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[ 2023 ]

20 entries
921|blog.unity.com

Mobile game creative trends to supercharge your app’s UA

User acquisition is at the core of app growth, and creatives are one of the best tools UA managers have to reach and engage new users. Knowing how to leverage them in your campaigns can play a big role in tipping the scales in favor of your app’s success.But creatives can also be a resource sink - necessitating time to experiment and the budgets to do so. By analyzing trends in creatives - from ideation to execution - you can hopefully skip the sink and get the most out of your creatives.Here are some of the top creative trends in games to help you drive engagement for your app:Classic game mechanicsMobile game developers make their creatives instantly recognizable and familiar to users by employing mechanics from classic games. Examples include games like pipe (connecting pipe pieces to get a flow of liquid from the entry to the exit), snake (a snake-like character is guided to eat pickups, growing as it does), and aim-and-shoot (hitting a target, while avoiding obstacles that move). While the mechanic in the creative might not be relevant to core gameplay, its familiarity can work to help boost conversions. You too can use classic game mechanics, think Cheetos’ ‘Cheetapult’ or ‘App of Massive Distraction.’ Familiar game mechanics are a great way to get users on your app, and they can also improve user engagement - playables ads have better CTR when compared to video ads.Before and after transformationsEveryone loves a good rags to riches story. Many games use before and after transformations to engage users, highlighting the progress a user’s character makes in their games. For example, they start by showing a low-level character struggling to defeat a mid-level enemy, then show that character leveling up to where they can dominate that same enemy. Visual clues like new, shiny armor and weapons also help show the character's journey.This can also be accomplished by transforming an object or person by direct action (for example, a person or object being washed, going from dirty to clean). This technique taps into the satisfaction of completing a journey or difficult task. Other examples include the compelling genre of DIY and ASMR videos, where you can’t help but watch a carpet being cleaned to completion.You can use these in your creatives to tap into user motivations. For example, use an image of someone hungrily waiting for their meal and then show them becoming full after eating using your QSR app (add in a meter filling for extra effect). Or, you could have a literal rags to riches story featured in a creative for a spend tracking app, showing a transformation from raggedy to well-dressed thanks to the ability to save money through your app.Laughter is the best medicineAnother great way to entice users is through humor. If a creative for a game makes a user laugh, then that user is already emotionally engaged. By entertaining users before they even download an app, publishers show them that their enjoyment has been put front and center.One way games do this is by using gameplay with a funny caption or an ironic twist. Another (and currently popular) technique is using real actors in short live-action skits centered around a game.For your app, the same principles apply. Use comedic skits featuring your app to give users a laugh and make your brand more personable and approachable. It’s a trick advertising agencies have been using for decades, whether for Volkswagen or Nintendo, and one that should be part of your marketing strategy.Follow the TikTok trendsShort-form video is at the top of the food chain when it comes to share of attention, and TikTok is a goldmine for content that’s proven to get and keep users’ attention. Use the same trends that are dominating TikTok as a way to get noticed by users. Just remember, when it comes to TikTok, relevance is everything - make sure you hop on a trend while it’s still timely or you could miss your window (and feel dated rather than relevant).Some of the ways TikTok trends can be leveraged include: using the app’s AI voiceover, adapting your game to fit a popular meme, or featuring your app in the corner of a trending video.Borrow some influenceAnother highly effective way to create convincing creatives is through influencer and user collaborations. Partner with users and popular influencers who fit your app’s target audience to get your creatives in front of the users you actually want.Influencer collaboration comes in various forms but the three most common tiers are micro-influencers (independent niche creators with a smaller following), content creators (social media entertainers or educators with a medium to large following), and celebrities (well known artists/public figures with huge followings). Examples include Calm and Bumble’s partnership with huge stars like Lebron James and Tiffany Haddish for mass appeal, while apps like Whatnot (a collectibles and trading platform) have partnered with smaller Youtubers and streamers for penetration into niche markets.Another option, if your budget is tight, is user generated content - one of the best ways to speak directly to your target demographic without breaking the bank. Offer select users a sample of your product or service with the condition that they post a testimonial on social media. Although you may lose reach by partnering with users with smaller followings, you gain cost-effectiveness and can still spread awareness.All of the reaping, none of the sowingMobile games have often been at the forefront of innovations in the mobile app industry. But sometimes there’s merit to being second. You get the opportunity to see what’s worked, and what hasn’t. Creatives are a perfect example of this. For every trend that’s proved successful, there are thousands of failed attempts (and misspent dollars and hours). Leverage the learnings from these creative trends and reap the UA rewards.

