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[ 2023 ]

20 entries
1041|blog.unity.com

9 statistics about how users engage with streaming apps

The video streaming industry is booming - but do we really understand how consumers feel about streaming apps and their logic behind engaging with these services?To offer you deeper insight into how to position your streaming app in such a competitive market, we ran a survey using our proprietary market research solution to discover how people use streaming apps on their mobile phones and why they download new ones. Here are some key findings:Streaming apps are a critical vertical for users1. 68% of respondents rank a streaming app among the Top 10 apps on their phones and over 60% consider two or more streaming apps among their Top 10.Streaming apps are an important vertical when it comes to users' app priorities, not just an afterthought.Takeaway: You’re competing for space. It’s important that you speak to users with a high level of confidence, communicating why your app should be in users' Top 10 above competitors’ apps and other app categories.2. 66% have a streaming app on their home screen for quick access.According to Comscore, 61% of smartphone users move an app to the home screen because of frequent usage, 54% because of easier access when ready to use, and 18% because of its looks.Takeaway: Aesthetics are key. Even before you highlight your app’s value, make sure your app icon stands out and grabs user attention among the many apps on the home screen.3. 59% of respondents admitted that if they woke up to find no apps on their phone, they'd download their favorite streaming app among the first five apps they restored...reaffirming the claim that streaming apps are an app category users can’t live without. Interestingly, Gen X are the least likely generation to keep a streaming app on their phone’s home screen, yet if they woke up to find no apps on their phone, they are the most likely to download their favorite streaming app as the first app they restored.Takeaway: Work with a channel that puts your app front and center when users are looking for new apps. After all, you want to be the app of choice from the very beginning in order to increase your likelihood of being an app users can’t live without.Streaming fatigue? It’s just a myth.4. Despite headlines that users are decreasing their number of streaming apps, only 7% said they would not download another streaming app.This means that 93% of people would be ready and willing to download your app if they haven’t already.Takeaway: While it's important to be the first app of your kind on users’ devices, there's also room to get downloaded later on if your app matches a user's need. Ensure you differentiate your offering and continue to reach users throughout the device lifecycle through your advertising.5. Of the 93% who would consider a new streaming app, 52% said it would be for a specific show/movie they want to watch.60% of women would download a new streaming service for a specific show/content, as opposed to only 48% of men.Takeaway: Your content is key.Price is make or break for many users6. Over 40% of users who cancel their subscriptions do so because of cost.Demographics play a major role here. Women are more price sensitive: 45% have canceled a streaming service because of a price increase, as opposed to 36% of men.Takeaway: It’s important to communicate why your app is more valuable than competitors. It may be best to address your cost head-on and explain why your app is worth its price.7. 49% of users say they would download a new streaming app if it was free or discounted.50% of women said they would download another streaming app if it was discounted or free, as opposed to 43% of men.Takeaway: Free ad-supported (FAST) apps are a growing niche in the streaming industry, and offer room for growth especially to the female audience.Growth in offering an ad-supported subscription option8. Nearly half of all streamers pay to remove ads from at least one streaming app.This trend is consistent across all age groups, with Gen X leading the charge at over 60%, likely because they have higher spending power and can afford the cost.Takeaway: There’s a huge growth opportunity in incorporating different monetization models into your streaming app’s strategy, such as a free ad-supported plan alongside a more expensive ad-free plan. When communicating the ad free plan in your advertising, it’s best to appeal to those paying the bills in the house.9. 37% of users don’t have free ad-supported television (FAST) apps on their phones.Of those that do, 54% have between 1-4 apps. This means there are tons of users out there who haven’t started using FAST apps just yet, and they may use more than one app when they do. Takeaway: There’s a big opportunity for FAST apps to further grow their audience, which makes it that much more important to reach the right audience. Based on contextual triggers, on-device advertising is in a unique position to place your app directly in front of users that are likely to download and engage with your app into the future.Streaming apps continue to see growth and engagement, which means you want to set yourself up to reach users in the most effective way possible. 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.

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1042|blog.unity.com

Celebrating RT3D creators and social change in 2022

Fighting the stigma against mental illness. Advancing social justice. Protecting forests, oceans, and wildlife. 2022 was an incredible year for real-time 3D (RT3D) creators driving change, and we can’t wait to see what our creator community will produce in 2023. In this post, the Unity Social Impact team reflects on highlights from the past year across the industry.The Game Awards is an annual ceremony that recognizes “creative and technical excellence in the video game industry.” The Games for Impact category highlights games with a “pro-social meaning or message.” In 2022, five of the six games in this category were made with Unity. We're thrilled to see creators who are using games to drive change be recognized for their creativity and vision.And, of course, congrats to the winner: As Dusk Falls by Interior/Night.Last November, creators from around the world joined us to celebrate groundbreaking projects that aim to make the world a more sustainable, inclusive, and better place for all. During the Summit sessions, we heard about the power of digital twins for sustainability, art, activism, and RT3D for social justice, XR for marine conservation, and more.Actor and activist Rosario Dawson also joined us to discuss her vision for the future of tech-led creation. “We used to be all around the fire – the medicine woman, the warrior, the mother, the father, the child, the person who worked with the animals, and the food. Everyone had an equal space around that fire where they came together as a community. And, as industry built up, we started going into that pyramid shape where it was just the few people at the top and all the workers at the bottom,” she shared. “What’s remarkable now, with this technology, is we get to open up that portal, and get that light in our face and be back around the fire again through our watches and our tablets and our phones.”Watch the full keynote below.Throughout the year, we chatted with a number of intrepid creators to learn how they’re using real-time 3D to make the world a better place.SYBO and Subway SurfersTechnical Director Murari Vasudevan explained how the SYBO team wove its social impact mission into Subway Surfers by partnering with Lady Gaga’s Born this Way Foundation to promote daily acts of kindness and hosting a Play 2 Plant in-game event which helped plant over 500,000 trees.Soft Not Weak, Kitfox Games, and Tribe GamesEach of these three studios – Soft Not Weak, Kitfox Games, and Tribe Games – took the stage at GDC to discuss their approach to diversity, interactivity, and accessibility in game design.Changemakers Showcase with Cat Ross and Felix BohatschWe kicked off the Changemakers Showcase interview series with Cat Ross, designer and researcher of Gone to Water / Ido al Agua, an immersive documentary sharing first-hand accounts of environmental injustice in Los Angeles, Tongva Land. In the blog, she shared her vision for the future of real-time 3D as a tool for social justice.“We are hoping to employ VR as both a tool for inciting empathy as well as furthering digital inclusion within virtual spaces.” – Cat Ross, Love Death DesignWe also spoke with Felix Bohatsch, game director of Gibbon: Beyond the Trees, and heard about his motivation for creating a game that raises awareness of the plight of gibbons in Southeast Asia. Read more about Felix and Gibbon: Beyond the Trees.“The power of games is that you can show your players the world, and its problems, from a different viewpoint.” – Felix Bohatsch, Broken RulesIn March, we announced the winners of the 2022 Unity for Humanity Grant and the Imagine Grant. These remarkable creators received funding to support their projects that use real-time 3D to address social issues around the world.Darkening – an immersive virtual reality (VR) film based on creator Ondřej Moravec’s personal experiences with depression – was one of these winners. The creators aim to raise awareness of mental illness and fight the stigma associated with depression.“I imagine a world where people understand that if you have depression, it's not just a sad day. Depression is an illness. Everybody wants to be seen as the one who is simply ‘okay,’ but sometimes we’re not, and that’s not a bad thing.” – Ondřej MoravecThe Unity for Humanity Grant is designed to support and empower social impact creators using real-time 3D to make our world a better place. Judging for the Unity for Humanity Grant 2023 is now underway. If you’re working on a changemaking project and would like to apply next year, pre-register for the Unity for Humanity Grant 2024 to be notified when it’s announced.Virtual reality is changing the future of gaming, social networking, engineering, fashion, and more. As demand for VR development skills increases, we’re on a mission to make VR education more accessible to all.Last year, we released our VR Development Pathway. This six-week online course is completely free, making it easier for anyone to learn how to create effective VR experiences. Throughout the Pathway, you’ll create eight unique projects and learn all of the fundamentals you need to prepare for a job in VR.Start the VR Pathway or learn more about what it takes to get a job in VR.We’re also committed to helping academic institutions train the next generation of VR developers. In 2022, we partnered with Meta to donate $1M in funding and 5,000 Meta Quest 2 VR headsets to schools across the U.S. in an effort to propel immersive learning and diversify the mixed reality (XR) creator workforce.2022 also saw us partner with the Yale Program on Climate Change Communication to investigate global warming knowledge, attitudes, policy preferences, and behavior among video game players in the United States. The study gave us a deeper understanding of gamers’ beliefs about climate change and how we can work toward a more sustainable industry. One key takeaway was that 22% of respondents said they’ve seen global warming content in a game or gaming stream in the last year. As more developers realize the potential of real-time 3D as a tool for driving awareness and change, we’re excited to see even more climate change-themed games in the future.These are just some of our highlights from 2022. Want to hear more about the work Unity creators are doing to make the world a better place? Sign up for our Social Impact mailing list for regular news and updates about this incredible work.

