addressables was a steep learning curve, especially since this was the first multiplayer game for the whole team.What's funny is our game isn't even that asset-heavy, but the load times hit two minutes at one point, which is crazy for a smaller game. That definitely caught some heat from the players.So, yeah, we learned the hard way about keeping things streamlined, memory and asset-wise. We should've nailed down the basics from the get-go.What about Addressables? What specifically did you learn there?Yannick: The deal with Addressables is pretty straightforward. You've got to organize your assets into groups that make sense to load together at the same time. This way, you're not bogging down your game with stuff you're not even using in a particular scene.For example, our game has different sectors, each with its own set of enemies, scenes, and scenery. Initially, we lumped everything into one massive group, which was a nightmare for loading times. To streamline things, we started grouping assets by sector. This made a huge difference because now, we can load just the enemies or just the scenery of a sector as needed, making everything way more efficient and smoother in the end.Why did you choose Netcode for GameObjects (NGO) for networking?Yannick: We went with NGO for networking mainly because it's backed by Unity. This means it's likely to evolve alongside the platform and get long-term support, which is crucial for us. Plus, NGO had all the features we needed.The key thing we wanted was a peer-to-peer connection to avoid server costs, which can be a big deal for a game whose future sales and player base are uncertain. With NGO, we felt confident we were making a safe bet for both our present needs and future development. It seemed like the smart choice to stay within the Unity ecosystem and ensure long-term support for our game.What's next for Ship of Fools?So far, we've rolled out two big updates, packed with fresh content, and launched two DLCs, introducing new characters to mix things up. These DLCs are totally optional, giving players more choices without making them feel left out if they decide not to grab them. The cool part? Those major content updates were on the house, and from what we've seen, folks really dug them.As for what's coming next, we've got plans, but we've got to keep a lid on them for now. However, when we're ready to spill the beans on future updates, you'll definitely be in the know.Interested in multiplayer development? Explore the multiplayer section in the 2024 Unity Gaming Report to get insights from successful studios, fresh data on why more studios are developing multiplayer games, and a wealth of tips to help you and your team stay ahead of the curve. |
Addressing addressability: How brand marketers can adapt their mobile programmatic strategy
ATT and cookie deprecation signifies more than just a technological shift - it's a game-changer for marketers who are looking to reach engaged consumers where they are spending the most time. So how can marketers adapt their mobile advertising strategy and continue to ensure they reach their consumers where they are?In short, as the mobile advertising landscape changes, so should the way advertisers run digital campaigns. Let's break down how advertisers adapt their mobile strategy accordingly (spoiler: all signs point to in-app advertising where more than half of users are still addressable.)Brief history of privacy changes on mobileTraditionally, to advertise on web browsers or apps, marketers have utilized cookies and mobile ad IDs (MAIDs). That means marketers utilize unique user identifiers for tracking, retargeting, frequency capping, audience segmentation, and attribution. But following privacy changes over time, addressability has become significantly more challenging.September 2017: Apple released ITP 1.0 to limit the use of cookies on Safari and prevent cross-site tracking.May 2018: The GDPR became applicable in the EU.January 2020: CCPA gave California residents rights over their personal information.April 2021: Apple introduced App Tracking Transparency (ATT) on iOS.2024: Chrome plans to disable third-party cookies for all of their users. They've already started with 1% of their global users, and plan to expand to 100% of users by Q3. You know the history. Now, here are some tips for tailoring your mobile strategy to maximize your impact with both addressable users, users who have a unique identifier, and non-addressable users, users who do not have a unique identifier.Addressability strategy of advertisers in the industryHere are some commonly used practices that marketers use to get ahead of their competitors before the last cookie falls.Embrace first party data: Without third-party cookies, first-party data has a key role to play. Marketers invest extensive resources in building user trust, encouraging opt-ins, and building a robust data infrastructure.Collaborate with industry players to explore alternative ID solutions: Some marketers explore alternative methods to cookies and consider testing with partners like The Trade Desk or Liveramp, who offer other ID solutions to address these cookie-based challenges.Optimize in-app advertising: Mobile users only spend 10% of their time on web, so 90% of mobile time is spent in-app, particularly social media and gaming apps. The best part: the majority of supply in apps is still addressable. Marketers are optimizing in-app strategy with more personalized ad experiences, retargeting, audience segmentation, and strategic placements to engage users. Getting even more granular, let's discuss how marketers can better understand non-addressable users.How advertisers segment non-addressable usersNon-addressable users are still very valuable - marketers are getting more innovative with how they market to them. While marketers may not be able to get specific-user level information, some contextual data is still available:Contextual information: The type of content users are engaging with (e.g. what they are reading, mobile games they are playing, how long they're engaging with this content, how the app is rated, etc.) Contextual demographic information: General demographic information can be inferred based on the content users are engaging withTechnical device information: Device type, model, OS, connectivityGeographic location: Country, city, time of dayBy adapting to this constantly-evolving advertising landscape, you can continue to make sure you're in the best position for growth - just make sure you're using the right approach. And with users spending 5 hours a day on their mobile devices and 90% of that time happening in-app according to data.ai - building a comprehensive mobile strategy is crucial to long term brand success.That's why it's also essential to have the right partners - and at Unity, we can help connect you with premium demand sources, offer full data transparency, and much more.Get started with Unity's programmatic solutions and get ahead of the game. |
A look ahead at spatial computing with Owlchemy Labs
We're entering the new era of spatial computing, where robust extended reality (XR) tools and flexible workflows can enable developers to add interactions, scale graphics, prototype, and test in-Editor. In the2024 Unity Gaming Report, we predict greater demand for XR games, and many of the contributing studios agree with this forecast.Unity's senior advocate Antonia Forster sat down with Andrew Eiche, Owlchemy Labs's CEOwl, to get his perspective on the future of spatial computing and practical tips on developing for Apple Vision Pro.Antonia Forster: Hi Andrew, thanks for joining me. Let's start by looking ahead. What do you see as the future for VR and spatial computing?Andrew Eiche: One of the biggest things that we're moving into is using XR devices as a general spatial computing environment for domain-specific tasks, with Apple Vision Pro and the changes to Meta's operating system leading the way. We're trying to solve the paradigm of how to do a generic workload in VR versus an extremely specific one.What does it look like when we actually want to work in XR? We're trying to take existing tasks and transfer them to an identical paradigm in a spatial environment. Hopefully developers will settle in quickly and we will be able to understand what the breadth and depth of this media is.This is very important for us to do so we can discover the utility and intuitiveness of the technology. In this industry, platforms fall along a spectrum of these markers, and those with the most potential for adoption land in the high utility and high intuitiveness quadrant. With VR, we want to ensure that it's moving in that direction - highly useful and highly intuitive, the quadrant where phones, PCs, and smart TVs fall into.Looking into the future, thinking about spatial computing helps make VR more useful, but we still need to work on its attainability. How do we do this? We change the primary input vector to align with the platform that players focus on the most: mobile. From there, we need to focus on removing friction with implementing hand tracking, making headsets lighter, and getting better optics.You spoke about the evolution of technology. What other tech trends do you think might impact XR in the next few years?Gaussian splatting is incredible, and I think that the next step for it is going to be figuring out better capture and animation. We solved the wrong problem with three-dimensional capture, where we assume that if we just cover the space and cameras or use light fields, it would be great, but there's something that just works better, like a transparent Gaussian. I think we're going to see a huge push into that and in figuring out how we are going to optimize it.I also think AI is going to have an influence. One of the really interesting use cases I'm waiting for is when we don't have to render the whole frame, just part of it. What if we render 30% and then we kick it off to a Tensor Processing Unit (TPU), and it just fills it in, based on all the data it has before and after? Suddenly, the graphics chip that's sitting in our headset is now PC-capable. It's literally how the reflections work for NVIDIA RTX™, so we are already walking down that road.There's also AI filling in the gaps of weight painting, or seeing generative AI potentially replace a best-fit algorithm as a tweening. A best-fit algorithm has pieces to build with, and if the optimal fit is halfway between the pieces, using generative AI to move the slider halfway is interesting, useful, and has artist control. This would be great for animators who want to focus on doing their key poses and not spend time tweening. AI could help with that, and then the animator can go in and clean it up.Thank you for the insight! Based on how the XR space is trending, what is your advice for developers entering this era of spatial computing?From an interaction design standpoint, you need to break down the way you interact with something and not try to fit a square peg into a round hole. It's tempting for developers to jump in and get deep into it, but as a new developer, I recommend approaching spatial computing slowly. Take your time stacking the right building blocks.For example, when porting Job Simulator, we started by thinking about the right times to use operating system-level interactions. When we put up a SwiftUI window for the Apple Vision Pro version, we debated when to use pinch. We really followed how Apple uses it because they're extremely specific about when to use it and what to use it for.When you're not interacting with a window, you're interacting with a 3D object. At this point, you need to stop thinking about it like an app on a 2D monitor and more like a physical product design for a real-world object. Design objects in an intuitive way, following principles of real-world object design. Make sure that you continuously test your user experience, and realize that the only thing that counts is when the game is actually being tested with real users in a real space, on a device. You need to do the work.It's key for you to have it in your hands, and have others interact with it. I recommend allocating plenty of time for modification. The experience can feel different on different platforms. Specs can differ and it's important to be flexible.Lastly, what's special about VR is how to explore it. Our version of exploration includes sitting at a desk that has closed drawers and getting to rummage through it. It's incredibly interesting to pick up each object and see how it works and interacts. One of the key reasons that players prefer this interaction is because we're putting things in their hands and allowing them to really mess with the world around them, and find out what that world is like. We are not making them interact with something that is far away or that they're disconnected from.Getting more granular on tips for spatial computing, what advice would you give to developers looking to port or develop games for Apple Vision Pro? How has your experience been using Unity's visionOS support while porting Job Simulator?We've been working closely with Unity and Apple, and aligning on the best way to bring our hopes and vision to life. We got Job Simulator running really quickly on Apple Vision Pro and used it similarly to building in iOS. One of the things that took some time to work out was making it a fully immersive game. Unity had to call a function that would communicate our desired output to the Apple operating system. Prior to doing so, we kept encountering a flat window, and if you closed it, the game was over.We were developing for a fully immersive game, and being a general computing operating system, exiting a game is new to us. Building for PC, we never had the second step of quitting the application, since the player can just hit the X. When we put it on Quest, it was really binary and the game either ran, or did not. Suddenly, on Apple Vision Pro, we were on this device where the game can go into the background, and we needed to do the work to figure out how to actually leave the application.My advice is to be really collaborative and open. You never know when someone will have the fix to a bottleneck you're experiencing. It's not only good for you, but the community as a whole. We're extremely active on the Discussions forums, and in opening tickets and speaking with Unity. It helps us find solutions that also benefit the rest of the community. Submitting bug reports there has provided us with the opportunity to work with other devs who are in similar situations. It definitely speeds up our learning curve and is instrumental in helping us move development forward.I'd love to end this interview with one last nugget of inspiration and insight for our community. What's the most valuable thing you learned about visionOS development that you will take to your next Apple Vision Pro project?We've existed in two ecosystems for years - Windows PC and Android. In moving to development for visionOS, which shares many similarities with other Apple operating systems,we learned in what spots we had made assumptions and leaned a little bit harder on the operating system in a potentially incorrect way. We figured out where we could have done better.Another key insight to keep in mind is the value of Facetime and sharing your screen to show other people what you're experiencing - say, for debugging. That screen is your application running, your code running, and others can see your view perfectly. This is something that is notoriously hard for other headsets to do, and Apple Vision Pro does it effortlessly. That would be my fast tip.Want to know more? Read our new 2024 Unity Gaming Report, and check out this video playlist, where expert creators discuss this year's biggest game development trends.If you're ready to dive into Unity's support for Apple Vision Pro, you can get tips from other devs developing for Apple Vision Pro and share your feedback on the AR/VR/XR discussion forum. |
