Hey, everybody.
Hello.
Hello, there.
Ooh. To an eclipsed applause.
Yeah. Quite a muted applause, but it's fine. That's no problem. Welcome, everybody, to the pre-show. Don't worry, you're in the right place. Obviously, all of you are in the right place, but if you're watching us on the live stream, you're in the right place too. Hi, Aurora Demopolis.
Hi, Will Goldstone. How's it going today?
Good, thank you. It's a pleasure to be here with you and all of you here in the room and on the live stream on Twitch and YouTube. Welcome to Unite 2025. We're here from Barcelona. We're about 10 minutes away from the keynote, so take this time to settle in, get your drinks, get your snacks, get comfy, and we're going to be counting down to the main event. We're going to talk about some of the games that all of you have made, and we're going to be talking about what we've got in store in the next hour or so. First of all, let's talk about some video games, the made-with-Unity kind, of course.
Absolutely.
What have you been playing?
I've actually entered my cozy era after an entire lifetime of playing only FPSes.
Yeah, you are the woman who has not one but two shooter tattoos, is that right?
Yeah, absolutely. I've been diving deep into Tiny Bookshop. I absolutely love that game. Yes! Love that room.
There's the dev of Tiny Bookshop over there.
I'll see you later.
That sounded quite threatening. Was that delivered?
Not in that way.
Okay, cool.
Yeah, all fine. Yeah, so it's basically a game. If you haven't played it or seen it, you move to a small town with your little caravan, and you sell used books to the community, which I absolutely adore. With the community, you can kind of make relationships, and if you buy their favorite genre of used books and sell them to them, you can do little missions and build relationships. Yeah, it's just lovely. I love it. I might actually do that and just retire to the beach.
Is this how you're announcing your retirement video game?
I think so, yeah. Desire is strong. What about you? What have you been?
I've been playing Ball Pit.
Yes.
Cheers for Ball Pit.
Whee!
There you go. Some people have heard of it.
Yeah.
Ball Pit, a.k.a. Ball X Pit, Ball multiplied by Pit equals fun. I don't know. By Kenny Sun and friends. Incredible game. I'm just absolutely smashing it. Have you played it?
I haven't played it. I have seen the trailer. It looks so much fun.
It's good. If, like Aurora, you've been selling books by the seaside, then it's an incredible game. I'll explain it in the best way I can. It's like, imagine an endless runner with Vampire Survivors shooting and then Breakout.
Break out.
Maybe Peggle?
Peggle.
Maybe. That might be a niche reference. Basically, you're kind of shooting skeletons, demons, et cetera. Once you've kind of dismissed this horde of demons, you kind of want to build a farm.
Okay.
Don't worry. There's space building too.
There's literally everything in there. I didn't actually know that.
That's because the pit, the eponymous pit, you know, down, you know where hell is, right? It's down.
Yeah, it's down.
Basically down. That's where all the demons are. You're taking out all of these nasty things, and you go back up and you build your farm. You could start a bookshop there.
Oh, yes. I'd love to do that.
You could do that.
You could just do a crossover there.
What about games that you're looking forward to?
I mean, we spend a lot of time. We both make games. We both work for this game engine, which is amazing. So not a lot of time, but I am really looking forward to playing Lego Voyages by Lightbrick.
Oh, that looks gorgeous.
It's so beautiful.
You're going to see a trailer in a little while in the keynote.
Yeah, very excited about it. If you haven't seen it, Lego Game, you play as a little one-by-one brick solving puzzles. It's also a couch co-op, which is kind of, it's kind of making a comeback, but for a while, there was not a lot of couch co-ops for a while. I'm really pleased about that. I love tiny details in games, and it kind of, if you look at the trailer, and this is why I can't wait to play it, the animation of the character movement, it kind of subverts your expectation of how you think a Lego brick would move.
Yeah, it's got that little like onto Spider-Verse.
Yeah, so you're like rolling around the world with your friend and solving puzzles, and it just, those kind of details absolutely delight me.
Yeah, that's great.
