// transmission.log

Data Feed

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

1696 transmissions indexed — page 43 of 85

[ 2024 ]

20 entries
841|blog.unity.com

4 tips for optimizing towards in-app events with ironSource Ads’ tCPA optimizer

As you grow your app, scaling your user base is essential. Traditional CPI advertising ensures you can grow your installs, but what if you could acquire higher quality users who don’t just download your app, but also take action in your app, like making an in-app purchase? That’s where ironSource Ads’ tCPA (target cost per action) optimizer comes in.With the tCPA optimizer, advertisers can automatically acquire users that are likely to complete a specific in-app event, or action. By reaching high-quality users who are likely to achieve key milestones in your app, you can save yourself time and operational overhead. And by reaching more engaged users, you can even boost your LTV in the process. Let’s break down how to make the most of the tCPA optimizer, from choosing the right actions to adjusting your goal.Choose meaningful actionsWith the tCPA optimizer, you get to ask yourself: “Who are the high-value users I'm interested in reaching?” The answer will vary for each advertiser and app - but you get to choose the action that fits best. For example, if you have a subscription-based app, you might choose signing up for a free trial as the required user action.To make efficient use of your campaign spend, it’s important to choose an action that is often achieved by high quality users. That’s why the growth experts at ironSource Ads recommend aiming for an action that your top 5 - 20% of users (with the highest LTV) complete within 7 days.For example, if many players in your game sign up for a free trial, that shouldn’t be the action you choose to optimize towards, since it’s not unique enough to indicate high engagement. Instead, choose an action deeper in the game, like upgrading to a paid subscription - which is far more likely to indicate a high quality user.Set targeted goalsJust like you need to set an action in your app for users to complete, you also need to set a tCPA goal. Essentially, you need to set the average amount you’re willing to spend for these high-quality users. It’s important to choose a goal that is realistic - a goal that’s too high might cause you to overpay, but a goal that’s too low won’t allow you to scale.The simplest way to determine your goal is by calculating how much you pay per action, or eCPA (effective cost per action). To calculate your eCPA, just divide spend by the number of users who have completed your desired action.So, if your action is paying for a subscription, first choose a cohort of users and calculate their total spend - then divide it by the number of users from that cohort who paid for a subscription. Now you’ve got your eCPA. This value should be your minimum goal. In fact, with the tCPA optimizer, you don’t need to calculate this yourself - the tCPA dashboard will calculate your ideal goal for you.Give your optimizer time to learnNow it’s time to turn on the tCPA optimizer. In order to accurately measure your eCPA, it’s important to give your optimizer enough time to learn and analyze your data, and adjust your goal accordingly. With the tCPA optimizer, that means waiting a full 7 days after turning on the optimizer. If you only give the optimizer a day or two to adjust, then your data won’t accurately reflect your eCPA, making it harder to optimize and scale up down the line.Manually adjust your goal (if needed)So, you’ve given your optimizer enough time to measure your data - now it’s time to observe your results. But what if your eCPA performance is too high? This likely means the goal you set was likely too low.Why? The higher the goal you set, the higher the optimizer bids - so if you’re not enabling the optimizer to bid high enough, you won’t get enough users. And this means you’re likely spending too much for the few users you do reach.So, to lower your eCPA, you should consult with your account manager and gradually start to raise your goal. By increasing your goal, you’ll be able to reach higher quality users - so you can get more user actions from the same spend. Not to mention, increasing the amount of quality actions can lead to higher ROAS and retention.For example, one of our clients had a higher eCPA than their tCPA goal - so with the growth strategy team’s help, they raised their goal on the 27th. As a result, their eCPA naturally lowered, dropping right below their goal - so they found the sweet spot that allowed them to optimize their growth.Ultimately, UA optimization is all about maximizing the number of high quality users you can reach, while minimizing the amount you need to spend to reach them. By using the tCPA optimizer to set the right action and goal, you can ensure you’re setting up your UA strategy for maximum success.To get started using the tCPA optimizer, just reach out to your account manager. Learn more about how the Unity team can help you optimize your UA strategy here.