Bring more players into your game with Unity Multiplayer Services
In the 2024 Unity Gaming Report, 68% of studios said they're developing multiplayer games - a number that's risen steadily over the last few years in response to increasing player demand.Multiplayer games offer more competition and community, encouraging greater engagement and retention. In 2023, mobile-only games with multiplayer features had 40.2% more monthly active users (MAU) than single-player games, and overall multiplayer gaming revenue grew by 10%, a substantial bump compared to 0.6% YoY industrywide.Achieving that success requires investing a lot more into development, operations, and player retention, but this additional complexity is manageable with the right tools. Instead of solving all of these problems in-house, many game developers fill the gaps in their networking stack with solutions custom-built to help dev teams stay focused on gameplay. According to one study, 88% of studios are looking for new tools to meet their needs for demanding game projects.By offering Netcode for GameObjects and Netcode for Entities frameworks, as well as Unity Gaming Services (UGS) multiplayer solutions like Unity Multiplay Hosting and Vivox Voice Chat, Unity's suite of live game tools covers the entire multiplayer game development journey, from concept and prototyping through to launch and live operations. This flexible system enables you to build within Unity's ecosystem or mix and match whichever tools and services you need to fit your game and development team's needs.Games with community are more engaging, have a lasting impact on gamers' lives, and monetize better for their developers. My fondest childhood memories are playing multiplayer mode in games like Goldeneye, Red Alert, and Halo with my friends. Those memories wouldn't be possible without their early versions of local, co-op, and online multiplayer.In today's games industry, retaining customers and creating an engaging community are more important than ever. This is the most effective way to create a game that lasts forever and delivers long-term business success, which is why we're continuing to invest heavily in multiplayer dev tools and services to help you build, deploy, and operate multiplayer games.Multiplayer Services power boldly innovative games. When Triangle Factory created Breachers, a 5v5 first-person shooter for VR, their strategic focus was on maximizing player reach through cross-platform access while keeping the lean studio team focused on gameplay. To do it, they needed the multiplayer backend on track with as little friction as possible.Using Multiplay Hosting, they were able to reduce server costs with a hybrid server solution, scaling quickly to 110k MAU in the first month, supported by UGS backend architecture and Multiplay Hosting. They also used a range of Multiplayer Services to simplify their stack and accelerate development time, including Authentication, Matchmaker, Vivox Voice Chat, and Leaderboard."Unity Multiplayer Services has reduced development time on player features from a few weeks to a few days," says Pieter Vantorre, Triangle Factory's CTO. "Had we built everything ourselves, it would've required more resources and significantly more funds."StickyLock also opted to use several Multiplayer Services together to streamline a complex development process. "It's hard to quantify the exact amount of time that UGS has saved us, but I would put it in the ballpark of hundreds to thousands of dev hours," says Jamel Ziaty, producer of StickyLock's upcoming multiplayer game Histera.The StickyLock team was already tackling a big game concept -Â a fast-paced dystopian first-person shooter given a twist by a novel game mechanic called "the glitch," which bounces players into different historical eras. The small team needed all hands on deck to execute on gameplay, so getting coverage in their multiplayer stack was crucial."We chose multiplayer UGS because we wanted to have a third party take care of all complex logic for us so we could focus on the core gameplay of Histera," Ziaty explains. "We use quite a few services from UGS, and it's very useful to get them with one single provider. There's less glue between various services for us to worry about."In these games and many others, Multiplay Hosting has been tested at scale for performance, capacity, and customer savings:Unity Gaming Services hosts 77 million game sessions a month.Multiplay Hosting has supported more than 3 million concurrent users, demonstrating its ability to scale.Recently, Unity supported more than 175,000 game servers running concurrently.Multiplay Hosting reduces hosting cost per player by 30-40%.Multiplay Hosting has access to 292 data center locations.We want to support every customer that is building a multiplayer game. For that reason, we offer services ranging from Relay, Matchmaker, Distributed Authority, and Multiplay Hosting. To support the rapid growth in options for hosting multiplayer games, we're making Multiplay Hosting agnostic to the hosting hardware by relying on our industry-leading, cloud and bare-metal hybrid approach that has scaled to millions of players whenever a game needs it. That means you will be able to rely on us to provide the infrastructure, or you can bring your own compute to Multiplay Hosting through your favorite cloud provider.We're adjusting our multiplayer hosting and tools to offer greater flexibility to ensure that you can use the multiplayer hosting solution that has demonstrated reliability, performance, and success for years.We're continuing to invest heavily in multiplayer game development and have a lot of exciting new features planned:Greater cloud flexibility: Bring Your Own Compute (BYOC) lets you run your game directly on the infrastructure you choose from our partner network.Flexible cloud provider marketplace spending: Our products and services will be available on the cloud providers marketplaces, enabling you to use your existing commits/spends with them.Additional CI/CD and observability options: Build the CI/CD pipeline you need with new external bucket upload and build tagging options, while new self-serve logs and metrics exports improve your game observability.Distributed authority:This brand-new network topology enables you to build large-scale multiplayer games with deep simulation in a cost-effective way, without the complexity of dedicated servers.New multiplayer game sample: We recently released Megacity Metro, a sample game that offers a blueprint for end-to-end multiplayer development in Unity, including services like Multiplay Hosting, Matchmaker, and Vivox Voice Chat.Multiplayer VR template, coming soon: Setting up multiplayer for VR games is difficult, so we're making that easier with our new Multiplayer VR template, built on top of OpenXR and announced in the Unity Roadmap session at GDC 2024.We're also simplifying your multiplayer game development with deeper integration between the Unity Engine and Unity Multiplayer Services in Unity 6, including:Multiplayer Play Mode delivers a first-class Editor experience so you can quickly test game functionality.Multiplayer Center streamlines your project setup.Unity Multiplayer Services, including Matchmaking, Lobby, and Vivox Voice Chat, allow for quick experimentation and richer gameplay, and these are integrated into the Unity Editor.Leverage Relay and Multiplay Hosting for smoother development, playtesting, and deployment.Check out the GDC 2024Â Roadmap session to learn more about what's in store and how these tools work together.I'm excited that we're extending the flexibility of our Multiplay Hosting to support customers however they want to run their infrastructure. At the same time, we're democratizing multiplayer game development to support any type of game for any device with a simple integration into the Unity Engine. With these investments, Multiplayer Services will continue to be the go-to solution for the most demanding, high-performance games and support the growing adoption of multiplayer gameplay across the industry.Stay ahead of the latest multiplayer development tools and share your feedback in the Multiplayer Forum. Check out the recent "Multiplayer resource roundup" blog post for the latest templates, samples, and demos for hands-on learning for all things multiplayer, including our new Megacity Metro sample game. |
An update about Ziva
Today, users of Ziva VFX, Ziva Real-Time, Ziva Face Trainer, and related Ziva products received a notice from Unity that we are no longer actively selling or supporting these products. Active subscribers have the option to convert their existing license to a five-year term in the Ziva customer portal so that they may continue using the product beyond the expiration date of their existing license.This decision is a part of our ongoing company reset. At Unity, we are focused on our core: the Unity Editor and Runtime, Unity Cloud, and our Monetization Solutions. By focusing on these few areas, we believe we can best serve our community's needs.Unity has also entered into an agreement with DNEG, a leading technology-enabled visual effects (VFX) and animation company for the creation of feature film, television, and multiplatform content, for an exclusive perpetual license of the Ziva IP. Unity will continue to retain ownership of all the technology acquired from Ziva Dynamics, and we will continue to evaluate the best way to enhance our core offerings with it over time.We extend a huge thank you to all of the creators who tried Ziva over the years. |
Multiplayer resource roundup: Get the latest templates, samples, and demos
The 2024 Unity Gaming Report reveals that studios are building more multiplayer games despite the complexity. While bringing more players into game development poses challenges, it's never been simpler to build multiplayer games with Unity. Browse this curated list of resources to get familiar with the latest multiplayer demos, samples, and templates.Our high-level networking library, NetCode for GameObjects (NGO), simplifies developing multiplayer games by abstracting networking logic. It enables you to manage and transmitGameObjects and world data efficiently across networking sessions to multiple players. If you're just getting started with multiplayer development, NGO serves as an excellent starting point."Hello World" project: This beginner-friendly tutorial guides you through setting up a project with NGO to lay the groundwork for your first networked game.2D space shooter: Delve into physics, movement, and status effects using Netcode, NetworkVariables, and ObjectPooling with this engaging code sample.Invaders: Gain insights into game flow, unique movement mechanics, networked shared timers, and more.Client-driven sample: Explore client-driven movements, networked physics, object spawning, and reparenting.Dynamic Addressables network Prefabs sample: Learn to dynamically add new spawnable prefabs at runtime with this advanced code sample.Finally, the Unity Gaming Services (UGS) team recently updated their documentation for NGO and multiplayer services. You can also stop by the multiplayer forum if you have questions or need help.Ready to tackle more complex multiplayer projects? These advanced demos and samples introduce sophisticated multiplayer concepts, integrating services like Lobby, Vivox, Relay, Multiplay Hosting, and DOTS/ECS.Small-scale competitive multiplayer template: This is your starting point to create and ship a multiplayer project using Netcode For GameObjects and UGS. The template includes a Bootstrapper tool that helps you test faster using various network modes (Host, Client, Server) and dynamic configurations, in-Editor tutorials, and a bare-bones, event-driven gameplay flow.Game lobby sample: Learn how to use the Lobby and Relay packages from UGS to create a typical game lobby experience. Connecting to the lobby will also enable Vivox Voice Chat as long as an audio input device is available.Serverless multiplayer game sample:This sample showcases how to join or create a Lobby Service game lobby and compete in a simple coin-collecting arena game.Boss Room: This fully functional co-op multiplayer RPG made with Unity Netcode is an educational sample designed to showcase typical netcode patterns often featured in similar multiplayer games. Prefer to follow along with a video? Check out this webinar series.Galactic Kittens: This 2D co-op space adventure sample game helps you learn how to apply and synchronize sprite animations, particle effects, and basic 2D movement.Battle Royale with Photon Fusion: We teamed up with Photon to launch a new asset to help you produce peak performance on Unity's Game Server Hosting (Multiplay) orchestration platform and Matchmaker.Megacity Metro: Our most robust multiplayer demo to date, Megacity Metro supports 128+ players and uses the latest multiplayer tech, including Unity Gaming Services and DOTS/ECS.There are so many videos out there built by our community of developers and content creators, but here are a few of our favorites.Tarodev's "How to: Unity Online Multiplayer":Tarodev has graced us with a wonderful intro to NGO that takes you from installation to interpolation, all the way through to server authority.Code Monkey's "Learn Multiplayer Free":Our pal Code Monkey has an excellent guide on how to build a multiplayer game in Unity using NGO and the rest of UGS.Turbo's "Netcode for Entities"course:We couldn't leave Turbo out of the mix. This course guides you through how to build a multiplayer MOBA-style competitive game.If you're an experienced multiplayer developer and you've got a big idea that requires a high degree of performance and determinism, DOTS and ECS might be the right base for your game.Moving from an object-oriented to a data-oriented design approach can be an adjustment, even for seasoned programmers. We've put together this reading list to help you get started with data-oriented design in Unity.This year at GDC, we showcased our multiplayer roadmap for Unity 6. We're working hard to bring you Multiplayer Play Mode, distributed authority, a simpler Multiplayer Services SDK, and more. Check out the roadmap and vote for your favorite features, or jump into the conversation in the multiplayer forum. |
GDC 2024: Trends, the Unity 6 roadmap, multiplayer, AI, and more