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1043|blog.unity.com

Addressables: Planning and best practices

Games today are bigger than ever. As they continue to explore the limits of modern device hardware, it becomes increasingly critical for developers to manage content efficiently at runtime. And, as publishers look to optimize their games’ retention and monetization metrics, a small game client and dynamic over-the-air content updates have become baseline requirements for many successful games.Unity provides an end-to-end pipeline to help developers and publishers succeed in today’s gaming marketplace. That pipeline starts and ends with Addressables, a Unity package that launched in 2019 and now powers thousands of successful live games and tens of thousands more in development.The Addressables package provides a user interface (UI) and API for organizing Unity assets to be built into AssetBundles and loaded and unloaded dynamically at runtime. Whether AssetBundles are shipped with your base game or hosted and delivered from a remote content delivery network (CDN) like Cloud Content Delivery, Addressables helps you load the assets you need, only when you need them.While the Addressables system can simplify many aspects of content management, it’s not a “set it and forget it” feature. The choices you make about how to organize, build, load, and unload addressable assets have significant implications for your game’s size and performance.This guide explores some of the most important factors to consider so that you can get the most out of the Addressables system. At the end of this blog, you’ll find helpful “cheat sheets” that provide general settings and strategy recommendations based on common Addressables use cases.Of course, the best strategy will depend on the game you’re building and your goals. Treat this guide as a reference to be used together with Unity Learn materials, Unity Manual documentation, and the community-driven forum for Addressables.At its core, Addressables is a tool for building and working with AssetBundles. Before diving into the Addressables UI and API, it’s important to get familiar with the AssetBundles archive file format and some of the runtime implications.You can think of AssetBundles as containers – they are archive files built for your target platforms that can contain assets like models, textures, prefabs, ScriptableObjects, audio clips, and even entire scenes that Unity can load at runtime.A key feature of AssetBundles is that they can express dependencies between one another. For example, AssetBundle 1 might contain a prefab that depends on a texture in AssetBundle 2. When you use Addressables to load the prefab at runtime, the Addressables system will automatically load AssetBundle 2 and the dependent texture into memory. And, if AssetBundle 1 has another asset that depends on an asset in AssetBundle 3, AssetBundle 3 will also be loaded into memory, and so on.When your game is running, the Addressables system tracks active references for all assets – including dependent assets like the texture discussed above – to determine which ones need to be in memory. An asset loaded from an AssetBundle cannot be released from memory until both its reference count and all other asset reference counts in the same AssetBundle are at 0. The AssetBundle itself can be released from memory only when all asset reference counts in the AssetBundle are at 0.Keeping in mind this tight relationship between Addressables and AssetBundles, the most important rule when organizing your Addressables content is to create AssetBundles that contain discrete sets of assets that you expect to be loaded and unloaded together.The most important decision you’ll likely make while using Addressables is how to organize your assets into Addressables groups. Here are a few questions to consider:Should you create many small groups or a smaller number of large groups?For each group, how many AssetBundles should you aim to generate (i.e., should you pack the assets in that group together, separately, or by label)?Should you use labels?Should you give your groups local or remote load paths?While we would love to give a single answer, the best Addressables grouping strategy will depend on several factors that are specific to your game.Remember: Addressables groups provide the organizational structure for your addressable assets that determines how those assets will be built into AssetBundles. So the best organizational strategy will be the one that packs, loads, and unloads your AssetBundles most effectively based on your game’s unique structure, goals, and limitations.Before you start organizing your Addressables content, make sure you have a solid grasp on the following:1. Your game’s structure and roadmap2. Your game’s platform strengths and limitations3. Your primary goal(s) in using Addressables to optimize your game’s performanceWe’ll tackle each of these factors below.The first factor to consider is your game’s structure and roadmap.By “structure,” we mean the actual architecture of your game. Is your game a linear, single-player journey where the player will progress through a predictable set of levels or environments? Is it a multiplatform PvP game with thousands of vanity items that could be instantiated at unpredictable times? Your game’s structure will determine when you will need to have assets loaded and ready to use, and when you’ll be able to unload assets and AssetBundles from memory.Remember, try to create AssetBundles that contain only the assets that need to be loaded together and can be unloaded together. If your game is a linear journey with distinct break points, consider organizing Addressables groups into larger subsets of content associated with each section of your game. That way, those assets can be loaded and unloaded together.If your game is non-linear and more unpredictable, opt for smaller groups that will generate smaller AssetBundles, allowing you to load and unload more dynamically. Always aim to use logical and meaningful names for your groups to help you quickly locate assets and optimize your layout.“Roadmap” refers to how your game will evolve over time. Once your game ships to players, will it remain mostly unchanged aside from occasional bug fixes or game balance patches? Or do you expect to add new content on a regular basis without requiring your players to install a large client update?Your content roadmap helps inform your grouping strategy. If your game’s content will be self-contained and not updated after launch, focus your grouping strategy around the structural considerations discussed above. If your game will require frequent content updates, group your content in a way that will allow players to download exactly what they need, when they need it.Consider using labels to help identify content from distinct bundles that will be needed together at runtime, such as a set of cosmetic items that will grow over time as your game matures. You can also use the “Pack Together By Label” Bundle Mode in your Groups Settings to subdivide content you’ve logically grouped together.For example, perhaps you plan to launch a new “Halloween 2023” event with some cosmetic items for players to collect. Your “Halloween 2023 Outfits” group might contain assets with the labels “Hats,” “Shoes,” and “Masks.” You could then add a “Halloween 2023” label to all the assets in this group. Using the “Pack Together By Label” Bundle Mode for this group will create three AssetBundles at build time.At runtime, you could then load all addressable assets with the Label “Hats” in your character customization screen to ensure all assets with that label are downloaded, loaded into memory, and ready for players to view. Or you could load all addressable assets with the label “Halloween 2023” on your promotional page for your event, ensuring they are ready to be displayed to your players.Having a deep understanding of your game’s structure and roadmap will help you make informed decisions about your content organization that will be beneficial throughout your game’s lifecycle.Next, we’ll tackle your platforms’ specific strengths and limitations and what they mean for your content strategy.The next factor to consider is the strengths and limitations of the platforms you’re targeting for distribution. In this section, we’ve outlined common platform targets for Addressables users, as well as some key considerations for each.Mobile and VRFor mobile and VR platforms, the most important considerations to keep in mind are app size, bundled content size, and download speeds.For your groups, consider the sets of content that your players will need immediately after install (e.g., to be able to complete your tutorial). Ensure this content is organized into groups with local load paths so that it will be included with your base game. Organize all other content into groups with remote load paths so that you can deliver this content over the air to your players.Opt for a group strategy that will build relatively small AssetBundles. The exact balance will depend on your game. Avoid extremely large bundles that will consume a substantial amount of memory and will be difficult to release once loaded. Similarly, avoid a huge number of tiny bundles that may create a very large Addressables catalog file that will be downloaded for every content update. Many tiny bundles can also have an impact on the speed at which your players can download the content they need, so be mindful of these pros and cons when determining the right balance for your game.Desktop and ConsolesFor desktop and consoles, the most important consideration is performance. Compared to mobile devices and wireless VR hardware, desktop and console hardware typically has fewer constraints around memory and disk storage. With this in mind, consider a group setting that will build uncompressed AssetBundles. This will provide the fastest possible loading time and can even provide for efficient patching on certain platforms.When developing for consoles specifically, pay close attention to any platform-specific caching restrictions that may apply. While mobile platforms allow you to take advantage of Unity’s AssetBundle Cache for downloaded content, this functionality is disabled by default at the Unity engine level for certain consoles and WebGL. Consider updating your base game with the new content on those platforms rather than attempting to deliver remote content over the air. Otherwise, you will need to create your own custom AssetBundle caching system and determine whether your solution complies with those platforms’ terms of service.After evaluating the strengths and limitations of your target platforms, identify one or two primary goals you’re trying to achieve by using the Addressables system. For example: Are you mainly aiming to reduce your base game’s size, or are you planning to deliver over-the-air content updates to players? To demonstrate, let’s discuss these options, and more, in detail below.Minimizing base game sizeIf your primary goal is to minimize your base game’s size, and you aren’t as concerned about memory limitations or large downloads after install, then your primary focus should be migrating as many assets as possible from scenes and Resources into one or more Addressables groups with remote load paths.Consider making the scenes in your project addressable and determine which, if any, must be included with the main player build. For those that can be delivered to players after install, include those scenes in groups with remote load paths. You can even build a player with one almost-empty scene, and load the rest of your game dynamically from there, as explained in this Open Projects Devlog video.If you make any scenes addressable, it’s best to make all of them addressable to reduce the chance and volume of unnecessary asset duplication.For groups that will generate AssetBundles to be hosted remotely, be sure to enable the AssetBundle Cache. This setting will ensure that downloaded AssetBundles will be cached on your players’ devices, preventing them from having to redownload each session.While it’s always good to keep in mind the runtime implications of many small bundles versus few large bundles, these considerations become more relevant when considering other goals you may have.Efficiently delivering remote content to playersIf your primary goal is the efficient delivery of remote content, your group structure should reflect how you aim to split content between “local” (i.e., assets included with your player build) and “remote” content (i.e., assets hosted on an external content delivery network). Again, be sure to enable the AssetBundle Cache to cache downloaded content on players’ devices.The size, number, and Bundle Mode of these groups will depend on when you expect to deliver remote content to your players and how long you’re willing to let them wait for downloads to complete. For example, if your game’s structure will allow for delivery of all remote content shortly after they install the base game, you can opt for larger groups with Pack Together or Pack Together By Label, which will result in a small number of large downloads.If you expect to deliver smaller sets of remote content to players throughout their sessions that will be less disruptive to the experience, you can opt for smaller groups and/or a Bundle Mode setting that will generate smaller AssetBundles that will download much more quickly.In most cases, for groups containing remote content, consider Enabled, Excluding Cached for your AssetBundle Cyclic Redundancy Check (CRC) option. This will provide additional assurances of your remote content’s integrity as it’s being cached to players’ devices, while avoiding the additional overhead of performing a CRC for loading content that’s already on player devices.Optimizing runtime memory usage and performanceIf your primary goal is optimizing the game’s runtime performance and memory usage, remember the most important rule of Addressables groups organization: Assets that you plan to load and unload at the same time should be grouped together.Generally speaking, this will mean creating smaller AssetBundles. You can achieve this in several ways, including creating smaller groups and/or avoiding the “Pack Together” Bundle Mode in your Group Settings for large groups that contain assets that won’t always be needed at the same time in your game.You should also keep an eye on runtime performance to help you spot potential issues or areas of optimization. Take advantage of official Unity tools like the Unity Profiler, the Memory Profiler package, or the Addressables Event Viewer, which can all help optimize your game’s performance.Be on the lookout for the upcoming Addressables Profiler Module, which will replace the Addressables Event Viewer. This new tool will provide even more in-depth information about how your code is loading and unloading addressable assets and AssetBundles, including detailed information about dependencies among your assets and AssetBundles.Multiple goalsOf course, most projects will have a number of goals associated with Addressables. In this case, there is truly no one-size-fits-all approach. You will need to evaluate the tradeoffs outlined above and find the group structure and settings that will best achieve the success you’ve defined.We recommend that you take advantage of the Addressables Build Report and the Addressables Profiler Module, available soon in Addressables 1.21.3. The Addressables Build Report will provide you with detailed information about the AssetBundles that were generated from your Addressables builds, including file size, potential duplicates, and in-depth dependency information. The Addressables Profiler Module is a new runtime analysis tool that takes advantage of this new dependency data, providing precise information about what was loaded by your Addressables code and why it was loaded.Below we’ve provided some handy “cheat sheets” for our recommended Addressables settings and strategies based on some of the most common use cases. Of course, these are just suggestions – it’s up to you to determine whether a suggestion aligns with your project’s unique structure and your specific goals.A mobile game with frequent content updatesA standalone, self-contained desktop or console gameA VR game built for Meta Quest 2If you have questions or want to learn more about the Addressables package, visit us in the Addressables forum. You can also connect with me directly on Twitter at @Unity_Jeff. Be sure to watch for new technical blogs from other Unity developers as part of the ongoing Tech from the Trenches series.