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922|blog.unity.com

BatchRendererGroup sample: Achieve high frame rate even on budget devices

In this post, we describe a small shooter game sample that animates and renders several interactive objects. Many demos are made for high-end PCs only, but the goal here is to achieve a high frame rate on a budget phone using GLES 3.0. This sample uses BatchRendererGroup, Burst compiler, and the C# Job System. It runs in Unity 2022.3 and doesn't require entities or entities.graphics DOTS packages.Let’s get started.Let’s jump right into what the sample is. This sample is running at a steady 60 fps on a budget 2019 Samsung Galaxy A51 (using a Mali G72-MP3 GPU). The graphics API is set to GLES 3.0.You can study the code and try it on your favorite platform by downloading the project from GitHub. You’ll only need stock Unity 2022.3.In this post we mainly focus on BatchRendererGroup and the sample class BRG_Container.cs. You can also study the animation and physics code in the BRG_Background.cs and BRG_Debris.cs classes.Let’s explore what we see before going deeper into how to make it.The background floor is constructed from many cubes. All boxes are animated to move up and down.The main ship moves horizontally on the screen and shoots missiles at colored spheres. (You can shoot missiles faster by tapping the screen.)When a missile flies over the floor, a magnetic field slightly lifts and highlights the floor cells. It also throws ground debris into the air.When a missile hits a sphere, it explodes into colored debris.When debris hits the floor, the colliding cell on the floor flashes white. The more debris that hits a cell, the more the cell’s color darkens. In addition, the weight of the debris causes indents in the ground.Both the floor cells and debris are made of cubes. Each cube has a different position and color. We want to animate and manage everything using the CPU to make the interactions between floor and debris easier. (Debris isn’t just a cosmetic visual, so it can’t be done with the GPU only.)For rendering, we aren’t creating a GameObject per item to avoid an unnecessary performance hit on a low-end mobile device. Instead, we’re using the newly introduced BatchRendererGroup API.Graphics.DrawMeshInstanced is a convenient and fast way to render many similar meshes at different positions. However, it has the following limitations compared to the BatchRendererGroup API:It requires providing a managed memory array with matrices, so you may get garbage collection. Also, inverted matrices are CPU-computed, even if the shader doesn’t need it (for instance, with URP/unlit).If you want to customize any property other than the obj2world matrix (like having one color per instance), you need to provide your own custom shader either by writing it from scratch or using Shader GraphMatrix or custom data must be uploaded to GPU memory at each draw. You can’t have persistent GPU memory data with Graphics.DrawMeshInstanced. Depending on context, this could be a huge performance hit.BatchRendererGroup (or BRG) is an API that efficiently generates draw commands from C# and produces GPU-instancing draw calls. Since it doesn’t use managed memory, you can also generate commands using the Burst compiler.Tip: The entities.graphics package is made to render entities (ECS package) and is built on top of BRG. entities.package does all GPU memory management and optimal draw commands creation for you. We’re not using ECS in this sample, so we’ll directly drive BRG.BRG uses a specific GPU data layout and dedicated shader variant. The shader variant can fetch data from the standard constant buffer (UnityPerMaterial) or from a custom, large GPU buffer (BRG raw buffer). It’s up to you to manage how you store your data in the raw buffer, which is a Shader Storage Buffer Object (SSBO, or byte address buffer). The default BRG data layout is the structure of arrays (SoA) type.You can instantiate any properties of a material without having to create a custom shader. In the sample, we want to instantiate obj2world matrix (to position cubes), world2obj matrix (for lighting), and BaseColor per box instance (because each floor cell or debris has its own color).All other properties are the same for all cubes (e.g., smoothness value), and you can describe which properties will have custom values per instance using metadata.The BRG metadata is an optional 32-bit value you can set per shader property. It tells the shader code how to load the property value from GPU memory and from where. Bits 0–30 define the offset of the property within the BRG raw buffer, and bit 31 tells whether the property value is the same for all instances or the offset is the beginning of an array, with one value per instance.The exact meaning of BRG metadata also depends on the shader property type. Let’s sum up all possibilities:Unlike Graphics.DrawMeshInstanced, BRG uses a persistent GPU memory buffer. Let’s say you have 10 cube positions and colors in the raw buffer, but only cubes 0, 3, and 7 are visible. You only want to draw three cubes, but you need the shader to properly read the position and color of those cubes. To do that, BRG shader uses a small additional indirection. This visibility buffer is just an array of “int” you fill when generating draw commands.In this example, you need to fill an array of three ints with {0,3,7} and can then generate a BRG draw command of three instances.The shader code to fetch for “baseColor” property looks like this:Go further than the sample: As you can instantiate any property of SRP shaders (unlit, simplelit, lit), all material properties have an “if metadata&(1<<31” branch. Even if you don’t need a custom smoothness value per instance, this has some performance cost. In the sample, we only want to instantiate baseColor. You can create a Shader Graph where only color will be defined as BRG instantiatable. So the generated code has the heavy data fetching indirection only for color property. Shader should run even slightly faster on a low end GPU.In our game sample, the floor is made of 32x100 cells, or 3,200. Each has a position, height, and color, and the cells scroll while the camera remains static. When a row scrolls out of the view, we inject a new row of 32 cells.With 3,200 cells at any point in time, culling is not really necessary (all cells are always within the camera’s view). To position each cell, you need an obj2world matrix per cell, the invert matrix for lighting, and a color. To render the complete floor, we’ll use a single BRG draw command.The sample’s debris is made up of small cubes, each one having a position, color, and rotation on its vertical axis. This is very similar to the floor cells. To do this, we created BRG_Container.cs. The class manages a BRG object to render floor cells or explosion debris. All physics animation and interaction is done with C# code using BRG_Debris.cs.Unlike floor cells, the amount of debris varies across the frame. At initialization, you specify the maximum number of items to BRG_Container. In our sample, it’s 16,384 for debris (each explosion consists of 1,024 debris cubes) and we use async jobs to animate debris in a gravity field. When debris hits a floor cell, it interacts by digging into the ground.To optimize GPU memory storage and bandwidth, BRG uses a float3x4 to store a matrix instead of float4x4. Keep in mind that a BRG matrix in the raw buffer is 48 bytes, not 64.The raw buffer will look like this:Tip: Debris raw buffer data looks similar to floor data as it also uses three custom properties (obj2world, world2obj, and color). The maximum number of items is 16,384 for debris, meaning a raw buffer of 112x16,384 bytes, or 1.75 MiB. Not all debris is rendered most of the time, depending on the number of debris cubes in existence at a given time.We have a GPU GraphicsBuffer of 358,400 bytes. Since animation is done with the CPU, we also allocate a similar buffer in system memory (CPU can process data at full speed in system memory). Let’s call this second buffer a “shadow copy” of the GPU memory. C# code will animate the floor cells, using sin, and debris from the shadow copy. When animation is done, we upload the shadow copy buffer to the GPU using the GraphicsBuffer.SetData API.Go further than the sample: Optimizing GPU rendering often means optimizing the amount of data. In our sample, we use standard and stock SRP shaders. That’s why we employed three float4 for the matrix and one float4 for color. You could go further, writing a custom shader to reduce the data size, or you could use a 32-bit floor cell height value.If you wish to keep going, use the cell index to calculate its world position, then compute the matrix and invert matrix in the shader. Finally, use a 32-bit integer to store the color. At the end, upload 8 bytes per item instead of 112. This leads to a 14x speed-up during GPU data upload. It would imply rewriting the shader fetching code.Any BRG draw command needs a MeshID, MaterialID, and BatchID. The first two are easy to understand, but BatchID is more subtle. Think of BatchID as “kind of a batch.” To render the floor, you need to register one kind of batch, defined as follows:1. “unity_ObjectToWorld” property is an array starting at offset 0 of the BRG raw buffer2. “unity_WorldToObject” property is an array starting at offset 153,6003. “_BaseColor” property is an array, starting at offset 307,200Code to register this kind of batch at creation time will look similar to this:We get the m_batchId at creation time, and can then use it for each BRG draw command (so the shader knows exactly how to fetch data for that kind of batch).Tip: BatchRendererGroup.AddBatch is not a rendering command. It’s used to register a kind of batch, for future rendering commands.So far, we can animate floor cells, upload the shadow copy system memory buffer to the GPU, and render all cells using a single DrawCommand of 3,200 instances.This will work on most platforms: DirectX, Vulkan, Metal, and various game consoles, but not on GLES. The problem is that most GLES 3.0 devices can’t access SSBO during the vertex stage (i.e., the GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS value is 0). So, when the graphics API is set to GLES, BRG will use a constant buffer, or UBO, instead to store the raw data.This adds constraints: A constant buffer can be any size, but only a small part of it (a window) is visible at any given time when the shader is running. The window size depends on the hardware and driver, but a widely accepted value is 16 KiB.Tip: In UBO mode, you should always use the BatchRendererGroup.GetConstantBufferMaxWindowSize() API to get the correct BRG window size.Let’s see how our code changes if we want to run on GLES. For floor cells, the total amount of data is 350 KiB. We can’t do a single DrawInstanced(3,200) because the shader won’t be able to see 350 KiB at once. So, we have to split data within the UBO to maximize the amount of instances per draw, fitting into a 16 KiB block. One floor cell is 112 bytes (two matrices and one color), so you can fit 16,384 divided by 112, or 146 instances in a 16 KiB block. To render 3,200 instances, we will need to issue 21 DrawInstanced(146) and a last DrawInstanced(134).Now, the 350KiB UBO will be split into 22 window blocks of 16KiB each, like this:Tip: In UBO mode, each window offset should be aligned to BatchRendererGroup.GetConstantBufferOffsetAlignment(). Typical alignment values range from 4 to 256 bytes.In GLES, because of the UBO and the 16 KiB windows, you need to register 22 BatchID in order to store the offsets of each window. The initialization code then needs a loop:Tip: To support GLES (UBO) and other Graphics API (SSBO) in the game sample, BRG_Container.cs sets some vars at initialization time. In SSBO mode, m_windowCount is 1 and m_alignedGPUWindowSize is the total buffer size. In UBO mode, m_alignedGPUWindowSize is 16 KiB and m_windowCount contains the number of 16 KiB blocks. (The 16 KiB value is for readability. Use GetConstantBufferMaxWindowSize() API to get the correct value.)Once the CPU updates all matrices and colors in the system memory, you can upload the data to the GPU. This is done with the BRG_Container.UploadGpuData function. Because of the SoA data model, you can’t upload a single block of memory. For debris, the buffer is 16,384 items. In GLES mode, that means 113 windows of 16 KiB each if 16,384 debris are on screen.But what if only 5,300 debris cubes are in a given frame? Because you have 146 items per window, this means the first 36 consecutive 16 KiB windows should be uploaded so you can use a single SetData (36x16 KiB). In the last window, only 44 debris cubes should be displayed. To upload 44 matrices, invert matrices and colors and use three SetData commands. At the very end, four SetData commands should be issued.Tip: Even in SSBO mode, if the number of items is less than the max (for example, 5,300 debris over a max of 16,384), three SetData commands are required. You can take a look at BRG_Container.UploadGpuData(int instanceCount) for implementation details.The main entry point of BRG is the culling callback function you provide at creation time. The prototype looks like:Your code in this callback is responsible for two things:1. To generate all draw commands into the output BatchCullingOut struct2. To use (or not) information provided in the BatchCullingContext read-only struct within your own culling codeNote: The callback returns a JobHandle in case you want to launch an async job to perform these operations. The engine will use this to sync at the point the result is needed, so your command generation code won’t block the main thread.BatchCullingContext contains information like camera matrix, camera frustum plans, etc. Basically, all the data you need to cull and generate fewer draw commands. In the sample, all objects fit in the camera view (floor cells and debris), so there’s no need to use culling code.BatchCullingOutputDrawCommands struct contains various data, including arrays. It’s the user’s responsibility to allocate native memory for those arrays. The engine is responsible for releasing that memory once the data has been consumed (you’re allocating, Unity is responsible for releasing). Memory allocation should be Allocator.TempJob type.The first array you should allocate is the visibility int array. In the sample, as we assume everything is visible, we just fill the visibility int array with incremental values, like {0,1,2,3,4,...}.A BRG draw command is almost a GPU DrawInstanced call. The most important array to allocate and fill is the BatchDrawCommand. Let’s say there are 4,737 debris cubes in the current frame.m_maxInstancePerWindow is 146 in GLES mode. You can compute the amount of draw commands and allocate the buffer using ceiling value of m_instanceCount divided by m_maxInstancePerWindow:To avoid duplicating similar parameters into several draw commands, BatchCullingOutputDrawCommands has an array of BatchDrawRange struct. You can set up various parameters within BatchDrawRange.filterSettings, like renderingLayerMask, receive shadow flags, etc. As all draw commands will share the same rendering settings, you could allocate a single DrawCommandRange struct that will apply from draw command 0 and contains all drawCommandCount commands. Then, fill the draw commands. Each BatchDrawCommand contains a meshID, batchID (to know how to use metadata), and materialID. It also contains the starting offset in the visibility int array buffer. As we don't need any frustum culling in our context, we fill the visibility array with {0,1,2,3,...}. Then all draw commands will refer to the same {0,1,2,3,..} indirection so each BatchDrawCommand will use 0 as visibility array starting offset.The following code allocates and fills all needed draw commands:Directly driving BatchRendererGroup requires some work. However, it works out-of-the-box without needing custom shaders or additional packages. In some situations, like having to render plenty of CPU simulated objects with custom instantiated properties, BatchRendererGroup is your best friend.You can download the project from this repository.You can also visit the forums to discuss about additional details on how we used C# job system and Burst compiler to handle all animations and interactions at full speed, even on a low-end CPU.