What about you, Will?
I've been looking forward to a game. If you follow me on Twitter @WillGoldstoneSpoosh, there's a game called Drivers of the Apocalypse by a dev called Yussi Kempainen. Shout out to him. It's an awesome game. I love Fury Road. Like Mad Max is happening.
Who doesn't?
Everyone, on behalf of everyone in the room, we love Mad Max. This game is, it's like a Mad Max game. It's Drivers of the Apocalypse, so no IP conflict. It's an incredible game. The thing that I love most about it is not just the fact that it's beautiful, it's HDRP, it's using volumetrics, explosions, everything looks fantastic, but it's the way that Yussi is kind of developing out in the open. He'll say, "Oh, I'm just going to add X feature." Like, for example, I think yesterday or the day before, he was adding a photo mode. It was like, "Oh, wow.
So cool.
Cool photo mode." You pick up your phone and look at Twitter half an hour later, and he's added the best photographic mode you've ever seen in your life.
Oh, so cool.
It is that kind of sort of inspiring, develop in the open stuff that I absolutely love and makes me feel like the lazy dev that I am.
You're not a lazy dev, but I love seeing that sort of stuff. Like every time there's sort of development out in the open, you can kind of feel part of the process and just see the progress of a game and how it unfolds. It's just, I love that.
Yeah. Time check.
Time check. Just a reminder, this isn't the keynote. If you are coming in, take your seats. If you're online, we're just minutes away from the actual keynote. For you online, join the conversation on Twitch and YouTube.
Yeah, so it's not the keynote, but it's probably similar quality, right?
Yeah, well, probably more.
Meet your expectations. Of course, this year, there's been a huge wave of award-winning games made with Unity as well. You've swept awards like the BAFTAs, the Gamescom Awards, and there's a bunch of nominees, of course, for the Game Awards that are coming up too.
Yeah, and more. Just to continue my absolute love of Tiny Bookshop, you did win the Games for Impact Award at Gamescom, so well done. That is super well-deserved.
It's clearly made a big impact on you. I've been playing Thank Goodness You're Here by Cole Sopha.
So good.
It's such a good game. If you don't know, it's a cartoon comedy game. It's set in a northern town, so if you're from the U.K., you understand why setting a game in the north is funny. If you don't, definitely pick up Thank Goodness You're Here. Good laugh over there, well done. It's got voices by Matt Berry, who is absolutely fantastic.
Absolute legend of Matt Berry. Amazing. Yeah, it is award season once again, so tons of awards coming up, but most importantly, it's the 17th annual Unity Awards coming up.
Amazing.
17th, yes.
Yes.
You win!
Some people are nominated.
Yeah.
That's good.
You will hear more about that in the keynote without spoiling it from Kelly and some more exciting ways that you can get involved to support Unity games.
Yeah. Kelly will be here at the end of the show. It's amazing. We've done 17 of these award shows, and speaking of large numbers, that's the best segue I could think of. It's the 20th anniversary of Unity 1.0.
1.0.
I know.
Yeah.
It's a wild time.
Yeah. If you're here in Barcelona, we've got a showcase of so many different games across those two decades. Everything from Valheim, Hearthstone, Cult of the Lamb, Monument Valley, what else? Beat Saber. We also have Gooble, which is the first Unity game made by Over the Edge Entertainment before we were even Unity.
Yeah, we've managed to dig out a PowerPC to run it.
Yeah, I'm really wondering what that's running, but I've never actually played that game.
No, no. It's kind of like a monkey ball thing, but yeah, it's cool. This anniversary is definitely aging me. I started Unity with 1.5, I think?
1.5.1.
1.5.1.
Is what you told me the other day.
That is what I told you.
Mine's easy. It was 3.0, so I don't have to think.
It has been fantastic recapping. Aurora and I were sitting down trying to make a list of like, "Oh, it's 20 years. We'll write down 20 games. Why not? That's easy enough." It was just really impossible.
It's so hard.
