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[ 2025 ]

20 entries
582|blog.unity.com

GDC 2025 Recap: Trends, Engine Roadmap, & Celebrating Games

This year’s Game Developers Conference (GDC) was a fantastic time to connect with the community, go deeper into the technology, get your questions answered, and acknowledge the best games among the indie community. Let’s get into it, a recap of Unity at GDC 2025!Get the latest game development trends of 2025We kick off GDC week with the release of the 2025 Unity Gaming Report, our annual data-backed game development trends report. While it has been a difficult few years in our industry, developers have stayed resilient. This report draws on Unity’s own data, surveys of over 300 game developers, and insights from over 20 studios to identify five key trends across technological investments, multiplayer and platform development, and business strategy that show how game developers are facing these challenges head-on. Check it out here.New details on the Unity 6 roadmap and support planOne major highlight from the week was the Unity Engine roadmap talk, where we covered not only what’s ahead in Unity 6.1 coming in April, but also how the engineering teams are prioritizing investments in stability, platform reach, and performance. Adam Smith, VP of Product also shared a bit about Production Verification, which is how the team is using partnerships with real game studios to test tools in live productions before they’re delivered in future releases.There’s so much more, including how we’ll support Unity 6.0, as well as a sneak peek at what’s ahead in upcoming releases in 2025. Get all the details in this write-up which also includes the Unity Engine roadmap session video from GDCCongrats to Independent Game Festival award winnersThis year I had the pleasure to enjoy the Independent Game Festival (IGF) Awards in-person, to connect with the game developer community and celebrate the best of indie game development.Shout out to Despelote by Julián Cordero and Sebastian Valbuena for Excellence in Audio, The WereCleaner by Howlin' Hugs for the Audience Award, Tactical Breach Wizards by Suspicious Developments for Excellence in Design, Caves of Qud by Freehold Games for Excellence in Narrative, Hauntii by Moonloop Games for Excellence in Visual Art, and Consume Me by Jenny Jiao Hsia, AP Thomson, Jie En Lee, Violet W-P, Ken "coda" Snyder for taking home the Wings Awards, Nuovo Award, and the Seamus McNally Grand Prize!We live streamed and Unity’s CEO answered your questionsAll week long we were bringing the excitement of GDC to the global audience through Twitch and YouTube streams. We invited Hugo Cardoso of Code Monkey, Anton Gorodetsky of MY.GAMES, and Elizabeth Rose Astwood of Queensguard for a chat about the Game Trends Report, hosted an Independent Game Festival watch party, and had a blast during our first ever Game Developer Game Show.One of the bigger highlights was my sit down with Matt Bromberg, Unity CEO where he answered your most pressing questions. We discussed GDC, rebuilding trust with the community, the ever-changing games industry landscape, and so much more.Your questions answered during Office HoursAll week long the Unity development team has been answering your questions on Discord and Unity Discussions during our Office Hours. The teams have been covering topics including graphics, multiplayer, and performance to provide you the guidance of where we’re headed and provide tips on how to solve your technical woes. Take a browse over the discussions - and there’s still time to get your questions answered.Thank you for everythingAs demonstrated throughout GDC this week, Unity remains committed in its dedication to enhancing the stability and performance of the Engine. We want to ensure that as you develop your project on Unity you won’t have to compromise between embracing new features and maintaining a stable platform. Unity continues to empower developers to reach the widest audience across a diverse range of devices in the most efficient and high-performing way possible. We believe that you shouldn't have to choose between accessibility and quality—we strive to deliver both.On behalf of the entire Unity team, thank you for your invaluable feedback and ongoing support.Looking to keep the conversation going? Visit us on Unity Discussions where you can share your thoughts about all of the game industry news coming out of GDC.