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1044|blog.unity.com

Reflections on my first year leading inclusion and diversity at Unity

As I look back on my first year as global inclusion lead at Unity, I’m proud of the progress we, as a company, have made. I am a firm believer that inclusion and diversity are not “nice to have” programs for companies, or something to put on the backburner during challenging times. Rather, it’s during challenging times that businesses should double down on inclusion and diversity initiatives, because these are key enablers of continued success.I shared a little bit about myself on our company blog when I first joined Unity. I was attracted to Unity’s approach to inclusion, which grounds everything in empathy. Empathy is an important starting point for everyone as they advance on their inclusion and diversity journeys. Rooting my professional life and work in inclusion is personal for me, and I’m committed to ensuring that as many people as possible are given equitable opportunities to succeed.Though I have only been around for the last year, Unity has been on its inclusion journey for quite some time. Along the way, the company has made mistakes, but there have also been some wins, like the implementation of the Empathy, Respect, and Opportunity (ERO) inclusion framework and the creation of Employee Resource Groups (ERGs).2022 was a year focused on understanding our current state, where we have gaps, and putting strong foundations in place from which to build and drive long-term, meaningful change. So, what are we working toward?Our “north star” is to embed inclusion and diversity into every aspect of our business – from how we recruit, treat, and empower our employees to the ways we design and share tools for the creators and communities we serve.To achieve that vision, we’re focused on four key pillars: workplace (culture), workforce, customers, and community. A diverse, inclusive, and equitable workforce and workplace are the foundations for effective marketplace inclusion and strong business outcomes.In my first year, we:Pinpointed our largest demographic gaps and pain points across levels and designed targeted interventions and programs to address those gaps.Invested heavily in our ERGs as drivers of inclusion by adding new groups (we now have nine), assigning executive sponsors to each group, creating charters, and sharing data to inform strategies, all of which included designing a continued investment plan.Implemented a robust methodology for setting inclusion and diversity goals and created inclusion data dashboards for more consistent tracking and advancement of those goals, while also assessing areas to strengthen data collection.Created opportunities to drive employee awareness of and engagement in inclusion efforts by hosting an internal Inclusion Summit and launching company-wide inclusion training modules.

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1045|blog.unity.com

Made with Unity Monthly: January 2023 roundup

The year’s just getting started, but there’s already a lot happening. Peruse our latest monthly roundup of Made with Unity highlights to learn what’s up in the Unity community.#MadeWithUnity games reached some exciting milestones in January.To start, we celebrated the return of a classic as Colossal Cave was released in VR. Death in the Water 2 by Lighthouse Games also launched, and it’s proving to be quite a terrifying experience.Finally, it’s great to see so many Made with Unity games nominated for the upcoming Academy of Interactive Arts & Sciences’ D.I.C.E. Awards. The nominees include:Gibbon: Beyond the Trees, IMMORTALITY, and MARVEL SNAP for Mobile Game of the YearTUNIC and NORCO for Adventure Game of the YearCosmonious High, Tentacular, and The Last Clockwinder for Immersive Reality Game of the YearMARVEL SNAP for Online Game of the YearSpiderHeck for Fighting Game of the YearDisney Dreamlight Valley, Lost in Play, and Trombone Champ for Family Game of the YearCitizen Sleeper for Role-Playing Game of the YearIXION, Potion Craft: Alchemist Simulator, and Warhammer 40,000: Chaos Gate – Daemonhunters for Strategy/Simulation Game of the YearOlliOlli World for Sports Game of the YearNeon White for Action Game of the YearIMMORTALITY, Neon White, and TUNIC for Outstanding Achievement for an Independent GameAmong Us VR, Cosmonious High, and The Last Clockwinder for Immersive Reality Technical AchievementMARVEL SNAP and TUNIC for Outstanding Achievement in Game DesignSomerville for Outstanding Achievement in Audio DesignCuphead: The Delicious Last Course for Outstanding Achievement in AnimationIMMORTALITY and TUNIC for Outstanding Achievement in Game DirectionIMMORTALITY, NORCO, and I Was a Teenage Exocolonist for Outstanding Achievement in StoryWe share new releases or milestone spotlights every Monday through @UnityGames on Twitter.Tuesdays are dedicated to #UnityTips on Twitter. Here are two we found helpful in January:@elvismdd shared a classic tip to highlight the GameObject causing trouble@SunnyVStudio offered some nice interactive bow strings to show off in VRWe also published a recap of highlights from our 2022 developer Twitter takeovers right here on the blog. Stay tuned for plenty more throughout the year, and keep tagging us using the #UnityTips hashtag.We love all the incredible-looking projects we see using the #MadeWithUnity hashtag.Twitter’s @Vhalenn_ showcased a breathtaking world that’s worth exploring and @HakanssonAugust demonstrated some on-point camera work. Then, @inresin’s lizard friend took us on all sorts of adventures.On Instagram, @Throwdrow’s floating sword (above) looked straight out of a fantasy world, while @chibig.studio’s witch had some errands to run.We’re so excited for a new year of #MadeWithUnity, so keep adding the hashtag to your posts to show us what you’ve been up to.There were no new Creator Spotlight streams on Twitch in January, but that doesn’t mean we weren’t busy. To close out the month, we sat down with three Unity Insiders – Samyam, Andy Touch, and Code Monkey – ahead of Global Game Jam 2023 for a kickoff panel (also on YouTube) and joined the Global Game Jam team for its Day 2 Prep Week stream.In addition, we continued the revitalizing clips on YouTube with not one but four videos highlighting snippets from recent Creator Spotlight streams, including insight on layered explosions and stylized graphics in Rollerdrome, tips on building your email list from Thomas Brush (above), and the power of command buffers with JellyCar Worlds.Don’t forget to follow us on Twitch and hit the notification bell so you never miss a stream. If you miss a future Creator Spotlight live broadcast, don’t worry: We upload all streams to this YouTube playlist.On January 26, we had our first Dev Blitz Day of the year, focusing on authoring. The event was held in both the forums and the Discord server. Throughout the day, we answered more than 200 developer questions and would like to thank everyone who participated.Our next Dev Blitz Day will be held this month (February), but the date is still TBD. Keep an eye on the forums and our Discord for future announcements.Just in case you’re prioritizing vibes this season, we’ve got you covered with cozy assets for cozy games. What are “cozy games” you might ask? Read up on the emerging genre, and maybe it’ll spark some creative ideas for your next project.Plus, catch up with some of our favorite creator showcases on Twitter last month:Nordic Landscape | John Leonard FrenchWaterCausticsEffect for URP v2 | Masataka HakozakiTerraWorld SRP (Coming Soon) | ShadercrewPoly HP – Wildman | Downrain DCIf you’re using any Unity #AssetStore assets or have published assets to show off, be sure to tag us on Twitter with your latest creations. We’re excited to see what everyone creates throughout the year.Last but not least, here’s a non-exhaustive list of Made with Unity titles released in January. Do you see any on the list that have already become favorites or notice that something is missing? Tell us about it in the forums.Gorilla Tag, Another Axiom (January 1)We Are The Caretakers, Heart Shaped Games LLC (January 6)Children of Silentown, Elf Games, Luna2 Studio (January 11)LONE RUIN, Cuddle Monster Games (January 12)Surviving the Abyss, Rocket Flair Studios (January 17)Osiris: New Dawn, Fenix Fire Entertainment (January 18)A Space for the Unbound, Mojiken (January 19)Colossal Cave, Cygnus Entertainment (January 19)The Pioneers: Surviving Desolation, Supercube (January 20)Fire Emblem™ Engage, Nintendo (January 20)Catch Me!, ByteRockers' Games (January 24)NBA All-World, Niantic (January 24)Death in the Water 2, Lighthouse Games Studio (January 26)Power Chord, Big Blue Bubble (January 26)Roller Drama, Open Lab Games (January 26)That’s a wrap for January! Want more community news as it happens? Don’t forget to follow us on social media: Twitter, Facebook, LinkedIn, Instagram, YouTube, or Twitch.

