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[ 2026 ]

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181|blog.unity.com

10 questions to ask before starting your first 3D project

10 questions to ask before starting your first 3D projectInteractive 3D experiences are transforming how businesses design products, train employees, and engage customers. From detailed product configurators to immersive safety simulations, the applications of 3D visualization software are vast. However, many teams hesitate to begin their first 3D project, often due to concerns about technical complexity and resource limitations. Fortunately, the rise of no-code platforms is breaking down these barriers, making powerful interactive 3D software approachable to everyone.This guide provides a practical framework for planning your first 3D project. By asking the right questions upfront, you can navigate common challenges and set your team up for success. A web-based platform, such as Unity’s new web-editor, Unity Studio, can empower your team to bring ideas to life, regardless of their technical background.Why planning matters for 3D projectsA well-defined plan is the foundation of any successful project, and for 3D creation, it is especially critical. Answering key questions before you begin helps you save time, manage costs, and align stakeholders around a clear vision. Without this initial planning, teams risk facing scope creep, budget overruns, and frustrating delays caused by inefficient workflows.Choosing the right tools from the start is a crucial part of this planning process. A modern 3D visualization tool streamlines everything from initial concept to final review. For teams working with industrial data, having an effective CAD to 3D viewer integrated into the workflow is essential. A web-based 3D design tool simplifies collaboration, allowing team members to contribute and provide feedback from anywhere, without needing powerful hardware or complex software installations.The 10 essential questionsTo build a solid foundation for your project, your team should address these ten questions.1. What is the purpose of your 3D project?First, define your primary objective. Are you creating a marketing tool to boost sales, a training simulation to improve employee skills, or an interactive prototype for stakeholder reviews? A clear purpose will guide every decision you make, from the level of detail required to the features you need. For instance, a training manager will prioritize features for an easy 3D training tool, while a marketing team will focus on visual fidelity and user engagement.2. How will you measure success?Define what success looks like. Establish key performance indicators (KPIs) to measure your project's impact. These could include user engagement rates, training completion times, lead generation, or a reduction in design review cycles. Tracking these metrics will help you demonstrate ROI and refine your strategy for future projects.3. Who is your target audience?Your audience determines the user experience. Are you building for internal stakeholders, technical experts, or customers? An internal design review for engineers may require a high level of technical accuracy, while a customer-facing product configurator must be intuitive and visually appealing. Understanding your user helps you tailor the experience to their expectations and needs.4. What level of interactivity do you need?Not all 3D projects require the same degree of interaction. A simple architectural visualization might only need navigation controls, whereas a training module could demand multi-step interactions with virtual objects. Define whether your project needs static viewing, simple clicks, or interactive real-time 3D prototyping capabilities to meet its goals.5. What assets and data do you already have?Take inventory of your existing resources. Do you have 3D models, CAD files, or other data that can be used? Ensure your chosen platform can handle your file formats. A robust 3D design tool should offer seamless CAD visualization and support for various file types, minimizing the need for complex data conversion processes.6. What are the technical skills of your team?Honestly assess your team's technical capabilities. Do you have experienced developers, or are you a team of designers, marketers, and subject matter experts? A no-code 3D design tool is designed for the latter, empowering users without coding knowledge to create rich, interactive experiences. This approach democratizes 3D creation and unlocks your team’s full creative potential.7. What is your timeline and budget?Establish a realistic timeline and budget early on. Factor in all stages of the project, from asset creation and scene building to testing and deployment. No-code tools significantly reduce costs and timelines by minimizing the reliance on specialized developers, allowing your domain experts to build and iterate directly.8. What tools and platforms will you use?The right tool can make or break your project. Look for a web-based editor, like the Unity web editor, that offers an intuitive interface and built-in asset libraries. This kind of 3D visualization software empowers non-technical users and fosters seamless collaboration, allowing your team to work efficiently without getting bogged down by technical hurdles.9. How will you gather feedback and iterate?Iteration is key to refining any creative project. How will your team collect and implement feedback? Modern 3D collaboration software simplifies this process with features like shareable links and real-time commenting. This enables rapid feedback loops, ensuring stakeholders are aligned and projects stay on track.10. How will you share and publish your project?Finally, consider how your final project will be delivered to your audience. Will it be embedded on a website, accessed on mobile devices, or viewed in a virtual reality headset? A flexible platform that allows for easy, one-click publishing across multiple devices ensures your experience reaches your audience wherever they are. A powerful 3D visualization tool will ensure this process is smooth and efficient.How no-code design and visualization tools simplify 3D creationAnswering these questions highlights a recurring theme: the need for approachable, efficient tools. Traditional 3D development often involves steep learning curves and dependence on specialized programmers. A no-code 3D design tool like Unity Studio changes the equation.This powerful interactive 3D visualization software is built to address the core challenges non-technical teams face. It provides an intuitive, web-based platform for real-time 3D prototyping and industrial 3D visualization. By removing the coding barrier, it allows designers, engineers, and training managers to take control of their projects. The platform also serves as effective 3D collaboration software, allowing teams to iterate faster and bring their vision to life without waiting on developer resources.Get started on your 3D journeyPlanning is the most important step in turning an ambitious 3D idea into a successful reality. By thoughtfully considering these ten questions, you can create a clear roadmap, choose the right tools, and empower your team to innovate. No-code platforms have made 3D creation more approachable than ever, allowing you to move from concept to interactive experience faster.Ready to dive deeper into the world of no-code 3D creation? Download our free e-book, The no-code revolution: How Unity Studio democratizes interactive 3D creation, to learn more about how you can simplify your workflows and achieve your goals.