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583|blog.unity.com

What’s next: A look at Unity’s 2025 roadmap

At this year’s Game Developers Conference (GDC), we shared an overview of the Unity Engine roadmap for 2025. We highlighted our commitment to making Unity more stable and production-tested for game development and live operation for all users. We also provided clarity on how Unity 6.0 will be supported, a preview of what’s coming in Unity 6.1, and a look ahead to what’s next.Catch up on the key points here, or watch the full session below for more details.Building for stability, reach, and performanceAs the nature of game development evolves, we’re making targeted improvements to ensure the Unity Editor experience is performant and stable and that your creative output can reach the widest possible device range across the most-supported platforms, with the best performance.Unity has always been about creating tools that enable you to bring your ideas to life and maximize your player reach – whether they’re on mobile, console, desktop, or the latest XR devices. Continued investment in these areas allows you to build the largest global audience of passionate players possible, while providing them with the widest variety of game genres and graphical styles.At the Unity Dev Summit at GDC, we heard from multiple game studios on how they are doing just that. Scopely shared how they used Unity to expand their mobile-first battle royale game Stumble Guys to new platforms, becoming one of the top F2P console games released in 2024. Metacore spoke about leveraging Unity to deliver player-first monetization, blending IAP and in-game ads to create a thriving free-to-play experience for their hit mobile game Merge Mansion. We heard from Kinetic Games about the core mechanics and AI-driven behavior system behind their popular multiplayer ghost-hunting game, Phasmophobia. The work we’re doing in 2025 will expand our platform reach and improve Engine performance and stability for games across genres and devices.Production Verification: Testing our technology in live productions We’ve heard one piece of feedback from our community consistently: Developers need tools that are production-tested. It’s one thing to test features internally, but it’s another to validate them in live, real-world projects that handle production-scale demands. That’s why we’ve launched Production Verification, a new internal program where Unity works alongside developers to test our tools in real production environments.We’ve worked closely with studios building games across different genres and platforms to validate Unity 6 features in the field. These teams are using the latest versions of Unity, and in some projects, we’re acting as co-developers to directly embed our engineers in their production teams.For example, we are working with 10 Chambers to validate Engine graphics improvements in their upcoming co-op FPS heist game, Den of Wolves. Kinetic Games has helped us validate improvements in live operations tools – like Remote Config, Leaderboards, and Build Automation – in Phasmophobia. We’re also working closely with Litesport and TRIPP to validate readiness of new platforms like Android XR.Testing Unity in complex production environments allows us to identify performance bottlenecks, stability issues, and usability pain points that wouldn’t show up in isolated tests. Those findings directly influence what we deliver to you in Unity 6.0 and beyond, making the Engine more stable and reliable for all developers.How will Unity 6.0 be supported?While we look forward to delivering new, production-verified features with Unity 6.1, we also recognize the benefits that the Long Term Support (LTS) model has provided, especially for projects requiring extended stability. Unity 6.0 is supported with two-year LTS, starting from when it was released on October 17, 2024, with an additional year of support for Unity Enterprise and Unity Industry users. We will continue to apply fixes to Unity 6.0 to ensure you have a stable version you can rely on for a long time.For previous LTS versions, support will remain the same. Here’s a recap:Unity 2021 LTS: Currently supported for Unity Enterprise and Unity Industry customers through October 2025Unity 2022 LTS: Fully supported through May 2025. Unity Enterprise and Unity Industry customers receive an additional year of support.Unity 6.0: Fully supported through October 2026. Unity Enterprise and Unity Industry customers receive an additional year of support.Unity 6 marks a new era for Unity, combining the stability of LTS with the flexibility to deliver new features more frequently with Update releases.We’re also investing in improved compatibility between versions. Upgrading to the next Update release or LTS should now be easier and less time-consuming, helping you keep your tools up to date with fewer headaches.Shipping Unity 6.1 in April 2025Unity 6.1 builds on the stability and performance shipped in Unity 6.0 to enable you to deliver to more platforms, with better visuals, more efficiently. Here are some highlights coming in this next Update release:PerformanceDeferred+ - Build richer worlds with the Universal Render Pipeline’s (URP) new deferred rendering path that accelerates GPU performance using advanced Cluster-based light culling for more lights, and with support for GPU Resident Drawer for more objects.Variable Rate Shading - Improve GPU performance with minimal impact to visuals. Set the shading rate of custom passes within URP/HDRP, and generate Shading Rate Images (SRIs) from textures and shaders.Project Auditor for static analysis - Analyze scripts, assets, project settings and builds. Learn how to resolve issues and optimize the quality and performance of your game.PlatformsLarge screens and foldables - Access enhanced support for large screens and foldables with the latest Android APIsUnity Web - Run your Unity games anywhere the web exists, including mobile browsers. Experiment with the latest WebGPU graphics API integration and unlock compute acceleration for web browsersAndroid XR and Meta Quest - Save time and streamline the build process with the ability to create multiple build configurations for release and development buildsInstant Games on Facebook and Messenger - Streamline building, optimizing, and uploading instant games to Facebook and MessengerPC and console - Improve CPU performance, PSO caching, and ray tracing with enhanced DirectX 12 supportThese updates are powered by the insights we’ve gained from Production Verification. With each release, we’re iterating faster and delivering tools that perform better in real-world scenarios.Looking aheadUnity is built around a clear focus in 2025: providing you with a performant, optimized, and stable engine that helps you succeed on any platform. Whether you’re a solo developer or a large studio, the Unity Engine is designed to support the unique challenges of modern game development – whether that’s reaching a global audience, optimizing performance, operating a live service game, or shipping on tomorrow’s hardware.Here’s a small glimpse of what we’re working on bringing to you this year beyond Unity 6.1:AI assistance and asset generators - Deeper integration in the Unity Editor workflows to improve productivity, more advanced code generation, and the ability to automate repetitive tasksProject Center - Guided experimentation with reliable first-party and third-party tools, services, and features from the Unity ecosystem tailored to your visionSwappable physics backend - Simple switching of physics engines through Project SettingsBut we aren’t stopping there. We’re investing in several initiatives to update our Engine foundations with support for CoreCLR. We are modernizing Unity’s content pipeline, unlocking a step change in iteration time. We will also preview a new animation system with improved tools and workflows, including procedural and runtime rigging for all skeletal asset types, and a new, powerful hierarchical state machine built to handle thousands of states, blend graphs and transitions. We look forward to sharing more with you as we make progress on these initiatives in the future.We’re excited about this next chapter and can’t wait to see what you’ll create. As always, thank you for your feedback and collaboration – it’s critical to everything we do. Join the Unity Discussions forum to share your thoughts, ask questions, and stay connected.