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923|blog.unity.com

An open letter to our community

To our community:I’m Marc Whitten, and I lead Unity Create which includes the Unity engine and editor teams.I want to start with this: I am sorry.We should have spoken with more of you and we should have incorporated more of your feedback before announcing our new Runtime Fee policy. Our goal with this policy is to ensure we can continue to support you today and tomorrow, and keep deeply investing in our game engine.You are what makes Unity great, and we know we need to listen, and work hard to earn your trust. We have heard your concerns, and we are making changes in the policy we announced to address them.Our Unity Personal plan will remain free and there will be no Runtime Fee for games built on Unity Personal. We will be increasing the cap from $100,000 to $200,000 and we will remove the requirement to use the Made with Unity splash screen.No game with less than $1 million in trailing 12-month revenue will be subject to the fee.For those creators on Unity Pro and Unity Enterprise, we are also making changes based on your feedback.The Runtime Fee policy will only apply beginning with the next LTS version of Unity shipping in 2024 and beyond. Your games that are currently shipped and the projects you are currently working on will not be included – unless you choose to upgrade them to this new version of Unity.We will make sure that you can stay on the terms applicable for the version of Unity editor you are using – as long as you keep using that version.For games that are subject to the runtime fee, we are giving you a choice of either a 2.5% revenue share or the calculated amount based on the number of new people engaging with your game each month. Both of these numbers are self-reported from data you already have available. You will always be billed the lesser amount.We want to continue to build the best engine for creators. We truly love this industry and you are the reason why.I’d like to invite you to join me for a live fireside chat hosted by Jason Weimann today at 4:00 pm ET/1:00 pm PT, where I will do my best to answer your questions. In the meantime, here are some more details.*Thank you for caring as deeply as you do, and thank you for giving us hard feedback.Marc Whitten*We are working to localize translations of this web page.