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185|blog.unity.com

The challenge of interactive writing: Designing a nonlinear RPG like Esoteric Ebb

Esoteric Ebb is taking Steam by storm – but how does a branching narrative CRPG like this come together? In this guest blog, Christoffer Bodegård unpacks complex narrative design decisions and his eight-year journey learning how to manage the creation of a truly nonlinear, dialog-based story.Ever since the first public playtest of Esoteric Ebb back in 2023, I have been asked one simple question over and over again: “How do you keep track of everything?” It’s a good question – a difficult one. Most likely, I have answered it in several different ways over the years, but never in a really satisfying way.… So let’s give it a try.(But first, a little background on Esoteric Ebb)Esoteric Ebb is a massive, narrative-focused, nonlinear CRPG. No traditional combat, almost entirely dialog-based, a playtime anywhere between 45 minutes and 50 hours, and so, so many choices… Actual choices, the type that actively changes your experience in fundamental ways all the way up to credits. Yes, it’s one of those games. And it took a while to make: about eight years from start to finish, half of which was spent doing nothing, sitting alone in a room, learning how to do interactive writing.The three constraints of interactive writingI define interactive writing within three somewhat arbitrary constraints/goals. These being:A high choice-to-text ratio>50% of content being dynamicAn open-ended designTake or leave them as you wish, but if you hit these three, then you’ve got a recipe for intense (potential) positive player agency. But immediately by looking at this you might run into a few thousand problems.Let’s go over them.Optimizing player engagement through the choice-to-text ratioWhy high choice-to-text ratio mattersA high choice-to-text ratio sounds lovely. It’s a great tool to keep the player awake and engaged, for one. If you force them to read too many blocks of text, then the average player’s eyes will just glaze over. But if you keep poking and prodding at them – forcing them to answer interesting questions, pushing them into difficult decisions, or just forcing them to respond to rude accusations – then it’s like injecting an energy drink into their veins. They’ll jolt awake, and actually engage with the text. At least, statistically they’ll be more likely to do it.The problem here is simple, though: You’d have to be insane to want to add that level of branching to your dialog. It takes a lot of work, and I think more specifically, it requires a very specific toolset. (Skills too, sure, but the tool has to be flexible and quick in order for the process of branching to not turn into an endurance test).Choosing the right toolThe tool I use is the magnificent and incredibly wonderful ink script created by the studio Inkle. By making this open-source tool – that works flawlessly in Unity, by the way – they have quite literally made my career. I owe them a lot. And ink is a tool that, apart from all the other cool stuff it does, is extremely well-suited for fast and nimble branching.When I write a dialog in ink, I write with the same speed as with linear content. As long as there is a loose design outline prepared, I can just go to town. Adding player expressions, managing visuals, or handling dice checks – all take seconds, since everything is handled through basic (mostly customized-to-fit-Ebb) tags and custom code, alongside the regular (and well-designed) ink functions.Planning for variability: Dynamic content and open-ended designBut what about item number two of our list of constraints (“>50% of content being dynamic”)? Dynamic content and open-ended (or nonlinear) designs both stem from a similar goal: to create variability based on player input.Just let them do whatever they want! Go nuts! Have an open world, where you can go in any direction! Well, that’s one way to do it. But the important distinction here is that interactive writing always focuses on an authorial-intent-driven design. In other words, everything is controlled by the writer.You can still do systematic design, and there’s a big overlap, but the practical art of interactive writing is specifically when you do not let emergent storytelling do its thing.What