// transmission.log

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> Intercepted signals from across the network — tech, engineering, and dispatches from the void.

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[ 2024 ]

20 entries
821|blog.unity.com

Addressing addressability: How brand marketers can adapt their mobile programmatic strategy

ATT and cookie deprecation signifies more than just a technological shift - it's a game-changer for marketers who are looking to reach engaged consumers where they are spending the most time. So how can marketers adapt their mobile advertising strategy and continue to ensure they reach their consumers where they are?In short, as the mobile advertising landscape changes, so should the way advertisers run digital campaigns. Let's break down how advertisers adapt their mobile strategy accordingly (spoiler: all signs point to in-app advertising where more than half of users are still addressable.)Brief history of privacy changes on mobileTraditionally, to advertise on web browsers or apps, marketers have utilized cookies and mobile ad IDs (MAIDs). That means marketers utilize unique user identifiers for tracking, retargeting, frequency capping, audience segmentation, and attribution. But following privacy changes over time, addressability has become significantly more challenging.September 2017: Apple released ITP 1.0 to limit the use of cookies on Safari and prevent cross-site tracking.May 2018: The GDPR became applicable in the EU.January 2020: CCPA gave California residents rights over their personal information.April 2021: Apple introduced App Tracking Transparency (ATT) on iOS.2024: Chrome plans to disable third-party cookies for all of their users. They’ve already started with 1% of their global users, and plan to expand to 100% of users by Q3. You know the history. Now, here are some tips for tailoring your mobile strategy to maximize your impact with both addressable users, users who have a unique identifier, and non-addressable users, users who do not have a unique identifier.Addressability strategy of advertisers in the industryHere are some commonly used practices that marketers use to get ahead of their competitors before the last cookie falls.Embrace first party data: Without third-party cookies, first-party data has a key role to play. Marketers invest extensive resources in building user trust, encouraging opt-ins, and building a robust data infrastructure.Collaborate with industry players to explore alternative ID solutions: Some marketers explore alternative methods to cookies and consider testing with partners like The Trade Desk or Liveramp, who offer other ID solutions to address these cookie-based challenges.Optimize in-app advertising: Mobile users only spend 10% of their time on web, so 90% of mobile time is spent in-app, particularly social media and gaming apps. The best part: the majority of supply in apps is still addressable. Marketers are optimizing in-app strategy with more personalized ad experiences, retargeting, audience segmentation, and strategic placements to engage users. Getting even more granular, let’s discuss how marketers can better understand non-addressable users.How advertisers segment non-addressable usersNon-addressable users are still very valuable - marketers are getting more innovative with how they market to them. While marketers may not be able to get specific-user level information, some contextual data is still available:Contextual information: The type of content users are engaging with (e.g. what they are reading, mobile games they are playing, how long they’re engaging with this content, how the app is rated, etc.) Contextual demographic information: General demographic information can be inferred based on the content users are engaging withTechnical device information: Device type, model, OS, connectivityGeographic location: Country, city, time of dayBy adapting to this constantly-evolving advertising landscape, you can continue to make sure you’re in the best position for growth - just make sure you’re using the right approach. And with users spending 5 hours a day on their mobile devices and 90% of that time happening in-app according to data.ai - building a comprehensive mobile strategy is crucial to long term brand success.That’s why it’s also essential to have the right partners - and at Unity, we can help connect you with premium demand sources, offer full data transparency, and much more.Get started with Unity’s programmatic solutions and get ahead of the game.