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927|blog.unity.com

Made with Unity August 2023 roundup: Sea of Stars skyrockets, Phasmophobia spikes, and awards are in the air

August featured so many memorable moments, including stops at SIGGRAPH 2023 and gamescom 2023. Keep reading to discover what Unity creators accomplished in August, including the latest game releases.Impressively, Phasmophobia experienced a significant spike in peak concurrent users, reaching over 86,000 on August 17, 2023. This is a substantial increase from around 21,000 peak concurrent users on July 31, 2023. The data, captured through Steam’s official Web API, reflects a growth of approximately 300% in less than a month. Congrats to the team at Kinetic Games on this accomplishment.Next up, let’s hear it for the PC game studios who knocked it out of the park in the latest Steam reports. First, Steam’s top 20 new releases in July featured 12 games made with Unity, including Ultimate Epic Battle Simulator 2, Viewfinder, and My Friendly Neighborhood, who each secured a spot in the top five. Additionally, Rust and Unturned continued their reign in the top 20 most played games on Steam.*Also notable, Sabotage Studio’s new RPG Sea of Stars sold 100,000 copies within one day of its August launch thanks to an incredible effort by its team and hype from the gaming community. And the good news hasn’t stopped there, with the game reaching year one projections by the end of release week.As positive reviews rolled in for indie titles like My Friendly Neighborhood and Viewfinder, our team took to the streets of Cologne, Germany to mingle with the gaming community and asked you to help choose the next hit title from those showcased at gamescom 2023. The winner?Bulwark: Falconeer Chronicles. Check out developer Tomas Sala’s reaction below.Moving to the world of video and streaming, the close of August brought more creator resources to the community. On Twitch, we hosted the Heavenly Bodies team for a Creator Spotlight (watch above) that covered physics systems, ropes, and pressure simulations. Then, during gamescom, we played Battle Shapers and GTFO live, rounding things out by playing your games in a third Let’s Play session.On YouTube, there are not one but two new tutorials for devs – one on C# code style and the other on volumetrics. For bite-sized tips, check out our latest YouTube Shorts.There are so many impressive shares on social media using the #MadeWithUnity hashtag. Here are a few August highlights.On Twitter, @SunnyVStudio offered tips for devs, starting with sprites, while @21cDucks gave clean pixels (above) and @Liuweibo163 predicted thunderstorms and lightning.Meanwhile on Instagram, @sabotage.studio announced the release of Sea of Stars as did @mimimigames about Shadow Gambit.Last but not least, here are some Unity Asset Store highlights from August:Alchemist House | BKWinter Tundra | VIVID ArtsJapanese Mountain Shrine | Manu 3dF-35 and Mig 29 Fighter Jet assets | studiolab.devKeep adding the #MadeWithUnity hashtag to your posts to show what you’ve been up to and spread the project love.August was another major release month for games using Unity, including the Sea of Stars success. Read on for a non-exhaustive list.Big Fat Battle, Robot Squid (August 1 – Early access)Ninja or Die: Shadow of the Sun, Nao Games (August 2)Hammer of Virtue, No Pest Productions (August 7)I Am Future: Cozy Apocalypse Survival, Mandragora (August 8)Synthwave Racers, Corrtex Games (August 10)Moving Out 2, SMG Studio and Devm Games (August 15)Waven, Ankama Studio (August 16 – Early access)Stories of Blossom, Soft Leaf Studios (August 16)Shadow Gambit: The Cursed Crew, Mimimi Games (August 17)BOOK OF HOURS, Weather Factory (August 17)Bomb Rush Cyberfunk, Team Reptile (August 18)Towers of Thana, Bishop Games (August 21 – Early access)DepowerBall, Mega Power Games (August 21)Whisker Squadron: Survivor, Flippfly LLC (August 21)WrestleQuest, Mega Cat Studios (August 21)Blasphemous 2, The Game Kitchen(August 24)Rune Gate, Devwind (August 25)Sea of Stars, Sabotage Studio (August 28)Goodbye Volcano High, KO_OP (August 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 new game releases and milestone spotlights every Monday 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 August. For more community news as it happens, follow us on social media: Twitter, Facebook, LinkedIn, Instagram, YouTube, or Twitch.*Ranking as of September 1, 2023 at 8:30 am PT.

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929|blog.unity.com

It takes a village: The path to a global creative workforce

As I write this, the world is heating up, women are owning summer spending, and predictions about how AI will change the workforce abound. What’s more, the northern hemisphere is heading “back to school” and reminding us all how misaligned our education and workforce systems can be. Continuous upskilling throughout our careers is now the norm, and this is more urgent than ever as we keep hearing predictions about how AI will change the workforce.I’ve shared with you my thoughts on how to prepare future generations for tomorrow’s economy and the talent gaps that continue to grow across industries exploring new technologies. Globally, our customers regularly tell me that their biggest challenge is finding qualified talent.Today, I’d like to dive more deeply into some of the efforts we’re making as a company to try and tackle these challenges.With an aim to fuel more opportunities for more people, this year we established the Unity Workforce Grant, a partnership with Jobs for the Future. The open request for proposals received over 700 submissions from higher education institutions, non-profit organizations, and for-profit companies that are working to support the next generation of real-time 3D creators. Grant recipients are awarded up to $200,000 USD to train learners for the purpose of job readiness and career placement.We are thrilled that so many programs share our enthusiasm for unlocking opportunities for learners to access in-demand careers in immersive technologies. The notable projects selected by the team of over 60 judges include:University of Central Florida’s Nicholson School of Communication & Media (NSCM) Games and Interactive Media (GaIM) program, which offers professional training in AR/VR to undergraduates and adult learnersAfricacomicade Spark Fellowship, which provides learners across sub-Saharan Africa with digital creative skill sets in game developmentDo It Greener Foundation, a Louisiana-based non-profit creating a real-time 3D technology hub designed to recruit, support, and serve young learners from underrepresented populationsXR Bootcamp, a company with the mission of increasing diversity in the XR industryAs Oscar Michael, cofounder of Africacomicade, put it, “The global video games and interactive media industry is rapidly growing, positioning itself as a soft power tool and creating massive opportunities for socioeconomic development. Since [our founding], we have been at the forefront of advocating the potential of the African video game industry, and now, thanks to Unity, will be building a competent talent pipeline within the sector.”One of my biggest takeaways in reviewing the hundreds of submissions is how transferable these skills are to other industries. Teaching real-time 3D is not just about technical skills, but about learning durable skills like communication, collaboration, creative thinking, and cultivating a growth mindset. These are the skills in highest demand among 21st-century employers across all industries.To learn more about 2023 recipients, visit the Unity Workforce Grant page.In 2022, at an event in Indonesia, Google Play announced a joint partnership with Unity and the Indonesian Game Association: the Google Play x Unity Game Developer Training program. This program opened opportunities for game developers and students at 21 Indonesian universities to receive training and certification from Unity.To offer a glimpse at what this means, let’s hear from three participants who passed their exams and are now Unity Certified Associate Game Developers.Since joining the program, Muhammad Ramadhan Rizki Daulay, a 23-year-old from Medan, has become a junior programmer at Digital Breeze Interactive. Of the experience, he shared, “Through this program, I made new friends and connections in the game industry and also opened new collaborations. It’s suitable for anyone who wants to start a career in the game industry or even those that are already in the industry.”For Ahmad Tuflihun, a 23-year-old from Pontianak who now has a career as an augmented reality developer at nuMetagen, becoming a Unity Certified Associate Game Developer motivated him to test his abilities and improve his skills.“Participating in a certification exam is very important, especially for someone who is not confident in their abilities or doesn't have the courage to start a career in their desired field,“ explained Ahmad.Finally, as a person who has been highly interested in game development since high school, the opportunity to become a junior Unity developer at Magnus Digital Indonesia was a dream come true for Gerardo Keandre Lisrianto, a 22-year-old from Bekasi. “Joining this training program helped me learn to create a good ecosystem and workflow for the game developer team, how to plan a project and develop it, and also know the best practices in Unity game development,” said Gerardo.Partnering with Google is more than double the value for future creators as they become upskill in both real-time 3D creation and publishing on Google Play. The most exciting part for us is hearing about the increased confidence and sense of agency that grows from learning opportunities like this.The world is truly a better place with more creators in it. To continue following our journey toward building the next generation of immersive tech innovators and creators, keep an eye out for my next update and subscribe to the Social Impact mailing list.