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589|blog.unity.com

10 tips for succeeding at GDC

Excitement is only one of a myriad emotions you might be feeling as you prepare for GDC. For students, it’s an incredible opportunity to learn, network, and make connections to grow your future careers. For professionals, it’s a return home to celebrate success, catch up with long-time friends, and add new skills to your tool belt.To help ease the stress of this large-scale gaming event, we want to provide some tips and tricks to help you navigate the chaos and at times overwhelming masses of GDC.Scheduling your entire day out at GDC might be a touch overzealous, however knowing what you want to accomplish at GDC can help you navigate the event. Make sure to check out the event schedule and filter by your pass type to see which sessions you want to attend. Even if you will only be attending the expo at GDC, look at the companies you want to connect with and see if they are hosting activities relevant to your interests. For example, you can check out the Unity schedule and register for portfolio reviews.Business cards are always helpful, whether they’re physical or digital. Make sure you have some easy way to exchange information so you can stay in touch with new contacts. You can also connect on social media. If you’re using LinkedIn, check out the scan feature on the LinkedIn mobile app for an easy way to connect. You may want to screenshot or download your LinkedIn QR code since cell service can get spotty with large crowds of people.When someone hands you a business card or gives you a digital connection, take notes of where you met, who they are, and what you talked about. It seems silly now, but trying to remember everything that happened over the week will be impossible once you return home. Taking notes will help refresh your memory and maintain connections. You can use this handy google form we made as a template.This one may seem obvious, but you will run into people working on technology that you may not be interested in or you may not understand. That’s ok, but actively listen to what they’re talking to you about and ask questions. You don’t have to know everything; the beauty of game dev is we’re all always learning.Whether you’re an artist or programmer, make sure you have a way to show off your portfolio. Have your Github updated, your Art Station or similar site locked down, and be ready to show it at a moment’s notice. Not everyone will be available to look at it, but being ready can help when opportunities knock. Also, if you’re given feedback, write it down and review it later.And don’t forget your LinkedIn – recruiters and industry members of all levels use LinkedIn as a digital resume and a way to stay connected with contacts. Make sure that your LinkedIn is updated with a professional photo, clear headline, links to your portfolio, and work experience. Need help on preparing your portfolio? Check out this Introduction to Portfolios tutorial on Unity Learn.Stranger danger is only true outside of a conference. Talk to those next to you while you’re waiting in line or at a mixer. Generally, people don’t talk to strangers because we’re all a little awkward (industry vet or not). But the point of GDC is to meet new people, so get out there!A great way to start a conversation is to stick out your hand and say “Hi! My name is _____.” Have two lines ready about who you are and what you’re looking for. For example, “I’m a student studying game dev at U.T. Austin, and I’m looking to learn more about the gaming industry because I hope to be a developer after graduation.”If a friend walks up to you or a stranger joins a conversation area, introduce them. Bringing others into the conversation eases the burden and removes the awkwardness of a person standing right next to you silently not sure how to interject. Either you’ve introduced a friend to their new friend or made one yourself – either way it’s a victory.The vast majority of what you’ll be doing at GDC is walking. Unless you’re extremely active in your day-to-day life, your time at GDC is very likely to be a bit of a workout! Remember to take regular breaks to rest and recover, and don’t forget to take time to eat!Large conferences are hectic and exhausting. Sometimes folks won’t have a lot of time to talk. Don’t take it personally, there’s a 95% chance they just have a lot to do and had to run away, or they were as stressed out as you were.The Moscone Center is huge, and it’s common for back to back sessions you want to attend to be in completely different buildings. Most of what you will be doing when not sitting in a session is walking around, and it's easy to become quickly dehydrated. While the Moscone center does have some water refill stations (usually near the bathrooms), they aren’t always near wherever you are. To combat this issue, bring a water bottle with you, hydrate regularly, and refill it whenever you come across a station.We look forward to seeing you at GDC!

