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[ 2023 ]

20 entries
901|blog.unity.com

Unity fundamentals: 6 resources to help you master the basics

Tackling the basics and turning your efforts into an amazing project is difficult. It takes hard work, time, and dedication to develop the next great creative endeavor, so we’re here to help you master Unity fundamentals – no matter what you’re building.Read on for six key resources designed to help you with AR, VR, and more.You already know Unity provides powerful tools to make rich, engaging AR experiences that intelligently interact with the real world. So if AR sounds like the right path for your project idea, try these resources as a starting point.A marker-based app can recognize images (called markers) in the real world and make related content appear in the app. In this project, find out how to make a marker-based app with an interface that lets the user control a 3D model, text, and audio.Start the project.In this tutorial, learn how to use AR Session and AR Session Origin – both part of the AR Foundation package – to place and manipulate objects in AR.Get the tutorial.If you’re building an immersive VR experience for your next project, creation fundamentals and advanced audio insights are great places to start. Learn how to reach most headsets, and transport people to new worlds as your knowledge expands.In this official course, learn to design and develop VR applications by creating prototypes, attempting challenges, and completing quizzes that will build and solidify your skill set. At the same time, you will be guided through creating a VR project from start to finish, beginning with a blank design document and ending with a fully functional project.Take the course. (Bonus: Alternate version for educators building VR curriculums)The shape, layout, and physical materials of your environment affect how sound reaches your ears. In this tutorial, explore how to use audio spatializer plug-ins to match VR audio to the visual experience.Get the tutorial.When it comes to everything else real-time 3D, unlock your potential with code and scripting foundations.Program your own exciting projects from scratch in C#. As you iterate with prototypes, tackle programming challenges, and develop a project, this course will transform you from beginner to capable Unity developer. It will also prepare you to put your skills to the test on the Unity Certified User Programmer Exam.Take the course.Whether you’re new to Unity or an experienced programmer, this project will teach you the windows and tools that make up Unity’s Visual Scripting user interface.Start the project.Curious about what other educational tools are available? Check out the full Unity Learn catalog.

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903|blog.unity.com

How to cultivate trust and safety: A primer for online communities

If the2023 Toxicity in Multiplayer Games Report is any indication, community and connection are key ingredients for a thriving game environment. In this guest post, Evil Mojo Games and Hi-Rez Studios’s Tony Jones shares tips for cultivating trust and safety within online communities.In the digital age, having an effective trust and safety program is not just an option; it's a necessity. Whether you're managing a social media platform, an e-commerce website, or an online gaming community, trust and safety issues are inevitable. It's not a question of if you have a trust and safety problem, but rather, how significant it is and what you're willing to do about it.Neglecting this critical aspect of online service to players can cost you and your team a game’s brand reputation, user engagement, and even revenue. Before you invest resources in a solution, here are some crucial steps to consider.The first and most critical step is understanding the problem you're trying to address, which requires a thorough analysis of your platform’s data. To do this, I recommend gathering information from various sources, such as surveys, voice chat monitoring, and user reports.Thorough data will help you identify your most significant opportunities for improvement. Some questions to consider might be: Are there specific behavior trends that stand out? And, where does your community interact the most?The better you comprehend your unique problem space, the more effectively you can address it.Trust and safety is a collective effort. As you work to build this externally, eEngage with relevant stakeholders within your organization, such as product managers, legal experts, and community managers. With this group, establish common ground and reach an agreement on the issues that need attention.Transparent communication is crucial at this stage. Ensure everyone comprehends the potential impact of investing in this process and the consequences of neglecting it. Then, determine which disruptive behaviors are less acceptable than others and define the actions you're willing to take to address them.In larger organizations, creating a charter or framework can serve as a helpful reference guide. At a minimum, establish clear guidelines to support your trust and safety initiatives.Now that you have a deeper understanding of the problem space and you’ve achieved alignment with stakeholders, it's time to prioritize the initiatives you want to tackle. Some may require product development and new features, while others may necessitate data analysis and months of iteration before a suitable solution is achieved.Recognize that not all issues can be addressed simultaneously, so focus on those that are most pressing or have the potential to yield the most substantial positive impact. Develop a roadmap for these initiatives, outlining the specific actions and strategies you'll employ to address each problem. Then, implement your plan.In conclusion, building an effective trust and safety program is essential for any online service. Start by comprehending your unique problem space, collaborate with stakeholders to establish clear guidelines and priorities, and then execute your plan.It’s important to remember that trust and safety is an ongoing process that requires continuous monitoring and adjustment as the online landscape evolves. By following these steps, you can safeguard your brand reputation, enhance user engagement, and protect your revenue while ensuring a safer and more welcoming online environment for your community.Find out more about the work Tony and his team are doing to build trust and safety on Evil Mojo Games and Hi-Rez Studios projects in this case study. And, if you’re gearing up to join us at Unite 2023, make sure to catch his breakout session, “Elevating your game community with AI-driven tools to reduce toxicity.”Still want more? Read these Made with Unity stories straight from our community.