One game for each year, and you just can't choose. It's like, "Oh, what about Oxenfree? What about Kerbal? What about GTFO? What about Firewatch? What about Cuphead? What about Subnautica? What about Inside? What about Firewatch?
You just keep going.
Yeah, you just kind of immediately just lose your mind trying to choose all of them. We're just super proud that all of you have made this incredible art with Unity, so thank you.
Yeah. Probably one of our last time checks. Again, for everyone coming in the room, this is not the keynote. This is the pre-note. We are still a few minutes away, probably about 11 actually, away from the actual keynote.
Yeah. Without spoiling what's coming up, although I would love to spoil it, in today's show, you're going to hear about everything that we're doing to help you develop, deploy, and grow your game. You're going to hear from several guest speakers as well as members of our own team to tell you all about that. They're going to announce also some unprecedented, and I do mean it when I say unprecedented.
Unprecedented. Maybe unbelievable.
Maybe unbelievable. Opportunities for all of us Unity developers.
Yeah, you will also learn more about how we have made cross-platform development way easier. For you 2D developers in the room, we also have some really cool features, especially 2.5D developers in the room. We have got some cool features too that we are going to.
Yeah, Russ is going to be telling you all about that. You're also going to hear from Adam Smith, our Head of Product, on how we're actually changing everything we do about making the Unity Engine. Everything from production verification, where we bring studios in-house and work with them on their games, to how we've evolved QA practice and the kind of effect that that's having on the quality of Unity as it goes out the door.
Yeah, and I think that's it from us, actually.
That's all the waffle that you had to look forward to.
Yeah, we're really close to the keynote. We're going to start the countdown momentarily, and we need to get off the stage.
Really?
Yeah.
It's quite a good view, can we not?
No, because there's people going to be walking here.
They can get behind us, can't they?
Yeah.
We have to go. Thank you so much for your time. Stick around after the keynote for the live stream with Manu. He's going to have some very special guests too. For everybody here, enjoy your night. Have a great show.
Have a great show. See you later. Bye.
Good morning. Good morning, Barcelona. Did you see that lineup of games? MegaBonk, which just became one of the most played games ever on Steam. Peak, a game built by just a handful of talented developers in a few weeks. Schedule One from SoloDev, TVGS, now topping the charts. Kenny Sun and Friends Ball Pit, which sold over 300,000 copies in five days. Tainted Grail: The Fall of Avalon, Blue Prince, and of course, Hollow Knight: Silksong. Three of this year's highest-rated games. Let's not sleep on the quality and the artistry of the Unity games we're seeing on mobile this year, like King Shot and Umamusume. A diverse set of hits that show just how vibrant mobile gaming is across all genres. What an incredible explosion of new ideas and new gameplay we've been treated to this year.
Each week, we're seeing new breakout hits like these, too many to fit into just one highlight reel, and we are so proud that they are all made with Unity. There has never been a more innovative and successful game development community in history than all of you. Everyone at Unity is working to serve your dreams, to ensure that you have the power and control to create your vision. We build and maintain a cross-platform ecosystem that will support you from the day you first install the editor to the day you find yourself operating a live game with millions of players. Thank you so much to all of the developers whose games you just saw, many of whom are with us here in Spain, for making us a part of their present and future.
A very warm welcome to all the Unity builders out there, wherever you are in your creation story. Hello again, everybody. My name is Matt. I'm the president and CEO of Unity. It's great to be back with you here for another Unite. Whether you're here in person or watching us online, we're really happy to have you with us. A special shout-out to all of our sponsors who are making this possible for us. Today, over 3 billion people play games, and the love for interactive entertainment has never been deeper or more profound.
Consumers are spending more and more time gaming, and as enthusiasm for the new AI-infused social media dips and short-form video consumption flattens, the world increasingly realizes what we've known all along: that play and the connections we make while we're playing are a beautiful and fundamental part of what it means to be human, and that will never change. For 20 years, Unity has been on a mission to democratize game development, and thanks to your creativity and trust, the Unity engine now powers 70% of the top mobile games in the world. On PC, your games represent a third of this year's hit games on Steam. In web gaming, you're making your presence felt as well, with about half of all web games made with Unity.