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591|blog.unity.com

Unlocking Mobile In-App Potential: Q&A with Magnite

With mobile in-app advertising poised for significant growth in 2025,* staying ahead means embracing new opportunities while navigating evolving privacy and identity standards.We sat down with Evan Gehring, Head of DV+ Channel Partnerships at Magnite, who shared how his team is enhancing in-app supply and shaping the future of programmatic advertising through innovative solutions. Let’s dive right in.Can you tell us about yourself, your role at Magnite, and what you’re responsible for? Evan Gehring: I lead our DV+ Channel Partnerships team here at Magnite. My team is responsible for managing our indirect supply partners. We work with tech companies like Unity that enhance inventory access through collaboration with direct publishers. We help to optimize their integrations on DV+, our supply-side platform (SSP) for all channels outside connected TV (CTV). That entails ensuring that the supply is enriched with all of the data demand-side platforms (DSPs) and buyers are looking for and curating their supply into our sold deals and packages.What tools does Magnite provide to help advertisers effectively engage users within mobile apps? Gehring: At Magnite, we have incredibly strong partnerships with brand buyers, agencies, and holdcos, as well as a variety of offerings that help make our mobile app supply as valuable as possible to these partners. We support app-specific fields and signals within our requests and various formats within in-app environments, such as interstitials, native ads, and rewarded video. One of our largest value propositions to buyers is our omnichannel exchange, with premium supply partners across all screens and environments. We also have a wide variety of data and enrichment offerings that span across those environments, including in-app, to help our buyers reach their target audiences and drive outcomes across all the places their users consume media.Unity: Making mobile app inventory more valuable through enriched data and diverse ad formats is key to driving better results for everyone involved. At Unity, we count on SSPs like Magnite to connect publishers’ premium inventory with advertisers looking to reach engaged audiences. It’s all about working together to create the best possible outcomes on both sides. How is Magnite working to facilitate more direct paths between buyers and sellers for mobile app supply? Gehring: We’ve recently launched a Direct Placements program in order to help buyers better identify unique supply through channel partners —trusted facilitators of direct publisher connections— who have historically been labeled intermediaries, which signal resold supply. This works very well in a mobile app software development kit (SDK) environment where SDK providers have unique access to mobile app supply that we don’t see within existing direct seats today. In this program, we integrate this supply directly into our publisher partners’ seats on DV+ to provide greater transparency and control to app developers and allow them to capture the unique demand we provide via our Auction Packages and Curated Marketplaces.Unity: That makes sense. Direct supply paths surface unique inventory, while private marketplaces (PMPs) and programmatic guaranteed (PG) deals provide customized, premium access at scale. By combining both approaches, publishers gain transparency and control, while buyers get tailored solutions that meet their strategic goals. It’s a win-win. Speaking of transparency and control, that’s becoming even more critical in a world shifting away from cookies. How does Magnite perceive the shift towards first-party data and a cookieless world, and what identity solutions and opportunities does Magnite offer brands to adapt to these changes in programmatic advertising? Gehring: At Magnite, we believe the future of user identity will involve several solutions that both buyers and sellers can use together. We’ve developed tools and features to support all the ways we think identity will be used moving forward. Our Magnite Access products help publishers utilize their own data, create audience groups based on behavior and interests, securely share data while protecting privacy, and support various alternative ID methods. By offering these options, we aim to enable better and more meaningful transactions between buyers and sellers in a world without cookies.Fill in the blank. “When it comes to mobile marketing, bet on ________.” Gehring: Unique supply and demand paths, audience data enrichment, and Magnite’s suite of product offerings!Unity: Thank you for joining us and giving us your insight into the evolving world of mobile app advertising. We appreciate your time and look forward to sharing more industry perspectives!Want to learn more about Unity’s programmatic solutions? Click here. * Source: eMarketer, Mobile Advertising 2024