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822|blog.unity.com

A look ahead at spatial computing with Owlchemy Labs

We’re entering the new era of spatial computing, where robust extended reality (XR) tools and flexible workflows can enable developers to add interactions, scale graphics, prototype, and test in-Editor. In the2024 Unity Gaming Report, we predict greater demand for XR games, and many of the contributing studios agree with this forecast.Unity’s senior advocate Antonia Forster sat down with Andrew Eiche, Owlchemy Labs’s CEOwl, to get his perspective on the future of spatial computing and practical tips on developing for Apple Vision Pro.Antonia Forster: Hi Andrew, thanks for joining me. Let’s start by looking ahead. What do you see as the future for VR and spatial computing?Andrew Eiche: One of the biggest things that we’re moving into is using XR devices as a general spatial computing environment for domain-specific tasks, with Apple Vision Pro and the changes to Meta’s operating system leading the way. We’re trying to solve the paradigm of how to do a generic workload in VR versus an extremely specific one.What does it look like when we actually want to work in XR? We’re trying to take existing tasks and transfer them to an identical paradigm in a spatial environment. Hopefully developers will settle in quickly and we will be able to understand what the breadth and depth of this media is.This is very important for us to do so we can discover the utility and intuitiveness of the technology. In this industry, platforms fall along a spectrum of these markers, and those with the most potential for adoption land in the high utility and high intuitiveness quadrant. With VR, we want to ensure that it’s moving in that direction – highly useful and highly intuitive, the quadrant where phones, PCs, and smart TVs fall into.Looking into the future, thinking about spatial computing helps make VR more useful, but we still need to work on its attainability. How do we do this? We change the primary input vector to align with the platform that players focus on the most: mobile. From there, we need to focus on removing friction with implementing hand tracking, making headsets lighter, and getting better optics.You spoke about the evolution of technology. What other tech trends do you think might impact XR in the next few years?Gaussian splatting is incredible, and I think that the next step for it is going to be figuring out better capture and animation. We solved the wrong problem with three-dimensional capture, where we assume that if we just cover the space and cameras or use light fields, it would be great, but there’s something that just works better, like a transparent Gaussian. I think we’re going to see a huge push into that and in figuring out how we are going to optimize it.I also think AI is going to have an influence. One of the really interesting use cases I’m waiting for is when we don’t have to render the whole frame, just part of it. What if we render 30% and then we kick it off to a Tensor Processing Unit (TPU), and it just fills it in, based on all the data it has before and after? Suddenly, the graphics chip that’s sitting in our headset is now PC-capable. It’s literally how the reflections work for NVIDIA RTX™, so we are already walking down that road.There’s also AI filling in the gaps of weight painting, or seeing generative AI potentially replace a best-fit algorithm as a tweening. A best-fit algorithm has pieces to build with, and if the optimal fit is halfway between the pieces, using generative AI to move the slider halfway is interesting, useful, and has artist control. This would be great for animators who want to focus on doing their key poses and not spend time tweening. AI could help with that, and then the animator can go in and clean it up.Thank you for the insight! Based on how the XR space is trending, what is your advice for developers entering this era of spatial computing?From an interaction design standpoint, you need to break down the way you interact with something and not try to fit a square peg into a round hole. It’s tempting for developers to jump in and get deep into it, but as a new developer, I recommend approaching spatial computing slowly. Take your time stacking the right building blocks.For example, when porting Job Simulator, we started by thinking about the right times to use operating system-level interactions. When we put up a SwiftUI window for the Apple Vision Pro version, we debated when to use pinch. We really followed how