While it's clear that many of you are thriving and the industry as a whole is certainly growing, we also know that for many, it has been a tough year making games. We've seen some high-profile closures of studios, some talented individuals looking for work, and players finding frustration in some of the entertainment they love. Challenging platform economics, broken game discovery mechanics, and increased marketing costs continue to squeeze all game makers everywhere. With AI creating both excitement and some uncertainty about the future, there's understandably a lot of debate about how the creative community should respond. When I look out at the landscape, what I see is great Unity developers everywhere tuning into what players really value. When we as an industry do that, good things happen. What are the great developers focused on?
Building innovation in gameplay rather than investing time to achieve marginal enhancements in graphical fidelity. Bringing those gameplay innovations to market faster rather than spending time cramming in every tired genre trope. Ensuring high performance across every platform. Taking the time to build authentic and vibrant communities to support the creative endeavor. When we as creators stay true to these ideals, games will find their audience, regardless of the size of the team or the resources available. It is our job at Unity to be your partner through that process, to be the bridge between your creativity and the players who will turn it into the next global phenomenon. At Unity, we think of the game creation process in three phases: develop, deploy, and grow.
We've always cared a lot about all three phases, but we're increasingly focused on how they work together and the possibilities that those connections can unlock for you. In the development phase, we've always believed in flexibility and extensibility, enabling you to create the ideal toolset to reach your vision. But historically, that openness has sometimes come at the cost of performance, stability, upgradability, and security. That is all changing. To enhance security, we recently launched a new initiative called Unity Core Standards. Core Standards is a new set of technology guidelines that will provide developers with verified and signed packages to enhance trust and reliability for the third-party tools that bring our platform to life. To drive better performance, stability, and upgradability, we've changed, well, basically everything about how we develop the Unity engine.
With Unity 6, we now production verify everything we build with external partners, and this has allowed us to set an entirely new standard of performance across all of our teams. This included partnering with Konami to build a full game ourselves from scratch this year, Survival Kids, the development of which was pivotal in pressure testing our day-one support for the Nintendo Switch 2 and GameShare. Konami is just one of the production partnerships that's helping us deliver quality to all users of Unity. Today, you'll hear from both us and some very special guests about how it all works. Speaking of partnerships, we're placing a very strong focus on collaborative development in 2026. Our industry team is charging ahead with a new web authoring tool, currently in beta for non-gaming customers, which we call Unity Studio.
Unity Studio enables teams to easily access and import data, and then collaborate together on the production of interactive applications with no code required. We're excited about the new workflows of Unity Studio, and it's helping us think about how to build out collaborative authoring for everyone in the future. Later today, you'll hear from Adam Smith, our Head of Product, about how we're trying to speed all these new advancements and many more into Unity 6, where they can be seamlessly accessed through a new and improved upgrade process, rather than what we used to do, which was to make you wait years for a new version of the engine. Finally, for developers who choose to bring AI into their workflow, we're introducing something new in 2026 called the Unity AI Gateway.
The gateway ensures that verified third-party agents can interact with the editor, but securely, while enabling highly accurate Unity assistance powered by the deep context we have on your scene, hierarchy, assets, platform targets, and much more. To start testing the gateway, we want your feedback, so we're releasing an early access beta today so you can explore how it all works. Next, we have the deployment stage. This is a stage where your software begins to meet your players, the phase where developers really begin to understand the promise of what they've created. Our goal has always been to help you deliver quality and stability to the most players across all platforms.
Now, not only are we delivering a new Platform Toolkit that makes cross-platform development far simpler, but we've also shipped a new foundation we call the Developer Data Framework, which provides you with deeper, more actionable insights about game performance while enhancing your control about how that data is shared and collected. The final part of your journey is where everything comes together: it's growth. With an optimized game developed and deployed, Unity stays with you to help you focus on player acquisition and monetization. Today, we'll be showcasing the latest from Unity Vector AI, which is designed to do just that. With App Stores opening up globally and mobile IP spend growing, we're introducing native commerce to Unity, a single place to manage everything from your digital catalogs to payment providers and web stores across not just mobile, but web and PC too.