>access_file_
842|blog.unity.com

Unity and Google expand partnership with availability of Unity's networks as bidders into Google AdMob's SDK bidding program

Unity is delighted to announce that Unity Ads and ironSource Ads will soon start their alpha as real-time SDK bidders on the AdMob mediation platform and Google Ad Manager (GAM) platform, helping app publishers maximize their revenue opportunities.In-app bidding increases buyer access to the mobile app inventory, helping developers maximize their revenue opportunities within the bidding networks. AdMob and Google Ad Manager’s access to Unity Ads and ironSource Ads bidders creates an opportunity for their publishers and developers to get the highest bids possible for their inventory, while empowering the networks' advertisers with access to premium ad inventory and strong opportunities for scale and growth.App publishers using AdMob mediation and the Google Ad Manager platform will benefit from access to the Unity Ads and ironSource Ads bidders. In addition, AdMob and Google Ad Manager publishers will be able to seamlessly add Unity Ads and ironSource Ads networks to their monetization stacks without creating new waterfall instances, improving operational efficiency.“We have long collaborated with Unity, and are excited to take the next step in this journey by making demand from Unity and ironSource’s ad networks available to our AdMob and Google Ad Manager publishers,” said Ali Pasha, Director of Product Management for Apps Monetization at Google. “This SDK integration will especially benefit our gaming app publishers, bringing additional value and access to high-quality advertisers.”“We’re excited to be working with Google to help more publishers maximize their apps’ revenue through the strength of our bidding networks,” explains Nadav Ashkenazy, SVP and CRO, Unity Grow. “This partnership helps more developers and publishers take advantage of high quality demand from two of the industry’s strongest networks.”There will be further announcements from Unity once the bidders are available in beta.

>access_file_
845|blog.unity.com

Tapjoy from Unity, launches Daily Rewards, delivering Offerwall campaigns that being users back to your app daily

Unity is excited to announce Daily Rewards - a new and unique offering for advertisers on its Offerwall product, Tapjoy from Unity.Offerwall, a rewarded marketplace, is widely used by advertisers looking for a user acquisition channel with strong ROAS performance that drives high quality, loyal users. Daily Rewards, the newly-launched campaign type, gives users rewards for every task they complete in an app, such as finishing a level or winning a battle, encouraging users to return to the app each day to earn more rewards as they progress further in the game.The daily nature of the rewards is a good fit for audiences that prefer short challenges with fast and frequent rewards. It maintains the precision of an event-based optimization model, promoting user engagement, supporting player loyalty, and driving long-term value for the advertiser.Summary of Daily Rewards benefits for mobile game advertisers:- Increases conversion rates by offering shorter, quicker and more frequent rewards, well suited to the preferences of players across a wide range of game genres. - Drives higher ROAS by capping the number of Daily Rewards that a player can receive, thereby incentivizing players to return daily to the Offerwall and spend more time in the advertiser’s game.- Allows for easy bid management - advertisers simply set a maximum bid to be paid if a user completes the final event in the funnel.Daily Rewards also benefits the app publishers that monetize with the Offerwall, by engaging a new segment of players who respond better to more frequent, daily rewards. Apps utilizing Daily Rewards in beta have, on average, shown a 6% increase in unique daily users converting on an offer.