I mean by this is: You have to have variables. And you have to keep track of them. For every choice the player makes, whether it’s stats chosen during character creation, or how mean they were against that goblin chieftain – all of it needs some type of feedback in order to invoke the phenomenon of agency. Whether that involves a dynamic quip towards the end of the game, or an entire branching plotline, those moments of feedback are just as important as the choices themselves, if not more.Keeping track of variablesMy method of tracking variables is simple and flexible: I call it the Story Variable (SV) system. Using the tag system, whenever those tags begin with a punctuation, that indicates the usage of a variable. If that variable has never been encountered before, the SV is created in one giant list. Otherwise, it just accesses the already-existing SV, and either sets or checks it as commanded. A string and an int – usually used as a boolean, but when needed expands to increase or decrease whenever needed. The commands I implemented for Ebb were “==”, “=”, “>=”, “<=”, “+=”, and “-=”.The question then becomes one of organization. I got better at this as I went along, but each SV uses a prefix based on the location or quest. “TE” in this case refers to the Tea Shop area. An SV with the “Q” prefix refers to a quest, and a “QP” refers to a Quest Point –as in, a log entry in the Questing Tree, your quest journal.Narrative design gainsIt’s a rough system, with one major productivity gain: You can just keep writing. Need a new variable for a dynamic dialog choice? Just add it, then copy-paste it into the file where it needs to be set. Easily check for any variable usage via a project-wide CTRL+F, or manage sweeping changes via basic text management. There’s no database to manage. The list itself is just chronological. Forgot the name of a variable? Just search for the relevant area or quest prefixes, and look over the list.I did not expect this to work at first. An average playthrough can end up with more than 3,000 Story Variables in that list by the end of the game. But – like with most things I did on Esoteric Ebb – Unity just worked with it. And ink’s Unity integration has never failed me, not once, even after using it for almost a decade now. A recompile of the ink files takes seconds. Customizing the features to Esoteric Ebb’s liking has always been extremely efficient. And as strange as it might sound, I’m still surprised all these years later that it just flows. If I am able, I want to keep developing this pipeline for years to come.Beyond that, I use Notepad++ for all my writing on Esoteric Ebb. While you could obviously use any text editor of your preference, keeping it lightweight and snappy makes for such a smoother experience. Searching through a million words in a split second is exactly what allowed me to write (and to bugfix!) such a massive game.Final thoughts: Bugfixing and learning to embrace the branchBut that’s also the biggest negative of this system: the bugfixing. I should have invested more time in technical solutions to broken logic and syntax, but really, I ended up just brute-forcing the whole ordeal via playtesting.As Esoteric Ebb receives its 1.1 patch, I have managed to fix approximately 704 ‘text errors’ – whether spelling or code related – in less than four days of work (very chill days, too). This is, again, because the system is extremely nimble. Even still, those bugs were there when we launched Esoteric Ebb because of the setup here as well. It is an insane amount of text, with a ridiculous amount of branching. But I am also certain that I would not have been able to write even a quarter of the final word count had I not been blessed with ink.Afterword: More recommended tools for narrative designersink makes the practical art of interactive writing a fast one, for me. I’ve always had trouble with visual scripting, but I know many writers have the exact opposite problem. So I always recommend looking into other solutions as well to find the one that fits you and your team the best, with some examples being articy:draft, Arcweave, and Yarn Spinner.Esoteric Ebb is available now on Steam. Explore more Made with Unity games on our Steam Curator page, and check out more stories from Unity developers on the Unity Blog and Resource hub.