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1048|blog.unity.com

How I achieved my dream career with Unity Learn Pathways

Unity is on a mission to empower more learners to become real-time 3D creators. We made our online learning platform, Unity Learn, free for all in 2020 to give everyone the opportunity to access high-quality education and achieve their dream careers.Unity Learn Pathways are intensive online courses designed to take you from complete beginner to career-ready. To demonstrate this better than we ever could, we recently sat down with Pathways graduate Robbie Coey to chat about his experience with starting his own studio and working toward releasing his first game after finishing the Junior Programmer Pathway.Robbie Coey (he/him) is a founder and director of HoloMoon Games, an indie game studio based in Belfast, Northern Ireland. Robbie, K Andrews, and Michael McArdle founded Holomoon in September 2021 to create weird and wonderful narrative experiences. They’re currently working on Guitar Zeros, a narrative deck-builder about bringing a band from humble beginnings to the world stage.Keep reading to learn more about Robbie and the integral role Unity Learn has played in getting his career and studio off the ground.How did it feel when you completed the Junior Programmer Pathway?In a word, brilliant. It felt as though I finally had something that I was passionate about and could focus on. I could spend hours on various tutorials and building my own projects and it would feel as if no time had passed at all. The only other time I have that feeling is when playing games.How long did it take you to complete the course?It took around a month, and I completed it alongside part-time work. I advise anyone embarking on it to work little and often – you'll burn out if you try to do too much in a short time. It's easier to build the habit if you're able to work consistently over a long period, and if that means only doing half an hour every other day, that's what you do. Find a schedule that works for you and avoid burnout at all costs.What was your career before you started learning Unity?I had worked briefly in film and television in a range of roles on documentaries, dramas, and animations. I’d explored film and television a lot, and while there were things I enjoyed about working in that industry, I always felt a little out of place.What career challenges did you face?I felt as though I lacked hard skills. I was good at communicating and being a team player, but whether it was due to lack of confidence or something else, I always felt uncomfortable putting myself forward to do more technical work.What made you want to switch careers?The COVID-19 pandemic had dried up all opportunities in the industry I worked in previously. It was a move almost out of desperation. To even my older siblings, games were an idle pastime at most. Unity Pathways and the support from Unity really showed me how much of an opportunity there was in the games industry. I have met people and done things that I would never have dreamed of prior, as well as found a huge passion that continues to drive me to push myself further.“Unity Pathways and the support from Unity really showed me how much of an opportunity there was in the games industry.”Has the career change had an impact on your salary?It's a lot more stable, for one. I came from a work-for-hire industry, and immediately before learning Unity I was unemployed due to the pandemic. Having mostly done short contract work in the past, learning Unity has allowed me a lot more financial freedom and opportunities to increase my salary.“Learning Unity has allowed me a lot more financial freedom and opportunities to increase my salary.”Can you tell us about your new career?I’m now a director in my own studio. I was very lucky to receive funding from Northern Ireland Screen after completing my Unity Pathways course. With that initial investment I, along with two others, were able to start our own studio, HoloMoon Games. We want to make games that reflect our culture and make people laugh. We're currently working towards our first official release, Guitar Zeros, which will hopefully be on Steam sometime next year. And, I’ve recently become a BAFTA Connect member, which I never thought I could achieve. I keep wondering when they're going to realize and kick me out.“We're currently working towards our first official release.”Can you tell us how you secured funding for your project?We applied for an incubator scheme with Northern Ireland Screen called MiniGame, which involved written and in-person pitching. My advice for anyone looking to do the same would be to get comfortable talking about your game idea in front of others. One thing that helps is to ask three questions: Can I make this? Should I make this? And, do I want to make this? If I answer yes to all three, then I know I can comfortably pitch that idea. In general, I'd recommend keeping an eye out for funding opportunities, especially those provided by local organizations in your area. Without the support from Northern Ireland Screen, I wouldn't be in the position I am now.Why do you think learning real-time 3D and Unity is so important?For me, it unlocked so many ways in which I could express myself, and also allowed me to understand the digital world we live in. After I started learning Unity, I began to see it and real-time 3D technologies everywhere, from film and TV to the automotive industry. Real-time 3D is really becoming ubiquitous, and understanding how it works means you won't get left behind.“After I started learning Unity, I began to see it and real-time 3D technologies everywhere.”Has learning Unity had an impact on your life and career?It has completely changed the trajectory of my life and career, given me skills I never thought I had, and ignited a passion for games and programming that I didn't know was there. It made it possible for me to access a new industry which, to even my parents’ generation, seemed esoteric and mysterious. My life and career are infinitely more interesting since I completed the Unity Pathway.“My life and career are infinitely more interesting since I completed the Unity Pathway.”What are your plans for the future?I would like to continue running my own company, improve my craft, make interesting games that I can be proud of, and really try to push the storytelling of the medium forward. Games are unique in the way that they tell stories, and I feel there is still a lot to learn about what kind of experiences they are able to create.“Games are unique in the way that they tell stories, and I feel there is still a lot to learn about what kind of experiences they are able to create.”What advice would you give to anyone learning Unity?Rome wasn't built in a day. You won't learn everything about Unity overnight, but you also don't need to learn everything about Unity to get creative. In fact, I find setting yourself limitations can oftentimes make you more creative. You will get the knowledge you want with hard work and dedication, and there's no point rushing it. Also, network – find peers that are at your level and find others that are where you want to be in the future. There's a great community of people out there and they all want to lift each other up.You mentioned finding your peers. How did you go about doing this? Do you have any advice for anyone trying to find a community?The best source for me to find other game developers was through the Northern Ireland Game Developer Network. I would keep an eye out for local developer networks or more specific communities related to what you would like to do. Discord is a great meeting point for many of these groups, including Unity's own Discord server. Partaking in game jams is also a great way of meeting people. Itch.io has a terrific list of upcoming jams that suit all sorts of game developers, most of which will have some kind of forum to meet others who are participating.With Pathways, you can build all of the skills you need to master Unity and join the real-time 3D industry, just like Robbie. These free online courses cover everything from downloading and installing the Unity Editor to coding, VR development, lighting and shading, and more.Junior Programmer is designed for anyone interested in learning to code or obtaining an entry-level Unity role. In this free, fully virtual, self-guided course, you will learn about fundamental programming concepts such as variables, functions, and basic logic through two practical projects. You’ll also join a community of Unity learners enrolled in your Pathway where you can share your progress, get help, and interact with Unity's learning team.Follow HoloMoon Games’ progress on Twitter and don’t forget to wishlist Guitar Zeros on Steam. Did learning Unity help you achieve your dream career? If you’d be interested in sharing your story, please complete the following form for the chance to be featured: Share your Unity journey.