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904|blog.unity.com

Our first-ever e-book for level designers is here

Level designers are the storytellers and master builders in game development, who, together with game designers, provide the script or blueprint for a game. They wear multiple hats and use multiple media, from paper and physical building blocks to prototyping ideas onscreen.We’re happy to announce that our first ever e-book for level designers is now available. Introduction to game level design is filled with work and career tips, and instructions on how to use the Unity tools that are most relevant to worldbuilding. It’s written by professional level designers working in the games industry and Unity product experts with backgrounds in game and level design.There are three sections in the guide. Stefan Horvath and Christo Nobbs, professional level designers with over a decade of experience in the games industry, wrote Part I. It details the responsibilities and workflows of a level designer in the preproduction and production stages of game development.Among other things, they explain how to:Prepare for game development with a research and references documentIncorporate the main camera, character, and the game controls into level designsTest ideas in a “gym” or “zoo”Set the pacing and gameplay beatsBlock out levels with 3D assets and keep assets organized for testing and iterationOrganize gameplay around “player pathing”Subvert players’ expectations and keep their attentionConsider using procedural design for large environmentsPart II is written for level designers who have little or no experience with Unity but are interested in learning how to use it. This section covers tools like Unity Visual Scripting, the Physics and Animation systems, and offers an introduction to the Unity Asset Store.Part III takes a deep dive into design tools, like ProBuilder and the Terrain system, that designers can use to create high-quality prototypes of levels to share with colleagues and stakeholders.Continue scrolling to read excerpts from Part I on how to effectively white/grey-box design ideas, and Part III, about some of the tools available in ProBuilder for blocking out designs.White-boxing (also called grey-boxing) is creating and arranging simple 3D shapes to identify which layout best suits the level design and style you’re aiming for.Keeping the white box simple allows you to manipulate the level without having to adjust art, lighting, and other details, resulting in a faster iteration process.Some level designers prefer to jump directly into white-boxing instead of creating paper designs first, since they like to work in the 3D space and get used to the game engine workflows. It’s up to you to determine which approach works best for you.Give each blocky asset a descriptive name to identify its use. This helps environment artists to understand what your intention is for each object when they need to replace them with the actual game assets.For example, is a block a wall, and, if so, does it need to have a minimum height to block the player’s view? A name for this asset could be “wall_interior_w2_h4_l6.” This label identifies the object, its location, and its measurements, details that are important to pass on to artists. Consistent formatting of your names will also make it easier for colleagues to understand their meaning.For ease of access, you can also choose to use floating text in the 3D space to identify your intentions, allowing a colleague to run a build without Editor access and see your plan.Finally, labeling your assets is not only useful for others looking at your scene, it’s also useful for you since it will help you keep track of what you’re working on.In addition to giving assets descriptive names, you can also apply materials to your blocks to clarify your intention. This is a handy way to differentiate between interactive and static objects, playable and non-playable space, breakables and non-breakables, and so on.The point of white-boxing is to try out ideas and iterate on them. To avoid spending time updating assets that are not finalized, your team should not create 3D assets until the designs have been approved.Once you have buy-in from other relevant team members and are satisfied with your level design, the artists can start going through the level and adding 3D assets to replace the white boxes.Team members might have trouble visualizing the final result from a white-boxed scene. A concept artist can help you concretize your vision by performing a paintover on your whitebox. This is a 2D representation of the level, so there’s no need to create 3D assets. Typically, paintovers are done by taking a screenshot of the level and then painting it to show a style and mood.You can also share the actual scene with a concept artist. If you’ve documented what each of the blocks represents, it will be easier for the concept artist to adhere to your overall vision.Another efficient way to amplify your white-box scene is to drop ready-made assets into it.The Unity Asset Store has many ready-to-use assets to visualize your ideas. For example, the POLYGON Prototype Pack from Synty Studios will help you “communicate design decisions with your team using the included notes and markers.”ProBuilder enables you to design, grey-box, prototype, and playtest levels in Unity without 3D modeling software or professional 3D artists. It provides many tools for creating and manipulating objects, including smoothing, stretching, flipping, mirroring, extruding, dividing, coloring, and texturing objects.The e-book includes detailed tables listing each tool and how to use it. This excerpt includes the introduction to ProBuilder and a few of these tools.When you install the ProBuilder package, make sure to import the support files (materials) that correspond to either the Universal Render Pipeline (URP) or High Definition Render Pipeline (HDRP). Otherwise, the objects might not be rendered. If you use the Built-in Render Pipeline, no action is needed.Create a ProBuilder primitive object from the top menu via GameObject > ProBuilder > Cube (for example). ProBuilder includes a number of primitive shapes that are useful for quick prototyping. These shapes, which also come with a Mesh Collider component for physics, can be added in the Scene view.ProBuilder meshes act like regular GameObjects in Unity. You can apply Transform values, add components, physics, and scripts, and animate them. However, standard Unity meshes are not the same as ProBuilder meshes: You can’t edit them with ProBuilder until you convert them into ProBuilder objects.Although it’s common to build a ProBuilder mesh by creating and editing it entirely with ProBuilder tools and actions, it can also be useful to modify existing assets. For example, you can import assets from the Unity Asset Store and modify them with ProBuilder.Smoothing groups serve to create sharp or soft edges between faces. When neighboring polygons do not share the same smoothing group, this creates a hard edge between them. Imagine the polygons that comprise a car’s windshield, or front window: They would make up one smoothing group, while the polygons that comprise the hood would be another. If the windshield and car hood polygons are all part of the same mesh, both will be smoothed but not treated as the same surface.In ProBuilder, new shapes have all faces smoothened by default. For more control with smoothing groups, uncheck the Smoothing option (as shown in the image above).The Smooth Group Editor Window offers options to help you set up and previsualize the different smoothing groups.With the Preview option, you can adjust the transparency of the color code of the faces by smoothing group, and blend them in with a dither effect. You can also previsualize the normals of the vertices.The previous example looks like the following in the Game view:You can manage texture mapping on a selected mesh with the UV Editor. Let’s look at its main work areas.1. This is the same toolbar as that in the Scene view, with options to move, rotate, and scale vertices, edges, or faces.2. These buttons enable you to manipulate the UV mapping coordinates directly from the Scene view when they are enabled. They are colored when active and gray when not.The button with arrows locks the transform tools on the Scene view to manipulate the UV instead of the transform of the selected element in the Scene view (edge, vertice, face, or object).The “brick” button enables the preview of the texture coming from the shader at coordinates 0,0.The camera button will output the texture with the polygon wireframe overlaid on the texture for reference when editing the image in DCC software. By default, it will save the file in your project Assets folder.3. Select UV to edit the UV mapping for shaders. Select UV2 (read-only) to regenerate your baked or real-time lightmaps.4. There are two ways to work on UV mapping for the selected object:Auto: ProBuilder manages the texture mapping according to the settings in the Actions panel, even when you resize the mesh. This is the default option and probably enough for most level design work, especially if you will only work with repeating patterns for prototyping purposes.Manual: This method allows you to precisely unwrap and edit UVs, render UVs, and more. It’s recommended for positioning the UV elements against a detailed image. You can watch this tutorial for a step-by-step look into advanced texturing with manual UVs.5. You can manipulate the elements to neatly arrange them in a way to match the shader texture. In the image above, a selected face is highlighted in blue.Color coding while boxing out levels can help convey your intent and ideas more clearly. For example, you could communicate to the rest of your team which elements are destructible by coloring those red.In the Vertex Colors feature, select the “plus” icon to create a color palette. Customize a palette to define the colors (and the number of colors) that you want in your scene.To color an object, select it in the Scene and click Apply. You can apply color to individual faces as well, then share your saved palette of colors with your team so that everyone is using the same color-coding standards.Under Tools > Probuilder > Dimensions Overlay, you can enable floating labels indicating the size of the current selected object in the scene.You can use the Export feature inside Probuilder or install the FBX Exporter package to export your prototyped level assets, with the correct dimensions, to a DCC application for an artist to polish and refine them.Defining a clear work plan with the team will allow for a smooth and efficient design process where the artists will be able work based on the right size and shape of the 3D environment objects seamlessly.You can also use ProBuilder or Unity Asset Store tools to “kitbash,” which involves combining different assets to create something original and new. The idea comes from modeling hobbyists, who mash up model train or airplane kits to build their own custom projects.Our level design e-book is the latest addition to Unity’s collection of advanced guides for professional developers, artists, technical artists, and designers. All the e-books are written by Unity experts and free to download. You can find them and many other resources on the Unity best practices hub.