>access_file_
846|blog.unity.com

Mobile gaming trends 2024

In 2023, a shifting global economy impacted financial landscapes across sectors, and the mobile gaming industry was no exception. Mobile gaming still saw YoY growth of 0.6%, but consumer spending on in-app purchases lagged and total downloads dipped slightly, according to data.ai. At the same time, demand for games hit an all-time high, indicating that those who are downloading and engaging with mobile games are doing so often and with great enthusiasm.As mobile games continue to evolve in the year ahead, the industry is positioned for another demanding and eventful year in 2024. From new ways to maximize monetization in the current economic climate to optimizing in-game ads and focusing on new genres, here are some of the top gaming industry trends to keep in mind as you continue to build your 2024 strategy. 1. Tech’s starring roleMaytal Shaul, VP Strategic Operations & GTM at Unity Tech will continue to take center stage as more developers and publishers use software to move to in-app bidding, test for game marketability before publishing, and run campaigns through CTV. Additionally, developers will scale up their use of AI to help improve their creativity, from ideation to design.On the business side, AI will become a communication tool to help smaller or indie game developers track their business and provide tech support. At Unity, we’re already using a chatbot to provide developers with additional support on a range of topics, like integrating SDK.2. Optimizing the ad experienceAnna Popereko, Senior Game Design Consultant at Unity This year, developers will place a greater emphasis on improving user experience (UX) when it comes to their ad monetization strategy. More developers will increasingly look at the quality and composition of in-game ads to strike a better balance between ad performance and a positive user experience.This means rethinking the timing and frequency of interstitials, and the placements of rewarded videos to resolve user frustration. Google’s interstitial ad guidelines will also help shift the tides, encouraging more developers to refine their ad experience. As part of this pivot, more developers will embrace a data-centric approach to ad quality in order to achieve a better balance of performance with churn. Developers will also lean more heavily on what the data says about the quality of their ads, both in the composition of ad formats and in the content. This is possible with tools like Ad Quality by Unity. 3. Hyper-casual games will evolve and more games will go hybridNadav Ashkenazi, SVP and Chief Revenue Officer for Unity Grow While gaming trends indicate hyper-casual games are still going strong, it’s getting harder to launch a hyper-casual hit that’s successful over the long run. In order to reach the chart-topping success that Going Balls and Bridge Race achieved, developers will need to work on the evolution of their gameplay, adding more depth and progression to ensure optimization. Among gaming trends in 2023, we also saw larger hyper-casual developers launch new hybrid-casual games. With an eye toward the future, the entire mobile gaming market is taking it all in and doubling down their hybridization efforts. In 2024, many more hyper-casual developers will look at ways to hybridize their existing hyper-casual game as a way to increase retention of quality users. This means adding richer gameplay and a deeper economy that includes more casual monetization techniques with a wider variety of ad formats like IAPs.4. Puzzles for the winYuval Lotan, Director, Head of Growth, LevelPlay at Unity There’s no doubt that 2023 was a very strong year for the puzzle game sub-genre. Known for their solid retention rates that lead to the generation of high ad revenue, 2024 is set to be another profitable year for puzzle games, as more developers and advertisers will increasingly focus their monetization and UA strategies on this genre. 5. Letting go of the myth that ads will cannibalize IAPsEyal Hendelman, Senior Director, Head of Offerwall at Unity To find success in today’s market, more game developers will soon start to step outside of their comfort zone and test new ways to optimize their growth. Another top gaming trend this year will involve more developers embracing user-initiated ad formats to monetize non-paying users.As developers start implementing user-initiated ad formats like Offerwall, they’ll find that they are not only a great way to monetize non-paying users, but they can also lead to an increase in IAP and turn more players into payers. In fact, implementing offerwall into games is a great way to increase retention and user engagement, while complimenting your IAP.6. A market rebound on the horizonAmir Shaked, VP, Revenue, Ads at Unity Along with the economic slowdown in 2023, the gaming industry has also experienced a noticeable drop in both acquisitions and IPOs. Despite this decrease, the future of mobile gaming appears much more promising as we head into 2024. Looking ahead to H2, it’s becoming clear that the stage is now set for considerable growth. We are hopeful that this period will mark the beginning of an industry-wide resurgence that will continue into 2025, characterized by the launch of new studios, and a significant uptick in UA investment.Hungry for more insights into the mobile game industry? Tune into our podcast, or check out our Medium featuring top-tier experts from the industry.

>access_file_
853|blog.unity.com

AI model improvements for higher-quality textures in Unity Muse

At Unite 2023, we introduced the world to Unity Muse, a suite of capabilities to help you explore, ideate, and iterate with greater ease in the Unity Editor. One of these capabilities is Texture. Muse’s texture capability transforms natural language and visual inputs into PBR-enabled materials that can be applied directly to surfaces and objects in your project.In our blog “Responsible AI and enhanced model training at Unity,” we shared how Muse’s foundational model for textures, Photo-Real-Unity-Texture-1,was responsibly built and trained so that outputs are safe to use and respectful of others’ copyrights. Specifically, we detailed how we pioneered a bespoke diffusion model trained from scratch on proprietary data that is Unity-owned or licensed.We remain committed to responsibly building AI in service of our creators and today, so we are launching the next generation of this model, Photo-Real-Unity-Texture-2.In the latest version of our model, we focused on improving material types that commonly occur in games. Materials such as wood, bricks, concrete, leather, metals, gravel, soil, and many others have all had significant improvements. Prompt-based color consistency has also improved, and an upcoming release of the Muse Texture package will include the ability to choose both a specific color and specific pattern at the same time.In addition, our model has significant improvements related to the creation of heightmaps. Heightmaps are now 16 bit by default, and the model is much more capable of producing believable maps for abstract concepts in many cases.Photo-Real-Unity-Texture-2 has been implemented into Unity Muse, so all Muse users can take advantage of these improved textures today.These side-by-side comparisons show the difference in quality between Photo-Real-Unity-Texture 1 and Photo-Real-Unity Texture 2.The images on the left are from our previous model, and images on the right are from our new one.Depth is a critical aspect of achieving high-quality interaction with light. The side-by-side comparisons show the difference in quality of the height maps and normals between Photo-Real-Unity-Texture-1 versus Photo-Real-Unity-Texture-2.The images on the left are from our previous model, while images on the right are from our new model.We will continue improving Muse Texture’s output quality in the most responsible way possible. Other areas for improvement in our current roadmap include Editor integration, artistic control, and better tools for education and onboarding.Editor integrationYou’ve told us that deeply integrating Muse Texture into your Editor workflow is paramount to your success. We will continue doing so and aim to create as seamless an experience as possible with new features such as quick in-scene variation, and by making it easier to bring our material maps into other shaders.Artistic controlThe models will continue improving, but we learned that many of you want and need more artistic control to achieve your desired results. Additional features that improve artistic control will enable you to achieve your vision more quickly and easily. We plan to further improve color control and consistency, add the ability to convert photos or reference images to materials, and allow you to control texture stylization using reference assets.Education and onboardingGenerative AI is a new technology. We will focus on better onboarding and learning materials to help you leverage the tool’s features for deep artistic control. We will focus on shortening your journey to help you find success as quickly as possible.Try Unity Muse free for your first 15 days to experience how AI capabilities allow you to prototype faster in the Unity Editor. If you have questions, check out our AI FAQ, or visit our dedicated Unity Muse Discussions to chat with us directly.