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931|blog.unity.com

4 ways to use Muse Chat in your workflow

On June 27, we announced the closed beta of Muse Chat, an essential capability in our Unity Muse platform that allows developers to leverage Large Language Models (LLMs)* to find information across all Unity documentation, manuals, and other resources.With this powerful helper, creators are able to access relevant and well-structured answers for development questions from first-party Unity sources. While Muse Chat’s help can support you during any phase of development – beginner or advanced, we want to share some guidance and learnings from our current closed beta to help inspire ways you might use Muse Chat throughout future workflows.Are you ready to start a new Unity project but unsure how to begin? With Muse Chat, you can instantly get a list of the best resources in order to jump-start your learning journey. Here’s an example:Prompt – “Hi Muse, Give me detailed steps on how to build a 2D mobile game with Unity, including the tools I need and how to get started.” Answer –“To build a 2D mobile game with Unity, follow these steps:Install Unity: Download and install the latest version of Unity. The 2022 LTS release is recommended for its stability and long-term support.Set up Unity for 2D mobile game development: When creating a new Unity project, select the 2D template to set up the project for 2D game development [1].Understand the Unity interface and workflow: Familiarize yourself with the Unity interface, menu items, using assets, creating scenes, and publishing builds [2].Import and organize assets: Import your 2D assets, such as sprites and sounds, into the project’s Assets folder. Unity will automatically import and display them in the Project window [3].Create and manipulate 2D game objects: Use Sprites to represent 2D graphics in your game. Sprites are standard textures that can be edited with the built-in Sprite Editor and rendered using a Sprite Renderer component [4].Implement 2D physics and collision detection: Use Unity’s 2D physics system and components to create realistic and interactive 2D games [5].Script game mechanics and behaviors: Write scripts to define gameplay mechanics and behaviors for your game. Unity supports scripting using C# [6].Build and test your 2D mobile game: Regularly test your game on your target platform (iOS or Android) to ensure compatibility and performance [7].Optimize your game for mobile devices: Optimize your game’s performance, resolution, and input handling for mobile devices.Publish your game: After completing development and testing, publish your game to the desired app stores [8].For additional learning resources, consider the following:Unity e-book on 2D game art, animation, and lighting for artists [7].Unity Learn course on Beginning 2D game development [7].Remember to consult the Unity Documentation for more information on specific features and functionality. Good luck with your 2D mobile game development!”Tip: Want further detail on one of the mentioned steps? Ask follow-up questions so Muse Chat can explain what to consider when, for example, creating a scene.Building from scratch is hard. Muse Chat was designed to simplify this process. With Muse Chat, you can fast-track development by asking Muse to generate code. Beta users have shared that Muse Chat is helpful in establishing useful code snippets when writing tests.You can generate code in Muse Chat from scratch, use it to alter existing code, or prompt it to help you find a new method – for example, to change a character’s ability to jump and then change from single jumping to double jumping.Let’s explore how to converse with Muse Chat about jump methods.Prompt – “Hi Muse, can you help me change the jump method to allow double jumps instead of single jumps?” Answer – Muse’s response and code generated to allow double jumps:To determine how best to apply the newly generated code, ask Muse Chat a follow-up question.Prompt – “Great, thank you Muse. Now, can you tell me how to adjust the jumpForce value?” Answer – Muse’s response, guiding jumpForce value adjustment:Especially for solo devs, hitting a seemingly unfixable bug not only eats up development time, it is a major source of frustration.By adding Muse Chat to your process, you’ll have a teammate for troubleshooting. One popular use case we’ve seen so far is developers sharing code with Muse Chat and asking why it is not working. If you’re not sure what the problem is, you can also describe an issue to Muse Chat and it will do the work of scanning our documentation and other resources to identify what your issue is.Another way Muse Chat can help you in resolving an issue is by replicating buggy environments and setting up tests quickly. One beta participant shared, “I was writing a test for a bug that I know happens only after a domain reload of the Editor, so I asked ‘How can I force a domain reload through scripting?’” They were then able to find the function faster, making it easier to run tests and debug their project.Some praise we’ve heard from more experienced Unity beta users is that Muse Chat helps them find their favorite resources faster, or even rediscover tools that they’ve forgotten about.From one beta user: “I find it very useful for finding APIs that I know exist but don’t remember where… It saves me time that I’d otherwise spend looking in Google, Slack, or asking in other channels.”No need to go hunting for resources when Muse Chat will find them for you faster.As we also teased in June, Unity Muse will be adding more capabilities to our AI beta offering, including the ability to generate textures and sprites. Unlock more potential with Unity AI and sign up for the AI beta program today. You’ll find out first when new features become available and join the Muse community on how to create using AI.*To create Unity Muse Chat, we licensed third-party LLMs and integrated them with first-party Unity technical documentation (including manuals, release notes, tutorials, scripting guides, etc.) so creators can get the most relevant and up-to-date information. Read our guiding principles for ethical AI for more on our approach.