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594|blog.unity.com

The Game Kitchen on 3 technical challenges making The Stone of Madness

Earlier this year, The Game Kitchen launched The Stone of Madness, a tactical RPG where players help five inmates escape from an inquisitorial prison. In this guest post, three devs from the studio share how they tackled rendering, UI, and testing challenges during development.We’re The Game Kitchen, and we recently released The Stone of Madness on PC and consoles. We want to share some of the most pressing challenges we faced during the development of our latest project, approaching them from a technical perspective with practical examples. In this collaborative article, our programming team breaks down key solutions we implemented in Unity to optimize both performance and development efficiency. First, Adrián de la Torre (graphics programmer) will explain how we designed and rendered the game's art pipeline to achieve its distinctive visual style. Next, Alberto Martín (UI programmer) will detail how we leveraged Noesis to streamline UI development, enhancing the workflow with UX improvements based on user feedback. Finally, Raúl Martón (gameplay programmer) will showcase how we externalized and automated tests for complex in-game actions on a server, ensuring that multiple corner cases were handled without disrupting integration.Making madness look good: A look at the custom render pipelineAdrián de la Torre, Graphics Programmer, The Game Kitchen The Stone of Madness combines 2D visuals with 3D gameplay mechanics, which presents a unique technical challenge. While players see a 2D world, the game's underlying systems operate in three-dimensional space, creating a distinctive duality in its design.To address this challenge, our development team created a custom rendering pipeline that effectively bridges the gap between 3D gameplay information and 2D visual representation. This solution implements multiple rendering passes and specialized techniques to maintain visual consistency while preserving the intended gameplay depth, allowing for seamless translation of 3D elements into the game's distinctive 2D art style.In The Stone of Madness, there are two main scenarios that contribute to the rendering of a frame.The first scenario, which we call the Proxy Scenario, is comprised of geometric primitives that calculate the lighting of the final frame.The second scenario is the Canvas Scenario, which consists of sprites that match the Proxy geometry’s shape and position. The Canvas is arranged in layers to simulate 3D space and achieve proper Z-sorting with moving game elements.The following section details each step in our graphics pipeline for frame rendering.1. Cone of visionWhenever a cone of vision or game ability is enabled, it initiates the first step in the pipeline. We position a camera at the NPC’s point of view (PoV) to render the depth of proxies within its field of view (FoV).Then, in another render texture, the camera outputs a gradient of the distance from the player’s origin in the B channel, which is used for skill area effects.Using the NPC’s PoV render texture, the cone of vision camera renders a cone over the previous texture in the R and G channels with information about obstacles and distance.The final pass renders sound waves in the Alpha channel.This is the final texture created in this step, which will be used in the Canvas Camera step to render the scene’s sprites.2. Canvas Render ID CameraEach proxy in our project has an associated Render ID (a float value). The proxy and its related sprite share the same Render ID. In this step, we render the Render ID float value into a render texture.In the subsequent step, we use this texture to match the lighting information calculated in the proxy scenario with the sprites in the Canvas Scenario.3. LightingThe lighting in our game consists of:Baked lighting: Natural lights that remain permanently active, such as exterior lightingMixed lighting: Static lights in the scene that can be toggled on and off, such as candlesReal-time lighting: Light that moves throughout the scene and can be toggled on and off (we implemented this in only one instance, Alfredo’s oil lamp)Using the RenderID texture, we create a render texture containing the lighting information from the proxy scene.4. Canvas CameraAfter creating all render textures, a camera begins rendering the sprites with information about lighting, skill areas of effect, cones of vision, and noise waves.5. Post-processingColor grading, vignetting, and other effects are applied in a post-processing pass.6. UIFinally, the UI is overlaid.Madness in the HUD: Speeding up UI processesAlberto Martín, UI Programmer, The Game KitchenThe final release version of The Stone of Madness features over 50 user interfaces. The reason behind that number is that this game has a lot of data to show the user. Our UI work was very time consuming, especially with how small the team was at the start, and so we were continuously optimizing our processes to ensure we were achieving good results in as little time as possible.Our UI work spanned the whole project, so it was important that our UI/UX designers clearly understood all the features we needed to implement. To ensure that our game provided a good user experience and was fun to play, we were careful to keep an open line of communication between the programming and design teams.To create the best versions of all of our UI components, we needed to remove the silos between our technical teams and our creative/research teams so everyone was actively involved in the game’s development. Here’s how we approached this two-part workflow.Research and creative’s role in UI designOur UI/UX designers are responsible for defining how UI elements will look in the final game, and ensuring we deliver a satisfying user experience. With this in mind, they began by creating each element with minimal technical load and validating it with potential users. That process looked like this:Requisites: Understanding the player’s needs and creating a list of the game’s needs and user goalsInvestigation: Looking at other games to see how they handled similar problemsWireframes: Working on the schematics and the structure (no final art at this point)Mock-up: At this point, we mount the almost fully designed interface with previously created elements (buttons, scrolls, frames, etc.), allowing us to iterate without much effortPrototype: We build a prototype on Figma using our mock-up, simulating interactions with gamepads and keyboard/mouse to show how it will work in a real environment.User test: Using our previously created prototype, we initiate a user test, validating the needs and goals we identified in Step 1.Iteration phase: If the user test meets expectations, it’s passed on to technical part processes, make more iterations, or perform further testing if it’s convenient. Technical UI implementationAs mentioned previously, the number of UI elements in The Stone of Madness is huge. Developing a