At this year's Game Developers Conference (GDC), we went deeper into the tech and tools. Read up on industry trends, get a look at the roadmap featuring Unity 6, download a new multiplayer sample, experiment with Unity Muse's latest AI capabilities, and join in celebration of games that are made with Unity.Starting off the week, we released the 2024 Unity Gaming Report, which can help you understand the forces that are shaping today's industry. The report draws insight from approximately five million Unity Engine developers, an astonishing 342 billion ad views, and this data is complemented by commentary from 19 studios from across the globe, who share their own insight and experiences. The stories, data, and five trends are compiled to help inform your own game development journey and better understand where the year is going, now and in the years ahead. Check it out.Looking toward the future, we dedicated a session to the roadmap for not only Unity 6, but all of the complementary products and services to help you create and run your game. The roadmap covers topics including all-new graphics features for creating immersive worlds, innovation in XR (also tackled in our in-demand Apple Vision Pro deep dive session that'll be uploaded soon), and how Unity Cloud and Unity Muse can help you leverage to boost efficiency. We also address what's new in multiplayer, both in-Editor and for operation using Game Server Hosting and Vivox Voice and Text Chat. Watch the session below to see what's new and how Unity is taking your feedback to invest in the future.We just released Megacity Metro, a new sample that showcases multiplayer game development across platforms and supports over 100 players. Built using DOTS and the Universal Render Pipeline (URP) for cross-platform compatibility, it comes pre-integrated with Unity Cloud services like Authentication, Multiplay Hosting, Matchmaker, and Vivox Voice Chat. Think of the sample as a blueprint if you want to better understand multiplayer game mechanics or incorporate the latest technologies into your game.You can download the Megacity Metro sample today, then join us on Wednesday, March 27 for a webinar where we'll go behind-the-scenes into the tech, discuss how the sample was set up, and give you a look at the breadth of our multiplayer solutions.By adding Unity Cloud to all Unity subscription plans, we're helping to make working as a team more efficient. Unity Cloud centralizes content and streamlines team workflows with vital connections between Unity Asset Manager, Unity Version Control, and the Editor. You can get started for free, and Unity Pro and Unity Enterprise plans get increased cloud storage and team administration capabilities.Muse helps you ideate and iterate faster by harnessing the power of AI to complement your creativity. This week, we revealed that we'll soon be incorporating all of Muse's capabilities into the Editor, bringing AI closer to where you create to streamline your workflows.We also previewed an improvement to Muse texture generation, Texture 3D. This new model leverages new original research and proprietary models to generate true PBR materials for 3D objects. This means that you'll be able to produce a multi-material UV texture that can wrap onto an object directly and will react more accurately to lighting.You can get started with a free trial of Muse to begin experimenting and see how AI can help you create more efficiently.For mobile game studios, Tapjoy recently introduced Daily Rewards, a unique new campaign type on Offerwall that can help advertisers to drive higher ROAS. Daily Rewards offers players daily incentives by inviting them to come back to unlock in-game rewards every day.In the ads space, the Unity Ads Network and ironSource Ads will soon be available in beta on the Google AdMob mediation platform as real-time bidders. Stay tuned for more on the release.GDC wouldn't be complete without the latest games, and we celebrated alongside a few studios at our Creator Lounge. Tomas Sala's Bulwark: Falconeer Chronicles is an open-world combat builder that showcases the flexibility of Unity's extensibility. Southfield, by Radical Forge, combines farming with ridiculous physics in an online multiplayer experience across platforms, leveraging everything from netcode to matchmaker to Multiplay game server hosting. Super Gear Games soft-launched Racing Kingdom to both iOS and Android, powered by URP to ensure peak performance across devices.VR is having a resurgence this year, and we featured Nosebleed Interactive's Arcade Paradise VR, an immersive arcade experience built with URP along with the 2D toolset used to make the arcade games. Demeo Battles, by Resolution Games, brings its turn-based strategy game to VR with help from the Input System to allow for cross-play with PC. Resolution Games also announced a brand-new mixed reality mode for Angry Birds VR: Isle of Pigs.Finally, awards were handed out at the Game Developers Choice Awards -Â a special shout out to Visai Games's Venba for taking home the Best Debut and Social Impact awards. Congratulations!As we close out GDC, we want to thank everyone who took time to connect with us live and in person. You chatted with us and played games at the Creator Lounge, provided insightful feedback at our product roundtables, and inspired us with your games and technology curiosity. We hope you enjoyed reconnecting as much as we did, and we can't wait to see you at the next GDC. In the meantime, keep creating amazing games.Stay tuned as we share all of our GDC Dev Summit content online and on-demand, and feel free to explore how Unity can help you create, run, and grow your games. |
Unity Expands Direct Brand and Agency Support in EMEA
Unity is excited to announce its expansion in the European (EMEA) market for its Programmatic Exchange, following four years of exponential growth for direct brand and agency sales in North America .Growing Opportunities for European AdvertisersMany of the largest brands in Europe are already utilizing supply from both the Unity and ironSource Exchanges on the open market, indicating the significant value the supply holds for European advertisers. In fact, Unity has established preferred supply partner relationships with major agency holding companies, laying a solid foundation for its expansion into Europe. By establishing direct relationships, Unity can now better support global brands' marketing efforts and drive mutual success in the EMEA market.In addition to existing partnerships and supply relationships, Unity is excited to introduce our programmatic solutions and support to EMEA brands and agencies. Leading the charge for our work in sales in the EMEA market will be Katya Kornilova. With her proven track record in the mobile gaming and programmatic industry, Kornilova will spearhead the initiative to establish and nurture direct relationships with brands and agencies across the European market, further solidifying Unity's commitment to delivering unparalleled support and innovation.Commitment to Programmatic ExcellenceAs part of our expansion strategy, select demand partners connected with the ironSource and Unity Exchanges can now receive consent signals, per IAB's Transparency & Consent Framework (TCF) 2.2. By supporting the transmission of TCF consent signals, Unity reaffirms its dedication to supporting demand partners in their efforts to comply with data protection regulations for a more ethical, sustainable advertising ecosystem.Unity's expansion into the EMEA market signifies more than just a geographical growth; it represents a commitment to redefining the future of mobile gaming and programmatic advertising in Europe. By leveraging its success in North America and combining it with strategic partnerships and industry expertise, Unity is poised to lead the way in delivering innovative solutions, exceptional service, and measurable results to brands and agencies across Europe.For any inquiries or further information about our expansion into Europe, please contact Katya Kornilova. |
New Shader Graph feature examples in 2022 LTS
The Shader Graph team is excited to announce the release of our newest set of samples, available to import now in 2022 LTS and Unity 6 Preview (2023.3).With this sample set, our goal is to provide examples of how to achieve a wide range of effects and techniques using Shader Graph. If there's an effect you want to add to a shader, it's often available online in the form of a math equation or code - both of which may be out of reach for some. We want to make it easier for you to achieve the effects you're looking for.Shader features such as parallax mapping, interior cube mapping, angle blending, flow mapping, and custom lighting are just five of the over 30 different feature examples available in this set. While these examples don't provide complete shader solutions, they do show you how to create specific effects, and most are neatly encapsulated in subgraphs, so they're easy to drag and drop into your own shaders.Here's a full list of the sample categories.Blending Masks: This set of blending mask subgraphs includes altitude blending, angle blending, camera distance blending, and height blending.Conditional Branching: Find two examples of how to branch your shader, depending on which render pipeline you're using and the quality level you select.Custom Interpolator: This offers an illustration of how to improve performance by moving operations to the vertex stage, including an illustration of some effects that don't work very well when computed per-vertex.Custom Lighting: Many of you have asked for a way to customize how lighting works in Shader Graph, either to make lighting cheaper to render or to achieve a unique artistic style for a project. These samples show how that can be done and include an example of PBR lighting, simple lighting, and a cel shader.Detail Mapping: This set includes three different techniques for applying more detail to a material using detail mapping: color detail, normal detail, and full material detail.Procedural Noise and Shapes: It's often more cost effective to generate patterns procedurally rather than using texture maps. This category contains an example of how to generate a brick pattern procedurally, a subgraph for generating a hexagon grid, and a set of signed distance field shapes.Shader Graph Feature Examples: Shader Graph has several features that can be tricky to master, such as subgraph dropdowns and branching based on input connection. This section contains examples of how you can use these features to improve subgraphs' usefulness.UV Projection: A large set of features are based on the manipulation of UV coordinates, including flipbook blending, flow mapping, interior cube mapping, latitude longitude projection, matcap or sphere projection, parallax mapping, and triplanar projection. This section includes all of these effects.Vertex Animation: When most people think of Shader Graph, they think of pixel shaders, but Shader Graph can also animate vertices using the vertex stage. These examples include a waving flag, a bend deformer, a camera-facing billboard effect, Gerstner waves, and a full-featured particle system built entirely in Shader Graph.Install the new sample assets using the Package Manager.In the Editor, open Package Manager.2. In the Package Manager window, select the Shader Graph package.3. Select the Samples tab.4. Finally, click the Import button in the Feature Examples section to bring the new sample set into your project.With these steps completed, the Feature Examples assets will show up in your project under Assets/Samples/Shader Graph/
/Feature Examples.After importing the samples, get started by opening the scene that corresponds to the render pipeline you're using (High Definition Render Pipeline, or HDRP, Universal Render Pipeline, or URP, or the Built-in Render Pipeline) in the Scenes folder.Once the scene is open, select the Shader Graph Feature Samples Showcase asset in the Hierarchy panel, then follow the guided tour in the Inspector.You can use the Samples dropdown box to select a sample and jump to that location in the scene.We're continuing to add more samples to Shader Graph, and we have several more sample packs in the coming months. These will help you learn Shader Graph more quickly, understand how to set up specific functionality, and create new shaders faster with premade subgraphs and templates. We hope you'll enjoy using them.Shader Graph basicsShader Graph documentationUnity Learn tutorialsThis is a very deep and rich sample set. We hope you have fun exploring it and use it to speed up your own shader creation process.We'd love to hear your thoughts and impressions on these samples - tell us what you think in the Shader Graph forum. |
4 tips for optimizing towards in-app events with ironSource Ads' tCPA optimizer
As you grow your app, scaling your user base is essential. Traditional CPI advertising ensures you can grow your installs, but what if you could acquire higher quality users who don't just download your app, but also take action in your app, like making an in-app purchase? That's where ironSource Ads' tCPA (target cost per action) optimizer comes in.With the tCPA optimizer, advertisers can automatically acquire users that are likely to complete a specific in-app event, or action. By reaching high-quality users who are likely to achieve key milestones in your app, you can save yourself time and operational overhead. And by reaching more engaged users, you can even boost your LTV in the process. Let's break down how to make the most of the tCPA optimizer, from choosing the right actions to adjusting your goal.Choose meaningful actionsWith the tCPA optimizer, you get to ask yourself: "Who are the high-value users I'm interested in reaching?" The answer will vary for each advertiser and app - but you get to choose the action that fits best. For example, if you have a subscription-based app, you might choose signing up for a free trial as the required user action.To make efficient use of your campaign spend, it's important to choose an action that is often achieved by high quality users. That's why the growth experts at ironSource Ads recommend aiming for an action that your top 5 - 20% of users (with the highest LTV) complete within 7 days.For example, if many players in your game sign up for a free trial, that shouldn't be the action you choose to optimize towards, since it's not unique enough to indicate high engagement. Instead, choose an action deeper in the game, like upgrading to a paid subscription - which is far more likely to indicate a high quality user.Set targeted goalsJust like you need to set an action in your app for users to complete, you also need to set a tCPA goal. Essentially, you need to set the average amount you're willing to spend for these high-quality users. It's important to choose a goal that is realistic - a goal that's too high might cause you to overpay, but a goal that's too low won't allow you to scale.The simplest way to determine your goal is by calculating how much you pay per action, or eCPA (effective cost per action). To calculate your eCPA, just divide spend by the number of users who have completed your desired action.So, if your action is paying for a subscription, first choose a cohort of users and calculate their total spend - then divide it by the number of users from that cohort who paid for a subscription. Now you've got your eCPA. This value should be your minimum goal. In fact, with the tCPA optimizer, you don't need to calculate this yourself - the tCPA dashboard will calculate your ideal goal for you.Give your optimizer time to learnNow it's time to turn on the tCPA optimizer. In order to accurately measure your eCPA, it's important to give your optimizer enough time to learn and analyze your data, and adjust your goal accordingly. With the tCPA optimizer, that means waiting a full 7 days after turning on the optimizer. If you only give the optimizer a day or two to adjust, then your data won't accurately reflect your eCPA, making it harder to optimize and scale up down the line.Manually adjust your goal (if needed)So, you've given your optimizer enough time to measure your data - now it's time to observe your results. But what if your eCPA performance is too high? This likely means the goal you set was likely too low.Why? The higher the goal you set, the higher the optimizer bids - so if you're not enabling the optimizer to bid high enough, you won't get enough users. And this means you're likely spending too much for the few users you do reach.So, to lower your eCPA, you should consult with your account manager and gradually start to raise your goal. By increasing your goal, you'll be able to reach higher quality users - so you can get more user actions from the same spend. Not to mention, increasing the amount of quality actions can lead to higher ROAS and retention.For example, one of our clients had a higher eCPA than their tCPA goal - so with the growth strategy team's help, they raised their goal on the 27th. As a result, their eCPA naturally lowered, dropping right below their goal - so they found the sweet spot that allowed them to optimize their growth.Ultimately, UA optimization is all about maximizing the number of high quality users you can reach, while minimizing the amount you need to spend to reach them. By using the tCPA optimizer to set the right action and goal, you can ensure you're setting up your UA strategy for maximum success.To get started using the tCPA optimizer, just reach out to your account manager. Learn more about how the Unity team can help you optimize your UA strategy here. |