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186|godotengine.org

Godot XR update — March 2026

Godot XR Game Jam V We’re having another XR-focused game jam starting March 15/16th (depending on your timezone). The jam runs for a full week, after which voting will remain open for the week after. This is always a good chance to get introduced to using XR in Godot, whether you are new to Godot or new to XR. We’ll primarily be helping people along on our XR channel on the official Godot Discord. Check out the details on the jam’s itch.io page. OpenXR 1.1. support The OpenXR 1.1 specification was released some time ago and adoption of this is now such that most headsets support it. OpenXR is the industry standard interface making it possible for Godot to interact with many of the leading XR devices. OpenXR 1.1 has promoted various extensions to core such as: Palm pose is now Grip surface pose and guaranteed to be supported. Local floor reference space is guaranteed to be supported. Various controller interaction profiles are now part of the core. New Meta interaction profiles identifying specific controllers. Godot now has logic to initialise OpenXR 1.1 when supported by the headset and fall back to OpenXR 1.0 if not. Some of these promotions have resulted in renames of various entries in the action map. For developers, we’ve made this as transparent as possible: you set up your action map for OpenXR 1.1 and Godot will translate it to an OpenXR 1.0 action map. Note that this will result in your existing action map being upgraded to OpenXR 1.1 standards, and thus will be incompatible with earlier versions of Godot. This work was made possible thanks to funding through the Khronos Godot Integration Project. Vulkan multithreading Godot has the ability to run rendering in a separate thread allowing for parallel processing of the next frame while the current frame is being produced. While we did an initial pass for thread safety in the core logic around OpenXR, the vendor plugin has now undergone the same treatment, as well as improving threading support for a number of new features in the core. This potentially provides a decent performance upgrade when running your game on standalone VR hardware. This work was made possible thanks to contributions by W4Games. Setup wizard The Godot OpenXR vendor plugin now includes a Project Setup Wizard! This tool is meant to guide users through the configuration of new XR projects, getting them export-ready for standalone headsets faster than ever. With the vendor plugin installed, you can find the XR Project Setup Wizard under the tools section of the project menu. Simply select your target headset vendor and project type, and the wizard will present you with a list of required and recommended settings tailored to your choices, most of which can be applied instantly with the click of a button. Without a main scene set for your project, the wizard also provides access to template XR scenes and scripts that handle all the needed logic for starting XR. Be sure to give this tool a try on your next Godot XR project! Khronos loader In Godot 4.6, Godot now embeds the Khronos OpenXR loader into any Android OpenXR game. Godot already did this for other platforms but previously relied on the vendor plugin to embed the loader. This change in theory allows you to create a single Android OpenXR APK and deploy it to multiple headsets. This is great news for people participating in game jams or wanting to distribute through stores like itch.io. This works for many of the mainstream headsets. However, a number of runtimes do require additional manifest entries to unlock functionality. Or they can require various vendor extensions for features to be unlocked. We do recommend users keep using the vendor plugin to have access to these things. DirectX default on Windows Godot recently made DirectX the default back-end on Windows for new projects. It is important to note here that for XR developers, there are things to consider. Godot fully supports DirectX as a backend for OpenXR. However, as all of the standalone headsets only support OpenGL and Vulkan, there are potential differences between using DirectX and the other backends. We are also further along with certain optimizations on the other backends. Nothing much changes for developers who are using the Compatibility renderer. If you’re using the Mobile or Forward+ renderers for your XR projects, we recommend using Vulkan also on Windows for the foreseeable future. New platforms Godot 4.6 welcomed two new XR platforms into the mix. Godot now has official support for AndroidXR. The necessary changes were added to both Godot and the vendor plugin late last year. Together with W4Games, we are hard at work bringing additional AndroidXR functionality to Godot. As part of this work, we’re also contributing to a few open-source Godot game projects and bringing them to the AndroidXR platform. We are also proud to report that Godot runs on the Steam Frame. We have tested all three deployment modes: PCVR over Steam Link, running natively as an Android APK, and running a native Linux ARM64 version. With thanks to GP Garcia, we can also confirm that the popular GodotSteam library is working as expected on the platform including a native Linux ARM64 build that is now available. The illustration picture for this article comes from Augmental Puzzles, an XR game by Flammable Penguins Games, a puzzle game currently focussing on Sudoku with daily challenges. Other puzzle types are in the pipeline. It’s currently available on the Meta Store and Steam.