>access_file_
854|blog.unity.com

Data-oriented design roundtable: Your questions, answered

In December, we hosted a DOTS-focused creator roundtable with Stunlock Studios (V Rising) and Sunblink Entertainment (HEROish, Hello Kitty Island Adventure). We invited these early adopters to share their experiences using the Data-oriented Technology Stack (DOTS), show what features and capabilities data-oriented programming has unlocked for their games, and see how they’re leveraging the latest Entity Component System (ECS) tech in Unity 2022 LTS.The Q&A was on fire during the webinar, with many insightful questions from the audience – so many that we couldn’t get to them all live. To follow up, we asked Joe Valenzuela, director, software engineering at Unity, and Rasmus Höök, technical director at Stunlock Studios, to answer some of our favorite questions from the session. Check them out below, and catch the Maximize your game’s potential with data-oriented design webinar on demand here.“Is it better to start new projects with DOTS right away or with regular GameObjects and then optimize performance by moving to ECS (either pure or hybrid)?”JOE VALENZUELA: ECS, DOTS, and data-oriented design (DOD) isn’t just about better performance. It’s also about avoiding the complexity inherent when you model problems using object-oriented programming (OOP).Anyone intending to make a multiplayer game – particularly one with an authoritative server and client-side prediction – should seriously consider starting with DOTS. Netcode for Entities offers a really robust, powerful system that scales up and allows you to write straightforward gameplay code.If you’re not making a multiplayer game, or you are just prototyping and looking to try out new things quickly, you might want to consider leveraging MonoBehaviour/GameObjects.“Is it possible to create a game entirely on the DOTS system, or does DOTS only support the GameObject system?”JOE VALENZUELA: No, you’re probably going to need some GameObjects at some point. It’s something we’re working on.“What are disadvantages or use cases where a developer shouldn’t use DOTS?”JOE VALENZUELA: You’re probably asking the wrong person – I can’t think of a case where I’d prefer to use something other than DOTS in Unity! But if you twisted my arm, I guess I’ll say that traditional MonoBehaviour/GameObject-based projects really excel when you’re prototyping. When you’re expecting rapid changes, you don’t want to necessarily spend a lot of time making Bakers or designing your data. It’s an area we hope to streamline for DOTS in the future.“Rasmus, do you have any advice for ramping up engineers on data-oriented programming?”RASMUS HÖÖK: I think a good start is to just write as straightforward and simple code as you can to solve the actual problem you have. Kind of get into the mindset of a beginner programmer and write very result-oriented code, where the goal is to make the code do what you want it to. The initial goal should not be about writing reusable code, creating abstractions or whatever.In the context of getting started with ECS, don’t overthink or overengineer. Rather, use larger components and bigger systems at first instead of splitting them up in many smaller pieces. This will make your code easier to follow. Split up later when you have a reason to. We definitely made this error early on.I’d say a good opportunity to practice data-oriented programming is when you have something you need to optimize. Then you have an actual problem you can experiment with and measure your result. You will also see how important thinking about data is.“We hear a lot about DOTS being used to scale up and build more ambitious games, but are there benefits to scaling down? Like using DOTS in a small project to target lower-end systems?”JOE VALENZUELA: Efficient operation on low-power systems improves the quality of the simulation code they can run. It also reduces the battery requirements for battery-operated devices, leading to longer running time and overall system health.“When switching from SystemBase to ISystem, how do you deal with the calls to managed code?”JOE VALENZUELA: Technically, you don’t need to get rid of managed code to use ISystem – managed code can be called from ISystem. Its managed data can’t be stored in an ISystem directly – for this, I would use managed component data.However, if you’re asking, “How do I excise the calls to managed code from ISystem so I can use Burst and get the best performance out of my code?” the answer is… it depends.If you’re using .NET containers, you might find a suitable replacement in com.unity.collections. If you’re interfacing with a managed Unity API and there isn’t an unmanaged alternative, sometimes it helps to split the work into “fetch data” and “process” phases, the latter of which is where you do your ISystem-based processing.“I've read in documentation that ECS is not compatible with multiple scene architecture. So how should that approach be done using ECS?”JOE VALENZUELA: Nothing in ECS precludes additively loading multiple Unity scenes. However, those scenes will not contain any ECS data, only GameObjects with MonoBehaviours.You can author any number of subscenes, and each will bake the authoring GameObjects and MonoBehaviour data into compact entity and component data that can be loaded at runtime. Subscenes can be further split into sections and each section can be streamed in or out as needed.