Apple uses it because they’re extremely specific about when to use it and what to use it for.When you’re not interacting with a window, you’re interacting with a 3D object. At this point, you need to stop thinking about it like an app on a 2D monitor and more like a physical product design for a real-world object. Design objects in an intuitive way, following principles of real-world object design. Make sure that you continuously test your user experience, and realize that the only thing that counts is when the game is actually being tested with real users in a real space, on a device. You need to do the work.It’s key for you to have it in your hands, and have others interact with it. I recommend allocating plenty of time for modification. The experience can feel different on different platforms. Specs can differ and it’s important to be flexible.Lastly, what’s special about VR is how to explore it. Our version of exploration includes sitting at a desk that has closed drawers and getting to rummage through it. It’s incredibly interesting to pick up each object and see how it works and interacts. One of the key reasons that players prefer this interaction is because we’re putting things in their hands and allowing them to really mess with the world around them, and find out what that world is like. We are not making them interact with something that is far away or that they’re disconnected from.Getting more granular on tips for spatial computing, what advice would you give to developers looking to port or develop games for Apple Vision Pro? How has your experience been using Unity’s visionOS support while porting Job Simulator?We’ve been working closely with Unity and Apple, and aligning on the best way to bring our hopes and vision to life. We got Job Simulator running really quickly on Apple Vision Pro and used it similarly to building in iOS. One of the things that took some time to work out was making it a fully immersive game. Unity had to call a function that would communicate our desired output to the Apple operating system. Prior to doing so, we kept encountering a flat window, and if you closed it, the game was over.We were developing for a fully immersive game, and being a general computing operating system, exiting a game is new to us. Building for PC, we never had the second step of quitting the application, since the player can just hit the X. When we put it on Quest, it was really binary and the game either ran, or did not. Suddenly, on Apple Vision Pro, we were on this device where the game can go into the background, and we needed to do the work to figure out how to actually leave the application.My advice is to be really collaborative and open. You never know when someone will have the fix to a bottleneck you’re experiencing. It’s not only good for you, but the community as a whole. We’re extremely active on the Discussions forums, and in opening tickets and speaking with Unity. It helps us find solutions that also benefit the rest of the community. Submitting bug reports there has provided us with the opportunity to work with other devs who are in similar situations. It definitely speeds up our learning curve and is instrumental in helping us move development forward.I’d love to end this interview with one last nugget of inspiration and insight for our community. What’s the most valuable thing you learned about visionOS development that you will take to your next Apple Vision Pro project?We’ve existed in two ecosystems for years – Windows PC and Android. In moving to development for visionOS, which shares many similarities with other Apple operating systems,we learned in what spots we had made assumptions and leaned a little bit harder on the operating system in a potentially incorrect way. We figured out where we could have done better.Another key insight to keep in mind is the value of Facetime and sharing your screen to show other people what you’re experiencing – say, for debugging. That screen is your application running, your code running, and others can see your view perfectly. This is something that is notoriously hard for other headsets to do, and Apple Vision Pro does it effortlessly. That would be my fast tip.Want to know more? Read our new 2024 Unity Gaming Report, and check out this video playlist, where expert creators discuss this year’s biggest game development trends.If you’re ready to dive into Unity’s support for Apple Vision Pro, you can get tips from other devs developing for Apple Vision Pro and share your feedback on the AR/VR/XR discussion forum.

