Games

Animation Curves, the ultimate design lever

The row of spheres in the image above was created by positioning a sequence of Rigidbodies in a row and constraining their X and Z Freeze Position properties. An upward force was then applied using an Animation Curve based on the compression upward force, but with different curves for each sphere, positioned side-by-side for better […]

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How to create player-centric game economies

Having a firm grasp on the resources, currencies, sources, and sinks in your game is a great start to building a healthy economy, but understanding what behaviors exist within your player base will allow you to tailor your reward and progression design choices.  In this guide, we’ll dive into how you can design your economy […]

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Build your live game in a single modular platform with Unity Gaming Services

Let’s start with building your foundation. Building backend and multiplayer infrastructure early in production is vital for our developers – like InnerSloth, Riot Games, and Fika Productions. Pick what your game needs from multiplayer tools, player data management, and in-game content publishing.  Managing accounts Authentication, currently installed in more than 4,000 projects, allows you to […]

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How to A/B test game difficulty with UGS Use Cases

Perfecting your game’s design can be difficult when you can’t see how your players interact with it. By doing A/B testing, you can make design decisions based on how your players really play the game. The Unity Gaming Services (UGS) Use Cases are a collection of samples that implement typical backend game use cases and […]

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Expanding the robotics toolbox: Physics changes in Unity 2022.1

Rigidbody uses both interpolation and extrapolation to give an impression of smooth motion while simulating at a comparatively low frequency. Internally, this is implemented by calculating the transform poses every update. In the case of interpolation, the last two simulated poses are used to calculate a new transform pose for this frame. In the case […]

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Get Jurassic with Loady Dungeons: The new UGS sample game

Addressables The Addressable Asset System provides an easy way to load assets by “address”. It handles asset management overhead by simplifying content pack creation and deployment. The Addressable Asset System uses asynchronous loading to support loading from any location with any collection of dependencies. Whether you are using direct references, traditional asset bundles, or resource […]

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Our biggest e-book yet: 2D game art, animation, and lighting for artists

Unity’s suite of 2D tools provides creators with endless possibilities. This guide unpacks key decisions to tackle at the start of your project, as well as best practices for leveraging Unity’s 2D toolset. It’s specifically tailored to developers and artists with intermediate Unity experience who want to make high-end 2D games, independently or collaboratively with […]

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Try out our battle pass sample using Unity Gaming Services Use Cases

For live games, especially multiplayer ones, the server should be the source of truth for most of the players’ data.  This prevents cheating tactics which may allow a player to have an advantage over another, or grant a player items or currencies that would otherwise need to be purchased or earned.  Similarly, in order for […]

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