“How [much] does having hybrid monobehaviours/DOTS affect determinism in a project?”JOE VALENZUELA: Determinism is not a binary state, and we don’t guarantee that every execution detail is identical between runs. Generally, hybrid interoperability is sometimes needed for presentation details like particle systems or audio, where a perfect per-frame reproduction isn’t necessary.For features like predictive gameplay, you’ll want your simulation running in ECS.How do you manage hundreds of systems? Do they all run all the time and just not execute logic when there are no entities in the query? Or do you contextually activate systems based on game state?JOE VALENZUELA: For ease of development, we’ve made systems update by default. The difference in performance isn’t huge, but if you truly have hundreds of systems, you might benefit from making them latent update by calling RequireForUpdate or using the RequireMatchingQueriesForUpdate attribute.The idiom in that case is to add a RequireForUpdate() to the relevant system, and use Foo IComponentData in your scenes as a sort of flag to turn on the update of those systems.“I understand that DOTS improves performance in terms of handling large amounts of data during runtime, during gameplay (rendering especially, from what I’ve heard). However, I’ve also heard DOTS improves production performance in terms of easing any refactoring needed. Could you speak a little on how DOTS helps refactoring?”JOE VALENZUELA: A big appeal of DOTS, ECS, and DoD in general from my perspective is that it makes more of your simulation state visible and inspectable. If you’ve ever tried to add tests for an OOP library, you may have run into the problem where you end up having to mock or instantiate a huge amount of functionality in order to replicate the state necessary to invoke a “simple” method instance. With DoD style systems, you can almost always represent a transformation kernel as a standalone function that turns one value type into another.This is hugely easier to reason about, to test, and to parallelize.“In my (amateur) experience, I find that DoD creates tight coupling between the data and the architecture, causing changes to data structures to introduce large refactoring work. Is this your experience? How did you handle or avoid this problem?”RASMUS HÖÖK: In our experience, when changing the data we usually have to alter the code that’s using it, even before using ECS. So we haven’t suffered more than what we’re used to!JOE VALENZUELA: I don’t think this is a fundamental problem of DoD or even our ECS, at least as it’s evolved over time.For one thing, the traditional method of breaking tight coupling in OOP is typically to make instance-oriented functions and class hierarchies. While that’s nice in theory, that kind of abstraction is one of the first things to go in performance programming.There’s nothing preventing you from writing utility functions in an ECS. While it’s true in our ECS you have to revisit systems when you change the data contract for specific queries, that can be a sign that you’re querying data in a scattered fashion. Are you repeatedly transforming component data? Can that be rewritten to reduce the number of mutations per frame? Repeatedly reading component data? Maybe you can hoist it into an immutable data structure early in the frame.Lastly, I think it’s safe to say DoD, or at least ECS, does make a lot more of the problem state explicit. That’s not a negative: That’s a different tradeoff. I much prefer reasoning about a tight coupling while refactoring than a loose or implied one.“Does the ECS/OOP work well for mobile games, or can you recommend this approach for a mobile game project? Any risks or considerations?”JOE VALENZUELA: We’ve had multiple customers successfully use ECS in their mobile games. Check out this GDC talk to see how Sunblink Entertainment used it for HEROish.“How did you go about networking V Rising? Did you use Netcode for Entities or another framework?”RASMUS HÖÖK: We made our own framework. We started using DOTS for production very early and were aware of the risks of doing that. To eliminate as many risks as we could, we tried to rely on as few packages as possible and rolled our own when possible. We have always made multiplayer games and have always used our own solutions, so we were comfortable with doing it ourselves.“Is ECS stable enough for production? We’ve been struggling with it for the past few months with a prototype and aren’t sure if those were growing pains as we learn or if it isn’t quite ready to strive for a pure ECS production project.”RASMUS HÖÖK: I’d say it’s stable enough for production but it is lacking features that many game developers might take for granted. Our gameplay code is pure ECS in V Rising, but presentation stuff, such as animated characters, particle effects, and UI, are all using GameObjects. Realistically, I think a hybrid approach is the best way for most teams starting a project today.We made V Rising using a one-way approach. We use pure ECS to only push data to GameObjects, never the other way around. For example, we keep the state of a character in ECS data – input, velocity, etc., that will decide the locomotion state, and what animation should be active and at what time and speed. Then we make sure the animator of the GameObject is in that state. Whatever state the animator is in never affects the gameplay. I think this separation overall simplifies the game.JOE VALENZUELA: ECS is production-ready and used by customers worldwide, but we have a long way to go until the experience is as seamless as we’d like. Stay tuned for future developments – and thanks for using DOTS!Make your ambitious game a reality with DOTS, which enables you to create scalable, high-performance games and unforgettable experiences. Get the latest features with Unity 2022 LTS and try out the latest tech in Unity 6 Preview.