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932|blog.unity.com

How Louisiana is training real-time 3D educators with help from Unity

Real-time 3D (RT3D) skills are in growing demand, which means qualified educators are, too.As RT3D uptake accelerates and use cases continue to expand, so do opportunities for workers to embark on rewarding careers in architecture, engineering, manufacturing, game development, film, and many other fields that are increasingly making this technology a key part of how they operate.In fact, the demand for RT3D-trained professionals is growing so quickly that governments and workforce development organizations are devising novel solutions to bridge the skills gap – and we’re helping them do it.Last spring, Unity teamed up with Louisiana Economic Development (LED) on a new initiative aimed at boosting the availability and quality of RT3D education across the state. This blog post details how this exciting partnership came together and how educators are receiving the training they need to prepare students for success in tomorrow’s economy. Keep reading to learn more.The partnership between Unity and LED addresses the need to prepare Louisiana’s workforce for in-demand tech roles that increasingly require RT3D skills. As the world’s leading platform for creating and operating RT3D content, Unity is well positioned to help higher-education institutions in the state train and certify instructors who can pass their knowledge on to students. In doing so, learners will be set up for careers that have excellent long-term prospects and will foster economic growth across Louisiana.The five-year project, now entering its second year, is supported by a $1.95 million grant from LED. This funding allows for the creation of a self-sustaining, local ecosystem of certified instructors who can share their expertise with learners at their respective institutions. In addition to obtaining their own Unity certifications, these educators also have access to a wealth of educational support resources, including training plans and content for classroom instruction.“The required training and skill set individuals need to participate in the rapidly changing tech economy is constant, and at an all-time high. We are excited about this new workforce development and training opportunity through LED and Unity. Our ability to ensure faculty are equipped with the knowledge to properly train students in this space is critical to student success and the state’s success long-term.” – Monty Sullivan, President of the Louisiana Community and Technical College SystemUnder the terms of the partnership, Unity will train up to 15 instructors in Louisiana per year, and each of those instructors will then train and/or certify up to 40 students per year. The program is expected to reach an estimated 6,000 Louisianians in total over its five-year mandate. All Louisiana two- and four-year colleges, high schools, and training providers are eligible to participate.Educators need a comprehensive understanding of real-time 3D technology and Unity development to be able to teach with confidence. Because each educator has a unique background and pre-existing set of skills, the program focuses on bringing instructors in Louisiana up to speed by providing each with a solid foundation, regardless of their initial skill level.Unity offers four levels of industry-recognized Certifications for individuals looking to build up their skills, enter the job market, and teach. The partnership between Unity and LED focuses on two levels – Associate and Professional – and is helping educators across the state obtain these Certifications through tailored training and hands-on practice.The trainees are being led by Unity Certified Instructors (UCIs) – leaders who demonstrate expertise in Unity as well as exceptional training skills. Leveraging support resources provided by Unity Education, a team of UCIs is spearheading the effort to get future Unity educators ready for certification.For future educators, the benefits of obtaining Unity Certification include:Access to extensive learning materials designed by subject matter experts and testing-design specialists.The ability to demonstrate technical skills and applied knowledge to students and employers in higher education and many other fields.Options for highlighting their achievements on resumes, portfolios, and social media, helping recruiters and hiring managers find them.Once educators in the program have obtained their Unity Certifications, the next step is helping them build Unity into their curricula and begin teaching. The partnership with LED offers comprehensive support to instructors, equipping them with the necessary resources and guidance to create engaging learning experiences. This includes highly scaffolded pathways, projects, and assessments, as well as frameworks for customization and exploration of new tools and domains like virtual reality (VR), augmented reality (AR), and artificial intelligence (AI).“One obvious benefit is that I’m getting free Certification vouchers. That’s really nice. I got the Associate Certification and it’s given me that level of backing, which is really beneficial because I’m able to show students that I have the badge, and communicate to them that certification is important and that they should pursue it. Additionally, we were taught how Unity trains trainers and breaks down lesson plans, which helped me plan my own lessons and steps so I can teach my students effectively.” – Claude Richard, Instructor at Delgado Community CollegeThe partnership between Unity and LED exemplifies how public-private collaboration can have tangible impacts on the health and long-term viability of a regional economy.At the individual level, it ensures that educators are teaching relevant, up-to-date skills, which bolsters their institutions’ reputations and guarantees that students graduate ready for the job market. And, at the macro level, the partnership offers a reliable strategy for preparing Louisiana’s workforce for the economic and technological shifts that are making RT3D skills increasingly essential.We look forward to providing future updates about the impacts of this partnership as it progresses toward completion in 2027.If you’re interested in establishing a similar program in your state or region, get in touch with us. We’re always looking for opportunities to expand RT3D education and support forward-thinking workforce development initiatives.