Unity and Google expand partnership with availability of Unity's networks as bidders into Google AdMob's SDK bidding program
Unity is delighted to announce that Unity Ads and ironSource Ads will soon start their alpha as real-time SDK bidders on the AdMob mediation platform and Google Ad Manager (GAM) platform, helping app publishers maximize their revenue opportunities.In-app bidding increases buyer access to the mobile app inventory, helping developers maximize their revenue opportunities within the bidding networks. AdMob and Google Ad Manager's access to Unity Ads and ironSource Ads bidders creates an opportunity for their publishers and developers to get the highest bids possible for their inventory, while empowering the networks' advertisers with access to premium ad inventory and strong opportunities for scale and growth.App publishers using AdMob mediation and the Google Ad Manager platform will benefit from access to the Unity Ads and ironSource Ads bidders. In addition, AdMob and Google Ad Manager publishers will be able to seamlessly add Unity Ads and ironSource Ads networks to their monetization stacks without creating new waterfall instances, improving operational efficiency."We have long collaborated with Unity, and are excited to take the next step in this journey by making demand from Unity and ironSource's ad networks available to our AdMob and Google Ad Manager publishers," said Ali Pasha, Director of Product Management for Apps Monetization at Google. "This SDK integration will especially benefit our gaming app publishers, bringing additional value and access to high-quality advertisers.""We're excited to be working with Google to help more publishers maximize their apps' revenue through the strength of our bidding networks," explains Nadav Ashkenazy, SVP and CRO, Unity Grow. "This partnership helps more developers and publishers take advantage of high quality demand from two of the industry's strongest networks."There will be further announcements from Unity once the bidders are available in beta. |
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 join us at our booth Friday 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.Be sure to check out the Unity Creator Lounge at the GDC Expo and stop by on Friday, March 22 2024 for portfolio reviews. We'll be reviewing them from 10 am-12 pm, and again from 1-3 pm. You can find us at booth S935. |
Tapjoy from Unity, launches Daily Rewards, delivering Offerwall campaigns that being users back to your app daily
Unity is excited to announce Daily Rewards - a new and unique offering for advertisers on its Offerwall product, Tapjoy from Unity.Offerwall, a rewarded marketplace, is widely used by advertisers looking for a user acquisition channel with strong ROAS performance that drives high quality, loyal users. Daily Rewards, the newly-launched campaign type, gives users rewards for every task they complete in an app, such as finishing a level or winning a battle, encouraging users to return to the app each day to earn more rewards as they progress further in the game.The daily nature of the rewards is a good fit for audiences that prefer short challenges with fast and frequent rewards. It maintains the precision of an event-based optimization model, promoting user engagement, supporting player loyalty, and driving long-term value for the advertiser.Summary of Daily Rewards benefits for mobile game advertisers:- Increases conversion rates by offering shorter, quicker and more frequent rewards, well suited to the preferences of players across a wide range of game genres. - Drives higher ROAS by capping the number of Daily Rewards that a player can receive, thereby incentivizing players to return daily to the Offerwall and spend more time in the advertiser's game.- Allows for easy bid management - advertisers simply set a maximum bid to be paid if a user completes the final event in the funnel.Daily Rewards also benefits the app publishers that monetize with the Offerwall, by engaging a new segment of players who respond better to more frequent, daily rewards. Apps utilizing Daily Rewards in beta have, on average, shown a 6% increase in unique daily users converting on an offer. |
Mobile gaming trends 2024
In 2023, a shifting global economy impacted financial landscapes across sectors, and the mobile gaming industry was no exception. Mobile gaming still saw YoY growth of 0.6%, but consumer spending on in-app purchases lagged and total downloads dipped slightly, according to data.ai. At the same time, demand for games hit an all-time high, indicating that those who are downloading and engaging with mobile games are doing so often and with great enthusiasm.As mobile games continue to evolve in the year ahead, the industry is positioned for another demanding and eventful year in 2024. From new ways to maximize monetization in the current economic climate to optimizing in-game ads and focusing on new genres, here are some of the top gaming industry trends to keep in mind as you continue to build your 2024 strategy. 1. Tech's starring roleMaytal Shaul, VP Strategic Operations & GTM at Unity
Tech will continue to take center stage as more developers and publishers use software to move to in-app bidding, test for game marketability before publishing, and run campaigns through CTV. Additionally, developers will scale up their use of AI to help improve their creativity, from ideation to design.On the business side, AI will become a communication tool to help smaller or indie game developers track their business and provide tech support. At Unity, we're already using a chatbot to provide developers with additional support on a range of topics, like integrating SDK.2. Optimizing the ad experienceAnna Popereko, Senior Game Design Consultant at Unity
This year, developers will place a greater emphasis on improving user experience (UX) when it comes to their ad monetization strategy. More developers will increasingly look at the quality and composition of in-game ads to strike a better balance between ad performance and a positive user experience.This means rethinking the timing and frequency of interstitials, and the placements of rewarded videos to resolve user frustration. Google's interstitial ad guidelines will also help shift the tides, encouraging more developers to refine their ad experience. As part of this pivot, more developers will embrace a data-centric approach to ad quality in order to achieve a better balance of performance with churn. Developers will also lean more heavily on what the data says about the quality of their ads, both in the composition of ad formats and in the content. This is possible with tools like Ad Quality by Unity.
3. Hyper-casual games will evolve and more games will go hybridNadav Ashkenazi, SVP and Chief Revenue Officer for Unity Grow
While gaming trends indicate hyper-casual games are still going strong, it's getting harder to launch a hyper-casual hit that's successful over the long run. In order to reach the chart-topping success that Going Balls and Bridge Race achieved, developers will need to work on the evolution of their gameplay, adding more depth and progression to ensure optimization. Among gaming trends in 2023, we also saw larger hyper-casual developers launch new hybrid-casual games. With an eye toward the future, the entire mobile gaming market is taking it all in and doubling down their hybridization efforts. In 2024, many more hyper-casual developers will look at ways to hybridize their existing hyper-casual game as a way to increase retention of quality users. This means adding richer gameplay and a deeper economy that includes more casual monetization techniques with a wider variety of ad formats like IAPs.4. Puzzles for the winYuval Lotan, Director, Head of Growth, LevelPlay at Unity
There's no doubt that 2023 was a very strong year for the puzzle game sub-genre. Known for their solid retention rates that lead to the generation of high ad revenue, 2024 is set to be another profitable year for puzzle games, as more developers and advertisers will increasingly focus their monetization and UA strategies on this genre.
5. Letting go of the myth that ads will cannibalize IAPsEyal Hendelman, Senior Director, Head of Offerwall at Unity
To find success in today's market, more game developers will soon start to step outside of their comfort zone and test new ways to optimize their growth. Another top gaming trend this year will involve more developers embracing user-initiated ad formats to monetize non-paying users.As developers start implementing user-initiated ad formats like Offerwall, they'll find that they are not only a great way to monetize non-paying users, but they can also lead to an increase in IAP and turn more players into payers. In fact, implementing offerwall into games is a great way to increase retention and user engagement, while complimenting your IAP.6. A market rebound on the horizonAmir Shaked, VP, Revenue, Ads at Unity
Along with the economic slowdown in 2023, the gaming industry has also experienced a noticeable drop in both acquisitions and IPOs. Despite this decrease, the future of mobile gaming appears much more promising as we head into 2024. Looking ahead to H2, it's becoming clear that the stage is now set for considerable growth. We are hopeful that this period will mark the beginning of an industry-wide resurgence that will continue into 2025, characterized by the launch of new studios, and a significant uptick in UA investment.Hungry for more insights into the mobile game industry? Tune into our podcast, or check out our Medium featuring top-tier experts from the industry. |
AI model improvements for higher-quality textures in Unity Muse
At Unite 2023, we introduced the world to Unity Muse, a suite of capabilities to help you explore, ideate, and iterate with greater ease in the Unity Editor. One of these capabilities is Texture. Muse's texture capability transforms natural language and visual inputs into PBR-enabled materials that can be applied directly to surfaces and objects in your project.In our blog "Responsible AI and enhanced model training at Unity," we shared how Muse's foundational model for textures, Photo-Real-Unity-Texture-1,was responsibly built and trained so that outputs are safe to use and respectful of others' copyrights. Specifically, we detailed how we pioneered a bespoke diffusion model trained from scratch on proprietary data that is Unity-owned or licensed.We remain committed to responsibly building AI in service of our creators and today, so we are launching the next generation of this model, Photo-Real-Unity-Texture-2.In the latest version of our model, we focused on improving material types that commonly occur in games. Materials such as wood, bricks, concrete, leather, metals, gravel, soil, and many others have all had significant improvements. Prompt-based color consistency has also improved, and an upcoming release of the Muse Texture package will include the ability to choose both a specific color and specific pattern at the same time.In addition, our model has significant improvements related to the creation of heightmaps. Heightmaps are now 16 bit by default, and the model is much more capable of producing believable maps for abstract concepts in many cases.Photo-Real-Unity-Texture-2 has been implemented into Unity Muse, so all Muse users can take advantage of these improved textures today.These side-by-side comparisons show the difference in quality between Photo-Real-Unity-Texture 1 and Photo-Real-Unity Texture 2.The images on the left are from our previous model, and images on the right are from our new one.Depth is a critical aspect of achieving high-quality interaction with light. The side-by-side comparisons show the difference in quality of the height maps and normals between Photo-Real-Unity-Texture-1 versus Photo-Real-Unity-Texture-2.The images on the left are from our previous model, while images on the right are from our new model.We will continue improving Muse Texture's output quality in the most responsible way possible. Other areas for improvement in our current roadmap include Editor integration, artistic control, and better tools for education and onboarding.Editor integrationYou've told us that deeply integrating Muse Texture into your Editor workflow is paramount to your success. We will continue doing so and aim to create as seamless an experience as possible with new features such as quick in-scene variation, and by making it easier to bring our material maps into other shaders.Artistic controlThe models will continue improving, but we learned that many of you want and need more artistic control to achieve your desired results. Additional features that improve artistic control will enable you to achieve your vision more quickly and easily. We plan to further improve color control and consistency, add the ability to convert photos or reference images to materials, and allow you to control texture stylization using reference assets.Education and onboardingGenerative AI is a new technology. We will focus on better onboarding and learning materials to help you leverage the tool's features for deep artistic control. We will focus on shortening your journey to help you find success as quickly as possible.Try Unity Muse free for your first 15 days to experience how AI capabilities allow you to prototype faster in the Unity Editor. If you have questions, check out our AI FAQ, or visit our dedicated Unity Muse Discussions to chat with us directly. |