>access_file_
855|blog.unity.com

Made with Unity: January/February 2024 highlights

Congratulations to all the Unity nominees and winners at the 27th annual DICE Awards. Cocoon won Outstanding Achievement for an Independent Game, and What the Car?was awarded Mobile Game of the Year. In total, there were over 20 games nominated that were created with Unity. This is incredibly impressive and a testament to the innovation and creativity within our developer community.Earlier this month, Apple launched the highly anticipated Apple Vision Pro. Some of the very first spatial computing experiences available for the device are made with Unity, including the critically acclaimed LEGO® Builder’s Journeyfrom Light Brick Studios and TRIPP,a VR meditation app recognized by Time Magazine as one of the best inventions of 2022. For those itching to kick off the new year with new games, check out Steam’s Top New Releases from December. It featured six games made with Unity: Warhammer 40,000: Rogue Trader, Disney Dreamlight Valley, Arizona Sunshine 2, Against the Storm, Steamworld Build, and House Flipper 2. Alternatively, if you’re just looking to play a game that everyone else is playing, Rust, Lethal Company and Unturned continue to make their mark on Steam’s most-played games chart.*In video and streaming, we started the year off with an in-depth look at Cookie Cutter, a hand-drawn 2D Metroidvania. We spoke with the creators, Subcult Joint to hear how they used 2D animations, Sprite Sheets, lights and more to build this unique beat-em-up.For our next creator spotlight, we talked to the developers at Dumativa and Cellbit on their latest game, Enigma of Fear, and how they built this 3D pixel art horror game in Unity’s Universal Render Pipeline (URP).Finally, if you’re keen on keeping a pulse on some of the best and brightest up-and-coming developers, our education team spent nearly two hours playing through winning and nominated games from the Best Student Project category in our 15th Annual Unity Awards.There were also some great highlights from our Unity Insiders. Here’s a roundup of the top content from some of your favorite community voices:Dilmer: Speaking of Apple Vision Pro, Dilmer (@Dilmerv) gave his first impressions of the device from a developer’s perspective.Turbo Makes Games: Johnny from Turbo Makes Games (@TurboMakesGames) teams up with Dani Anderson, a software engineer at Unity, to do a DOTS-centric livestream series. You can catch the first episode here.SpeedTutor: For an in-depth overview of the new changes to the Input System, be sure to check out this tutorial form Speedtutors (@SpeedTutor). He starts by installing the system and showing you how to set up your first action map, then guides you through scripting a manager script and creating your own 3D and 2D character controllers, complete with practical examples.There are so many impressive shares on social media using the #MadeWithUnity hashtag. Below are some highlights.We’re all excited about the early access announcement from Southfield. The physics-based chaos looks incredibly fun, and we can’t wait to get our hands on it.Have you checked out Goblin Cleanup? It’s exactly what it sounds like, and it’s amazing.Keep adding the #MadeWithUnity hashtag to your posts to show what you’ve been up to and spread the project love.Prince of Persia: The Lost Crown, Ubisoft (January 18, 2024)Wild Legion, BluSped (January 1, 2024)Sovereign Syndicate, Crimson Herring Studios (January 15, 2024)New Cycle, Core Engage (January 18, 2024 – early access)Stargate: Timekeepers, Slitherine (January 23, 2024)Oblivion Override, Humble Mill (January 24, 2024 – early access)Speed Crew, Wild Fields Games (January 31, 2024)Airhead, Octato (February 12, 2024)Lysfanga: The Time Shift Warrior, Sand Door Studio (February 13, 2024)The Great Ocean, Actrio Studio (February 15, 2024 – early access)Sons Of The Forest, Endnight Games Ltd (February 22, 2024 – launched out of early access)Inkulinati, Yaza Games (February 22, 2024 – early access)The Inquisitor, The Dust S.A. (February 8, 2024)Deep Rock Galactic: Survivor, Funday Games (February 14, 2024 – early access)Helskate, Phantom Coast (February 15, 2024)Solium Infernum, League of Geeks (February 22, 2024)Bandle Tale: A League of Legends Story, Lazy Bear Games (February 21, 2024)Do you see any on the list that have already become favorites or find that we’re missing a title? Share your thoughts in the forums.We post new game releases and milestone spotlights on the @UnityGames Twitter and @unitytechnologies Instagram. Be sure to give us a follow and support your fellow creators.If you’re creating with Unity and haven’t seen your projects in any of our monthly roundups, submit them for the chance to be featured.That’s a wrap for January and February. For more community news as it happens, follow us on social media: X, Facebook, LinkedIn, Instagram, YouTube, or Twitch.*Ranking as of February 12, 2024 at 5:30 pm PT.