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935|blog.unity.com

How creators launch and scale multiplayer games with Unity

The gaming industry is one of the most challenging yet rewarding industries to be in, especially when it comes to multiplayer games. More than 400 multiplayer games have relied on Unity Game Server Hosting (Multiplay) to make incredible multiplayer experiences, everything from AAA blockbusters like Apex Legends to indie sensations like Among Us.Read how studios of all sizes, using any game engine, have scaled to match their game’s needs.Eleven Puzzles integrated Game Server Hosting for its Unsolved Case players so that scale would never be an issue, no matter how many players joined in on the fun.“I was looking for a hosting service that basically will do everything for us so we [can] almost exclusively focus on building games,” said Adrian Olczyk, CEO and cofounder of Eleven Puzzles. “If we didn’t use Game Server Hosting, I’d say it would maybe have taken 20 to 30% longer in development time.”As well as your development timeframes, one of the biggest concerns when designing a game is likely cost per player. Choosing bare metal to host your game can offer several advantages, like consistent and reliable performance for real-time interactions between players. However, it’s not as flexible as cloud-based machines when it comes to instant scalability.Game Server Hosting combines the performance of bare metal with the flexibility of cloud at a lower cost. Recent comparisons show that Game Server Hosting may reduce hosting cost per player by between 30–40%, depending on your game design, player numbers, and distribution (as of Q2 2023).Similar to Eleven Puzzles, instead of managing its own hosting service or spending time and money setting up a fleet through a third party, Team17 leveraged Unity to deliver multiplatform titles like Overcooked! 2, which are all about crazy addictive fun with friends.Niklas Hansson, head of technology at Team17, explained how the offering made sense and was cost effective, sharing, “We originally sketched out a scenario using Amazon’s matchmaker and server hosting, ignoring development costs. Just looking at server hosting costs, [Unity] was 30% to 50% of the price. Obviously, [Amazon] doesn’t have bare metal [and] could only offer cloud machines, which means you’re paying for the cloud costs all the time. If you massively overestimate the amount of servers you need, it would be a gigantic waste of money.”Maintaining reliable performance fosters player satisfaction, encouraging them to stay invested in your game for the long haul and keep them coming back for more. When player count starts to grow, you need to be able to scale up quickly with demand, meeting players where they are. This case study shows you how Apex Legends scaled up globally at launch.Similarly, as Among Us became a sudden smash hit, Innersloth needed to ensure it could continue to provide an optimal experience for players. By partnering with Unity, they were able to deliver a stable online environment with Game Server Hosting (Multiplay), all while gaining the data they needed to deliver new features to their fanbase using Unity Analytics.“The teams at Unity have honestly been fantastic partners to work with,” said Callum Underwood, founder of Robot Teddy, an agency that partnered with Innersloth on Among Us. “They understand games, they’re really easy to talk to, and, more importantly, they have always put our small dev team’s needs above all else.”Geographical coverage is key for any gaming infrastructure and so is the ability to cope with any surge in demand. Game Server Hosting recently powered over 77 million game sessions globally and enabled studios to deploy to 290+ data centers worldwide, helping games thrive no matter where players are in the world.*“When we’re thinking about how to scale, the fact that the infrastructure is there worldwide, and we’re distributing worldwide, makes it so much easier for us to reach our audience in the end,” said David Smethurst, former head of programming at Team17.The speed at which players can start experiencing your game can have a significant impact on engagement and retention. This initial interaction sets the tone for overall perception: If players have to wait too long, they’ll lose interest even before entering core gameplay. When it comes to matching your players quickly, Unity was intentional in its design and chose a method that reduced time to match by up to 35% of other methods.To manage this at scale, Unity stays one step ahead of the demand curve, maintaining a buffer of servers in a warm state to ensure that they stay ready for a surge in players. This is essential to a game’s successful launch and helps ensure that when the player count blows past even the most ambitious forecasts, there are servers available for everyone.For the Apex launch, the platform supported over 3 million peak concurrent users with an uptime SLA of 99.95%, giving Respawn the confidence that their games’ success won’t be hindered by the infrastructure powering it.Game Server Hosting works great on its own, and since it’s part of Unity Gaming Services (UGS), you can get the increased benefits of the whole portfolio. UGS provides proven solutions to address the top challenges of running live multiplayer games at any scale, all in one place.For example, when Hi-Rez looks for solutions for its multiplayer titles, the team targets live game services that are built to scale. In the case of Rogue Company, Divine Knockout, and other titles, this means multiplayer and live ops solutions with a proven track record in the studio from UGS.“Things like Analytics, Game Server Hosting, all those things like really just fit in and made our platform stronger without us needing to do the work in house,” shared Alex Cantatore, vice president of brand marketing at Hi-Rez Ventures.One way the studio uses UGS is to track character data from each game session played, allowing for thoughtful tweaks to damage numbers and unique abilities that lead to improved gameplay.Unity Analytics can help fine-tune a new user experience and create an informative but concise tutorial that helps new players have the tools to jump right into games. Read how features such as Player Funnels can do this for your game, then take the lead of these incredible creators by implementing UGS solutions in your next project.Here are some resources to get you started:How to manage network latency in multiplayer gamesBeginner’s guide to Unity AnalyticsHow to apply A/B testing to gamesBuilding an in-game economy: Part 1, Part 2, and Part 3Launch and scale your next multiplayer title with Unity solutions. If you have questions about how to get started, connect with our team in the Multiplayer forums.*Data for the time period July 8–August 8, 2023.

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937|blog.unity.com

Unity 2023.3 coming April 2024 with updates for graphics and performance

Editor's note (December 1, 2023): At Unite 2023 in November, we revealed the new name of the Unity Editor and Runtime. The third tech stream of the Unity 2023 cycle will be named Unity 6 Preview, with Unity 6 replacing Unity 2023 LTS. Refer to our Unite 2023 keynote and Product Roadmap breakout session (coming soon to YouTube) for updates on what will be in Unity 6 and Unity 6 Preview.We’re adding a third Tech Stream to our Unity 2023 release lifecycle to include production-ready additions for graphics, performance, and productivity.Last September, I kicked off a blog series called Games Focus. It reiterated our commitment to building the best game development tools we can for you, our creators and partners. Our vision has remained unchanged:Unity enables you to create extraordinary games of all kinds and reach your players wherever they are.After releasing the Unity 2022 Long Term Support (LTS) and 2023.1 Tech Stream, we looked at our roadmaps and realized that a tweak to our schedule would give you access to features earlier than planned.So, rather than making you wait until the development cycle AFTER Unity 2023 LTS for some amazing updates that will further deliver on our Games Focus promise, we decided to add an extra Tech Stream release to get them into your hands sooner.Unity 2023.3 Tech Stream will be released in April 2024, meaning that the Unity 2023 LTS will ship later, toward the end of that year. We’re committed to providing you the most rock-solid and productive version of the Editor, so we’ll use the additional time between 2023.3 and LTS to further polish the rest of the experience.Adding this Tech Stream allows us to bring you some critical developments, particularly in the areas of Universal Render Pipeline (URP), artist workflows, platform integrations, DOTS, and cross-play multiplayer. It has given engineering teams an opportunity to accelerate features that were otherwise not planned for 2023 LTS.Before we look at some of the additions coming your way in 2023.3, I’d like to remind you that the 2023.2 releases have already started, and the feature highlights forum post is well worth a read to see what’s included.Here’s a quick snapshot of some of the updates you can expect in the 2023.3 tech release.First up, we announced Unity’s visionOS beta program in July, and we continue to scale it. With a deep integration between Unity’s new PolySpatial technology and visionOS, your apps can sit alongside other apps in the Shared Space on Apple Vision Pro.We’re maintaining our momentum on platform support and have examined opportunities to improve rendering on newer devices. As a result, we’re building on Unity 2022’s Foveated Rendering API for PlayStation VR2 support and extending it to Meta Quest 2 and other devices to offer full integration with the Oculus XR and OpenXR plug-ins. This enables you to create more immersive and high-fidelity XR experiences.The newly introduced Split Graphics Jobs threading mode, initially available for DX12 platforms and PlayStation 4 in previous releases, improves CPU performance for render thread-bound applications. In Unity 2023.3, Split Graphics Jobs support is extended to PlayStation 5, with additional platform coverage planned for the future.In 2023.2, the PS5 graphics backend includes support for the Adaptive Vsync presentation mode. We’ll also make this available for Xbox Series and Vulkan desktop platforms in Unity 2023.3. This feature reduces Vsync-related frame stutter by dynamically adjusting Vsync rates based on rendering performance, providing a smoother viewing experience.Unity 2022 LTS delivered important foundations for the creation of casual co-op and competitive action multiplayer titles. To help get you started, we’ve shipped an ambitious 64+ players competitive gameplay sample, Megacity Multiplayer. We aim to reach the next level by delivering a sample showing how those capabilities can be implemented in a cross-play environment, including mobile devices and with a significantly larger number of concurrent users.With Unity 2023.3, we plan to make significant progress in simplifying the overall creation workflow. Development teams are hard at work on a series of improvements to the Editor, the management of dedicated server targets, code stripping and deployment, tools for Play mode testing, and samples and educational content to help you get started more quickly.With our focus on performance and quality, the integration of Render Graph into URP increases access to URP frame resources, making it easier to customize your rendering and create custom render features. Render Graph enables you to craft more advanced and performant extensions for URP to create your own unique visual style for your game, all without modifying the URP source code.Render Graph seamlessly and automatically optimizes GPU memory, but more importantly, it’s been improved to also optimize GPU bandwidth utilization while automatically applying the NativeRenderPass API. This ensures optimal performance and minimal energy consumption on untethered and tile-based GPU devices.All URP render passes now harness the Render Graph framework, solidifying the foundation and our vision for URP to be the forefront of render pipelines for scalability with performance on untethered devices and diverse supported platforms. In this additional tech release, we’re focusing on optimizing the Graph compilation cost to ensure that Render Graph provides all the additional benefits mentioned above (and more), while minimizing the CPU cost of the system.API access and customizability in URP are being further refined, addressing complexities in creating custom post-processing and improving access to resources like history buffers (color and depth). For High Definition Render Pipeline (HDRP) the primary focus remains performance enhancements along with the integration of NVIDIA DLSS3 support.Taking advantage of these improved graphics features, we’re looking at the workflows you use to integrate them into your games.The artist experience is being enhanced with improvements to Mipmap streaming debug views for SRPs. Shader Graph receives keyboard shortcuts functionality, scope, and visibility setting enhancements, while URP support for VFX Graph is being further improved.Additionally, we’re working on providing better onboarding materials and samples for both Shader Graph and VFX Graph. We’re also continuing our focus on improving the stability and usability of light baking, ensuring a more seamless and reliable lighting experience for users.Unity 2022 LTS introduced a powerful set of packages based on ECS for Unity that enable you to target more ambitious projects and are fully supported for production on all platforms. Based on your early feedback, we’ve already delivered several quality-of-life improvements to the overall workflow.This speeds up general iteration time in the Editor when related to TypeManager, baking process, or source generation. We provided greater clarity in documentation or error messages, delivered additional performance to several APIs, and added a new one to create Entities faster.Those improvements are being delivered for both Unity 2022 LTS and Unity 2023.3.If you’d like more information about our new release cycle, post a question in this forum thread.The future of Unity Editor, Engine, and Runtime development is looking bright. Next year is set to be big, with even more developments we can’t share yet. For our next major update, join us at Unite 2023 and tune into our keynote and Road to 2024 sessions to hear more about what’s in store.