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908|blog.unity.com

Explore cross-platform mixed reality development on Meta Quest 3

XR technology continues to advance, with new devices featuring better sensors, graphics, and performance. These improvements enable creators to innovate and more fully explore the depths of their imaginations.Earlier this year, we announced that you could start developing mixed reality for Meta Quest 3 via a preview of tools. With the recent release of Meta Quest 3, our cross-platform mixed reality development tools for Meta Quest have moved from experimental preview to fully supported in Unity 2022 LTS.Unity’s AR Foundation is a cross-platform framework for building mobile and headworn AR/MR device applications. AR Foundation simplifies AR and MR app development by providing a unified API that works across multiple platforms, so you don’t need to maintain separate implementations. You can write code and deploy it to platforms including Meta Quest, HoloLens 2, and mobile devices like iOS and Android.Our AR Foundation support for Meta Quest 3 is built on top of OpenXR. For several years, we’ve maintained and distributed an OpenXR plug-in that provides an implementation of the OpenXR standard within the Unity engine and establishes a common interface between XR hardware and software. By using OpenXR, we continue to bring development in line with an industry-adopted standard.We are excited to announce version 1.0.0 of a new OpenXR: Meta package, available in Unity 2022.3 LTS and later. This package contains Meta-specific OpenXR extensions and Meta’s AR Foundation provider plug-in for Meta Quest. In addition, the OpenXR: Meta package automatically pulls in AR Foundation and OpenXR plug-ins as dependencies when it’s added to a project.AR Foundation is designed to work natively with XR Hands and the XR Interaction Toolkit.XR Hands is a new XR subsystem which adds APIs to enable hand tracking in Unity. It includes built-in support for Meta Quest devices through our OpenXR package, along with other devices that support hand tracking via OpenXR, like HoloLens 2.The XR Interaction Toolkit (XRI) is a high-level, component-based interaction system for creating VR and AR experiences. It provides a common framework for interactions and streamlines cross-platform creation whether you’re mediating between poke, rays, and grab interactions, incorporating haptic feedback, visualizing hand meshes, or responding to player selections using animation, blendshapes, or scale changes.Templates provide new and experienced creators with a simple starting point and extensible content that promotes established interaction patterns for XR creation. Talking with XR creators, we’ve learned that you’re looking for richer content, better project configuration, and access to advanced features.We’re excited to announce new VR and MR templates in Unity Hub for Unity 2022 LTS. Both are currently available for download.The new mixed reality template includes features like plane detection, passthrough, simple interactables, spatial UI, and hand and controller presence to help you get started. We know managing packages can be tricky, so the template comes pre-configured with packages for AR Foundation, OpenXR, XR Hands, and the XR Interaction Toolkit.In addition, the template shows you how to spawn a variety of example interactables by touching surfaces in the physical environment with the Object Spawner. The Object Spawner takes into account various conditions like collision position in relation to the field of view, as well as palm angle in relation to the surface.The new mixed reality template also demonstrates the ability to switch between a fully immersive virtual environment and a mixed reality passthrough. It uses a simple fade transition, a configurable shader for plane visuals that are reactive to the position of the user, a hand-coupled menu, and much more.You can start building apps for Meta Quest 3 with AR Foundation and OpenXR today by downloading Unity 2022 LTS (version 2022.3.11.f1) or later. When starting a new project, launch the Unity Hub and select the Mixed Reality Template.You can also add packages to your project manually. If you have upgraded to Unity 2022.3.11f1 or later, search for OpenXR: Meta in the Unity Package Manager (UPM) to add it to a project. Alternatively, you can click the plus (+) symbol in the top left of the UPM, select “Add package by name,” and type com.unity.xr.meta-openxr. Once downloaded, it will automatically bring in dependencies like the OpenXR plug-in and AR Foundation.The Unity XR team is always working to improve AR Foundation and the templates. As we continue development, we want to hear from you and would love to see what you build with these tools.