Data-oriented design roundtable: Your questions, answered
In December, we hosted a DOTS-focused creator roundtable with Stunlock Studios (V Rising) and Sunblink Entertainment (HEROish, Hello Kitty Island Adventure). We invited these early adopters to share their experiences using the Data-oriented Technology Stack (DOTS), show what features and capabilities data-oriented programming has unlocked for their games, and see how they're leveraging the latest Entity Component System (ECS) tech in Unity 2022 LTS.The Q&A was on fire during the webinar, with many insightful questions from the audience - so many that we couldn't get to them all live. To follow up, we asked Joe Valenzuela, director, software engineering at Unity, and Rasmus Höök, technical director at Stunlock Studios, to answer some of our favorite questions from the session. Check them out below, and catch the Maximize your game's potential with data-oriented design webinar on demand here."Is it better to start new projects with DOTS right away or with regular GameObjects and then optimize performance by moving to ECS (either pure or hybrid)?"JOE VALENZUELA: ECS, DOTS, and data-oriented design (DOD) isn't just about better performance. It's also about avoiding the complexity inherent when you model problems using object-oriented programming (OOP).Anyone intending to make a multiplayer game - particularly one with an authoritative server and client-side prediction - should seriously consider starting with DOTS. Netcode for Entities offers a really robust, powerful system that scales up and allows you to write straightforward gameplay code.If you're not making a multiplayer game, or you are just prototyping and looking to try out new things quickly, you might want to consider leveraging MonoBehaviour/GameObjects."Is it possible to create a game entirely on the DOTS system, or does DOTS only support the GameObject system?"JOE VALENZUELA: No, you're probably going to need some GameObjects at some point. It's something we're working on."What are disadvantages or use cases where a developer shouldn't use DOTS?"JOE VALENZUELA: You're probably asking the wrong person - I can't think of a case where I'd prefer to use something other than DOTS in Unity! But if you twisted my arm, I guess I'll say that traditional MonoBehaviour/GameObject-based projects really excel when you're prototyping. When you're expecting rapid changes, you don't want to necessarily spend a lot of time making Bakers or designing your data. It's an area we hope to streamline for DOTS in the future."Rasmus, do you have any advice for ramping up engineers on data-oriented programming?"RASMUS HÖÖK: I think a good start is to just write as straightforward and simple code as you can to solve the actual problem you have. Kind of get into the mindset of a beginner programmer and write very result-oriented code, where the goal is to make the code do what you want it to. The initial goal should not be about writing reusable code, creating abstractions or whatever.In the context of getting started with ECS, don't overthink or overengineer. Rather, use larger components and bigger systems at first instead of splitting them up in many smaller pieces. This will make your code easier to follow. Split up later when you have a reason to. We definitely made this error early on.I'd say a good opportunity to practice data-oriented programming is when you have something you need to optimize. Then you have an actual problem you can experiment with and measure your result. You will also see how important thinking about data is."We hear a lot about DOTS being used to scale up and build more ambitious games, but are there benefits to scaling down? Like using DOTS in a small project to target lower-end systems?"JOE VALENZUELA: Efficient operation on low-power systems improves the quality of the simulation code they can run. It also reduces the battery requirements for battery-operated devices, leading to longer running time and overall system health."When switching from SystemBase to ISystem, how do you deal with the calls to managed code?"JOE VALENZUELA: Technically, you don't need to get rid of managed code to use ISystem - managed code can be called from ISystem. Its managed data can't be stored in an ISystem directly - for this, I would use managed component data.However, if you're asking, "How do I excise the calls to managed code from ISystem so I can use Burst and get the best performance out of my code?" the answer is... it depends.If you're using .NET containers, you might find a suitable replacement in com.unity.collections. If you're interfacing with a managed Unity API and there isn't an unmanaged alternative, sometimes it helps to split the work into "fetch data" and "process" phases, the latter of which is where you do your ISystem-based processing."I've read in documentation that ECS is not compatible with multiple scene architecture. So how should that approach be done using ECS?"JOE VALENZUELA: Nothing in ECS precludes additively loading multiple Unity scenes. However, those scenes will not contain any ECS data, only GameObjects with MonoBehaviours.You can author any number of subscenes, and each will bake the authoring GameObjects and MonoBehaviour data into compact entity and component data that can be loaded at runtime. Subscenes can be further split into sections and each section can be streamed in or out as needed."How [much] does having hybrid monobehaviours/DOTS affect determinism in a project?"JOE VALENZUELA: Determinism is not a binary state, and we don't guarantee that every execution detail is identical between runs. Generally, hybrid interoperability is sometimes needed for presentation details like particle systems or audio, where a perfect per-frame reproduction isn't necessary.For features like predictive gameplay, you'll want your simulation running in ECS.How do you manage hundreds of systems? Do they all run all the time and just not execute logic when there are no entities in the query? Or do you contextually activate systems based on game state?JOE VALENZUELA: For ease of development, we've made systems update by default. The difference in performance isn't huge, but if you truly have hundreds of systems, you might benefit from making them latent update by calling RequireForUpdate or using the RequireMatchingQueriesForUpdate attribute.The idiom in that case is to add a RequireForUpdate
() to the relevant system, and use Foo IComponentData in your scenes as a sort of flag to turn on the update of those systems."I understand that DOTS improves performance in terms of handling large amounts of data during runtime, during gameplay (rendering especially, from what I've heard). However, I've also heard DOTS improves production performance in terms of easing any refactoring needed. Could you speak a little on how DOTS helps refactoring?"JOE VALENZUELA: A big appeal of DOTS, ECS, and DoD in general from my perspective is that it makes more of your simulation state visible and inspectable. If you've ever tried to add tests for an OOP library, you may have run into the problem where you end up having to mock or instantiate a huge amount of functionality in order to replicate the state necessary to invoke a "simple" method instance. With DoD style systems, you can almost always represent a transformation kernel as a standalone function that turns one value type into another.This is hugely easier to reason about, to test, and to parallelize."In my (amateur) experience, I find that DoD creates tight coupling between the data and the architecture, causing changes to data structures to introduce large refactoring work. Is this your experience? How did you handle or avoid this problem?"RASMUS HÖÖK: In our experience, when changing the data we usually have to alter the code that's using it, even before using ECS. So we haven't suffered more than what we're used to!JOE VALENZUELA: I don't think this is a fundamental problem of DoD or even our ECS, at least as it's evolved over time.For one thing, the traditional method of breaking tight coupling in OOP is typically to make instance-oriented functions and class hierarchies. While that's nice in theory, that kind of abstraction is one of the first things to go in performance programming.There's nothing preventing you from writing utility functions in an ECS. While it's true in our ECS you have to revisit systems when you change the data contract for specific queries, that can be a sign that you're querying data in a scattered fashion. Are you repeatedly transforming component data? Can that be rewritten to reduce the number of mutations per frame? Repeatedly reading component data? Maybe you can hoist it into an immutable data structure early in the frame.Lastly, I think it's safe to say DoD, or at least ECS, does make a lot more of the problem state explicit. That's not a negative: That's a different tradeoff. I much prefer reasoning about a tight coupling while refactoring than a loose or implied one."Does the ECS/OOP work well for mobile games, or can you recommend this approach for a mobile game project? Any risks or considerations?"JOE VALENZUELA: We've had multiple customers successfully use ECS in their mobile games. Check out this GDC talk to see how Sunblink Entertainment used it for HEROish."How did you go about networking V Rising? Did you use Netcode for Entities or another framework?"RASMUS HÖÖK: We made our own framework. We started using DOTS for production very early and were aware of the risks of doing that. To eliminate as many risks as we could, we tried to rely on as few packages as possible and rolled our own when possible. We have always made multiplayer games and have always used our own solutions, so we were comfortable with doing it ourselves."Is ECS stable enough for production? We've been struggling with it for the past few months with a prototype and aren't sure if those were growing pains as we learn or if it isn't quite ready to strive for a pure ECS production project."RASMUS HÖÖK: I'd say it's stable enough for production but it is lacking features that many game developers might take for granted. Our gameplay code is pure ECS in V Rising, but presentation stuff, such as animated characters, particle effects, and UI, are all using GameObjects. Realistically, I think a hybrid approach is the best way for most teams starting a project today.We made V Rising using a one-way approach. We use pure ECS to only push data to GameObjects, never the other way around. For example, we keep the state of a character in ECS data - input, velocity, etc., that will decide the locomotion state, and what animation should be active and at what time and speed. Then we make sure the animator of the GameObject is in that state. Whatever state the animator is in never affects the gameplay. I think this separation overall simplifies the game.JOE VALENZUELA: ECS is production-ready and used by customers worldwide, but we have a long way to go until the experience is as seamless as we'd like. Stay tuned for future developments - and thanks for using DOTS!Make your ambitious game a reality with DOTS, which enables you to create scalable, high-performance games and unforgettable experiences. Get the latest features with Unity 2022 LTS and try out the latest tech in Unity 6 Preview. |
Made with Unity: January/February 2024 highlights
Congratulations to all the Unity nominees and winners at the 27th annual DICE Awards. Cocoon won Outstanding Achievement for an Independent Game, and What the Car?was awarded Mobile Game of the Year. In total, there were over 20 games nominated that were created with Unity. This is incredibly impressive and a testament to the innovation and creativity within our developer community.Earlier this month, Apple launched the highly anticipated Apple Vision Pro. Some of the very first spatial computing experiences available for the device are made with Unity, including the critically acclaimed LEGO® Builder's Journeyfrom Light Brick Studios and TRIPP,a VR meditation app recognized by Time Magazine as one of the best inventions of 2022. For those itching to kick off the new year with new games, check out Steam's Top New Releases from December. It featured six games made with Unity: Warhammer 40,000: Rogue Trader, Disney Dreamlight Valley, Arizona Sunshine 2, Against the Storm, Steamworld Build, and House Flipper 2. Alternatively, if you're just looking to play a game that everyone else is playing, Rust, Lethal Company and Unturned continue to make their mark on Steam's most-played games chart.*In video and streaming, we started the year off with an in-depth look at Cookie Cutter, a hand-drawn 2D Metroidvania. We spoke with the creators, Subcult Joint to hear how they used 2D animations, Sprite Sheets, lights and more to build this unique beat-em-up.For our next creator spotlight, we talked to the developers at Dumativa and Cellbit on their latest game, Enigma of Fear, and how they built this 3D pixel art horror game in Unity's Universal Render Pipeline (URP).Finally, if you're keen on keeping a pulse on some of the best and brightest up-and-coming developers, our education team spent nearly two hours playing through winning and nominated games from the Best Student Project category in our 15th Annual Unity Awards.There were also some great highlights from our Unity Insiders. Here's a roundup of the top content from some of your favorite community voices:Dilmer: Speaking of Apple Vision Pro, Dilmer (@Dilmerv) gave his first impressions of the device from a developer's perspective.Turbo Makes Games: Johnny from Turbo Makes Games (@TurboMakesGames) teams up with Dani Anderson, a software engineer at Unity, to do a DOTS-centric livestream series. You can catch the first episode here.SpeedTutor: For an in-depth overview of the new changes to the Input System, be sure to check out this tutorial form Speedtutors (@SpeedTutor). He starts by installing the system and showing you how to set up your first action map, then guides you through scripting a manager script and creating your own 3D and 2D character controllers, complete with practical examples.There are so many impressive shares on social media using the #MadeWithUnity hashtag. Below are some highlights.We're all excited about the early access announcement from Southfield. The physics-based chaos looks incredibly fun, and we can't wait to get our hands on it.Have you checked out Goblin Cleanup? It's exactly what it sounds like, and it's amazing.Keep adding the #MadeWithUnity hashtag to your posts to show what you've been up to and spread the project love.Prince of Persia: The Lost Crown, Ubisoft (January 18, 2024)Wild Legion, BluSped (January 1, 2024)Sovereign Syndicate, Crimson Herring Studios (January 15, 2024)New Cycle, Core Engage (January 18, 2024 - early access)Stargate: Timekeepers, Slitherine (January 23, 2024)Oblivion Override, Humble Mill (January 24, 2024 -Â early access)Speed Crew, Wild Fields Games (January 31, 2024)Airhead, Octato (February 12, 2024)Lysfanga: The Time Shift Warrior, Sand Door Studio (February 13, 2024)The Great Ocean, Actrio Studio (February 15, 2024 -Â early access)Sons Of The Forest, Endnight Games Ltd (February 22, 2024 - launched out of early access)Inkulinati, Yaza Games (February 22, 2024 -Â early access)The Inquisitor, The Dust S.A. (February 8, 2024)Deep Rock Galactic: Survivor, Funday Games (February 14, 2024 -Â early access)Helskate, Phantom Coast (February 15, 2024)Solium Infernum, League of Geeks (February 22, 2024)Bandle Tale: A League of Legends Story, Lazy Bear Games (February 21, 2024)Do you see any on the list that have already become favorites or find that we're missing a title? Share your thoughts in the forums.We post new game releases and milestone spotlights on the @UnityGames Twitter and @unitytechnologies Instagram. Be sure to give us a follow and support your fellow creators.If you're creating with Unity and haven't seen your projects in any of our monthly roundups, submit them for the chance to be featured.That's a wrap for January and February. For more community news as it happens, follow us on social media: X, Facebook, LinkedIn, Instagram, YouTube, or Twitch.*Ranking as of February 12, 2024 at 5:30 pm PT. |