>access_file_
856|blog.unity.com

Start learning data-oriented design in Unity with these resources

Optimizing performance while maintaining scalability is vital for helping your game succeed across platforms. The Data-Oriented Technology Stack (DOTS) can be a game-changer, enabling you to deliver more complex and ambitious experiences to players on a wider array of devices. However, moving from an object-oriented to a data-oriented design approach can be an adjustment, even for seasoned programmers.To help you get started with data-oriented design in Unity, we’ve put together this reading list. From educational video tutorials to inspiring customer stories, these resources offer practical insights and guidance so you can hit the ground running with DOTS.Dive in with our comprehensive list of DOTS learning resources below.ECS samples: Get hands-on with our DOTS sample projects on GitHub covering Entities, Netcode, Physics, HDRP graphics, and URP graphics.Character controller samples: Use the ECS to configure common character movements like walking and jumping, as well as character collision.ECS Network Racing sample: This racing game sample showcases best practices for using Unity Netcode for Entities.Firefighters sample: Previously used for internal Unity training, this project will be the focus of the upcoming DOTS bootcamp. Take this GameObject-based project and unlock performance using DOTS components.Megacity Multiplayer: Available now, this third-person multiplayer action demo supports 64+ players. Learn more about building ambitious games using ECS for Unity and our Multiplayer solutions.Megacity Metro: Megacity Metro is a scalable, high-concurrency, cross-platform demo of our latest technology, including the Netcode for Entities package.Entities: This package provides a data-oriented implementation of the ECS architecture.Entities Graphics: This package contains systems and components for rendering ECS entities.Netcode for Entities: This package provides a server-authoritative framework with client prediction for use in multiplayer games.We recently launched our first comprehensive e-book guide to data-oriented design in Unity. Introduction to the Data-Oriented Technology Stack for advanced Unity developers can help you make an informed decision about whether implementing some or all of the DOTS packages and technologies is the right decision for your project.Understand the basics of the core DOTS components using the official Unity Documentation pages, including overviews of Entities, Unity Physics, and Netcode for Entities.DOTS best practices: This two-hour advanced course focuses on ECS. Learn how to improve runtime performance in code written using the DOTS packages.Physics for ECS: Understand how and when to use Havok Physics for Unity versus Unity Physics, our two Entities-based physics solutions.Basics of DOTS: Learn the fundamentals of DOTS, which lets you implement data-oriented design to create higher-performing applications. You’ll follow three sample scripts to help you get started with the Jobs System and Entities.Get acquainted with DOTS: Three tutorials for intermediate developers addressing common questions that you or your team may have in the primary stages of your DOTS learning.Data-oriented design bootcamp: Revisit the recordings from all four sessions of our recent community learning event.Unity Forums: Talk data-oriented design with other developers, and get your questions answered in our ECS for Unity subforums: Entity Component System, Graphics for ECS, Netcode For ECS, and Physics for ECS.Discord: Join the Official Unity Discord to chat in real-time with devs about ECS concepts, Burst, Jobs, Netcode for GameObjects, and more.Unity Twitch: Go under the hood of Made With Unity games. DOTS streams include Bare Butt Boxing, V Rising, Ship of Fools, Zenith: The Last City, and most recently, Cataclismo.Unity Insiders: Follow community creators like Turbo Makes Games, Code Monkey, and Taro Dev for educational content on data-oriented design.Diplomacy is Not an Option: Watch this Twitch stream to see how Door407 uses DOTS to power their game's massive battles with thousands of units.Zenith: The Last City: See how Ramen VR leveraged Entities to enable scale and avoid rate limits while building their ambitious VR MMO.V Rising: Discover how Stunlock Studios uses data-oriented technology to power a sprawling open world.Bare Butt Boxing: Learn how Tuatara Games built modular software architecture with DOTS for their early access multiplayer game.HEROish: In this GDC talk,Sunblink Entertainment’s Justin Larrabee discusses harnessing ECS to build a successful mobile adventure game.DOTS roundtable: Stunlock Studios’ Rasmus Höök and Sunblink Entertainment’s Justin Larrabee join Unity’s Andrew Parsons and Joe Valenzuela to share how they use Entities in Unity 2022 LTS.Curious about the future of DOTS now that we’ve released Entities 1.0? For more information, check out the DOTS development and next milestones thread on the Unity Forums.Make your ambitious game a reality with DOTS, which enables you to create scalable, high-performance games and unforgettable experiences. Get the latest features with Unity 2022 LTS and try out upcoming tech in Unity 6 Preview.