UI engine is expensive, so we needed to use a framework that was easy to learn with decent tools and workflows. After evaluating a range of middleware, we choose Noesis GUI, which follows the Model-View-ViewModel (MVVM) pattern.We chose Noesis because it’s based on WPF (Windows Presentation Framework) and follows the MVVM model in a manner that we can reuse most documentation, bibliography, forum entries, and so on to troubleshoot the majority of issues. This framework has been around for a while – it’s now 18 years since its first release – and is familiar to a large number of UI devs, which gives our studio the option to hire from a comparatively larger talent pool to implement interfaces and tools for our projects. Another important thing about Noesis is that we can use the same tools from WPF.With XAML, our UI creative team was involved in layout work and polishing all the elements with minimal technical involvement. Thanks to the MVVM approach, our technical UI programmers could focus on functionality and provide support to the creative teams in certain areas when necessary. Testing (or, how not to go mad creating a game with a systemic design)Raul Martón, Gameplay Programmer, Teku StudiosGameplay in The Stone of Madness is based on three fundamental pillars: Player skills, NPC AI, and scene interactions. Each of these three systems are fundamentally intertwined, which exponentially increases the number of situations the player needs to control – and the number of scenarios we need to test.As soon as we started the project, we realized that a traditional QA system was going to be insufficient. There were simply too many scenarios that depended on several pieces interacting with each other in a particular way, creating an uncontrolled situation. Moreover, these situations could well occur in a window of time that’s just too small for a QA team to test comfortably.To solve these problems we created a suite of automatic tests. The idea was that all the possible scenarios/situations that could occur to our development team in relation to a particular system, could be accounted for and automatically tested much more efficiently in a simulated game environment.To provide an example, one of The Stone of Madness’s lead characters, Amelia Exposito, has a pickpocket ability. While implementing this skill, we initiated a series of tests to ensure:The basic functioning of the skill was correct: When stealing from an NPC, the pickpocketing mini-game would open and the game would pause until it’s over.Less common situations are also covered: If you try to steal from an NPC while another NPC (like a guard) is watching you, or if the NPC is running, the action is impossible.Creating an integration testEach integration test we created required setup based on the following requirements:1. A scene specially prepared to create this particular situationTo test the pickpocket skill, we created a scene with two guards and one player. We positioned each character so they’re facing in the direction needed for the situation to be tested accurately (remember, the player can’t use pickpocket if they’re within the FoV of a guard).Additionally, the scene should only include the minimum components necessary to test the scenario, as extraneous elements can add noise to the measurement. This is why our example scene has no HUD, manual input system, sound effects, and so on.This step requires that the game structure is well compartmentalized, which can take some effort, but, once achieved, is well worth it! 😉2. A test code capable of forcing the situation to be testedMany of the situations we needed to test can be difficult and time consuming to create manually and need a code push to initiate.For example, if we want to create a test scenario to ensure our NPCs never step on mousetraps unless the NPC is moving, the chain of instructions would be:Launch the sceneWait one secondSpawn a mousetrap under the NPCWait another secondCommand the NPC to start walking in any directionThis part of the project is very sensitive to any changes during development (dependent on factors like changing game specs and various unexpected scenarios), so it’s critical that both the test code and resulting feedback are as clear as possible.There’s nothing worse than a test that fails without giving any clear information about what’s actually going wrong.3. A reliable way of knowing whether the scenario is working as intended, or whether the test has detected an error in logicAutomated testing still requires oversight. Increasing numbers of tests with greater specificity on what’s being tested can become difficult to monitor, or scenarios end up not being tested for long enough to be statistically significant. To get around these problems, we created custom tools.For example, some of our tests involved combined interactions between several NPCs in a scene. To monitor these cases properly, we created a system to log the different AI states that NPCs cycle through during the test.We also needed a good API that would give us visibility into the current game state (has an NPC been knocked unconscious? Has an NPC entered a routed state? How many times? Which player character has been captured? And so on).4. A system to be able to launch all these tests quickly:Unlike unit tests, automated tests must be conducted with the game running in real-time. This can make running these tests very slow.In these circumstances, we’re able to take advantage of the fact that our game does not use Unity’s standard updates system. Instead, all of our components use a Tick() function, which simulates Unity updates but launched in a controlled way by our game engine.This helped us achieve a couple of different goals with our tests:First, we could speed up their execution with a forcing function that runs several frames of code for every frame of the game.Second, because these tests are conducted in real-time, they’re very susceptible to variations caused by the frame rates on the computer running the testing scenario. By converting them to a controlled frame rate, we avoid this variance: If a test passes on one machine, it will pass on all machines, and, and vice versa.And this would be the result.How secure testing helps us avoid broken buildsWith the creation of this test suite, we also needed to implement a safeguard that would automatically interrupt the merge of a branch if it contained bugs. To ensure this, we create an automatic merge script that launches every time a change is committed to the main project branch.This script makes sure to launch all these tests and monitor their results. If any test fails, it returns with an error detection and interrupts the merge.With this system, we can avoid situations where a change in an apparently isolated system breaks other mechanics it interacts with.Thank you to The Game Kitchen for sharing this behind-the-scenes look at The Stone of Madness's development. Explore more Made With Unity games on our Steam Curator page and get more developer insights on Unity’s Resources page.