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1049|blog.unity.com

3 monetization mistakes your strategy game is making and 5 must-have rewarded video placements

Because strategy games tend to be so intricately designed, we often see developers try to create equally intricate ad monetization strategies. However, overcomplicating ad placements can actually harm potential revenue. Meanwhile, keeping placements simple makes them feel like a natural part of the user experience - enabling you to engage players without disrupting your game economy.In this article, we’ll get into our recommendations for rewarded video ad placements that work best in strategy games and tips on how to integrate them. But first, let’s talk about some common mistakes we see strategy game developers make when they first start monetizing.Top 3 rewarded video mistakes for strategy gamesMistake #1: “I’ll just place a rewarded video anywhere I want”Your first instinct may be to place rewarded video traffic drivers in many - sometimes random - places throughout the game, like inside the mini games. But more isn’t always better, and can even hurt the game economy. Instead, you want to start simply and turn to your core game loop. That’s because by adjusting your rewarded video placements to meet the basic needs of your players, you’re encouraging more engagement with your ads - ultimately increasing revenue.For example, to progress through a game, strategy players constantly need basic resources like coins, wood, or mana - but this currency comes and goes quickly throughout levels. By offering users to watch a rewarded video in exchange for these basic resources, they’re more likely to engage because they’ll get what they need. When you offer them outside the core loop, they have no need for the reward - so there’s less of a reason for them to engage.Another example? If the core loop dictates that users need to buy a new weapon for soft currency, then you can make coins a reward users receive.Mistake #2: “I’ll offer rare currency to all my players”It’s true that rewarded video placements should be available to all players, but the rewards should differ depending on the players’ level - are they beginner or advanced? For beginners, currency should mostly be easy to get. For advanced players, offer rare currency at higher levels in the game. Why? If you offer rare currency to all your players in the first few levels of the game, beginners may not know what to do with it - so they won’t engage with the rewarded video. That’s why saving rare currency for advanced players, and offering basic currency early in the game helps you capture a wider audience and increase engagement.Mistake #3: “I want to make additional rewarded video currency to reward players because it’s easier to develop”The easier it is for strategy players to reach the resource they need, the more they’ll continue engaging with rewarded videos. Often we see strategy games create an additional currency just for rewarded video, which players then need to cash in later to receive the game’s actual core currency. But this puts an extra step in between the users and what they really want: immediate rewards. Not only is a third currency an additional step for players, they’ll often forget about spending it, delaying their reward.In fact, one of our developer partners originally created movie tickets as an additional currency for rewarded video but then ended up switching their strategy. They kept the movie ticket placement but also added a new placement without movie tickets, so that the players could have the option to receive a direct reward of gold coins.The developer saw a huge spike in all KPIs with no harm to the game economy and IAP. The placement worked well because it eliminated the in-between currency (movie tickets) while giving direct access to the currency (gold coins) players wanted.Top 5 rewarded video placements for strategy gamesAs a general rule of thumb, rewarded video works best when it’s shown as often as possible. Start monetizing users starting on D0, but also focus monetization efforts on D7 and D30. The players who stay beyond these days are the ones that rewarded video can be most useful for. That’s because the more players progress in a strategy game, the more valuable the rewards will be for them to stay and succeed.With that in mind, let’s dive deeper into how to boost ad engagement with rewarded video placements.1. Home screenStrategy players spend most of their time on the home screen, toggling between different actions to take - so rewarded video here is potentially your top placement. Because this placement will be your most exposed, users have more opportunities to engage with it.Turn to your core loop to decide what rewards users will be looking for the most, but always A/B test so you know which rewards drive the most revenue and engagement. The most common rewards to offer on the home screen are basic resources, soft currency, and gachas, since players constantly need these to progress through the game.To increase engagement rates, you can also add a time limit to the home screen placement. This will give your players a sense of urgency - encouraging them to engage immediately. They’re more likely to tap the button to watch an ad because they’re afraid of missing out on the opportunity.2. In-game storeStrategy players who need hard currency are most likely to head to the in-game store. Since the majority of players don’t spend real money to earn rewards, offering a rewarded video here in return for valuable resources is a great opportunity. Generally, rewards in the store aren't specific items but still give value - like treasure chests or other gachas.To get users to keep coming back to the store, set the pace for rewarded videos to be between 4 to 6 hours. Use this as a starting point and then keep A/B testing to find the ideal pace for your game. Not only does this promote more traffic to the store, but done right, users might also make an in-app purchase down the line - a double win for you.3. Pre and post level boostersLevel-based games like match-3 often show rewarded videos before and after levels to engage users at critical moments - giving users the resources they need to progress. Though strategy games aren’t centered around levels in the same way, the ones that do have level-based gameplay, can also leverage this placement.For example, your pre-level booster can offer users to upgrade their characters or get additional resources they need to complete that level - essentially giving them a leg up before they start. Your post-level booster can extend play sessions when players fail (think: earning an additional life).Be sure to carefully limit this placement, as it can be risky if players are given too much help. If players can too easily boost their performance and pass levels a lot faster, they’ll get bored and leave the game. It’s about finding the right balance.4. Time boostFor strategy games where wait time for tasks increase depending on progress, a time boost placement will help them progress faster.When using this placement, make sure that it’s aligned with a player’s progression and level. For example, if a player needs to wait 20 minutes, cutting their time by 10 minutes would be substantial. But if a player needs to wait 3 hours, you’d want to adapt the time you’re taking off for them and cut their time by an hour or so. Again, make sure to A/B test the amount of time you’re reducing for players - since it’ll depend on the game.5. Daily reward multiplierFor games that have a daily reward, you can add a placement that multiplies it - giving users an extra reason to engage. During the first week and month of a player’s life in the game, daily rewards are really valuable. You’re essentially giving players a taste of what your game is like and are drawing them in. From the start, if players need 100 coins in a game, giving them 80 coins for free in the daily check-in and 20 through rewarded video is an easy way to motivate players to continue. It’ll help to A/B test these rewards to find the right ratio whether that’s 50/50, 80/20, or so on.Make sure this isn’t your only placement. Strategy players only get one shot per day to use it - meaning you can’t monetize players more than once per day.Learn more about ironSource’s game design consultancy. Get in touch.

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1050|blog.unity.com

Everything you need to know about Memory Profiler 1.0.0

The new Memory Profiler – version 1.0.0 – delivers improvements to the profiling suite that offer a more complete view of memory usage and make it easier and faster to optimize performance or detect memory issues.We in the profiler team are very happy to announce that, as of September 2022, the Memory Profiler package moved from Experimental to Verified and is now accessible for everyone using the Unity 2022.2 Tech Stream.Optimizing memory is crucial for applications that run on devices with limited capabilities in order to prevent them from crashing out of memory. Moreover, if you’re planning to ship on multiple devices, your memory footprint might be in need of fine tuning to make sure you get the best out of each platform.The Memory Profiler is a tool that helps you with these challenges by allowing you to take a snapshot of your game and review its memory usage at a specific moment in time.By taking a “snapshot” of your game, you can see what is occupying most of its memory or identify problems that might cause applications to crash.Note: While Memory Profiler’s complete features and memory tracking are only available for 2022.2 onwards, you can take advantage of the new user interface (UI) to inspect older captures by opening Memory Profiler in an empty 2022+ project and importing older snapshots.Memory Profiler was originally released as an experimental package a couple of years ago, but this release includes a major overhaul of the UI and user experience (UX) to make it faster and easier to use.The original experimental package was used by some early adopters, and helped in many cases to identify memory issues. However, it was unwieldy, slow, and required expert knowledge in its first iteration.When we set up to work on a new version of the package, we had the following intentions in mind:Simplify the most common and important workflows, so that you would be able to identify and fix issues fasterProvide more complete and reliable information to make it easier to compare memory usage across devices (also using platform-specific profilers)Showcase information in a more accessible way, so that users without in-depth knowledge of memory can still effectively optimize applicationsTo achieve this, we’ve been working closely with the early adopters of the experimental package in order to understand their needs and pain points, and we have iterated several times on the design to make sure it provides the best UX possible.Thanks to their input, our team was able to greatly streamline and simplify the tool, reducing jargon and making it easier to inspect objects, details, and dependencies directly in the tool.Memory Profiler consists of three main sections that showcase its new and improved UI, which we’ll break down here:Snapshot listA Main section, which is itself divided into three workflow views (Summary, Unity Objects, and All of Memory)Selection DetailsThe Snapshot list is the area where you can capture and see snapshots that you have taken in your game, as well as high-level information about memory usage and date of capture. Here, you can capture snapshots either with the “Capture” button in the toolbar or – if no snapshot is available – through the snapshot button in the Main section.You can also see whether memory usage is changing across snapshots and can get a sense of whether project performance is improving or not.Finally, you can also use Snapshot list to select whether you want to look at single snapshots or compared snapshots (more information about this below).This is the core area of Memory Profiler, divided into three workflow views: Summary, Unity Objects, and All of Memory. Each of these views is accessible from the tabs in the top of the Main section.The Summary view is the default view that opens as you load or capture a snapshot. It provides information on how much memory you are using, how much is “resident” on the device, and how much is committed but not currently on device. It also provides information about how memory is distributed across categories, to simplify choosing where to start your investigation.Finally, Summary view provides entry points for more detailed analysis, such as the “Top Unity Objects in Memory” or the “Managed memory breakdown.”The Unity Objects view is where you will likely spend the most time. It lists all the main types of objects loaded in memory, such as textures, shaders, fonts, and so on. Usually, this is where you can identify objects that are too big, don’t need to be there because they have been loaded mistakenly, or were kept in memory by some hanging reference.The All of Memory view enables you to see all memory, divided by category – Native, Managed, Graphics, or Executables. You can see the data captured by the Memory Profiler and investigate more specific aspects to see what is composing your project’s memory.Selection details offers more information about items selected in the Main section, including descriptions of different categories of memory and potential references or details of selected objects.This section offers more information to help you understand what you are looking at, and makes it easier to determine why it is in memory. Moreover, if you have the project open in the Editor, you will have the possibility to “ping” objects and inspect assets directly in the Scene or Project window.Each of the views described above is available for inspecting single snapshots or for comparing them.If you want to compare a snapshot, you can select “Compare” in the snapshot list, then select a second snapshot from your list. Being in the compare tab of the snapshot list will automatically turn all views into Compare mode.In Compare mode, the Summary view provides the two captures’ memory breakdown, side by side, so you can see the main differences in memory usage between the snapshots (which will be named “A” and “B”).In the Unity Objects and All of Memory views, there is a new, dedicated UI that allows you to see how different memory categories have changed in size or the amount of objects contained in them.If you select a category in the top table, you will be able to inspect individual differences for snapshot A and B in the tables below.If you want to go back to inspecting a single snapshot, you can select “Single” again in the snapshot list. The second snapshot will stay latently loaded so you can quickly switch between the two, as needed.In the coming months, we hope to provide you with further resources and information on how you can effectively optimize memory. Stay tuned for more blog posts covering how to identify common problems in memory, as well as a deep dive into how memory works in Unity.For more general resources on how to optimize application performance, we recommend the following:Memory in Unity manualThe Ultimate guide to profiling Unity gamese-bookOptimize your console and PC game performancee-bookOptimize your mobile game performance e-bookThis redesign of the Memory Profiler integrates input from many early adopters of the experimental version of this package. While this version brings major improvements in both the reliability and usability of this tool, our work is far from done.We are also currently working on better understanding workflows related to reducing fragmentation, so that we might be able to help you with this aspect in the future. At the same time, we are gathering feedback on usability and UX issues that are still open and need improvement.If you have any feedback or suggestions, we invite you to share your thoughts through our roadmap page, where you can vote for existing features in progress or suggest new ones. You can also reach out to ask questions in the forums.We’re constantly monitoring both channels and look forward to working together to further improve Unity’s performance and tooling.Install or learn more about the Memory Profiler 1.0.0 package.