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197|blog.unity.com

Introducing Vector-Powered D28 IAP ROAS Campaigns & Simplified ROAS Campaign Onboarding

Today, we are launching two major upgrades to Unity’s user acquisition capabilities powered by Vector: D28 IAP ROAS campaigns and simplified ROAS campaign onboarding. D28 IAP ROAS CampaignsD28 IAP ROAS campaigns powered by Vector can now help you scale your campaigns to acquire users with higher retention and stronger long-term value. This is particularly valuable for games focused on in-app-purchases (IAP) with longer payback periods, where significant IAP revenue tends to occur well beyond the first week post-install.Unlock Incremental Value & Maximize Overall Returns: By running D28 alongside D7 campaigns, advertisers can unlock new, high-value user segments who spend beyond Day 7 that drive incremental growth to capture both long- and short-term value, maximizing overall returns.Powered by Vector: Set your D28 ROAS targets directly in the dashboard, and our models will predict the revenue a user is likely to generate over 28 days and dynamically adjust bids to optimize towards the target.Our partners are already seeing strong results with D28 IAP ROAS campaigns, including Homa who saw a 14% uplift in D28 ARPU¹ compared to their D7 IAP ROAS campaign over the same period and a 63% uplift in D28 retention². See case study here.Simplified ROAS Campaign OnboardingWe’ve now simplified the ability for advertisers to launch Vector-powered ROAS campaigns with a new onboarding flow in Unity Ads that assists with data readiness to give advertisers direct access to configure and launch ROAS campaigns.Direct Access to Vector-powered ROAS Campaigns: Advertisers can now launch ROAS campaigns directly within the Unity Ads user acquisition dashboard globally. We’ve also made it more intuitive for users to understand any data enablement and validation steps needed to launch their ROAS campaigns.Optimized and Transparent Learning Phase: With Vector, the data requirements and learning phase have been improved to make it easier and faster for ROAS campaigns to go live and scale. You’ll know when the campaign is still in its learning phase and accumulating data for Vector through a campaign status of “Learning”, and once the data threshold is reached, the campaign will be set to “Live”.Ready to Level Up with Vector?Log in to get started.¹ Source: Internal Unity Data, based on Homa campaigns. Cohorted D28 ARPU & D28 retention measured June 2025 to December 2025.² Source: Internal Unity Data, based on Homa campaigns. Cohorted D28 retention measured from June 2025 to December 2025.

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