Now, the industry's response to our open cross-platform commerce solution has been really gratifying, and it's sparked some extraordinary conversations. None of them were more exciting than the one I had over Twitter with Tim Sweeney. Rather than tell you what we talked about, how about we just bring out Tim to tell us more? Please welcome our newest partner, the founder and CEO of Epic Games, Tim Sweeney.
Hey, you probably didn't expect to see me here. You know, at Epic, we make this other engine that begins with a U. We also make the Epic Games Store, which has a huge number of awesome Unity games, and we make Epic Online Services and Fortnite. Recently, we got together with Unity, and we realized that we all share a common view of the need to support fair and open digital platforms. One of the big challenges for developers now is the fragmentation of tools and publishing pathways. Just like the early days of the web, we believe that companies need to work together to build open and interoperable systems, and we're doing this now. Today, we're announcing that Unity is going to bring their new in-app purchase SDK to all Unreal Engine developers.
This means that Unreal Engine devs like Unity developers will be able to choose Unity's in-app purchase APIs to handle cross-platform purchases, entitlements, pricing logic, and everything else, and to integrate the API once into their app and then have it work everywhere across all platforms and payment services. This is really valuable now. Mobile platforms are finally opening up to competing stores and competing payment methods. I've heard me opining on this in the past, but it's happening now, and we're grateful for Unity for supporting it. The ultimate goal is for developers to be able to build games and then deploy them anywhere they want: mobile app stores, PC stores on console, and in games that support developer-made content like Fortnite and other things, which are a big and growing part of gaming.
Today, we're announcing a really neat collaboration between Unity and Epic that will bring games made with Unity into the Fortnite ecosystem. Fortnite is a huge game that hit 100 million monthly active users last holiday. Though it began as a little battle royale game that we built, over time it's evolved into an ecosystem where 40% of playtime is going to third-party content built by independent developers like yourselves. They're earning hundreds of millions of dollars a year from participating in Fortnite. Now it's going to open up to all Unity games, thanks to some really amazing network technology that Unity built that connects other engines into Unity through a networking protocol to make this work.
Starting next year, Unity developers will be able to publish games directly into Fortnite, to appear in Fortnite's discovery system alongside games built with Unreal Engine, and to participate in the Fortnite economy as it evolves towards an open metaverse economy connecting all users and all engines. We are really excited about this, and we are grateful for the partnership with Unity and to be able to work together to build an open and fair future for all gamers. Thank you very much, and thanks, Matt.
Thanks, John. Appreciate it. Yes. Wow. I'll take you. That was fun, right?
You're a free man.
Thanks again so much to Tim and the entire team at Epic for the partnership and for Tim for being with us this morning. We're so excited to see the collective imagination of the Unity community introduced to the millions of players in Fortnite and to enable Epic developers to take advantage of our new commerce pools. All right, that was a lot. Remember, it's all about develop, deploy, and grow. We want to be the bridge between your creativity and the players who will make your game the next enormous phenomenon. To get us started, I'll hand you over to Adam, our Head of Product Development. Just to say one last thing, on behalf of the thousands of us who work at Unity around the world, thank you so much again for your passion and your partnership and your support.
It really does drive everything we do. Adam, take it away.
I am not sure how to top that. Unity, Epic, on stage at Unite, that's Unreal. Forgive me, I had to. I had to. Couldn't help it. Couldn't help it. All right, hey, everyone. I'm Adam Smith, and I lead the engine product team here at Unity. Prior to that, I've worked in both games with our partner studios for the past two decades. Matt just mentioned we have the absolute privilege of working with every single kind of studio and seeing every single kind of game in production. What excites us most is how many of you are building games today. The industry is changing, and we are as well. At Unity, we love giving you choice. From the openness of our engine to the pipelines and extensions that you add, we see many different approaches to production.