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1051|lilianweng.github.io

The Transformer Family Version 2.0

Many new Transformer architecture improvements have been proposed since my last post on “The Transformer Family” about three years ago. Here I did a big refactoring and enrichment of that 2020 post — restructure the hierarchy of sections and improve many sections with more recent papers. Version 2.0 is a superset of the old version, about twice the length. Notations Symbol Meaning $d$ The model size / hidden state dimension / positional encoding size. $h$ The number of heads in multi-head attention layer. $L$ The segment length of input sequence. $N$ The total number of attention layers in the model; not considering MoE. $\mathbf{X} \in \mathbb{R}^{L \times d}$ The input sequence where each element has been mapped into an embedding vector of shape $d$, same as the model size. $\mathbf{W}^k \in \mathbb{R}^{d \times d_k}$ The key weight matrix. $\mathbf{W}^q \in \mathbb{R}^{d \times d_k}$ The query weight matrix. $\mathbf{W}^v \in \mathbb{R}^{d \times d_v}$ The value weight matrix. Often we have $d_k = d_v = d$. $\mathbf{W}^k_i, \mathbf{W}^q_i \in \mathbb{R}^{d \times d_k/h}; \mathbf{W}^v_i \in \mathbb{R}^{d \times d_v/h}$ The weight matrices per head. $\mathbf{W}^o \in \mathbb{R}^{d_v \times d}$ The output weight matrix. $\mathbf{Q} = \mathbf{X}\mathbf{W}^q \in \mathbb{R}^{L \times d_k}$ The query embedding inputs. $\mathbf{K} = \mathbf{X}\mathbf{W}^k \in \mathbb{R}^{L \times d_k}$ The key embedding inputs. $\mathbf{V} = \mathbf{X}\mathbf{W}^v \in \mathbb{R}^{L \times d_v}$ The value embedding inputs. $\mathbf{q}_i, \mathbf{k}_i \in \mathbb{R}^{d_k}, \mathbf{v}_i \in \mathbb{R}^{d_v}$ Row vectors in query, key, value matrices, $\mathbf{Q}$, $\mathbf{K}$ and $\mathbf{V}$. $S_i$ A collection of key positions for the $i$-th query $\mathbf{q}_i$ to attend to. $\mathbf{A} \in \mathbb{R}^{L \times L}$ The self-attention matrix between a input sequence of lenght $L$ and itself. $\mathbf{A} = \text{softmax}(\mathbf{Q}\mathbf{K}^\top / \sqrt{d_k})$. $a_{ij} \in \mathbf{A}$ The scalar attention score between query $\mathbf{q}_i$ and key $\mathbf{k}_j$. $\mathbf{P} \in \mathbb{R}^{L \times d}$ position encoding matrix, where the $i$-th row $\mathbf{p}_i$ is the positional encoding for input $\mathbf{x}_i$. Transformer Basics The Transformer (which will be referred to as “vanilla Transformer” to distinguish it from other enhanced versions; Vaswani, et al., 2017) model has an encoder-decoder architecture, as commonly used in many NMT models. Later simplified Transformer was shown to achieve great performance in language modeling tasks, like in encoder-only BERT or decoder-only GPT.

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1052|blog.unity.com

Unity and Google expand partnership to help creators accelerate the development and growth of their games

I’m excited to announce today that we are renewing and expanding our partnership with Google to support studios in the development and growth of live games. To start, we’re giving developers more ways to access foundational multiplayer services by making solutions from Unity Gaming Services (UGS) available on Google Cloud Marketplace. Additionally, we’re also working to improve monetization opportunities for mobile game developers as Google demand (Google Ads, Display & Video 360) will soon bid into Unity LevelPlay via Google’s partner bidding program.Unity’s Game Server Hosting (Multiplay) and Unity’s Voice and Text Chat (Vivox) are the first products from Unity Gaming Services to be available on Google Cloud Marketplace. These are essential tools for building robust multiplayer experiences. Game Server Hosting is a dedicated game server hosting service that helps creators effectively scale their game as it grows. This service is trusted by studios of all sizes from AAA to indie developers. Unity’s Voice and Text Chat enables in-game player communications and has been the premiere comms solution for over a decade.With 77% of gamers around the world playing multiplayer games, we know the demand for connected player experiences is massive. Through Google Cloud Marketplace, we’re expanding access to our solutions and giving creators more choice in where they can find what they need to build multiplayer games.In addition to helping developers build great multiplayer experiences, Unity and Google are also committed to helping mobile studios monetize and scale their games. Making Google demand available for in-app bidding within Unity LevelPlay will give developers streamlined integration to a premium source of advertisers, providing better opportunities to monetize inventory. This also reduces ad operations overhead and decreases transaction latency. Through this expanding ad partnership, Unity and Google are empowering mobile creators to attain efficiencies and better achieve overall business success.We are excited to work with Google to provide developers with the most robust tools and infrastructure to build, launch and grow games seamlessly at a global scale. The expansion of our UGS solutions to Google Cloud Marketplace and the integration of Google demand into Unity LevelPlay serve as important milestones in this deepening partnership. We’re looking forward to the opportunities ahead as we further our goal of helping developers address some of their biggest challenges with making and growing live games.To learn more about the availability of Unity Game Server Hosting and Unity Voice and Text Chat on Google Cloud Marketplace, visit cloud.google.com/marketplace. More information about Unity LevelPlay is available here.