Start learning data-oriented design in Unity with these resources
Optimizing performance while maintaining scalability is vital for helping your game succeed across platforms. The Data-Oriented Technology Stack (DOTS) can be a game-changer, enabling you to deliver more complex and ambitious experiences to players on a wider array of devices. However, moving from an object-oriented to a data-oriented design approach can be an adjustment, even for seasoned programmers.To help you get started with data-oriented design in Unity, we've put together this reading list. From educational video tutorials to inspiring customer stories, these resources offer practical insights and guidance so you can hit the ground running with DOTS.Dive in with our comprehensive list of DOTS learning resources below.ECS samples: Get hands-on with our DOTS sample projects on GitHub covering Entities, Netcode, Physics, HDRP graphics, and URP graphics.Character controller samples: Use the ECS to configure common character movements like walking and jumping, as well as character collision.ECS Network Racing sample: This racing game sample showcases best practices for using Unity Netcode for Entities.Firefighters sample: Previously used for internal Unity training, this project will be the focus of the upcoming DOTS bootcamp. Take this GameObject-based project and unlock performance using DOTS components.Megacity Multiplayer: Available now, this third-person multiplayer action demo supports 64+ players. Learn more about building ambitious games using ECS for Unity and our Multiplayer solutions.Megacity Metro: Megacity Metro is a scalable, high-concurrency, cross-platform demo of our latest technology, including the Netcode for Entities package.Entities: This package provides a data-oriented implementation of the ECS architecture.Entities Graphics: This package contains systems and components for rendering ECS entities.Netcode for Entities: This package provides a server-authoritative framework with client prediction for use in multiplayer games.We recently launched our first comprehensive e-book guide to data-oriented design in Unity. Introduction to the Data-Oriented Technology Stack for advanced Unity developers can help you make an informed decision about whether implementing some or all of the DOTS packages and technologies is the right decision for your project.Understand the basics of the core DOTS components using the official Unity Documentation pages, including overviews of Entities, Unity Physics, and Netcode for Entities.DOTS best practices: This two-hour advanced course focuses on ECS. Learn how to improve runtime performance in code written using the DOTS packages.Physics for ECS: Understand how and when to use Havok Physics for Unity versus Unity Physics, our two Entities-based physics solutions.Basics of DOTS: Learn the fundamentals of DOTS, which lets you implement data-oriented design to create higher-performing applications. You'll follow three sample scripts to help you get started with the Jobs System and Entities.Get acquainted with DOTS: Three tutorials for intermediate developers addressing common questions that you or your team may have in the primary stages of your DOTS learning.Data-oriented design bootcamp: Revisit the recordings from all four sessions of our recent community learning event.Unity Forums: Talk data-oriented design with other developers, and get your questions answered in our ECS for Unity subforums: Entity Component System, Graphics for ECS, Netcode For ECS, and Physics for ECS.Discord: Join the Official Unity Discord to chat in real-time with devs about ECS concepts, Burst, Jobs, Netcode for GameObjects, and more.Unity Twitch: Go under the hood of Made With Unity games. DOTS streams include Bare Butt Boxing, V Rising, Ship of Fools, Zenith: The Last City, and most recently, Cataclismo.Unity Insiders: Follow community creators like Turbo Makes Games, Code Monkey, and Taro Dev for educational content on data-oriented design.Diplomacy is Not an Option: Watch this Twitch stream to see how Door407 uses DOTS to power their game's massive battles with thousands of units.Zenith: The Last City: See how Ramen VR leveraged Entities to enable scale and avoid rate limits while building their ambitious VR MMO.V Rising: Discover how Stunlock Studios uses data-oriented technology to power a sprawling open world.Bare Butt Boxing: Learn how Tuatara Games built modular software architecture with DOTS for their early access multiplayer game.HEROish: In this GDC talk,Sunblink Entertainment's Justin Larrabee discusses harnessing ECS to build a successful mobile adventure game.DOTS roundtable: Stunlock Studios' Rasmus Höök and Sunblink Entertainment's Justin Larrabee join Unity's Andrew Parsons and Joe Valenzuela to share how they use Entities in Unity 2022 LTS.Curious about the future of DOTS now that we've released Entities 1.0? For more information, check out the DOTS development and next milestones thread on the Unity Forums.Make your ambitious game a reality with DOTS, which enables you to create scalable, high-performance games and unforgettable experiences. Get the latest features with Unity 2022 LTS and try out upcoming tech in Unity 6 Preview. |
Building the first NFL-licensed VR football franchise with Unity
In this guest blog, StatusPRO walks through how they tackled developing NFL PRO ERA.
When cofounders Troy Jones and Andrew "Hawk" Hawkins set out to deliver this VR football game, the first to be licensed by the NFL, they knew it was an ambitious task. With experienced professionals behind them, their team not only launched NFL PRO ERA in September 2022 but also delivered a multiplatform game available on Meta Quest, Sony PlayStation® (PS VR and PS VR2), and Steam. Now, they've gone farther, introducing new features such as head-to-head multiplayer and expanding to new platforms.
StatusPRO's Head of AI and Gameplay Derrick Levy lays out how they made it happen with help from Unity.To achieve our goals, we needed to assemble a team of skilled developers who were knowledgeable and passionate about football game development. And we did. With over 100 years of combined experience, the team knew what worked and what didn't.As a small company with a big license, our team operates differently than larger studios. For example, we have just one technical artist and one technical animator, while a bigger company may have a team of 10-15 artists or multiple animators. Our team members wear multiple hats, with engineers needing to know a little bit about everything in order to contribute to any part of the game. This versatility helps us be more efficient and focused.In order to build the Coach Confidence system, we leaned heavily on the ability to extend the Editor. I created a set of tools that allowed design to create over 100 unique events that could be updated and tuned without additional engineering support. This flexibility allowed both design and engineering to continue to create new, engaging experiences without one team being blocked by another.We have multiple design principles at StatusPRO, but our core principles are:1. Quality over quantity2. Content and variety are key3. Give gamers a reason to come backIn building NFL PRO ERA for multiple platforms, we maintained focus on giving users an immersive football experience like no other and adjusting to different platforms as needed. Unity was especially helpful as a partner, offering platform-specific guidance and sharing experiences from other developers who faced similar issues. This helped us anticipate and address any challenges before they became major setbacks.Unity's XR Plug-in Management system made it possible for us to support the Meta, Steam, PSVR, and PICO platforms easily and without the need to learn each platform's specific SDK.Using the OpenXR subsystem along with the new Input Action Assets made it easy to support not only these platforms but the multitude of headsets that are available for PC, without the need for managing any additional plug-ins. Setup takes minutes instead of days.During the development process of NFL PRO ERA, we faced numerous performance challenges. Prior to alpha, there were stability issues due to memory load times while running at 15 frames per second. Unity played a critical role in helping us overcome these obstacles through a four-day sit-down with a Unity engineer. We conducted a thorough performance analysis and investigation into the game's performance issues, receiving valuable feedback and suggested actions to improve the performance.This collaboration also extended to error reporting and handling platform-specific code. Unity introduced us to Backtrace, a tool we now use for error reporting, and provided us with priority support for any issues we encountered during the development process.The cross-platform support offered also made it possible for us to write the majority of the game's code in a platform-agnostic way. With 85% of the code shared across platforms, we were able to easily roll out our game on multiple platforms while still maintaining a high level of quality.If you're building a multiplatform VR experience, take advantage of opportunities for support because it is almost guaranteed to significantly improve performance. There's nothing more satisfying than meeting deadlines while also achieving a high level of quality.Take this season of football to the next level and experience NFL PRO ERA II on Quest, PlayStation, or Steam. Be sure to check out more Made with Unity stories straight from developers here. |
The shift from hyper to hybrid-casual games (and why it matters for everyone)
The last 4 years are widely regarded as the age of hyper-casual. In just a few short years, the genre went from being relatively unheard of to taking 40% of the total share of voice for games - its snackability, accessible gameplay, and innovative creative strategy fueling its success.This success also impacted other game genres, which looked to the mass appeal of hyper-casual games as a source of users and an opportunity for growth. Since 2017, mobile game installs saw a 20% YoY increase, driven by hyper-casual games boosting game installs overall. The resulting growth peaked in 2020, reaching over 5B installs in the US.Since then, the growth of hyper-casual games has stayed consistent. But other mobile game genres haven't been so lucky, with a moderate decline in downloads and eCPMs over the past two years thanks to macroeconomic shifts.A changing marketToday, hyper-casual games still reach 1.7B installs per year and bring in $2-2.5B in annual revenue. But a decline in installs is starting to show. As downloads for other genres declined, demand from these genres declined too, leading to a current decline in hyper-casual growth.It's also no longer as easy as it once was to monetize hyper-casual games - eCPMs and LTVs have started to decline due to new regulations, app store policies, and macroeconomic conditions.While the hyper-casual genre is still very much alive and kicking, these conditions have led to an organic pivot for some studios and publishers with a new genre of games emerging: hybrid-casual.What are hybrid-casual gamesHybrid-casual games take the mass appeal and accessible mechanics of hyper-casual games and combine them with deeper gameplay loops and balanced economies of casual games. Hybrid-casual gameplay is still simple, but the quantity and quality of content are optimized for longer playtimes, aiming to keep players playing up to D60 and beyond. The result is a genre that remains accessible and marketable to the majority of players while having deeper content to motivate players towards rewarded ad units, IAP, and longer playtimes to create greater LTV.Consequently, there is less of an emphasis on interstitial and banner ads compared to hyper-casual games. In general, hybrid games get 45% more rewarded video impressions and generate 20-50% of their revenue from IAP - significantly more than hyper-casual.Also important is the longer development time required to create hybrid-casual games, usually 9-12 months. But this is not necessarily a bad thing. With games taking longer to develop, the market is less prone to saturation and is more stable - as of now, there are only roughly 15 successful hybrid-casual games that have reached scale.What this means for everyone1. A more stable supply for advertisersDue to the small number of hybrid-casual games on the market, and the long development time needed to create new ones, advertisers can expect more stability from the hybrid-casual supply. In the past, hyper-casual games launched at a massive rate, so it was hard to predict which game your ads were running on and who was seeing them. But with a narrower supply of hybrid-casual games, advertisers are more likely to know where their ads are running and who is seeing them - allowing them to more reliably predict ROAS.2. Better quality users for advertisersThis shift to hybrid-casual presents major opportunities for advertisers to acquire high-quality users. This is because hybrid-casual players are usually of higher quality and are willing to play and pay more than the average hyper-casual player. After all, they're looking for a deeper game experience. The stability of the hybrid-casual market plus these higher quality players means that advertisers can acquire the right users.3. New monetization opportunities for developersHyper-casual games primarily monetize with interstitial and banner ads, which enable explosive growth, but can feel invasive to some players and, with the current market conditions, might offer lower performance to advertisers.In contrast, hybrid-casual games have a bigger focus on rewarded videos, and as a consequence playables. Rewarded videos are premium placements for playables since they motivate users to stay and watch an ad, rewarding them for doing it. Playable ad units demand a longer time commitment from the player (interstitial ads are usually limited to roughly 15 seconds, and playable ad units are often 45 seconds or more), but their conversion and engagement rates are far higher than interstitial ads.Thanks to the longer playtime and deeper meta of hybrid-casual games, players are more motivated to engage with these ad formats, giving developers access to effective monetization opportunities.A new mobile game market with hybrid-casualThe impact of the growing adoption of hybrid-casual will mean a bigger emphasis on playables and rewarded videos for developers. This will mean a better supply for advertisers who stand a stronger chance of converting users with these ad formats. Plus, the greater data predictability from the longer shelf-life of hybrid-casual games will lead to better optimization for developers and advertisers - offering great new avenues to success for both. |