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823|blog.unity.com

Bring more players into your game with Unity Multiplayer Services

In the 2024 Unity Gaming Report, 68% of studios said they’re developing multiplayer games – a number that’s risen steadily over the last few years in response to increasing player demand.Multiplayer games offer more competition and community, encouraging greater engagement and retention. In 2023, mobile-only games with multiplayer features had 40.2% more monthly active users (MAU) than single-player games, and overall multiplayer gaming revenue grew by 10%, a substantial bump compared to 0.6% YoY industrywide.Achieving that success requires investing a lot more into development, operations, and player retention, but this additional complexity is manageable with the right tools. Instead of solving all of these problems in-house, many game developers fill the gaps in their networking stack with solutions custom-built to help dev teams stay focused on gameplay. According to one study, 88% of studios are looking for new tools to meet their needs for demanding game projects.By offering Netcode for GameObjects and Netcode for Entities frameworks, as well as Unity Gaming Services (UGS) multiplayer solutions like Unity Multiplay Hosting and Vivox Voice Chat, Unity’s suite of live game tools covers the entire multiplayer game development journey, from concept and prototyping through to launch and live operations. This flexible system enables you to build within Unity’s ecosystem or mix and match whichever tools and services you need to fit your game and development team’s needs.Games with community are more engaging, have a lasting impact on gamers’ lives, and monetize better for their developers. My fondest childhood memories are playing multiplayer mode in games like Goldeneye, Red Alert, and Halo with my friends. Those memories wouldn’t be possible without their early versions of local, co-op, and online multiplayer.In today’s games industry, retaining customers and creating an engaging community are more important than ever. This is the most effective way to create a game that lasts forever and delivers long-term business success, which is why we’re continuing to invest heavily in multiplayer dev tools and services to help you build, deploy, and operate multiplayer games.Multiplayer Services power boldly innovative games. When Triangle Factory created Breachers, a 5v5 first-person shooter for VR, their strategic focus was on maximizing player reach through cross-platform access while keeping the lean studio team focused on gameplay. To do it, they needed the multiplayer backend on track with as little friction as possible.Using Multiplay Hosting, they were able to reduce server costs with a hybrid server solution, scaling quickly to 110k MAU in the first month, supported by UGS backend architecture and Multiplay Hosting. They also used a range of Multiplayer Services to simplify their stack and accelerate development time, including Authentication, Matchmaker, Vivox Voice Chat, and Leaderboard.“Unity Multiplayer Services has reduced development time on player features from a few weeks to a few days,” says Pieter Vantorre, Triangle Factory’s CTO. “Had we built everything ourselves, it would’ve required more resources and significantly more funds.”StickyLock also opted to use several Multiplayer Services together to streamline a complex development process. “It’s hard to quantify the exact amount of time that UGS has saved us, but I would put it in the ballpark of hundreds to thousands of dev hours,” says Jamel Ziaty, producer of StickyLock’s upcoming multiplayer game Histera.The StickyLock team was already tackling a big game concept – a fast-paced dystopian first-person shooter given a twist by a novel game mechanic called “the glitch,” which bounces players into different historical eras. The small team needed all hands on deck to execute on gameplay, so getting coverage in their multiplayer stack was crucial.“We chose multiplayer UGS because we wanted to have a third party take care of all complex logic for us so we could focus on the core gameplay of Histera,” Ziaty explains. “We use quite a few services from UGS, and it’s very useful to get them with one single provider. There’s less glue between various services for us to worry about.”In these games and many others, Multiplay Hosting has been tested at scale for performance, capacity, and customer savings:Unity Gaming Services hosts 77 million game sessions a month.Multiplay Hosting has supported more than 3 million concurrent users, demonstrating its ability to scale.Recently, Unity supported more than 175,000 game servers running concurrently.Multiplay Hosting reduces hosting cost per player by 30–40%.Multiplay Hosting has access to 292 data center locations.We want to support every customer that is building a multiplayer game. For that reason, we offer services ranging from Relay, Matchmaker, Distributed Authority, and Multiplay Hosting. To support the rapid growth in options for hosting multiplayer games, we’re making Multiplay Hosting agnostic to the hosting hardware by relying on our industry-leading, cloud and bare-metal hybrid approach that has scaled to millions of players whenever a game needs it. That means you will be able to rely on us to provide the infrastructure, or you can bring your own compute to Multiplay Hosting through your favorite cloud provider.We’re adjusting our multiplayer hosting and tools to offer greater flexibility to ensure that you can use the multiplayer hosting solution that has demonstrated reliability, performance, and success for years.We’re continuing to invest heavily in multiplayer game development and have a lot of exciting new features planned:Greater cloud flexibility: Bring Your Own Compute (BYOC) lets you run your game directly on the infrastructure you choose from our partner network.Flexible cloud provider marketplace spending: Our products and services will be available on the cloud providers marketplaces, enabling you to use your existing commits/spends with them.Additional CI/CD and observability options: Build the CI/CD pipeline you need with new external bucket upload and build tagging options, while new self-serve logs and metrics exports improve your game observability.Distributed authority:This brand-new network topology enables you to build large-scale multiplayer games with deep simulation in a cost-effective way, without the complexity of dedicated servers.New multiplayer game sample: We recently released Megacity Metro, a sample game that offers a blueprint for end-to-end multiplayer development in Unity, including services like Multiplay Hosting, Matchmaker, and Vivox Voice Chat.Multiplayer VR template, coming soon: Setting up multiplayer for VR games is difficult, so we’re making that easier with our new Multiplayer VR template, built on top of OpenXR and announced in the Unity Roadmap session at GDC 2024.We’re also simplifying your multiplayer game development with deeper integration between the Unity Engine and Unity Multiplayer Services in Unity 6, including:Multiplayer Play Mode delivers a first-class Editor experience so you can quickly test game functionality.Multiplayer Center streamlines your project setup.Unity Multiplayer Services, including Matchmaking, Lobby, and Vivox Voice Chat, allow for quick experimentation and richer gameplay, and these are integrated into the Unity Editor.Leverage Relay and Multiplay Hosting for smoother development, playtesting, and deployment.Check out the GDC 2024 Roadmap session to learn more about what’s in store and how these tools work together.I’m excited that we’re extending the flexibility of our Multiplay Hosting to support customers however they want to run their infrastructure. At the same time, we’re democratizing multiplayer game development to support any type of game for any device with a simple integration into the Unity Engine. With these investments, Multiplayer Services will continue to be the go-to solution for the most demanding, high-performance games and support the growing adoption of multiplayer gameplay across the industry.Stay ahead of the latest multiplayer development tools and share your feedback in the Multiplayer Forum. Check out the recent “Multiplayer resource roundup” blog post for the latest templates, samples, and demos for hands-on learning for all things multiplayer, including our new Megacity Metro sample game.