>access_file_
859|blog.unity.com

Building the first NFL-licensed VR football franchise with Unity

In this guest blog, StatusPRO walks through how they tackled developing NFL PRO ERA. When cofounders Troy Jones and Andrew “Hawk” Hawkins set out to deliver this VR football game, the first to be licensed by the NFL, they knew it was an ambitious task. With experienced professionals behind them, their team not only launched NFL PRO ERA in September 2022 but also delivered a multiplatform game available on Meta Quest, Sony PlayStation® (PS VR and PS VR2), and Steam. Now, they’ve gone farther, introducing new features such as head-to-head multiplayer and expanding to new platforms. StatusPRO’s Head of AI and Gameplay Derrick Levy lays out how they made it happen with help from Unity.To achieve our goals, we needed to assemble a team of skilled developers who were knowledgeable and passionate about football game development. And we did. With over 100 years of combined experience, the team knew what worked and what didn’t.As a small company with a big license, our team operates differently than larger studios. For example, we have just one technical artist and one technical animator, while a bigger company may have a team of 10–15 artists or multiple animators. Our team members wear multiple hats, with engineers needing to know a little bit about everything in order to contribute to any part of the game. This versatility helps us be more efficient and focused.In order to build the Coach Confidence system, we leaned heavily on the ability to extend the Editor. I created a set of tools that allowed design to create over 100 unique events that could be updated and tuned without additional engineering support. This flexibility allowed both design and engineering to continue to create new, engaging experiences without one team being blocked by another.We have multiple design principles at StatusPRO, but our core principles are:1. Quality over quantity2. Content and variety are key3. Give gamers a reason to come backIn building NFL PRO ERA for multiple platforms, we maintained focus on giving users an immersive football experience like no other and adjusting to different platforms as needed. Unity was especially helpful as a partner, offering platform-specific guidance and sharing experiences from other developers who faced similar issues. This helped us anticipate and address any challenges before they became major setbacks.Unity’s XR Plug-in Management system made it possible for us to support the Meta, Steam, PSVR, and PICO platforms easily and without the need to learn each platform's specific SDK.Using the OpenXR subsystem along with the new Input Action Assets made it easy to support not only these platforms but the multitude of headsets that are available for PC, without the need for managing any additional plug-ins. Setup takes minutes instead of days.During the development process of NFL PRO ERA, we faced numerous performance challenges. Prior to alpha, there were stability issues due to memory load times while running at 15 frames per second. Unity played a critical role in helping us overcome these obstacles through a four-day sit-down with a Unity engineer. We conducted a thorough performance analysis and investigation into the game’s performance issues, receiving valuable feedback and suggested actions to improve the performance.This collaboration also extended to error reporting and handling platform-specific code. Unity introduced us to Backtrace, a tool we now use for error reporting, and provided us with priority support for any issues we encountered during the development process.The cross-platform support offered also made it possible for us to write the majority of the game’s code in a platform-agnostic way. With 85% of the code shared across platforms, we were able to easily roll out our game on multiple platforms while still maintaining a high level of quality.If you’re building a multiplatform VR experience, take advantage of opportunities for support because it is almost guaranteed to significantly improve performance. There’s nothing more satisfying than meeting deadlines while also achieving a high level of quality.Take this season of football to the next level and experience NFL PRO ERA II on Quest, PlayStation, or Steam. Be sure to check out more Made with Unity stories straight from developers here.

>access_file_