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909|blog.unity.com

Porting Unity to CoreCLR

We’re still hard at work bringing the latest .NET technology to Unity users. As one team member leading this effort, I’m excited to share further progress with you. Part of the work involves making existing Unity code work with the .NET CoreCLR JIT runtime, including a highly performant, more advanced, and more efficient garbage collector (GC).This blog post covers recent changes we’ve made to allow the CoreCLR GC to work hand in hand with Unity engine native code. We’ll start at a high level, then get into more technical details.Memory allocation done in the C# language is managed by a garbage collector. Anytime memory allocation is required, the code allocating that memory can ignore the memory when it is no longer used. The GC will helpfully come by later and recycle that memory for other code to use.Unity currently uses the Boehm GC, which is a conservative, non-moving GC. It will scan all thread stacks (including managed and native code) looking for managed objects to collect and once it allocates a managed object, the location of that object will never move in memory..NET uses the CoreCLR GC, which is a precise, moving GC. It tracks allocated objects only in managed code, and will move them in memory to improve performance. This allows the CoreCLR GC to work with much less overhead and provide your game with better performance characteristics.Both GCs are excellent at what they do, but they place different requirements on that code using them. The Unity engine and editor code have been developed based on the requirements of the Boehm GC, so to use the CoreCLR GC, we need to make a number of changes to the Unity code, including to the custom marshaling tools Unity wrote - the bindings generator and the proxy generator.You can think of managed code as a home in the city, where there is a coffee shop around the corner and a grocery store down the street. Let’s call it “Managed Code Landia.” For developers, this is a great place to live. But sometimes, we want to get away to the “Native Code Wildlands,” where C++ code can be found in its natural habitat.When traveling between the two, you can bring some managed memory, since the marshaling railroad allows a carry-on suitcase. Over in the Wildlands, you might want to pick up a souvenir and bring it home.It’s convenient that the GC will dutifully follow and recycle any memory you might no longer be using, no matter where it is. But the GC has a lot of work to do. All of those threads and call stacks quickly add up. Many trips to the Native Code Wildlands later, and the GC is spending most of its time chasing you around.Most of the work to port the Unity engine to CoreCLR is about making that engine code work with the GC, hand in hand.The GC and the marshaling railroad have made an agreement not to let any managed memory cross over into the Native Code Wildlands. With that in place, the GC has much less work to do, leading to improved efficiency. The CoreCLR GC operates in this mode, knowing precisely what objects exist and only dealing with managed code. This also allows it to move objects around in memory for more efficiency.Fun diagrams and emoji are cute, but we need to actually implement across a production code base that has evolved for more than a decade, with thousands of round trips from managed to native code and back.Thinking about this from a systems design perspective, we need to find the boundaries. Unity has two important internal boundaries:Calls from managed code to native code (similar to p/invoke), through a tool called the Bindings GeneratorCalls from native code to managed code (similar to Mono’s runtime invoke), through a tool called the Proxy GeneratorBoth of these tools generate C++ and IL code to act as a railroad, shuffling memory between our two worlds. For the past year, developers at Unity have been modifying these two code generators to ensure they don’t allow GC-allocated objects to leak across the boundary, and provide useful diagnostics when that does happen. We have also been finding code that tries to brave the journey across the managed/native boundary itself, and we’re moving it to one of these code generators instead.Of course, this is all happening while hundreds of other developers at Unity are actively changing the engine code, delivering new features and bug fixes to users. We’re looking to modify the rocket while it is in flight. To better understand how we’ve been able to make this transition incrementally, let’s dive deep into one aspect of this managed/native boundary: System.Object.Any memory allocated by the GC in .NET must be tied to an object of type System.Object. It’s the base class for all .NET types, so it is often the focal point of memory that crosses into native code. Unity Engine C++ code uses the ScriptingObjectPtr abstraction to represent a System.Object:This is how that managed memory ends up in native code: ScriptingBackendNativeObjectPtr is a pointer to GC-allocated memory. Unity’s current GC traverses all call stacks in native code, conservatively looking for memory which might be a ScriptingObjectPtr. If we can change those instances to no longer be pointers to GC-allocated memory, then we can lower the burden on the GC and eventually change to the faster CoreCLR GC.Instead of having just one representation for ScriptingObjectPtr, we need it to have one of three possible representations:GC-allocated pointer (the current representation)Managed stack referenceSystem.Runtime.InteropServices.GCHandleThe GC-allocated pointer is a temporary step toward removing all GC-unsafe usages. It allows the ScriptingObjectPtr to continue functioning as it does currently. The intention is to remove this use case once all of the Unity code is safe for the CoreCLR GC.The managed stack reference is an efficient way to represent an indirection to a managed object in the case where a value is passed from managed to native. The address of a GC-allocated pointer variable is passed to native code (rather than the GC-allocated pointer itself). This is GC-safe because the local address itself is not moved by the GC and the managed object is kept alive on a call stack in managed code. This approach is inspired by a similar technique used within the CoreCLR runtime.The GCHandle serves as a strong indirection to a managed object, ensuring the object is not collected by the GC. If you happen to leave some memory in Managed Code Landia while you vacation in the Wildlands, the GC knows you want to preserve it until you come back. This is similar to the managed stack reference case, but requires explicit lifetime management. There is additional overhead due to the construction and destruction of a GCHandle. This overhead means we want to use this representation only where it is absolutely required.This is implemented using a new type, ScriptingReferenceWrapper, which replaces ScriptingBackendNativeObjectPtr.I’ve removed the many constructors or assignment operators here – they are used to enforce proper lifetime management of the internal resource.Note the size of this type – it consists of only one uintptr_t value, which has the same size as a pointer, meaning ScriptingReferenceWrapper is the same size as ScriptingBackendNativeObjectPtr. Then, we can do a 1:1 replacement without code, with ScriptingObjectPtr knowing the difference.The key here is the 4-byte alignment requirement mentioned in the code comment.Memory allocation done in the C# language is managed by a garbage collector. With that in place, we can reuse two bits of that value to indicate which of the three representations is used. The GetGCUnsafePtr and FromRawPtr methods then provide temporary interoperability for the GC-allocated pointer representation while we transition the Unity code.In an ideal world, the ScriptingObjectPtr abstraction would be unnecessary – managed memory would never show up in native code. But there are places where allowing this is useful, so we expect to complete the GC safety work in the engine, preserving managed stack reference and GCHandle cases and removing GC-allocated pointer cases entirely.This is where the agreement between the GC and the code generators comes into play. Now that all three subsystems can understand the possible representations of ScriptingObjectPtr, our team is replacing the usages in the engine code incrementally. We can remove ScriptingObjectPtr where it is not necessary, and use the most efficient representation where it is. As long as each usage is changed end to end, the different representations can all live side by side and the rocket continues to fly.With a fully GC-safe engine, we can enable the CoreCLR GC and ensure that it only needs to look for memory to recycle in Managed Code Landia, meaning it will do much less work and leave more time each frame for your code to execute.For more on Unity’s transition to CoreCLR, visit us in the forums or tune into Unite 2023 where we'll talk more about Unity's product roadmap. You can also connect with me directly on X at @petersonjm1. Be sure to watch for new technical blogs from other Unity developers as part of the ongoingTech from the Trenches series.