Lately, we've seen a new model for many of you that's really inspired how we think about what we do. Essentially, it comes down to develop, deploy, and grow. You are collapsing older phased approaches to making games into one development phase. You know what you want to build. You don't need a green light from anybody or anyone. You just start developing. You deploy fast, test with players, get feedback, iterate. From there, players discover your game across platforms, across communities, and your success grows. This is not a theory. It is already happening right here within the Unity community. This new model is changing how we work as well. We are rebuilding our roadmap to accelerate exactly this. Here is how.
We're helping you develop faster with shorter import times, quicker play mode, and faster builds, all while ensuring Unity 6 remains stable for you. We're helping you deploy faster with more supported platforms than any other engine and adding new cross-platform tools to simplify development. We'll help you grow an audience of engaged players faster with our discovery platform, Unity Vector, bringing players who will love your game and keeping them engaged with real-time diagnostics, smarter live ops tooling, and in-app purchasing to give you more options for monetizing your game. We're going to be talking about all three parts of this production model today: develop, deploy, and grow. Let's start with develop. With Unity 6, we decided to make a big change to how we develop the Unity engine.
With many exciting updates to development, we spoke with many of you, from solo developers to our largest enterprise customers, about how you want to receive changes to the Unity engine. The loud and clear message that we got was upgradeability. You want us to deliver new updates to Unity in a way that keeps you working. This is why we pivoted our approach to deliver updates incrementally with each release of Unity 6 so that you can adopt them without friction to your ongoing projects. In Unity 6.3, currently in beta, we're laying the groundwork for 2026. This coming year, we're making iteration speed one of Unity's absolute greatest strengths. We all know that nothing slows momentum like waiting on a long build time. That's why we've started optimizing at our very foundation in places such as asset bundles, scriptable build pipelines, shader variant management, and beyond.
The results speak for themselves. In testing with Stunlock, V-Rising saw a previously four-hour build time drop by half. Tim Chamber's upcoming Den of Wolves went from 90-minute build times to just 30 minutes. Alongside this, we are continuing our journey towards support for Core CLR with a technical preview in desktop player in an upcoming Unity 6 release. The player preview will give users first access to Core CLR in Unity, which, when complete, will bring modern .NET and C# features that you expect today, higher CPU performance by default, smarter garbage collection, fewer frame spikes, and less memory fragmentation for smoother gameplay, and a future-proof foundation for all platforms to come. As Matt just mentioned, we are investing in providing new ways to create and collaborate.
Many of our industry customers are interested in creating 3D applications but lack the in-house experience to use the Unity Editor itself. After all, their business is selling cars, airplanes, entire factories, and beyond, not building 3D software. For those users, we just launched a new product in beta: Unity Studio. Unity Studio is a simplified authoring tool that runs in a web browser. It features everything that an industry customer needs, such as built-in asset transformation that supports all of their CAD data, low-code and no-code workflows, and a one-click publishing solution. Unity Studio just launched in beta, but we think there is great potential in bringing more authoring workflows to the web browser in the future. We will be sure to share more about this next year. There is much more to tell, so be sure to check out the roadmap session for the full picture today.
This roadmap, it's built specifically to align directly with your goals and your needs, iterating faster and reaching players across platforms to build the largest possible player community. Lately, many of the most exciting game launches did not take years of planning. These were small teams using Unity to develop quickly, deploy fast, and find the fun with their players in real time, which brings me to a story that I cannot wait to share with you. One of these studios is here with us today. Everybody, please welcome Zorro from Landfall Games, who will tell you how the summer hit Peak came together in just weeks and launched straight to the top of the Steam charts. Zorro?
Hi, everyone. My name is Zorro. I'm a programmer at Landfall. I'm here to talk to you about Peak, which we built in collaboration with our friends at AgroCrab. Peak is a co-op climbing game. You and your friends play as a lost scout group, and you need to escape a mountain to get rescued. You manage resources, treat injuries, and eat mysterious mushrooms while you try to climb your way to the top. Peak came together pretty quickly. Seven devs spent about 10 weeks full-time on this project. The two teams rented an Airbnb in Korea together for four weeks with no idea except to make and ship a game. In the first week, we set up a multiplayer game and a player controller.
