Made with Unity

Behind the scenes of Subway Surfers: A Q&A with SYBO

What have been the biggest challenges with scaling up so fast? Mathias: For a smaller studio to be supporting a game with 100 million players is an extreme task. It’s incomprehensible that there was a young team operating such a massive game. We, along with Unity, grew as the industry grew, so everything, including the parameters, were changing quickly.  Our goal from the beginning was to give gamers the best possible feeling when playing Subway Surfers, and we keep this in mind with every step and decision we make. We took over publishing for the mobile platforms in mid-2020. For the last 18 months, we’ve been speed learning how to self-publish.  We’ve improved the game, but there’s always the potential to continue to grow and optimize. When we took over self-publishing, initially we were deactivated on the ad platform, because although we only started with 10% of our player base, it amounted to 10 million players, and they thought we were hackers.   How about the technical challenges? Murari Vasudevan: On the technical side, for iOS and Android, the scale of the number of devices is enormous. For Android, there are more than 20,000 unique devices. When we took over publishing, we needed to ensure that the game ran smoothly on all devices that we targeted.  We had issues with performance exceptions and crashes, and with the application not responding. We dealt with the scale of each of these issues happening live, as well as the need to diagnose it in real-time. In order to not put off our player base, we needed to look at the Unity Profiler, optimize, and work with the loading time. We needed to ensure that the loading time matched or improved upon the original.  To ensure good gameplay on even the least-powerful smartphones, we devised a number of techniques, including batching level geometry to reduce draw calls, rotating coins using C# scripts running on the CPU rather than shaders running on the GPU to further minimize draw calls, minimizing UI redraws and ensuring optimal timing in level generation, and not generating more content than a user can see. The Unity Profiler and Frame Debugger make it much simpler to monitor exactly how all these techniques are working. We also use Unity’s different quality settings to optimize fps and refresh rates on low-end devices. We spent a lot of time tweaking our bootstrapping funnel and optimizing our code to ensure that we were really efficient in our process. We had to have a lot of analytics in place to see what players were doing, how they were going through the various stages, and where they were dropping off. This was the flow that came with taking over so many devices and players, and it was an ongoing challenge we had to confront right from the start.

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Digital Twin Twitter takeovers: May recap

Lauren and Sam have a comprehensive skill set in strategy, design, and technology, and their extended reality (XR) studio, RefractAR, specializes in spatial activations. These two innovators created a whole car maintenance app with Unity MARS. 1. If you’re crunched for time, use image trackers for AR 2. Polycam makes it easy to scan and create digital twins 3. How to create your AR experience with Unity MARS Follow Lauren Follow Sam

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World Oceans Day: RT3D projects make waves and encourage conservation

Healthy oceans are essential for the survival of all life on Earth, so we need to protect them. We’re committed to ocean conservation as part of our ESG (environmental, social, and governance) efforts to build a more sustainable future and invest in our planet. Here are some exciting projects using Unity to celebrate the planet’s oceans, educate audiences, and encourage action: An Otter Planet by Habithéque is an in-progress PC game designed to teach players about water and help them understand its importance to all life on earth. In addition to raising awareness through play, An Otter Planet will raise money for charities to support water-related protection and revitalization efforts through in-game purchases and charitable donations. Raft, a PC game developed by Redbeet Interactive, highlights the incredible vastness of the open ocean. Players wake up adrift on a raft and then fight for survival by crafting, growing food, and avoiding shark attacks. Experiencing this game provides a new appreciation for the danger, stillness, and mystery of the oceans. The Hydrous is an innovative project that designs science-based augmented and virtual reality experiences to engage audiences with the wonders of ocean life. The creators’ goal is to provide “equitable access to ocean exploration,” which in turn builds understanding of beautiful and threatened marine ecosystems. — We believe that the world is a better place with more creators in it, and we’re excited to see the inspiring work being done to realize a sustainable, inclusive, and equitable world for all. Want to hear more inspiring creator stories? Sign up for Unity’s Social Impact newsletter for regular news and updates about our Social Impact work.