Start building spatial apps for Apple Vision Pro with Unity
Following months of collaboration with developers in our visionOS beta program, we're excited to share that official support for visionOS is now available to all Unity Pro, Enterprise, and Industry subscribers. You can now leverage Unity's familiar authoring workflows, robust XR tools, and cross-platform compatibility to create immersive spatial experiences for a whole new ecosystem on Apple Vision Pro. Official support channels and success plans are also available to help you get started.Thousands of developers around the world participated in our beta program, collaborating closely with our engineering teams and generously sharing knowledge to build a community primed for a new era of spatial computing. The program attracted a broad range of developers, many of whom are building spatial experiences for the first time.Unity's support for visionOS enables you to create three main types of spatial experiences:Immersive mixed reality experiences that blend digital content with the real world and can run alongside other apps in the Shared Space, made possible by Unity's newly developed PolySpatial technologyPorts of existing virtual reality games or new, fully immersive experiences that replace a player's surroundings with another environmentContent that runs in a 2D window and can be resized and repositioned by the user in the Shared SpaceWe know you want to see some of these new experiences that will be possible on Apple Vision Pro. Let's explore the innovative creations from developers who were part of Unity's visionOS beta program.For Light Brick Studio, the imaginative minds behind the atmospheric geometric puzzle game LEGO® Builder's Journey, Unity's support for visionOS opens up the opportunity to create spatial experiences that leverage the powerful features of Apple Vision Pro."Making LEGO® Builder's Journey for Apple Vision Pro has been an incredible experience, working with a completely new type of interaction and rendering paradigm," says Mikkel Fredborg, technical lead on LEGO® Builder's Journey. "Unity has been very supportive in bringing their well-known workflow to a completely new type of system. Thanks to the support for visionOS, we have been able to tap into many of the features that make Apple Vision Pro such a unique platform. You really have to try it to understand how it shifts everything."We have made developing immersive apps for the Shared Space incredibly efficient with a new feature called Play to Device. Developers can now live-preview content on the visionOS simulator or on Apple Vision Pro without having to leave the Unity Editor.Unity's visionOS support has also enabled developers to introduce fully immersive experiences to the platform, including TRIPP, an award-winning XR wellness platform recognized by Time Magazine as one of their Best Inventions of 2022."Building our app upon the Unity platform gives us the foundation to scale our services across multiple platforms - from launching our new AI-powered features on mobile to delivering beautiful immersive wellness experiences on Apple Vision Pro," explains Nanea Reeves, CEO of TRIPP. "The support we received from the Unity team always goes above and beyond."In addition to rich VR features and familiar authoring workflows, developers building fully immersive VR experiences can access device-specific features like foveated rendering and MSAA, which help deliver stunning visual quality and performance.To bring iOS (or iOS-compatible) apps over to visionOS, our simple one-click solution helps you adapt existing content for the Shared Space as windowed applications.Unity's official support for visionOS unlocks numerous support options for developers:Success Plans that provide technical counsel and best practices to streamline development and mitigate project riskConsulting Services that provide expert technical guidance and collaboration to help you resolve development challengesProfessional On-demand Training, which gives you skills and knowledge to rapidly onboard onto development with visionOS.You can also connect, share insights, and seek community support in Unity's discussion space for visionOS development, or check out our roadmap for a glimpse into upcoming features.Developing spatial apps for Apple Vision Pro using Unity is a straightforward process:1. Download the latest version of Unity 2022 LTS from the Unity Hub, and ensure that the visionOS build target is installed. *Development for visionOS is only supported on Mac computers with Apple silicon. 2. Download the visionOS template, which includes preconfigured project settings and an in-Editor tutorial. 3. Explore the template scenes or samples included with the visionOS package.Check out the getting started guide and see Unity's visionOS support in action with our latest walkthrough at Unite 2023. If you're using Unity Personal, you can check out these features by getting started with a free 30-day Unity Pro trial (terms apply). |
Find the right AI model for your game with Unity and Hugging Face
We're excited to share a new integration with Hugging Face and some product updates for Unity Sentis, our neural engine for bringing AI models into Unity. With Sentis, we aim to make AI models more accessible to help you power in-game features like object recognition, smart NPCs, graphics optimizations, and more.However, given how many models are available, it's often difficult to know which one fits your use case, ensure it's reliable, and determine whether it works well with Unity. This is why we integrated with Hugging Face, the largest AI model hub in the world (470,000+ models as of this writing), to offer validated AI models for Unity Sentis that our team has tested to ensure they integrate seamlessly.If you'd like to start with Unity Sentis right away, check out our blog overview, documentation, or dive into the community.Going forward, we'll continue collaborating with Hugging Face to provide high-quality, validated AI models for use with the Unity Engine. These models are optimized for easy implementation into Unity with the Sentis framework, tagged with "Unity Sentis" in the Hugging Face hub. We also share the corresponding ready-to-use C# file to perform inference in your game. The models are preconverted to the .sentis format to bypass the ONNX conversion step. Today, we're offering 11 validated models that cover common use cases the community has asked for, like sentence similarity, speech to text, object detection, and more.In order to build an expansive free and open-source set of models across all use cases, we encourage you to post personal projects of interest to the Hugging Face Hub using the Unity Sentis tag.Please reach out on the discussions forum for help adding a model or to share the link to your Hugging Face uploads with the community.Hugging Face also works well with Unity, even if your use case is not conducive to running AI model inferences locally with Sentis. You can use the Hugging Face Unity API package to host your model on the Hugging Face Inference API, which is a free API for rapid prototyping, or you can use their Inference Endpoints, a paid API for production use.Unity Sentis entered open beta as a prerelease package in 2023, and the team has been working hard to bring some stability improvements for early this year. The most recent release is focused on addressing issues identified by our developer community. We really appreciate everyone's continued feedback to improve the package.Unity Sentis will officially launch later this year as part of the Unity 6 release. Until then, Sentis will remain a prerelease package in Unity 2023 as we add consistent feature updates and fixes. There are also a number of exciting product updates planned.It can be challenging to implement and optimize your model without a good visualization. To this end, we plan to create an intuitive graph viewer for AI models that allows for native visualization directly inside the Unity Editor. In addition, this will give you the ability to dispatch model nodes (operations) to different compute types (CPU vs GPU). Yay, graph-based visual optimization!Performance is always a concern for game developers. Our plan is to integrate with hardware acceleration libraries and neural-specific chipsets, also known as neural processing units (NPUs), on platforms like Microsoft Direct ML, Apple Core ML/MPS Graph, Google NN API, and more to achieve faster inference on every device. What's better, when inference is run on an NPU, it means the computation is offloaded from CPU/GPU to leave more budget for your game needs.While many AI models can run on-device with Sentis, there are some cases where having a cloud inference is preferred. For instance, the model may only be available through a hosted service, or you need to maintain server authority, or you require faster performance on low-end devices.These cases can be solved for if you want to use standard Unity web requests with your API, or, as previously mentioned if you are using Hugging Face infrastructure you can use the Hugging Face Unity API. In the future, we plan to work with Hugging Face further to align their Unity API with the Sentis API to keep the local and cloud inference inputs and outputs consistent so it's easier to prototype between native and cloud compute without modifying your C# code.Unity Sentis is now available for free in open beta to all Unity developers operating on Unity 2021.3 or higher through the Package Manager. If you're already working with Sentis and want to collaborate with our team, please fill out this form. |
Tomas Sala on building an indie IP with award-winning Bulwark: Falconeer Chronicles
Tomas Sala, BAFTA-winning solo developer behind The Falconeer, won the Indie CommUnity Choice Award during gamescom 2023. Ahead of the game's upcoming multiplatform release on March 26, we interviewed him to learn more about why he's revisiting the world of The Falconeer with his upcoming multiplatform game, Bulwark: Falconeer Chronicles.Continue reading for insights on how Bulwark plays with genre, the reason Tomas designs for gamepad before keyboard and mouse, and why he thinks indies should consider going all-in on IP.Thanks for jumping on a call with us, Tomas, and congratulations on your Indie CommUnity Choice Award win! To start things off, can you give the community some background on your upcoming game, Bulwark: Falconeer Chronicles, and how it fits into The Falconeer's wider universe?Bulwark is set in the same world, and it's a continuation of the same story, following the events of the big war in The Falconeer. Players are dealing with the aftermath: Everything's decimated, all the gold and treasure has been taken, and many people have left. In this post-war scenario, everybody's just trying to get along and not default to old factional conflicts. So that's the backdrop for this game - refugees trying to build a new settlement and make a better world for themselves. As you build out your settlement, you'll meet other people and sometimes get pulled back in old patterns, get into fights, things like that.Why did you choose to set Bulwark in the same universe?There are definitely practical considerations. I've deeply invested in building out my own toolset over the past decade - there's the matter of reusing what you have. This approach is opposite of the game-jam mentality, where you reinvent the wheel and make something new to see if it sticks. You instead have to work with what you've got.I had a look at The Falconeer and said to myself, "Well, what're the best and worst things about this game?" The worst thing was its niche, '90s throwback genre, which, gameplay-wise, wasn't for everybody. The best things were the worldbuilding, visual aesthetic, emotional layering, and personal narrative surrounding the gameplay. Those things were super strong and carried the game, so I wanted to keep them. I decided to let go of the genre (which I personally enjoyed) and go in a different direction to see if it would resonate more with players.For me, it's about all that. Doing an analysis of what you've done, seeing what's worth continuing, and expanding on that and making it better. I'd already spent seven years or so investing in The Falconeer's world. There are definitely rough edges and things that need to be improved, but if I just dropped it completely, all that effort is gone. That's what I don't understand business-wise in what we've been telling indies. "Make small, cool games." No. Make a world, and tell a story that gets players invested in the IP.Going back to what you were saying about genre... From Black Salt Games' DREDGE to Cosmo D's Betrayal at Club Low, more devs are combining genres for new gameplay experiences. You call Bulwark a "chill grand strategy" game - why did you decide to mix two genres, especially ones that seem so oppositional?I want to see new things every day in what I do. Replicating somebody else's game is boring - I wouldn't be able to do that. Within the "chill" genre, there's something that I really like and got inspired by. It's the opposite of the "hardcore efficiency mindset" where you want to beat the game, you want to win, you want to be the fastest, the best, the most efficient... That's our mechanical brain talking. But there's also the dreamy side of our brains that's more focused on enjoying the fantasy of a game. It's not concerned about winning.Creativity is what I'm interested in for Bulwark. Giving people that sense of enjoying building their own base. That's the whole essence of the "chill" genre - being in the fantasy and creating. And then what I add is the history, the events of The Falconeer. Even though that part's not super chill in Bulwark, it makes the world feel alive.How are you balancing creativity and conflict in the gameplay to keep players engaged?It's definitely a balancing act. Even though I enjoy looking at my own buildings for hours, I realize that for some people, it's more interesting if something gets blown up after a while.Looking back at The Falconeer, it was a very artistic, personal game. It's in the genre I liked when I was young. It's about fraughtness and burnout and depression, and it's heavy. Because I worked on the game alone, it didn't get a lot of testing. For Bulwark, I wanted to approach things differently. I decided to do an evolving early access demo to get players' opinions, see where I was losing them, and figure out how to keep them on board. I'm still doing that, even though I'm back to closed development for now.But that was one of the reasons - if you try to "find the fun" in a void, you're going to get into trouble. In this game I've tried not to make things required. There's no progression path where you need to be violent. You can just chill and build. But if you go out into the world, these things unfold. They're not there to challenge you or to frustrate you. They're just there to bring the world to life.Why did you choose to launch a demo