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597|blog.unity.com

How to prevent creative fatigue in your ad campaigns

Creative fatigue can be a roadblock to maximizing campaign performance. As ads repeatedly appear before users, their engagement rates decline.Networks like ironSource Ads and Unity Ads offer advertisers the ability to run dozens of creatives per campaign - an opportunity that, when used strategically, can help prevent creative fatigue and keep your ads fresh and engaging. Let’s explore some actionable best practices to maintain creative performance throughout your campaigns.1. Use more creatives to drive better machine learningWhen it comes to combatting creative fatigue, variety is your closest ally. The more creatives you have, the more varied concepts your audience is exposed to. Diversity in your campaigns captures attention and delivers a fuller picture of your game, increasing engagement and interest over time. Diversity here refers not only to the concepts you utilize but also to the formats - use a variety of video, playables, and a mix of both in your campaigns to fight fatigue.Networks like Unity Ads and ironSource Ads have sophisticated machine learning models monitoring performance. Having a rich pool of creatives boosts their ability to determine which ads resonate the most with an audience. This process is critical to finding high-impact creatives and scaling their performance. By running multiple creatives, advertisers can more quickly identify what works for different kinds of users, enabling better segmentation on the model level.2. Optimize your creative rotation strategyTo avoid creative fatigue, it’s essential to be strategically rotating your creatives. This is not a one-size-fits-all process, but there are some general basic practices which can be leveraged depending on the stage of your game’s launch.For new or not-yet-live games, it’s recommended to start small and scale gradually. After launching your campaign, add new creatives 3 few days. When adding new creatives, ensure your previous creatives have achieved sufficient impressions to successfully complete the learning phase.For existing games, your campaigns should start with existing (pre-learned) creative sets that can be launched with up to 30 creatives. Add new creatives every 3 days to gradually reach 30-creatives. It’s important to keep your creatives in active "exploration" while reviewing performance to ensure every new addition gets the impressions required for a thorough learning phase.3. Refresh your best performing creatives with incremental modificationsRegularly refreshing and analyzing your creatives is vital to long-term success and avoiding creative fatigue. That means consistently uploading new creatives. But that doesn’t mean removing top performing creatives to make space for new ones. Rather, adjust your existing top performers with incremental modifications to keep your creatives fresh while still leveraging the creative concepts that are resonating.Some easy opportunities for optimization for your best-performing creatives are usually incremental adjustments like the duration, color scheme, theme, or even swapping in new characters or scenarios.Follow these tips to help ensure that your campaigns stay effective and continue to drive growth. Reach out to your account manager to learn more about how you can drive impact with your Unity campaigns.

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598|blog.unity.com

Games made with Unity: February 2025 in review

February was a busy month of games made with Unity, from the DICE Awards (thanks for the shout out Camouflaj) to many great releases and more. As always, Steam Next Fest contained more great demos than we could count, and this year, we put together some standout games here.Plus, we chatted with Gareth Damian Martin post the launch of Citizen Sleeper 2, be sure to check out our stream with them.Made with Unity Steam Curator Page We asked folks at Unity to share which of your games they've been getting into this month. Definitely check out the list we put together on our Steam Curator Page here.Working on a game in Unity? We’d love to help you spread the word. Be sure to submit your project.Without further ado, to the best of our abilities, here’s a non-exhaustive list of games made with Unity and launched in February 2025, either into early access or full release. Add to the list by sharing any that you think we missed.ActionGrapples Galore, Zoteling (February 7)METAL SUITS: Counter-attack, Eggtart Inc (February 13)Bullet HeavenWhisker Squadron: Survivor, Flippfly LLC (February 20)Cards, dice, and deckbuildersDie in the Dungeon, ATICO (February 21 – early access)Casual, rhythm, and partyRift of the NecroDancer, Brace Yourself Games, Tic Toc Games (February 5)City and colony builderMicrotopia, Cordyceps Collective (February 18)Mini City: Mayhem, Rogue Duck Interactive, cukuto (February 17)ComedyWhile Waiting, Optillusion (February 5)FPSBOWLOUT, Sep Horsthuis, Quint Winter (January 7)Arken Age VitruviusVR (January 16)HorrorBlood Typers, Outer Brain Studios (February 20)Studio System : Guardian Angel, alreti circle (February 4)Management and automationMind over Magic, Sparkypants (February 12)Viking Chef: Feast Frenzy, Yew Rune Creations (February 3)Blood Bar Tycoon, Clever Trickster Studio (February 4)Astronomics, Numizmatic (February 10 – early access)Ale Abbey, Hammer & Ravens (February 18 – early access)MetroidvaniaOirbo, ImaginationOverflow (February 11 – early access)SteamDolls - Order Of Chaos, The Shady Gentlemen (February 11 – early access)Narrative and mysteryAfterlove EP, Pikselnesia (February 14)Urban Myth Dissolution Center, Hakababunko (February 12)Weirdo, CASCHA GAMES (February 14)PlatformerBauhaus Bonk, Spoonful Games (February 6)JUMP KING QUEST, Nexile (February 12 – early access)Puzzle adventureSpirit Swap: Lofi Beats to Match-3 To, Soft Not Weak, LLC (February 3)Slender Threads, Blyts (February 7)Roguelike/liteSWORN, Windwalk Games (February 6 – early access)Psionic Sentry : Infinite, Roy, 響雨互動娛樂, HowlingRain (February 2 – early access)Astral Throne, Zero Sun Games (February 7)RPGCabernet, Party for Introverts (February 20)Peripeteia, Ninth Exodus (February 21 – early access)Reality Break, Element Games, LLC (February 10)SimulationArctic Motel Simulator, One Slice of Pizza Games (February 11)Behind Glass: Aquarium Simulator, BitBros Inc (January 9)Skystead Ranch, ToastieLabs (January 17)Sports and drivingLonely Mountains: Snow Riders, Megagon Industries (January 21)Sports and racingHover REV Hispeed Burst, JKK_WORKS (February 5)StrategyDark Times, Gromov Studio (February 9)GIRLS' FRONTLINE 2: EXILIUM, SUNBORN Information Co., Ltd. (February 11)SurvivalAloft, Astrolabe Interactive Inc. (January 15 – early access)That’s a wrap for February 2025. Want more Made with Unity and community news as it happens? Don’t forget to follow us on social media: Bluesky, X, Facebook, LinkedIn, Instagram, YouTube, or Twitch.