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On the road to Tribeca 2022

“Mushroom Cloud is a project focused on accountability; one that values sharing and conserving resources, and strengthening networked systems through participation, communication, and advocacy.” – Nancy Baker Cahill The Mushroom Cloud NYC / RISE AR experience by artist Nancy Baker Cahill is a call for climate change action. The project acknowledges the impending crisis while offering hope that, through cooperative and constructive measures, a vibrant future can still be possible. During the Tribeca Festival, a custom, geo-located edition of this experience will be available to show audiences what a mushroom cloud explosion could be like, urging them to consider how we might model our collective survival on nature. The project is especially relevant to New York City – a city vulnerable to climate impacts given rising sea levels. Be sure to check out its world premiere on June 9.  

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Smoke, mirrors, and scrolling textures: Behind the scenes of TUNIC

To ensure optimal performance, Shouldice used dynamic lighting and Global Illumination (GI) in TUNIC, and carefully considered the light count: “Because deferred rendering isn’t supported with ortho cams, light count was something I needed to keep an eye on. I used precomputed GI to do a lot of the lighting rather than Point lights, and leaned on batching to keep draw calls down.” He used to write shaders by hand, but decided to use Shader Forge’s node-based shaders for TUNIC. “Even though I can write code, I’m a fairly visual person, so it was freeing to be able to see live previews and organize my thoughts spatially,” continues Shouldice. “The node editor clicked with my brain in a really nice way. It’s supremely noodly, and so much fun!” Shouldice also made extensive use of scrolling textures to light up elements of the game world, substantially reducing the complexity of the task while achieving gorgeous (and highly performant) results. Early in the game, TUNIC’s hero opens a golden doorway by interacting with a statue that emits a pulse of light when touched. Shouldice achieves this effect by using a few different components in the Unity Editor and Shader Forge. The initial points of light – known as “starburst” – derive from three animated meshes, each rotating slightly out of sync. A donut-shaped “aura ring” surrounds these meshes, and by projecting a scrolling UV texture along this flattened cylinder, Shouldice makes the texture scroll outward, creating a radial glow. For this effect, UV coordinates are scrolled and multiplied before they’re inverted at the end to create the glow’s white-on-black effect. By applying the scrolling texture to different meshes, Shouldice was able to change the glow’s behavior. In another example, he funnels the texture up a narrow, cone-shaped mesh to create the effect of magical energy coalescing skyward.

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Ambitious art: How Mistwalker fulfilled their magnificent vision for FANTASIAN

Tell us about the Dimengeon system and how you worked on the design. At first glance, it seems to be a great innovation for random encounters. But after looking more closely, it appears specifically useful for mobile players, who wouldn’t typically be able to engage in long or complex battles. Nakamura: This was Sakaguchi’s idea. In FANTASIAN, if you touch a treasure chest in the distance where you can’t see the route, NavMesh will automatically take you there. We talked about how new and exciting this was, but the problem was that it became stressful when interrupted by encounters along the way. So we came up with the idea of a dimension system, where encounters are stored. This system was initially created for field exploration. Still, it led to the exhilaration of defeating many enemies at once by curving magic trajectories in battle. It also made the humble task of leveling up more efficient. I think it’s a very unique and innovative system.   How did you ensure that the visual effects, lighting, and shadows would work with the data captured from the dioramas to maintain your artistic style? Nakamura: The most effective way to achieve harmony centers on the texture of the characters and the atmosphere. First of all, for the characters, we tried to create a figure-like texture that’s not entirely realistic. I adjusted this until the end to fit with the miniature, handmade feel of the diorama. The lighting was also handled with a stronger ambient to bring out this figure-like feel. We added a customized vignette post-effect to create a natural atmosphere. Vignetting is an effect that darkens the corners of the picture, but in FANTASIAN we used it to add color to the image’s corners, as if it were a fog. It’s easier to add color in 2D than in a fog that depends on the diorama’s depth. As FANTASIAN uses photographs, the depth of information is not perfect. That’s why we aren’t as good at depth-based post-effects like fog or depth of field (DOF).   Do you have any tips to share with Unity developers looking to create their own JRPG-style games? Nakamura: JRPGs are simple in structure, but they tend to be significant in volume. We needed many assets, so the most important thing was to manage them effectively. For FANTASIAN, we set up rules for naming and folder structure and then used import scripts to automate the process to a certain extent. This helped us manage the assets. Debugging is also essential. The simplicity of the structure means that crash bugs are unlikely to occur, but bugs such as flagging errors that prevent the story from progressing are more likely. It’s a good idea to have debugging tools in place to detect and reproduce such bugs.   Lastly, we would love to know if there are any fun facts or secrets behind the game to share with fans and other developers? Nakamura: Sakaguchi is quite flexible and open to individual ideas. Many of the storylines and characters have been changed based on the opinions of our team members. For example, we didn’t have a female character named Valrika at first, but the artist wanted to create a mature female character, so we added her in. He also agreed to make one character […]