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1054|blog.unity.com

From core to meta gameplay: 8 ad placements to boost your hyper-casual game’s LTV

The hyper-causal genre thrives on its famously low CPIs and LTVs, which enable developers to affordably buy users at scale. But with today’s market conditions pushing up CPIs across the board, hyper-causal developers need to increase their LTV to stay competitive.The best way to do that is by optimizing the ad placement strategy and adding layers beyond the core gameplay, like metagames. Let’s explore the top 8 hyper-casual ad placements - core gaming and beyond.Core gameplayBefore you start adapting your placement strategy for higher LTV, first make sure you’ve got the basics down and implement ad placements into the core gameplay. Here, it's best to leverage rewarded video ads to help each player achieve their goals (in exchange for a bit of their time).1. Before the levelRewarded videos can be very useful even before core gameplay begins. Each pre-level traffic driver should pop-up and offer the player exactly what can be useful in that upcoming level - like boosters, skills, or extra items. Not only does this pleasant surprise motivate the player to start the level, it creates a precedent that ad placements are here to help.2. During the levelOnce the level begins, rewarded videos can also be a key source of support during the actual gameplay. These traffic drivers can be pop-ups, but unlike pre-level placements, you have more options - they don’t need to suddenly appear on the screen to grab the user’s attention. Rather, these placements can sit in the level, and players get to decide whether to engage with them or not. It sounds passive - but since players will see a clear and easy opportunity to get a reward, they’ll be motivated to engage with them.For example, if a player sees a glowing rewarded video traffic driver sitting inside the level, they’re likely to click on it - even without a big pop-up prompting them to do so. To meet users’ expectations, these traffic drivers should offer something useful to the user at the time, like a skill upgrade.3. After the levelEven once the level ends, ad placements can and should support the player’s progress in the game. If the player wins, the placement can offer to multiply their rewards, or if the player loses, it can give the player a chance to revive and restart the level.Offering a restart can be tricky when levels become very long - so another placement option is allowing the player to return to the point they died in the level. To give players the extra motivation they need to engage with the placement and try again, you can use progress bars like in the example below to show them just how close they were to finishing the level.Top ad placements for meta gamesMore hyper-casual games are building meta games, since they offer an additional way to boost retention - essentially they keep players engaged beyond traditional core gameplay. To bump LTV even higher, integrate the right placements to support it.4. Buying/building itemsThe metagames that offer a space for players to build and buy items, like equipment and living spaces, are a great place to incorporate rewarded videos. That’s because the rewards from the rewarded videos can give players the in-game cash needed to build and buy items. This placement option is a win for your game economy for two reasons - (1) players are motivated to spend their in-game cash and also (2) the items they acquire can become cash generators themselves.For example, in Twerk Race by Free Play, players can enter the gym at any time - the more equipment the player has, the more in-game cash they receive in return - so they’re motivated to buy even more equipment to fill it up. As soon as a new piece of equipment exceeds a player’s in-game budget, they can pay by watching a rewarded video instead.5. Unlocking more activitiesThere’s another common metagame where players can unlock more layers of the meta game experience - all players need to do is spend money or (you guessed it) watch a rewarded video. Players are extra motivated to engage with these ads because they can access a new and mysterious game experience.In Crowd Evolution by Rollic Games, for example, the player hops between different islands to unlock different meta activities on each island - all they need to do is engage with an ad placement.Depending on the game, players have the ability to unlock even more activities - in Arm Simulator by Supersonic, for example, players engage with the placement to see a continuation of the core game story.Beyond core gameplayBeyond core and meta gameplay, there’s even more ways to boost LTV in hyper-casual games - here are the ad placements that can best support them.6. New skinsLike weapons or power ups, skins offer the player an opportunity to experience the game in a new, exciting way - which makes it an ideal opportunity to drop in a rewarded video placement and let players test it out first-hand.Many hyper-casual games offer users to try out a skin before unlocking it. This gives the player an exciting first hand-experience that often motivates them to want to unlock the real thing - which might require hard or soft currency, or in the example below, watching a rewarded video.7. Daily missionsBy offering daily activities to complete, daily missions are another hot spot to incorporate rewarded video placements.In Lunch Box Ready, for example, players are offered a week’s worth of unique and valuable rewards, like coins and prizes - all they need to do is watch rewarded videos to get each one. If just a single daily reward can motivate users - imagine their excitement seeing how many rewards they can receive over a longer period of time. This way, players can see their progress in completing the missions - and get the extra boost of motivation to participate in the next one.8. LeaderboardsBy offering players exactly what they need at a specific moment, ad placements help reward player motivation - so try placing them where players feel most motivated: the leaderboard. The leaderboard can help ignite the player’s sense of competition and - because they can continually progress in the leaderboard over time - even their long-term retention. As the player is already considering their progress in the game, why not offer a rewarded video placement that can help them progress even further?That’s exactly what Bridge Race by Supersonic does, for example - they make it clear that players who watch a quick rewarded video get an extra 5 stars in the game - and an immediate boost in the leaderboard.As the hyper-casual gaming world grows, the only way to stay competitive is by growing with it - not only by deepening your gaming experience, but diversifying our placement experience to match it. Whether players are engaged in core or meta gameplay - the placements they interact with should always meet their unique interests, ultimately keeping them engaged and their user experience positive.

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1055|blog.unity.com

How to run special offerwall promotions that boost revenue and retention

The more downtime we have, the more we’re on our phones - which is why app engagement typically spikes during weekends and holidays. By doubling down on this uplift in traffic with special promotions, otherwise known as currency sales, developers and advertisers can both boost their revenue and acquire high ARPU users at scale. Here’s some data on how special promotions, also known as currency sales, can impact your business - plus tips on when to run them and how to make them stand out.What are special offerwall promotions?On holiday weekends throughout the year, like Christmas or Thanksgiving, these time-limited promotions offer users anything between 1.5 to 10x the standard offerwall reward in return for completing a task like playing an advertiser’s game and reaching the end of a level.What are the benefits for developers and advertisers?It's not just users who reap the rewards: a long list of our developer partners use special promotions to increase performance metrics like engagement rates, ARPDAU, and revenue. In fact, our data shows that, compared to a regular weekend, doubling rewards during special promotions can generate a 70% increase in revenue while tripling them can generate a 110% increase. Meanwhile, engagement rate jumps 60% for doubling rewards and 65% for tripling them. The benefits for developers don't stop there: special promotions also boost long-term retention and in-app purchases, as the credits enable users to progress further in the game and give them a "taste" of what IAPs can offer them.This boost in revenue sparks a cycle of growth - once the developer multiplies their rewards, it’ll attract more players to engage with the offerwall. Then advertisers leverage the increased traffic and raise bids to increase the rewards even more, resulting in even more traffic, installs, completions, and D7 ARPU. Our data shows that advertisers who raise bids during special offerwall promotions see a 56% increase in completions, compared to just 7% for advertisers who don’t.Here are some best practices to run a killer special promotion, which we’ve tested with some of the biggest mobile game developers in the world.When to run special promotionsAs a general rule, try running a special promotion at least once and up to twice a month. Less than once a month, you’ll miss out on potential revenue, but more than twice a month, you’ll risk flooding your in-game economy. When you run them, be sure to notify your ad network partner in advance, so they have enough time to encourage the biggest advertisers to focus their CPE efforts on your game. Here are a few times you can run the promotions:US holidays are a good way to stay on track with your special offerwall promotions, since they usually land once a month or so - from President's Day weekend in February to Labor Day in September, plus Thanksgiving and Christmas. Running promotions during holidays enables you to capitalize on increased traffic: people play games more during breaks from school and work.Each month, ironSource organizes cross-network special promotions so both developer and advertiser partners can enjoy maximum impact. Here’s the calendar for 2023, which you can bookmark:January - New Year's, mid-winter weekendFebruary - Valentine’s day, booster weekendMarch - Beginning of spring, St. Patrick’s Day April - April Fools’, Easter weekend May - Mother’s day, Memorial Day weekend June - Summertime weekend, longest day of the yearJuly - Independence day, Mid-summer weekendAugust - Summer booster, Back to school promotionSeptember - Labor Day weekend, Start of AutumnOctober - Columbus day weekend, Halloween November - Mid-autumn weekend, Black Friday December - Christmas, New Year’sHow to increase engagement for special offerwall promotionsTo generate revenue from special promotions, first you need users to engage. Here's a few ways to catch their attention and encourage engagement.Notify your players with alertsYour offerwall traffic drivers should always be visibly and strategically placed in your game. Special offers should follow the same logic: while the promotion will be automatically highlighted in the offerwall store, be sure to run pop-up ads in your game and push notifications outside of the game. Our data shows that these pop-ups can boost your player engagement rate by 190%.Not only do notifications like these boost engagement from users already familiar with the offerwall ad unit, they’re also a great way to educate non-offerwall users about the benefits.By running clear notifications about their offerwall special promotion, a partner (the turquoise line in the chart below) increased engagement rates for their offerwall campaign by +257%, while another game without notifications (the blue line) saw an increase of only +14%.Use the right messagingTo make sure the notifications work as best they can - users need to clearly understand just how much their rewards multiplied and that it’s only for a limited time. This way, players can understand how short-term this opportunity is, and are more motivated to claim their rewards immediately.For example, to encourage users to act fast try adding a countdown. In Pixel Federation’s Train Station 2, for example, they include a specific timer and clearly state the special promotion - including both “2x” and “get twice the amount of free gems” in their pop-up.Make sure to test different kinds of messages (more vs. less text, for example) and keep the one that generates the greatest uplift.Try higher reward multipliersThe more you put into your promotion, the more you can get out of it - if you offer a higher reward to your players, they’ll be more likely to engage.That’s exactly what we found during a recent special promotion. During Thanksgiving, people were already spending extra on their phones, so developers enjoyed a small uplift in offerwall revenue - but by doubling offerwall rewards, their daily revenue jumped 70%. The impact was even larger when our developers tripled them - daily revenue skyrocketed 110%.Measuring the full impactBe sure to measure the impact of the special promotions both during the promotion and after it expires. The time-consuming nature of completing offerwall events means that in addition to an initial spike in revenue, more revenue will be generated in the days or weeks following the end of the offer. That’s because even after the promotion ends, completions roll in along with revenue. The time period depends on the type of offers selected by the users: the deeper the events are, for example completing 10 levels of the advertiser’s game, the longer you should measure their impact.Measuring this way allows you to more accurately evaluate the impact of your special offerwall promotion, and understand how aggressive you should be for the next promotion. For instance, if you’ve waited to measure its full impact and it turns out to have underperformed, you can push more notifications, or increase the credit multiplier for the next promotion.The graph below shows the impact on revenue of a partners' offerwall special promotion. They achieved an initial spike while the promotion was live, and also saw a revenue uplift in the week after the promotion expired, due to more completions kicking in and an increase in the overall engagement rate with the offerwall.Getting startedironSource’s team are experts in maximizing your game’s offerwall ad revenue. Here’s how to join the long list of partners working with us to level up their offerwall strategy:Log into the ironSource platform Go to your ad units and placements, then select OfferwallClick on activate special promotion Set the start date, time and duration according to the dates belowUpdate your account manager so they can notify advertisers about your upcoming promotionIf you don’t have offerwall set up on ironSource, get it here on iOS and Android.