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832|blog.unity.com

Multiplayer resource roundup: Get the latest templates, samples, and demos

The 2024 Unity Gaming Report reveals that studios are building more multiplayer games despite the complexity. While bringing more players into game development poses challenges, it’s never been simpler to build multiplayer games with Unity. Browse this curated list of resources to get familiar with the latest multiplayer demos, samples, and templates.Our high-level networking library, NetCode for GameObjects (NGO), simplifies developing multiplayer games by abstracting networking logic. It enables you to manage and transmitGameObjects and world data efficiently across networking sessions to multiple players. If you’re just getting started with multiplayer development, NGO serves as an excellent starting point.“Hello World” project: This beginner-friendly tutorial guides you through setting up a project with NGO to lay the groundwork for your first networked game.2D space shooter: Delve into physics, movement, and status effects using Netcode, NetworkVariables, and ObjectPooling with this engaging code sample.Invaders: Gain insights into game flow, unique movement mechanics, networked shared timers, and more.Client-driven sample: Explore client-driven movements, networked physics, object spawning, and reparenting.Dynamic Addressables network Prefabs sample: Learn to dynamically add new spawnable prefabs at runtime with this advanced code sample.Finally, the Unity Gaming Services (UGS) team recently updated their documentation for NGO and multiplayer services. You can also stop by the multiplayer forum if you have questions or need help.Ready to tackle more complex multiplayer projects? These advanced demos and samples introduce sophisticated multiplayer concepts, integrating services like Lobby, Vivox, Relay, Multiplay Hosting, and DOTS/ECS.Small-scale competitive multiplayer template: This is your starting point to create and ship a multiplayer project using Netcode For GameObjects and UGS. The template includes a Bootstrapper tool that helps you test faster using various network modes (Host, Client, Server) and dynamic configurations, in-Editor tutorials, and a bare-bones, event-driven gameplay flow.Game lobby sample: Learn how to use the Lobby and Relay packages from UGS to create a typical game lobby experience. Connecting to the lobby will also enable Vivox Voice Chat as long as an audio input device is available.Serverless multiplayer game sample:This sample showcases how to join or create a Lobby Service game lobby and compete in a simple coin-collecting arena game.Boss Room: This fully functional co-op multiplayer RPG made with Unity Netcode is an educational sample designed to showcase typical netcode patterns often featured in similar multiplayer games. Prefer to follow along with a video? Check out this webinar series.Galactic Kittens: This 2D co-op space adventure sample game helps you learn how to apply and synchronize sprite animations, particle effects, and basic 2D movement.Battle Royale with Photon Fusion: We teamed up with Photon to launch a new asset to help you produce peak performance on Unity’s Game Server Hosting (Multiplay) orchestration platform and Matchmaker.Megacity Metro: Our most robust multiplayer demo to date, Megacity Metro supports 128+ players and uses the latest multiplayer tech, including Unity Gaming Services and DOTS/ECS.There are so many videos out there built by our community of developers and content creators, but here are a few of our favorites.Tarodev’s “How to: Unity Online Multiplayer”:Tarodev has graced us with a wonderful intro to NGO that takes you from installation to interpolation, all the way through to server authority.Code Monkey’s “Learn Multiplayer Free”:Our pal Code Monkey has an excellent guide on how to build a multiplayer game in Unity using NGO and the rest of UGS.Turbo’s “Netcode for Entities”course:We couldn’t leave Turbo out of the mix. This course guides you through how to build a multiplayer MOBA-style competitive game.If you’re an experienced multiplayer developer and you’ve got a big idea that requires a high degree of performance and determinism, DOTS and ECS might be the right base for your game.Moving from an object-oriented to a data-oriented design approach can be an adjustment, even for seasoned programmers. We’ve put together this reading list to help you get started with data-oriented design in Unity.This year at GDC, we showcased our multiplayer roadmap for Unity 6. We’re working hard to bring you Multiplayer Play Mode, distributed authority, a simpler Multiplayer Services SDK, and more. Check out the roadmap and vote for your favorite features, or jump into the conversation in the multiplayer forum.