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599|blog.unity.com

Why Unity is moving to 100% in-app bidding

2024 marked the start of a new era as in-app bidding took over mobile ad monetization, replacing decades-old “waterfall” mediation methods. Unity Ads, ironSource Ads, and LevelPlay joined the bidding revolution with a global, cross-functional team effort.As a result, advertisers gained more impressions, publishers streamlined operations, and gamers enjoyed better experiences with faster load times. Here’s why the shift to bidding matters for publishers and networks and what’s next in 2025 for Unity Ads and ironSource Ads bidding.How in-app bidding helps publishersIn-app bidding is a common-sense concept: let every network compete, let the highest bid win, and pay exactly that amount to the publisher. Yet for more than a decade, the industry stuck to the “waterfall” auction concept, in which prices start high and gradually lower until someone bids. Imagine starting at $100 and opening the auction to only the top three networks, if none of them agree to the price it then drops to $50 and a few more networks are added. This repeats up to a hundred times per ad impression. It’s time consuming, complex, and opaque.In-app bidding streamlines the process of finding the best price for each impression with a first price auction that resolves in seconds rather than minutes.In-app bidding enables ad networks to continue to benefit from the SDK while conducting auctions server-side. Here’s how it works:First, to authenticate the request as non-fraudulent, meditation requests a ‘token’ from each network SDK client-side.Each bidder is called in parallel by a server with strict timeouts to return a bid, along with the content they’d like to show if they win. After the winning bid is chosen in auction, the winners and losers are notified.Mediation loads the winning network’s ad into its SDK, ready to show to the user.Overall, processing is reduced and publishers get real-time transparency into each user’s true value. Networks can freely compete based on their best offers, ensuring publishers always get fair market value for premium users. As a result, publishers spend less time micromanaging complex auctions and more ad networks get a shot at winning, leading to increased competition and higher CPMs for publishers.How in-app bidding helps Unity ad networksThe benefits of in-app bidding aren't just for publishers. The Unity Ads and ironSource Ads networks have achieved significant improvements to the scale of app installs with in-app bidding. This is primarily for two reasons:Unity Ads and IronSource Ads networks get access to win all users on a level playing field. Before bidding, the publisher could set a limited number of price points in the auction and these could often be inconsistent across formats, geos, and even networks. Sometimes publishers would prioritize one network over others.Bidding improves the efficiency of the tech stack for machine learning. A more efficient ad serving process delivers cleaner data at lower cost to Unity’s models, which in turn enables today's increasingly complex, deep-learning models to deliver more accurate real-time decisions. This cycle helps Unity to drive advertiser performance, which lifts publisher performance with it.The move to in-app bidding and what’s nextIn 2024, Unity Ads completed the re-write of its entire ad serving stack to unlock the full potential of bidding for publishers. In conjunction, Unity LevelPlay mediation and ironSource Ads also made great strides towards 100% bidding. This required working with publishers and other top networks, collaborating effectively to drive growth for the industry at large.Unity Ads plans to move to 100% bidding in 2025, beginning with 100% bidding in some external mediations and an open Beta for Google AdMob and Ad Manager, now live as of February 4th. This will be followed by the retirement of the waterfall and the introduction of the v5 SDK architecture optimized for bidding.LevelPlay mediation will continue to integrate new bidding ad networks and complete the roll-out of multiple ad units. Levelplay will retain legacy support for waterfall integrations while working with publishers and networks to migrate to bidding.Overall, with access to the best supply and data for machine learning, in-app bidding positions the entire mobile ecosystem for growth through efficiency in 2025.

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