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910|blog.unity.com

5 key takeaways on consumer engagement with shopping apps

Online shopping is common practice these days, but how well do we really know how consumers prioritize shopping apps on their phones?We surveyed 4,771 respondents based in the United States using our proprietary market research solution to look at consumer sentiment towards their shopping apps, the importance of shopping apps in their lives, and the key drivers for downloading new apps on their mobile devices.This summary offers insight to help you make informed decisions about advertising and monetizing your shopping app – especially with the holiday season right around the corner. Here are the most notable findings:Shopping apps are a popular destination1. 90% of respondents have multiple shopping apps on their phone, and 95% of respondents actively use at least one of their shopping apps once a month.Almost half of the respondents (48%) have 2-4 shopping apps on their phone, 29% have 5-9, and 13% have 10 or more, with almost all using at least one frequently, signalling a level of comfort and reliance using shopping apps. What’s more, is that 67% of respondents list 1-3 shopping apps among their top 10 most used mobile apps.Nonbinaries are super users with 22% having 10 or more apps on their phone, compared to 7% or males and 10% females. Additionally, 51% of nonbinaries consider 4 or more of their shopping apps among their top 10, compared to 30% of males and 26% of females.Takeaway: With the majority of consumers having multiple shopping apps on their mobile phones, and shopping app downloads nearly doubling between H1 2018 and H1 2023 to over 1.5B downloads*, there's room for yours too. User acquisition strategy needs to be top of mind, in order to find the right high value customers. Test and iterate your strategy to keep ahead of the curve. To keep users engaged, make sure you’re defining your unique selling point, and all the reasons a consumer should keep coming back.Early app exposure can help long term success2. Over 70%** of respondents are more likely to shop from an app if it’s already on their phone.22% of respondents are likely to download a new shopping app when they set up their phone for the first time, making it critical to get your app in front of users as early as possible. Looking at demographics, 37% of nonbinaries compared to 28% of males and 12% of females would download a new shopping app when setting up their phone for the first time. With a crowded app marketplace, being highly visible at early touchpoints can set your app up for success.Takeaway: Getting your app on a consumer’s device early is critical for long term success, since it removes barriers to entry and makes it accessible to the consumer from the get go. Engage users right out of the box as they’re setting up their new devices with Aura from Unity. Deals drive the download3. 49% of the respondents are likely to download a new shopping app if it offers special promotionsDiving deeper into demographics, 56% of women are more likely to download a new shopping app if it offers special promotions, otherwise known as currency sales, and 55% of Gen X feel the same.Takeaway: Having specialized offers exclusively available through the app is a huge incentive for first time users, such as offering a discount or monetary savings for first-time downloads especially considering who your target customer might be.Keep shoppers connected through communication4. 44% of respondents would like their favorite app to notify them about offers and promotions, with 26% answering that they were unsureAlmost half of respondents are comfortable with communications from shopping apps, with an opportunity to nurture those who might be on the fence. Providing relevant information for your customers can be a great retention strategy.Takeaway: Sending push notifications to keep customers engaged doesn’t pose a threat for churn. Remember to keep your communications as relevant as possible to your customer in order to provide a deeper level of personalization. Shopping apps are becoming more mainstream for consumers’ point of purchase, with verticals like clothing, health, and beauty primed to lead the charge. With this shift in behavior, you want to make sure there is strong app visibility, reasons to keep coming back, and easy navigation. Aura from Unity is an on-device advertising channel that recommends your app during critical moments of a device’s lifecycle, such as during device setup, as a native part of the device experience.*Source: Source: data.ai Intelligence . Note: Includes apps in the Shopping genre using data.ai's App IQ taxonomy. iOS and Google Play combined. China is iOS only.** 42% of respondents are more likely to shop from a shopping app if the app is already downloaded on their device with 31% saying they are unsure. This combined is 73%Methodology:Carried out a voluntary survey to 4771 respondents, all based in the US in June 2023Shopping app categories were defined as Clothes, Homeware, Electrical items, Health and beauty items, Sports and outdoor and Toys and gamesDue to the unique nature of grocery shopping, all of the respondents who marked down groceries as something they buy on their phone, also marked down at least one other shopping category aboveAll respondents shop through mobile apps on their phone (and possibly also mobile web, but not solely mobile web)Additional stats:What are people buying on their phonesClothes are the most popular item bought through mobile phones, with 57% of respondents marking it down. Health and beauty items follow next at 43%Shopping apps are a popular destination64% of respondents shop through both mobile apps and through the mobile web48% of respondents have 2-4 shopping apps on their phone, 29% have 5-9 and 13% have 10 or more95% of respondents actively use at least one of their shopping apps once a month. 74% use 2 or more at least once a month67% of respondents list 1-3 shopping apps among their top 10 most used mobile apps. 9% list 6 or more in their top 10The battle of the shopping apps35% of respondents have deleted a shopping app in the past year to free up space on their phone. 27% have done so as they only downloaded the app for a specific purchaseCheaper prices was the reason why 48% of the respondents would shop on one shopping app over the otherA more convenient app and the quality of the products came in at a close second and third at 39% and 40% respectively49% of the respondents would download a new shopping app if it offers special promotions, and 45% prefer an app as it’s more convenient than a website22% of respondents are most likely to download a new shopping app when they set up their phone for the first time42% of respondents are more likely to shop from a shopping app if the app is already downloaded on their device with 31% saying they are unsureShowing the love for shopping apps57% of respondents have at least one shopping app on their home screen, as opposed to on a different page or in a folder42-47% of respondents count good customer service, buying something they were really happy with and a smooth buying process, as reasons to provide a rating in the app store of a shopping app44% of respondents would like their favorite app to notify them about offers and promotions, with 26% answering that they were unsureDemographic breakdown80% of females compared with 57% of males and 27% non-binaries, shop for clothes through shopping appsNonbinaries are super users:22% of nonbinaries have 10 or more apps on their phone compared with 7% of males and 10% of females40% of nonbinaries actively use at least 5 or more of those apps at least once a month, compared to 21% of males and 18% of femalesAt 51%, nonbinaries consider 4 or more of their shopping apps among their top 10 apps on their phone, compared to 30% of males and 26% of femalesFemales are the most price sensitive:58% of females would choose one shopping app over the other if it offered cheaper or more reasonably priced productsAt 56%, females are more likely to download a new shopping app if it offers special promotions through the app37% of non-binary versus 28% of males and 12% of females would download a new shopping app when setting up their phone for the first timeFemales (33%) are considerably more likely than male (25%) and non-binary (11%) to download an app only for a specific purchaseMales are considerably more likely to delete an app because it was too complicated to navigate (22%) or because it was asking for too much personal info (21%)Age27% of Gen Z would download a new app if they heard about it from someone and 15% would download it after seeing a commercial55% of Gen X would download it if the app offers special promotions Surprisingly, 5% of Gen Z do not use any shopping app once a month, compared to only 2.7% of Gen XAt 7%, Millennials most likely to use 10 or more shopping apps at least once a monthAt 42%, Gen Z are the most likely to delete an app to free up space on their phone Gen X are the least likely to delete a shopping app, with 22% saying they haven’t deleted a shopping app in the past year

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912|blog.unity.com

Toxicity in gaming is escalating: Find solutions for safe and engaged communities