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835|blog.unity.com

GDC 2024: Trends, the Unity 6 roadmap, multiplayer, AI, and more

At this year’s Game Developers Conference (GDC), we went deeper into the tech and tools. Read up on industry trends, get a look at the roadmap featuring Unity 6, download a new multiplayer sample, experiment with Unity Muse’s latest AI capabilities, and join in celebration of games that are made with Unity.Starting off the week, we released the 2024 Unity Gaming Report, which can help you understand the forces that are shaping today’s industry. The report draws insight from approximately five million Unity Engine developers, an astonishing 342 billion ad views, and this data is complemented by commentary from 19 studios from across the globe, who share their own insight and experiences. The stories, data, and five trends are compiled to help inform your own game development journey and better understand where the year is going, now and in the years ahead. Check it out.Looking toward the future, we dedicated a session to the roadmap for not only Unity 6, but all of the complementary products and services to help you create and run your game. The roadmap covers topics including all-new graphics features for creating immersive worlds, innovation in XR (also tackled in our in-demand Apple Vision Pro deep dive session that’ll be uploaded soon), and how Unity Cloud and Unity Muse can help you leverage to boost efficiency. We also address what’s new in multiplayer, both in-Editor and for operation using Game Server Hosting and Vivox Voice and Text Chat. Watch the session below to see what’s new and how Unity is taking your feedback to invest in the future.We just released Megacity Metro, a new sample that showcases multiplayer game development across platforms and supports over 100 players. Built using DOTS and the Universal Render Pipeline (URP) for cross-platform compatibility, it comes pre-integrated with Unity Cloud services like Authentication, Multiplay Hosting, Matchmaker, and Vivox Voice Chat. Think of the sample as a blueprint if you want to better understand multiplayer game mechanics or incorporate the latest technologies into your game.You can download the Megacity Metro sample today, then join us on Wednesday, March 27 for a webinar where we’ll go behind-the-scenes into the tech, discuss how the sample was set up, and give you a look at the breadth of our multiplayer solutions.By adding Unity Cloud to all Unity subscription plans, we’re helping to make working as a team more efficient. Unity Cloud centralizes content and streamlines team workflows with vital connections between Unity Asset Manager, Unity Version Control, and the Editor. You can get started for free, and Unity Pro and Unity Enterprise plans get increased cloud storage and team administration capabilities.Muse helps you ideate and iterate faster by harnessing the power of AI to complement your creativity. This week, we revealed that we’ll soon be incorporating all of Muse’s capabilities into the Editor, bringing AI closer to where you create to streamline your workflows.We also previewed an improvement to Muse texture generation, Texture 3D. This new model leverages new original research and proprietary models to generate true PBR materials for 3D objects. This means that you’ll be able to produce a multi-material UV texture that can wrap onto an object directly and will react more accurately to lighting.You can get started with a free trial of Muse to begin experimenting and see how AI can help you create more efficiently.For mobile game studios, Tapjoy recently introduced Daily Rewards, a unique new campaign type on Offerwall that can help advertisers to drive higher ROAS. Daily Rewards offers players daily incentives by inviting them to come back to unlock in-game rewards every day.In the ads space, the Unity Ads Network and ironSource Ads will soon be available in beta on the Google AdMob mediation platform as real-time bidders. Stay tuned for more on the release.GDC wouldn’t be complete without the latest games, and we celebrated alongside a few studios at our Creator Lounge. Tomas Sala’s Bulwark: Falconeer Chronicles is an open-world combat builder that showcases the flexibility of Unity’s extensibility. Southfield, by Radical Forge, combines farming with ridiculous physics in an online multiplayer experience across platforms, leveraging everything from netcode to matchmaker to Multiplay game server hosting. Super Gear Games soft-launched Racing Kingdom to both iOS and Android, powered by URP to ensure peak performance across devices.VR is having a resurgence this year, and we featured Nosebleed Interactive’s Arcade Paradise VR, an immersive arcade experience built with URP along with the 2D toolset used to make the arcade games. Demeo Battles, by Resolution Games, brings its turn-based strategy game to VR with help from the Input System to allow for cross-play with PC. Resolution Games also announced a brand-new mixed reality mode for Angry Birds VR: Isle of Pigs.Finally, awards were handed out at the Game Developers Choice Awards – a special shout out to Visai Games’s Venba for taking home the Best Debut and Social Impact awards. Congratulations!As we close out GDC, we want to thank everyone who took time to connect with us live and in person. You chatted with us and played games at the Creator Lounge, provided insightful feedback at our product roundtables, and inspired us with your games and technology curiosity. We hope you enjoyed reconnecting as much as we did, and we can’t wait to see you at the next GDC. In the meantime, keep creating amazing games.Stay tuned as we share all of our GDC Dev Summit content online and on-demand, and feel free to explore how Unity can help you create, run, and grow your games.