After that, we'd work every day, go out for dinner, and talk about what we wanted the game to be, and then have a play session for two or three hours before going to sleep. This created this really nice feedback loop. Every night, we'd play the game and then decide what to work on the next day. We kept playing until we had something that felt really special and strange. I'm not sure we would have been able to get there if we weren't in Unity 6. The fact that we could just slap a bunch of rocks together and call it a mountain without worrying too much about how to render all of that really helped us focus on what the game was. We decided to focus on just the fun of climbing the mountains.
After that, we explored mechanics built on friendship, like placing rope, sharing items, and reaching out to help someone. Working together can be really fun, but so can the scenarios when you trust someone and they betray you, like, "Hey, you didn't help me. Why? I screamed for you. You were just eating a banana." It was immediately super funny. I think it helped that we were developing the game the way we did, that we were all friends playing the game together like we assumed our players would be. If you haven't played Peak yet, I hope you check it out. I hope you really like it. Thank you.
Thank you, Zorro. AgroCrab and Landfall, small team iterating for just weeks, not years. They launched Peak and sold 10 million copies in just a few months. That is extraordinary. What excites us most is not how high they climbed. It is how they got there. They did not grind through bottlenecks. They built fast, tested, iterated, and Unity made that possible. It is the new reality that we want to accelerate for all of you, for every developer, for every Unity developer. To do this, we are holding ourselves to a higher standard of quality, performance, and stability. The question is, how? How do we do this? It starts with production verification. We do not just test features in labs anymore. We co-develop with partners. We ship them inside real games before they ever reach you.
We took our Unity Studio Productions team and put their work on real productions at the very heart of the engine development process. With production verification, every new feature going into the engine is tested both automated and hands-on in real game productions. In addition to Survival Kids, the game that we developed in partnership with Konami, we worked with many of you to pressure test updates to Unity in productions large and small. Our focus on performance and stability is already yielding some amazing results. In the last two years of Unity development, our focus on quality has seen regressions decline by 30%. User-reported issues declined by 20%, 22%, forgive me. More issues resolved month by month than we receive. In fact, 2025 is on track to close with the lowest open bug backlog levels in three years.
These are the kind of real measurable games that we know make a difference to all of you. Iteration improvements proven in production. Runtime optimizations proven in production. Cross-platform reach, live operations, monetization, everything that you need to succeed will be production verified in real-world games. We are taking this mindset beyond Unity's own tech to continue building a healthy ecosystem. You just heard Matt talk about Unity Core Standards, a new verification program that helps key third-party SDKs ensure that they are held to the highest quality bar with compatibility information, built-in versioning, and package signatures. This is how Unity becomes the assembly point for your game's tech stack, bringing together first-party, third-party, and your own proprietary technologies, all proven, predictable, trusted. This is not just a principle. It is already how we're working today.
Now, to show you how this looks in practice, I want to hand it over to the team that leads the way on production verification every single day, Unity Studio Productions, to share with you how they partner with Konami to co-develop Survival Kids using it in production to verify many of the core improvements to Unity 6.
Like many of you, I'm a game developer. In my career, I've worked on a wide range of genres, platforms, and engines. I've also experienced the same highs and lows of game development that many of you have. Unity Studio Productions is our in-house development studio. We believe that to make the best version of Unity for you, we need to be hands-on with our own technology. We partner with studios to help them solve development challenges in Unity. We work with the likes of Second Dinner and the phenomenal Marvel Snap, Kinetic Games with the nerve-wracking Phasmophobia, and Black Salt Games with their beautiful horror at sea Dredge, to name just a few. We wanted to go further. In 2023, we embarked on a new project with Konami.