From shared victories to friendly rivalries, it’s the community that makes a game resonate. Introducing Unity Community Solutions – a suite of products designed to strengthen player connections, enhance safety, and enrich the social gaming experience. Plus, get the latest on player behavior in the just-released 2023 Toxicity in Multiplayer Games Report.Communication is the heart of multiplayer games. It shapes player interactions, strategies, and immersion in a game’s universe. The newly enhanced Vivox Voice and Text Chat is designed to elevate this experience with engine-agnostic, cross-platform services to enable player communication.We’re thrilled to introduce a new Vivox SDK for the Unity Editor, which offers better functionality and an enriched gameplay experience, including:Simplified API: This removes unnecessary classes and provides a suite of events out of the boxEase of integration: The updated version substantially reduces the amount of boilerplate code required to use the SDK to under 10 lines of code (compared to the 400 lines of code previously required)Refined token management: Our new automatic token handling via the Authentication SDK ensures token management is hassle-free. (For those who’d like more customization, the Vivox Token Provider interface provides flexibility in creating bespoke token vending solutions)With Vivox audio source integration, you can seamlessly blend Vivox Voice Chat audio directly with the Unity engine’s audio system. This means that you can weave voice chat into your game’s audio mix and apply captivating effects.Audio occlusion: With 3D audio capabilities, players are treated to an immersive sound environmentCharacter interaction: Vivox audio enhances in-game realism, aligning character voices with their actions and movementsCustomizable and adaptable audio effects: Customize Vivox audio with a range of effects to enhance the overall audio experience and add depth and nuance to your gameplayVoice is not the only way players communicate, which is why we’ve added more features to Vivox Text Chat:Adaptive chat filter: Use advanced machine learning to cultivate a more respectful and inclusive gaming environment. Our new moderation feature is an ML-based system that doesn’t just block generic profanities – it intelligently scans for variations of inappropriate words, even when they are camouflaged with symbols or misspellingsChat history and anti-flooding: Offer players the ability to revisit past chats and maintain a balanced chat environment by preventing message floodingEditing and deletion: Allow players to edit or delete their messages, providing them with control over their chat interactionsText evidence management: Empower your moderation team with Server-to-Server API, making it simpler to access flagged messagesLarge channel support: Cater to massive multiplayer experiences with channels supporting up to 2,000 usersGet startedYou can test out player comms in your own multiplayer titles today by registering an account or contacting us. For those going from Vivox Unity version 15.1.x or earlier to 16.0.0, follow this guide for a smooth transition.A fun gaming experience can swiftly turn sour when toxic behavior intrudes. According to the recently released 2023 Toxicity in Multiplayer Games Report, toxic behavior is escalating. The proportion of players who’ve witnessed or encountered this behavior jumped from 68% in 2021 to 74% in 2023. In addition, almost 3 out of 4 multiplayer gamers admit they’d avoid a new game with a reputation for a toxic community.In July, we launched Safe Voice in closed beta. It is now available in open beta for integration with moderation capabilities. Together, Unity Moderation and Safe Voice empower you to make confident and informed decisions, ensuring a more harmonious environment for players. With this end-to-end moderation platform, enhanced with evidence integration from Safe Voice, you are not just reacting to incidents, you’re understanding them. Use the evidence to make moderation decisions like:Temporarily or permanently banning a player from the game by blocking their login through Unity AuthenticationTemporarily or permanently restricting player access to Vivox Voice ChatOur suite of safety solutions seamlessly integrates with Vivox Voice Chat, enabling you to build communities that are safe by design.Hi-Rez Studios recently integrated Safe Voice to elevate player experiences in Rogue Company, a multiplayer tactical shooter. Millions of players now benefit from an environment where engagements are about strategy, not disruptions. Explore the case study to learn more.More at Unite 2023If you’re gearing up to join us at Unite, make sure to catch our breakout session, “Elevating your game community with AI-driven tools to reduce toxicity,” for a chance to explore how AI can be a game-changer in crafting positive player communities.Earlier this year during GDC, we announced Friends and Leaderboards in open beta. Since then, we’ve had close to 300 customers add it to games and heighten players’ social experiences.Now in GA, both Friends and Leaderboards are available for free for a limited time.Friends ensures players can create and nurture lasting in-game relationships with features ranging from sending friend requests to monitoring online statuses.Whether tracking daily challenges, clan battles, or high-score face-offs, Leaderboards fosters a competitive spirit among players. As developers, you’ll get a customizable platform while players receive fresh challenges with every login.For Triangle Factory, who implemented the Friends SDK on Breachers, this broader suite of community solutions enables easy, cross-platform relationship building among its players. Senior Developer Tijs Van de Velde noted, “Supported by excellent documentation and samples, the implementation was a breeze. [Because of this tool], our users will be able to form friendships and easily join each other in-game.”Learn more about Breachers on the team’s guest blog.Games today thrive on collaboration, competition, and a strong sense of community. As these experiences blend the lines between virtual and reality, they craft memorable shared moments. Unity Community Solutions provides developers with the tools to tap into this trend, enhancing player experiences and deepening connections. Ready to dive in? Start creating now.

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915|blog.unity.com

Made with Unity September 2023 roundup: Awards voting opens and other community highlights

September was a whirlwind. We heard your feedback and will continue to listen.This roundup is all about celebrating you and the incredible projects you created and released last month – plus the candidates for the 15th Unity Awards.First, let’s hear it for the PC game studios who knocked it out of the park in the latest Steam reports. Steam’s top 20 new releases in August featured nine games made with Unity, including Sea of Stars, MARVEL SNAP, Sunkenland, and Blasphemous 2, which all secured spots in the top 10. Additionally, NARAKA: BLADEPOINT, Rust, and Unturned saw success as members of the top 20 most played games on Steam.*In September news, the month kicked off with MARVEL SNAP – a Unity Awards nominee – beating out its category competitors to become the top-grossing digital trading card game. Then, positive reviews rolled in for indie title COCOON, including one from Eurogamer.The next wave of Unity Awards is here. Thanks to your help, we’ve finalized nominees across 20 categories and now it’s time to vote.With categories like Best Console/Desktop Game, Best Student Project, Best Mobile Game, Publisher of the Year, Best 2D Visuals, and Best Social Impact Project, you’re bound to find fellow creators you can’t help but vote for.To start, preview the finalists for The Golden Cube, or Best Overall Game:Dave the Diver, MINTROCKETDorfromantik, Toukana InteractiveCult of the Lamb, Massive MonsterGTFO, 10 ChambersIMMORTALITY, Sam Barlow, Half MermaidMARVEL SNAP, Second Dinner Studios, Inc.Sons of the Forest, Endnight GamesView all nominees and vote for your faves now through November 1 at 12:00 pm ET. Winners will be announced at Unite 2023 during the keynote.There was no shortage of new games this September. Check out a non-exhaustive list of the ones you’ve shared with us below.Chants of Sennaar, Rundisc (September 5)Karting Superstars, Original Fire Games (September 13 – Early access)URBO, Door 407 (September 13)KallaX, Unexpected (September 18)Astrea: Six-Sided Oracles, Little Leo Games (September 21)DinoBlits, Taba Marton (September 23)Project Planet – Earth vs Humanity, Fifth Harbour Studios (September 25)RoboDunk, Jollypunch Games (September 25)WitchSpring R, KIWIWALKS (September 25)El Paso, Elsewhere, Strange Scaffold (September 26)Paleo Pines, Italic Pig (September 26)Trianga’s Project: Battle Splash 2.0, Dranya Studio (September 26)Beneath Oresa, Broken Spear Inc. (September 27)Headlong Hunt, Toombler Games (September 28)Pizza Possum, Cosy Computer (September 28)Wildmender, Muse Games (September 28)COCOON, Geometric Interactive (September 29)Saleblazers, Airstrafe Interactive (September 29 – Early access)Savant – Ascent REMIX, D-Pad Studio (September 29)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 recent game releases and milestone spotlights on the @UnityGames X 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 for the chance to be featured.Unite 2023 is almost here and even if you’re not joining us in Amsterdam, you can still be part of the fun.Join us for the keynote livestream on November 16 at 1:00 pm ET. And, throughout the day, ask questions of Unity experts live on Discord from 7:00 am to 3:00 pm ET.If you can’t make it to either virtual event, keep an eye on our Twitch schedule during and after Unite, and subscribe to our YouTube channel to be the first to know when session recordings are released.That’s a wrap for September. For more community news as it happens, follow us on social media: X, Facebook, LinkedIn, Instagram, YouTube, or Twitch.*Ranking as of October 2, 2023 at 8:30 am PT.