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836|blog.unity.com

Unity Expands Direct Brand and Agency Support in EMEA

Unity is excited to announce its expansion in the European (EMEA) market for its Programmatic Exchange, following four years of exponential growth for direct brand and agency sales in North America .Growing Opportunities for European AdvertisersMany of the largest brands in Europe are already utilizing supply from both the Unity and ironSource Exchanges on the open market, indicating the significant value the supply holds for European advertisers. In fact, Unity has established preferred supply partner relationships with major agency holding companies, laying a solid foundation for its expansion into Europe. By establishing direct relationships, Unity can now better support global brands' marketing efforts and drive mutual success in the EMEA market.In addition to existing partnerships and supply relationships, Unity is excited to introduce our programmatic solutions and support to EMEA brands and agencies. Leading the charge for our work in sales in the EMEA market will be Katya Kornilova. With her proven track record in the mobile gaming and programmatic industry, Kornilova will spearhead the initiative to establish and nurture direct relationships with brands and agencies across the European market, further solidifying Unity's commitment to delivering unparalleled support and innovation.Commitment to Programmatic ExcellenceAs part of our expansion strategy, select demand partners connected with the ironSource and Unity Exchanges can now receive consent signals, per IAB's Transparency & Consent Framework (TCF) 2.2. By supporting the transmission of TCF consent signals, Unity reaffirms its dedication to supporting demand partners in their efforts to comply with data protection regulations for a more ethical, sustainable advertising ecosystem.Unity's expansion into the EMEA market signifies more than just a geographical growth; it represents a commitment to redefining the future of mobile gaming and programmatic advertising in Europe. By leveraging its success in North America and combining it with strategic partnerships and industry expertise, Unity is poised to lead the way in delivering innovative solutions, exceptional service, and measurable results to brands and agencies across Europe.For any inquiries or further information about our expansion into Europe, please contact Katya Kornilova.

