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[ 2024 ]

20 entries
761|blog.unity.com

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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764|blog.unity.com

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.  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.

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773|blog.unity.com

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.

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774|blog.unity.com

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.

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777|blog.unity.com

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.

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778|blog.unity.com

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 斜陽過客 (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.

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