versus Early Access on Steam?I wanted user validation and user feedback. Early in my career, I did a lot of modding on Steam, back when it was mostly open development projects. You'd release something and people would request stuff or complain, and you'd implement their feedback and they'd be happy. It was super fun - a bit hardcore, but if you're into that kind of stuff, it's an interesting kind of punishment.If you go into Early Access and you're by yourself, people sometimes forget that you're a solo dev. I make very polished stuff, but at the end of the day, it is just me. If I had my publisher respond to everybody, the community wouldn't like that - they want to speak to the developer, not a spokesperson. Early Access would create a lot of additional work for me. The program has gone from being about evolving the game to providing players with fully polished, fully playable content to enjoy. Early Access players are not beta testers. Nowadays, you need staff to run a proper Early Access. You need a roadmap, you need milestones, and when you hit those milestones, you need to let the community know. On top of that, you're asking for money, so players have an opinion and they're also your customer. And the customer is always right.That's why I made an evolving demo. It was available for eight months, non-stop, free-to-play. Players responded well, and I'm listening to their feedback. Running a demo can be kind of a brutal way to validate, but I don't think it's possible to do this and not walk away with a substantially better game.You're adding controller support. Has that been difficult for a grand strategy game? People typically go with mouse and keyboard for this genre.Here's an interesting tidbit: When I make games, I always start with gamepad controls and work in reverse. When you pick up a controller to play Bulwark, it immediately feels very intuitive.From a game design perspective, I like to start with gamepad controls because I feel like it lets you focus on how you are controlling the world rather than "controlling the controlling."Interesting! What's your preferred control method?Gamepad. What I love about controllers on a philosophical level is - and this goes back to the dreamy side of our brains - I don't need to look at the controller to play. I'm actually looking at the screen. Whenever I'm playing a game with mouse and keyboard, I'm looking at the cursor. I'm not looking into the world - I'm just controlling the world from a separate layer above it. Playing with a controller, I like that I don't need to do that.I won a Steam Deck from the CommUnity Choice Award, and I've been using it every day [since]. I found out that if you use a Steam Deck and you upload a new build to your development branch on Steam, it's on Steam Deck in seconds. On PC you have to restart your Steam for it to detect that an update has been made. So my Steam Deck is now the easiest development kit on Earth. I just press upload and I can play it, and I'm not messing up my computer that's set up to debug.How are you generating the environments for players to build on?There's actually no map generation in Bulwark. It's the same world as The Falconeer, so it's a 10x10 km open world. I threw a bunch of stuff in there and Unity can handle it. There is literally no streaming code, although I did use a lot of instancing - that's the rocks and the ocean itself.At the moment I'm streaming in faction settlements - groups for players to fight against if they want to - and those are streamed in quite simply, not as a JSON files, but as a long string which the engine parses. There aren't that many objects, so I can get away with it.I also don't use any Prefabs. It gets too messy in my head. Instead there's just a pooling of objects in the scene that I copy to build the walls and so on. Those build up the dynamic settlements, which get dispatched when you move away from them.What technical achievement - even if it's a small one - are you most proud of?I made an interesting resource system for the game - well, it's more of a logistics system. To build, you don't need gold, you just need to connect one building to another. For example, you might have a windmill that supplies +4 wood, which means you can keep building wood up to four nodes of your tower network. Building houses and industry around your windmill improves the output of the windmill, because you need people to do the work, right? It's an actual economy that iterates throughout your settlement. It's also quite a pretty complicated bit of code. As someone who considers himself an artist, I'm like, "Ah, I made a nice recursive economy system." I don't know if that's the right term, but I'm pretty proud of it!You did a case study with us not too long ago on using the Asset Store to make The Falconeer. Have you picked up any new assets for Bulwark?I picked up a nice new ambient occlusion package. I'm using Unity 2022 LTS, but I'm still using the built-in render pipeline, because I've spent a long time building out my own workflow and am used to my own tools. Because Unity's post-processing is more supported for URP and HRDP, I needed an ambient occlusion solution to do some modern tricks. I ended up buying FSR 2 - Upscaling for Unity from Alterego Games - another Dutch developer - which works for both URP and built-in. It's been amazing. It really excites me seeing Asset Store developers take this new stuff and make it accessible to developers like me.That's great. Taking the time to add visual polish can really make the difference when getting your game noticed. What advice do you have for developers looking to find more players for their game?A lot of it's just luck. Making 20 small games might teach you the basics, but today's market isn't about small games anymore. Look at the Indie Arena Booth this year - they're all highly ambitious, highly polished, beautiful, original games, all of which would have been considered "AAA" just a few years ago. And there are so many of them.Statistically, the most important thing you can do to get your game noticed is to hang in there. If you stop making games, you're never going to get noticed. It's a waiting game. Whoever has the most perseverance wins eventually. At some point you'll know more people. You'll get even better. You'll find out new tricks. You'll meet more journalists. The longer you stay in the game or in the work, the better you're going to get at it. So hang in there and don't give a damn. Just do it. Just hold on. It's a ride.This interview has been edited and condensed.Bulwark: Falconeer Chronicles is available now on PlayStation®5, PlayStation®4, Xbox Series X|S, Xbox One, and digital storefronts. Wishlist the game and follow @falconeerdev for updates. 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Samsung smartphones in 2023: The users, innovation, and technology
50 years after the first cellphone call was made in 1973 by Martin Cooper, the World Economic Forum reports that there are now more mobile device subscriptions (8.58 billion) in use than people in the world (7.95 billion). Mobile device ubiquity is undeniable, and the smartphone market is only set to grow. The global smartphone market is projected to have a compounded annual growth rate of 3.4% (2024-2028) and is expected to reach $0.5 trillion in 2024, according to Statista.These devices present a valuable opportunity for advertisers, offering significant campaign scalability using a high-ROAS channel: on-device advertising.On-device advertising connects you directly with OEMs and carriers, placing your app in front of users at the most impactful moments of the device lifecycle, like device set-up and OS updates. The rich device experience of on-device advertising then engages and retains customers, resulting in an expected conversion rate upwards of 20%.The most widely used mobile OS in the world is Android, with 70% of the global market. And the world's largest supplier of Android smartphone devices is Samsung, with 1.03 billion users.Let's dive into the Samsung smartphone market, user base, and new technology in 2024.Samsung in numbersAs of January 2024, Samsung has a market cap of $370 billion (1) Samsung is a Top 5 Global Brand according to Interbrand Best Global Brands 2023, with a brand value of $91.4 billion, a 4% YoY increase from 2022 (2) In 2023 alone, Samsung shipped 226.6 million smartphones worldwide (3)Samsung accounted for 19.4% of total smartphone shipments worldwide, coming second only to Apple at 20% (4) Identifying the over 1B Samsung usersIn 2023 there were 1.03 billion active Samsung smartphone users - and that number is expected to grow in 2024. Before running on-device campaigns on Samsung devices, it's important to understand the users you'll be reaching in order to optimize your campaigns as effectively as possible.1. Most Samsung users are Gen XGeneration X ( 1965 - 1980) and Millennials (1981 - 1996) make up around 90% of both Apple and Samsung's user base. While the distribution on iOS devices skews younger in the US, Android users tend to be Gen X or older.Gen X males have the largest labor force participation rate in the US, 90% according to the US Department of Labor. As a result, Gen X makes up a large portion of purchasing power in the US - they have money to spend. This means that by making Samsung a core channel of your marketing strategy, you're reaching an audience with great influence over household and company decisions. 2. Samsung users care more about features than designAndroid users are 57% more likely to prefer a full-featured, advanced device that's less attractive as opposed to a sleek device that only does a few things according to ansonalex. With all Samsung smartphones and tablets using the Android operating system, this statistic can be extended to Samsung users.Samsung is known to push the envelope on innovation with every phone they release, and its users put a lot of value in the tech advancements that have improved device functioning. For example, the ability to work on two apps on the same screen at the same time with a Samsung device is much more important than the size and color of the device.By advertising directly on Samsung devices, you're reaching early adopters. They are likely to look past the potential challenges of being the first to jump into a new technology. Samsung users will embrace on-device advertising placements as a new and unique feature on their device - like Aura's Game Spotlight, which puts a new game on users' phones every week based on their current preferences, or Aura's In-Life App Discovery, which recommends your app to users during device updates. 3. Samsung owners have high brand loyaltySamsung leads Android phones with 63.9% trade-in brand loyalty, while just 10.8% of users stick with other Android devices according to Tom's Guide. Once consumers start using Samsung devices, they're likely to stay loyal to the brand.When running UA campaigns, your goal is to acquire users who remain loyal in the long term. Advertising on Samsung devices means reaching users that are dedicated to the brands they engage with.You're also reaching the generation with the highest likelihood of making brand loyalty a priority - Gen X has the highest rate of brand loyalty of any generation according to Streng. All of this means that if you reach users with your food delivery app early on in the Samsung device lifecycle, users are likely to stick with you.Trends and innovations from SamsungLet's dive into the innovations and trends shaping the Samsung brand in 2024.An equitable and secure AI-enabled tomorrowAt a CES 2024 press conference Samsung unveiled its AI for All strategy. Jong-Hee Han, Vice Chairman, CEO, and Head of Samsung's Device eXperience Division, shared how Galaxy AI-enabled Samsung devices will improve the lives of consumers "in the background." He stressed the importance of AI's role in enhancing connected experiences.Included in the presentation were a number of Samsung products with integrated AI features to create a more intuitive and convenient user experience. One of the standouts for mobile marketers was Samsung's renewed focus on security and privacy across devices. In the new hyper-connected era that Samsung is helping to build, security solutions are foundational.A case in point is the Samsung Knox Matrix, providing end-to-end encryption across Samsung Galaxy smartphones and smart TVs. It works by allowing Samsung devices to monitor, identify, and isolate security threats across one another.For advertisers, this is good news. A more secure mobile market means a more trusting pool of users, who'll be more likely to engage with ads and apps knowing that their private data remains safe and encrypted.The Samsung Galaxy S24 has lift-offIn late January 2024, Samsung announced the global release of its anticipated Galaxy S24 smartphone. While every edition of the Galaxy series offers new features and improvements for users, the Galaxy S24 promises to be one of the most transformative due to its Galaxy AI capabilities. Following the announcement, pre-orders for the device skyrocketed, with a double digit increase in pre-order sales compared to previous models according to Samsung.TM Roh, President and Head of Mobile eXperience Business at Samsung describes the device as "our initial step toward a new era of AI phones that go beyond the current smartphone." AI features are set to include Live Translate, Chat Assist, and a suite of new AI-powered camera tools.With consumers showing considerable interest in AI-enabled devices and Samsung at the forefront of these innovations in consumer goods, many consumers may look to switch to Samsung as their mobile brand of choice. This could represent a major shift for advertisers, with more users choosing Samsung, and therefore Android, opening a larger market for on-device advertising.The future is foldableHalf of US consumers are either very (16%) or somewhat (34%) interested in buying a foldable phone as their next device according to CNET, and Samsung is the first-mover in this cutting-edge technology. In 2019, Samsung released the foldable Galaxy Z series and the end of 2023 saw the most recent addition join the fold, the Galaxy Z Fold5.Watch how they're made here: https://news.samsung.com/global/video-behind-the-foldable-phones-in-our-pocketsThe Galaxy Z Fold5 offers the greatest comfort and display quality yet in the series, giving consumers all the features and tools the Galaxy Z series is known for, but now slimmer and brighter.These quality of life improvements are expected to boost foldable device adoption. And that's good news for advertisers. Foldable devices offer new ways to keep users engaged and entertained with your ads, such as ads that allow users to reveal more ad content as they fold or unfold their devices. Foldable screens also mean more room to fill your ad with more important and detailed information.Learn more about leveraging foldable phones for your app's advertising strategy.If you're not already leveraging Samsung for your advertising strategy, it may be time to look into it. After all, the users, technology, and innovation are some of the best in the world, making these devices an incredibly valuable channel.Start advertising on Samsung devices with AuraCompanies Market CapInterbrandStatistaStatistaÂ
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