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837|blog.unity.com

New Shader Graph feature examples in 2022 LTS

The Shader Graph team is excited to announce the release of our newest set of samples, available to import now in 2022 LTS and Unity 6 Preview (2023.3).With this sample set, our goal is to provide examples of how to achieve a wide range of effects and techniques using Shader Graph. If there’s an effect you want to add to a shader, it’s often available online in the form of a math equation or code – both of which may be out of reach for some. We want to make it easier for you to achieve the effects you’re looking for.Shader features such as parallax mapping, interior cube mapping, angle blending, flow mapping, and custom lighting are just five of the over 30 different feature examples available in this set. While these examples don’t provide complete shader solutions, they do show you how to create specific effects, and most are neatly encapsulated in subgraphs, so they’re easy to drag and drop into your own shaders.Here’s a full list of the sample categories.Blending Masks: This set of blending mask subgraphs includes altitude blending, angle blending, camera distance blending, and height blending.Conditional Branching: Find two examples of how to branch your shader, depending on which render pipeline you’re using and the quality level you select.Custom Interpolator: This offers an illustration of how to improve performance by moving operations to the vertex stage, including an illustration of some effects that don’t work very well when computed per-vertex.Custom Lighting: Many of you have asked for a way to customize how lighting works in Shader Graph, either to make lighting cheaper to render or to achieve a unique artistic style for a project. These samples show how that can be done and include an example of PBR lighting, simple lighting, and a cel shader.Detail Mapping: This set includes three different techniques for applying more detail to a material using detail mapping: color detail, normal detail, and full material detail.Procedural Noise and Shapes: It’s often more cost effective to generate patterns procedurally rather than using texture maps. This category contains an example of how to generate a brick pattern procedurally, a subgraph for generating a hexagon grid, and a set of signed distance field shapes.Shader Graph Feature Examples: Shader Graph has several features that can be tricky to master, such as subgraph dropdowns and branching based on input connection. This section contains examples of how you can use these features to improve subgraphs’ usefulness.UV Projection: A large set of features are based on the manipulation of UV coordinates, including flipbook blending, flow mapping, interior cube mapping, latitude longitude projection, matcap or sphere projection, parallax mapping, and triplanar projection. This section includes all of these effects.Vertex Animation: When most people think of Shader Graph, they think of pixel shaders, but Shader Graph can also animate vertices using the vertex stage. These examples include a waving flag, a bend deformer, a camera-facing billboard effect, Gerstner waves, and a full-featured particle system built entirely in Shader Graph.Install the new sample assets using the Package Manager.In the Editor, open Package Manager.2. In the Package Manager window, select the Shader Graph package.3. Select the Samples tab.4. Finally, click the Import button in the Feature Examples section to bring the new sample set into your project.With these steps completed, the Feature Examples assets will show up in your project under Assets/Samples/Shader Graph//Feature Examples.After importing the samples, get started by opening the scene that corresponds to the render pipeline you’re using (High Definition Render Pipeline, or HDRP, Universal Render Pipeline, or URP, or the Built-in Render Pipeline) in the Scenes folder.Once the scene is open, select the Shader Graph Feature Samples Showcase asset in the Hierarchy panel, then follow the guided tour in the Inspector.You can use the Samples dropdown box to select a sample and jump to that location in the scene.We’re continuing to add more samples to Shader Graph, and we have several more sample packs in the coming months. These will help you learn Shader Graph more quickly, understand how to set up specific functionality, and create new shaders faster with premade subgraphs and templates. We hope you’ll enjoy using them.Shader Graph basicsShader Graph documentationUnity Learn tutorialsThis is a very deep and rich sample set. We hope you have fun exploring it and use it to speed up your own shader creation process.We’d love to hear your thoughts and impressions on these samples – tell us what you think in the Shader Graph forum.

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