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Apocalypse Studios defines a new approach to narrative in Deadhaus Sonata

“It’s easy to use and way faster than Perforce, by significant margins,” adds Dyack. “Pulling a build down takes two to three minutes, at most – before, it was taking much longer.” Migrating their game data from Perforce to Plastic took Apocalypse less than a day, and they were supported throughout the process by the Plastic team. Once they were up and running, Rogozinski, who had implemented Perforce previously, was shocked to see how much more efficient work became with Plastic – and not just because of how smoothly it handles large binaries: “I was very resistant to task branching at first. I didn’t want people working off-branch for a week or two, because you never know what’s going to happen when you merge it all back.” “I was totally wrong!” admits Rogozinski. “It’s working super well and the integrations are super easy, super fast. Plastic’s merge tools rival Perforce’s, easily.” Plastic SCM encourages a flexible “task-based branching” workflow that allows teams to work separately in sub-branches and conveniently merge changes without worrying about data loss or wasted work. With everything off of main, developers can pick and choose what they want to work with in the sub-branches, and stay off of the main branch for days at a time if necessary. “You never have to be afraid of breaking something,” reveals Pacheco. “You can bring the main branch into yours before you push it live, so you never have to worry about pushing content that breaks the build at five o’clock on a Friday.” “It’s a totally different methodology, and we really like it,” affirms Rogozinski.

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ANIMUS: Revenant, The beginning of an apocalyptic game world

Out of a desire to reach as many users as possible,, Minwoo Ryu, CEO, planned to run their game on multiple platforms from the beginning. Since they had confirmed the possibility to expand from mobile to PC and console through previous titles, the Tenbirds team prepared to expand “Revenant” to multiple platforms to leverage all their accumulated know-how and take their game to another level. As a result, the “Revenant” was released successfully on Nintendo Switch, Xbox, Steam, and even PlayStation using a single source.  It’s unusual for an Indie developer team to run their game on so many platforms, so we asked how this was made possible. Minwoo replied that they were pretty confident since their team included experienced experts from each field, but the key was Unity’s high multi-platform compatibility as well as a highly engaged community. In particular, dealing with different graphics, resources, and debugging issues of each platform is the biggest problem when expanding to multiple platforms – but since Unity has a highly engaged community, most issues could be solved quickly and easily,. With so much information about Unity many of their issues were solvable by means of a simple search and more complicated problems could be solved within the Unity forum.  Alhough it is not visible on the game screen, the Tenbirds team developed and put to use an internal tool that combines mesh and texture to improve performance, and were also able to solve some restrictions on URP-based renderers for more vivid expression by modifying the code themselves. By actively utilizing Unity’s strengths like this, the team was able to achieve the high quality of the game and expand to multiple platforms.    When a problem arises, it is really not easy to find the answer right away.  But Unity makes this possible. It’s so efficient and professional.  Most of all, you can quickly find the answer in a dedicated, highly engaged community. Minwoo Ryu, CEO, Tenbirds  

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