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940|blog.unity.com

Made with Unity July 2023 roundup: Dave the Diver, Football Manager, and other games on top

It's been a busy month at Unity. The 2023.1 Tech Stream and SpeedTree 9.5 are here, support for visionOS was announced, and two new sample games were released for 2D and multiplayer. But enough about us. Read on to discover what Unity creators accomplished in July, including the latest game releases made with Unity.Let’s start by celebrating Made with Unity creators who are making waves in gaming.We’re kicking things off with PC game creators. Games made with Unity that were recognized in Steam’s top 20 new releases in June include BattleBit Remastered, Dave the Diver and more. Additionally, Rust, Unturned, and 7 Days to Die, and more are among the top 20 most played games on Steam.*Congrats to MINTROCKET, the team behind the viral hit, Dave the Diver. The game was recognized as one of the top 20 new Steam releases in June and saw astounding player growth. It has captured the minds and hearts of the gaming community, achieving a Metacritic score of 89 and receiving overwhelmingly positive reviews from over 45,000 players on Steam. Dave the Diver has become a bonafide indie darling – with gamers applauding its humor, simple and charming visuals, addictive gameplay, and overall ability to surprise and delight.We’re also excited about two great games that are moving over to the Unity engine: Poncle’s Vampire Survivors and Sports Interactive’s Football Manager. Poncle is looking to deliver better performance and stability, while Sports Interactive aims to achieve more power graphically.Between Twitch and YouTube, July upped the ante with even more incredible creator stories. On Twitch, we hosted the Cut to Bits team behind Kickstarter sensation Venture to the Vile for a Creator Spotlight stream. Then, we turned to the community for not just one, but two Let’s Play sessions in which we played your games. Finally, we brought Madison Karrh on the channel to hear about her indie game development journey.Taking it to YouTube, we released creator stories from Second Dinner on MARVEL SNAP (watch above) and Monomi Park on Slime Rancher 2.If you haven’t already, subscribe to our YouTube and follow us on Twitch.There’s always something gorgeous happening on social media with the #MadeWithUnity hashtag. Here are a few highlights from July.On Twitter, @CephalopodSalad illuminated the depths of the sea with astral jellyfish VFX, while @minionsart created new bridges via an amazing construction effect. Then, @Sakura_Rabbiter finished the month by introducing us to her rocky friend.Meanwhile on Instagram, @faerieafterlight explored stunning and colorful landscapes, and @_myllys went on a solitary excursion. AnderssonKev’s cute chicken witnessed a cool “unfolding” effect on the bridges around it, and finally, Calepin Studio shared the breathtaking scenery of abandoned Roman temples.Last but not least, here’s a roundup of stunning Unity Asset Store creator showcases from July:Alien Terrain Pack | @DaelonikVarious Environment Islands | Digital Artist JZMountain Lake - Forest Pack | @arts_vividWe’re always happy to share the #MadeWithUnity love. Keep adding the hashtag to your posts to show us what you’ve been up to.There were many exciting updates in July from games using Unity. First, the highly anticipated Viewfinderwas released. Get your best camera ready and reshape reality using your own shots in this game. Venba is also available now, taking players to the kitchen for delicious Indian food.July also brought the sequel to OXENFREE, OXENFREE II: Lost Signals, to the world. This game takes you on a journey to find clues behind mysterious radio signals. Finally, our favorite friends Mickey, Minnie, Donald, and Goofy embarked on their latest adventure: Disney Illusion Island.The team at 2pt Interactive also shared an update to Heavenly Bodies, releasing a new DLC version.Here’s a non-exhaustive list of games made with Unity that were released in July. 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.OXENFREE II: Lost Signals, Night School Studio (July 12)Battle Bows, WIMO Games (July 13)Life of Slime, 0-Game Studios (July 13)Rider Worlds, Ketchapp (July 13)Goosey Guess, Gas Lantern Games (July 14)Viewfinder, Sad Owl Studios (July 18)Techtonica, Fire Hose Games (July 18)Let's! Revolution!, BUCK and Antfood (July 19)Frank and Drake, Appnormals Team (July 20)Lakeburg Legacies, Ishtar Games (July 20)Crime O'Clock, Bad Seed (July 21)The Banished Vault, Lunar Division (July 25)Arcadian Atlas, Twin Otter Studios (July 27)Hello Kitty Island Adventure, Sunblink (July 28)Venba, Visai Games (July 31)Premortal VR, Voigon Ltd. (July 31)We share new game releases and milestone spotlights every Monday 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 July. For more community news as it happens, follow us on social media: Twitter, Facebook, LinkedIn, Instagram, YouTube, or Twitch.*Ranking as of August 4, 2023 at 8:30 am PT

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