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1056|blog.unity.com

Apps and games are a safe place for your brand's ads, according to consumer research

Brand safety is always a high priority, but has been a particularly hot topic the past few weeks. Times like this present an opportunity to consider additional channels to add to your media plan that make brand safety a priority.To find out which channels are the safest for brands, we leveraged MobileVoice®, ironSource's market research platform, to go straight to the source: the consumers. 3,130 consumers shared their opinions on the safety of advertising platforms and how it affects their purchasing decisions. According to the survey, mobile apps, games, and news sites are among the safest channels, with the lowest amount of inappropriate content. Let's explore why.67% of consumers believe the brand has a responsibility to not advertise on platforms with inappropriate content and 74% of consumers believe the platform has a responsibility to make sure they don’t house inappropriate content. For platforms, this means building safe environments for consumers and advertisers, according to these results. For brands, this means being intentional about the platforms you choose.To combat unauthorized reselling and app spoofing, apps and games add the app-ads.txt file to their websites, which lists all the ad sources authorized to sell their inventory. Meanwhile, ad platforms that apps and games use like the ironSource Exchange have the sellers.json file, which lists out all our authorized sellers and resellers, to increase transparency and combat fraud. These ad platforms also often have the IAB Open Measurement SDK integrated to ensure that all the ads passing through are brand safe. Specifically, it gives advertisers transparency into inventory quality, ad viewability, and fraud detection. The ironSource Exchange for example has had the Open Measurement SDK integrated for 3+ years, for example. The consequences for deferring responsibility can be harmful, as 66% of consumers would feel negative about a brand that advertised on sites that contain inappropriate content and only 21% of consumers would continue using those brands according to the survey. Gen Xers, who have the largest spending power with 31% of all income dollars than any other generation according to reports from American Express, are the most likely (70%) to feel negative or very negative about a brand that advertised on sites that contain inappropriate content and the least likely (19%) to continue using the brand.2. Apps and games are closed channels that don’t allow for user generated contentHate speech is the most common (61%) and the most offensive (60%) form of inappropriate digital content, according to consumers according to the survey. The next is fake news (49%), followed by explicit material, profanity, and violence.Generally, these are found on channels centered around user generated content, where people can do and say as they want, whenever they want. On the other hand, mobile apps and games, news sites, and search engines don’t have space for user generated content and open dialogue, meaning ads can’t be seen next to inappropriate material people are writing and sharing. This is likely the reason why many consumers believe these sources have the smallest problem with inappropriate content compared to other channels, according to the research.3. Ad content on apps and games is heavily monitoredMore than any other generation, 72% of parents say that inappropriate digital content is a significant or very significant problem according to the survey. Because parents make the final call on where their family spends time online and have the responsibility to prevent their family from using platforms that don’t adhere to their standards, it’s especially important that the channels you use have extremely advanced and thorough review processes for inappropriate content. Otherwise, you risk missing out on a large audience not using the platforms you're running on, according to the survey results.The ad platforms that apps and games use have built-in features and dedicated teams to monitor and flag inappropriate content before it reaches the app. For the ironSource Exchange, that includes automatic testing as well as manual review for each and every ad that passes through. In fact, each ad is tagged according to the type of content it displays and ranked according to its maturity level. This way, the Exchange only serves the ad on apps suited for it, and inappropriate content can never make it to the app environment.To take the ad review process a step further, there are tools that app developers can use to get visibility into all the ad content their users see, ensuring their app stays clean.There’s a lot of commotion in the brand advertising space right now. To ensure your brand ads are deployed on safe and clean environments, start running on apps and games through the ironSource Exchange.

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1059|blog.unity.com

Made with Unity Monthly: December 2022 roundup

The new year is here, but before we go forward, let’s look back at how 2022 wrapped up. Enjoy this latest monthly roundup of Made with Unity highlights, featuring everything you need to know about (and may have missed) as it relates to community happenings for the past month.December was, once again, a month filled with opportunities to celebrate your numerous achievements. Catch a recap of this month’s Milestone Monday posts below.This month, we celebrated the launch of the Sandbox update for POPULATION: ONE,the release of IXION by Bulwark Studios, and Mineko’s Night Market playable demo by Meowza Games. It was also a lot of fun to see the teleporting race cars from Supergonk’sWarp Driveand the return of a classic: JellyCar Worlds by Walaber. Keep looking out for new releases or milestone spotlights every Monday on the @UnityGames Twitter.As usual, Tuesdays are dedicated to #UnityTips on Twitter, and there were plenty of amazing tips shared in December.User @samyam_youtube offered a way to change your camera speed in one simple step. Then, we retweeted an amazing series of VFX tutorials from @studiocrafteurs that are simple to follow. We also published a recap of highlights from our 2022 dev Twitter takeovers right here on the blog.There’s more to come in 2023, so keep tagging us and using the #UnityTips hashtag!Continuing the trend from past months, we were amazed by the amount of incredible-looking projects we saw using the #MadeWithUnity hashtag throughout December.Twitter’s @GravitonPunch had a beautiful and satisfying world-generation mechanic to show (above), and @MortalCrux came up with a fun way to spawn entities. Finally, @ClipSummer demonstrated one character’s flashy combat skills in an epic boss battle.On Instagram, @jordy_j_s had some incredible animation to show a character’s transformation, the Obsidian Legion team gave a lesson on how to fight when outnumbered, and a repost from Twitter’s @AtelierChimere explored some ancient ruins.All in all, December was a flurry of fun. We can’t wait to share your projects throughout the new year, so keep adding the #MadeWithUnity hashtag to your posts.Before the holidays hit, we hosted three Twitch streams. The first, a Creator Spotlight featuring JellyCar Worlds. The second, a first-of-its-kind panel about the 2022.2 Tech Stream. And, last but not least, another Creator Spotlight with Whiteboard Games.We also brought clips back to YouTube – a resurrected series where we showcase highlights from the full Creator Spotlight streams. Check out a clip from our stream with Whiteboard Games (above).Don’t forget to follow us on Twitch and hit the notification bell so you never miss a stream. If you miss us in the moment, don’t worry: We upload all streams to our YouTube playlist.On December 8, we had our last Dev Blitz Day of 2022, focusing on DOTS. During the event, we answered more than 100 developer questions. We’d like to thank everyone who participated and look forward to bringing you more community events like these in 2023.Our next Dev Blitz Day doesn’t have a fixed date yet, but something tells us that having it close to Global Game Jam 2023 could be fun. Keep an eye on the forums and our Discord for future announcements.To start the month off, we asked what genre of game you were working on, and RPG took the top spot for popularity.We can’t wait to see the progress you make on your games in 2023. Be sure to tag us and share which #AssetStore assets you’re using. Here are some of our favorite creator showcases from Twitter in December:Sky Master ULTIMATE | ARTnGAME3 Worlds | Moon TribeSee-through Shader | ShadercrewThe amazing Amplify Creations took over our feed before the holidays, offering some fantastic #UnityTips on how to use Amplify Shader Editor to create shaders and make workflows work for you.To end the year, we shared a 2022 Publisher Highlights showcase that included exceptional creator contributions from our Asset Store publishers. If you’re a publisher, you are the butter to our bread. Thank you for all that you do.Last but not least, here’s a non-exhaustive list of Made with Unity titles released in December (which can double as a way to use those holiday gift cards). See any on the list that have already become favorites or one that we’re missing? Tell us about it in the forums.Swordship, Digital Kingdom (December 5)Knights of Honor II: Sovereign, Black Sea Games (December 6)Yi Xian: The Cultivation Card Game, 墨日工作室 (December 6)IXION, Bulwark Studios (December 7)Zombie Cure Lab, Thera Bytes GmbH (December 7)Chained Echoes,Matthias Linda (December 8)The Forest Quartet, Mads & Friends (December 8)JellyCar Worlds, Walaber (December 8)Potion Craft: Alchemist Simulator, niceplay games (December 13)Lil Gator Game, MegaWobble (December 14)Aka, Cosmo Gatto (December 14)Melatonin, Half Asleep (December 15)Depersonalization, MeowNature (December 20)Sail Forth, Festive Vector (December 21)That’s a wrap for December! Want more community news as it happens? Don’t forget to follow us on social media: Twitter, Facebook, LinkedIn, Instagram, YouTube, or Twitch.

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