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917|blog.unity.com

Gaining visibility into the user experience: the metrics to focus on

As developers in the mobile gaming industry become increasingly sophisticated in user engagement, it’s critical to keep an eye on users' in-app ad experience: the impact of the ad flow, or ad journey, on the users’ perception of your app.To boost performance and create an optimal ad experience, developers should be measuring how their ad flow affects performance and then make data-driven decisions to improve it. But how?Data is obviously the answer, but not all metrics were born equal. We've gathered the metrics that are key to the overall ad experience, so that you can visualize what users experience as they move through your app, and see how the ad flow impacts your revenue and user experience. Let’s get started.Measuring the ad experienceWhen it comes to measuring the ad experience, there are quite a few metrics to cover. They fall into three main categories: clicks, ad duration, and churn. ClicksClicks are a key indicator of the ad experience - but it’s not just about the number of clicks an ad gets, but the quality of those clicks. Every type of click, positive and negative, provides key insights. Here are some things to keep an eye on:Let’s say a user wants to finish watching an ad early, so they go to the top right corner of the ad to click on the “X,” but they accidentally clicked next to the X. Those “mis” clicks are called proximity clicks. Also, pay close attention here to how quickly the user leaves the app - if a user is attempting to make any click within a second after the creative starts, it’s called an early click."It’s not just about the number of clicks an ad gets, but the quality of those clicks"Another common clicking issue is when a user doesn’t click on anything, but they get automatically directed to the store anyway. This is an auto click, or a click detected without users even touching the screen. Often, since users in this situation didn’t want to end up at the store, they’ll leave the store immediately - that’s called a hasty click, or a click directed out of the app that returned to the app within 5 seconds. In this case, it doesn’t matter where, when, or why they clicked - it’s clear that their user experience was impaired. This is exactly how to calculate the ad’s bounce rate, or the percentage of hasty clicks divided by total clicks.Once you’ve identified problematic clicks, you can sift through them to find the intentional clicks, or the quality clicks. These are measured by adding up all the problematic clicks (hasty clicks + proximity clicks + auto clicks + early clicks), and subtracting them from the total clicks. This way, instead of just knowing your click through rate (CTR), or the number of clicks per impressions, you can now calculate and understand your app’s percentage of quality, intentional clicks, or QCTR (Quality click through rate). This is measured by dividing quality clicks by total impressions. Here are some benchmarks for the average QCTR per genre.Ad durationAd duration, or the median time users spend watching ads (including the end card), is another good indicator of quality. Generally, rewarded video ads shouldn’t last longer than about 30 seconds, and interstitial ads should be much shorter than that. If an ad is too long (e.g. a few minutes), it will usually harm the UX and increase proximity clicks.As you measure ad duration, make sure to examine your ad escape rate - the number of ads that weren’t closed properly. This might be due to technical problems (e.g., crashes), but can also be intentional, as users choose to leave the ad. Like proximity clicks, the higher the ad escape rate, the clearer the indication that your ad flow has an ad experience issue."The higher the ad escape rate, the clearer the indication that your ad flow has a UX issue"ChurnAny combination of ad experience issues can cause users to leave your app, or churn. Churned users is the number of users that clicked on an ad and left your app, not returning for a certain amount of time (1, 3, 7, or 14 days).By dividing churned users by total users who watched ads (over a set amount of days), you get an ad’s churn rate. This is a critical metric that indicates that ad experience issues are causing users to leave for good, ultimately affecting your engagement and revenue. "Any combination of ad experience issues can cause users to churn"The amount of revenue generated per churned user is churn yield, and it’s key for optimizing your monetization stack. Once you know the extent to which your churn impacts revenue, you can determine whether the revenue you gained outweighs the loss of users.To prevent churn, you need to ensure that your users are getting the best quality ads. With LevelPlay’s Ad Quality tool, you can identify bad ads, and report them - reducing your bounce rate, proximity clicks, early clicks, and more.Ultimately, the better you can determine if your app’s monetization stack is optimized, the more easily you can recognize user trends, and nip problematic trends in the bud - and ad experience issues are no exception. Learn more about how you can utilize these metrics to improve your ad experience and maintain high performance here.

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