We asked ourselves a simple question: Could Unity create an entire game from start to finish in partnership with a publisher and against the ticking clock of a new platform launch? On June 5th, we released Survival Kids, a family-friendly online co-op game alongside the launch of Nintendo Switch 2. The experience was, of course, great fun and at times a humbling reminder of how difficult game development can be. We built Survival Kids with a range of Unity technology. We used Unity 6 rendered with URP and the new Adaptive Probe Volumes and optimized with our Burst and Job System. Our online networking was built on Netcode for Entities. On the back end, we used Lobby and Relay. We tried to use as many different Unity tools and features as possible. We were not just validating existing systems.
One of the most exciting features of Nintendo Switch 2 is GameShare. With GameShare, a single Nintendo Switch 2 console can share multiplayer sessions of games, no downloading, no additional purchases. Let's take a look at GameShare in action. Playing Survival Kids alone is fun, but it's even better together. During development, we'd already built a great split-screen mode that ran at 60 frames per second. We used this as the basis of our GameShare support. To get started, all you need is a Nintendo Switch 2, a copy of the game, and you can start playing immediately with two friends locally. Survival Kids shares independent views to other Nintendo Switch or Nintendo Switch 2 consoles, three players exploring together with just one copy of the game. Rendering multiple independent views requires great runtime performance, and Unity 6 delivered.
Working directly on real productions like this is how we can make brand new platform features possible on day one so all of you can build for Nintendo Switch 2 and GameShare with confidence. More players, more fun, more reach, all tested in Unity 6. You can learn more about how we optimize Survival Kids during our in-depth session here at Unite. This release was not just a milestone for us. It was a production verification exercise that will help us identify bugs and improve Unity's capabilities long into the future. Right now, more than 30 internal teams are using Survival Kids to test features and validate new releases. Next, I'm really excited to take a look at another Unity Studio Productions partnership with one of the most notable developers and publishers in the business, 2K Games. I'm thrilled to announce a multi-title partnership between 2K Games and Unity.
Unity Studio Productions will help bring one of 2K's most loved games to a new platform and audience. This type of collaboration benefits every Unity developer. It allows us to verify even more of our technology in real-world productions. James from HB Studios and 2K Games will join us to talk about our first project together. Before that, we have a message from a very special member of the development team.
Hey, Unite. I'm thrilled to give you an exclusive first look from 2K, HB Studios, and our partners at Unity.
All right, par three, 172 over water, slightly into the wind. I'm thinking heartache. That's not what I had in mind.
PGA Tour 2K25 now available to wish list.
Hello, Unite. It is great to be here. PGA Tour 2K25 is our most immersive and authentic golf experience ever. You can step onto the fairway as iconic pros like Tiger Woods, Justin Thomas, Lydia Ko, and many more. Or you can create your own My Player and live out your dream golf career in the PGA Tour and at major tournaments like the PGA Championship, the US Open, and the Open Championship. You can also create and share your own courses with the world. Golf is our passion, and so is reaching as many players as possible through the joy of sport. The PGA Tour 2K golf franchise started out in a small town in Nova Scotia, Canada, where HB Studios began working on a little game called The Golf Club.
We built that first golf game in Unity, and we've continued to use Unity to power our game as it grew into the PGA Tour 2K series that you know and love today. As you can see, it's high definition and beautiful. We used physical lighting in sky, atmospheric and volumetric fog, advanced global illumination, and reflections. Our characters use fabric and skin shaders with subsurface scattering. Their hair is rendered using double-sided transparency. We use a range of post-processing effects, including depth of field, bloom, color grading, and temporal anti-aliasing. Our partnership with Unity is allowing us to bring all of this to the Nintendo Switch 2. You can already hit the greens in PGA Tour 2K25 on PlayStation, Xbox, and Steam. As you heard here, it's coming to Nintendo Switch 2 very soon.
We're releasing post-launch seasons that bring more challenges, more rewards, and endless reasons to keep coming back. Thank you. Back to you, Andy.
Thank you, James, and everyone at HB Studios and 2K Games. Working with a visually stunning game like PGA Tour 2K25 has been the perfect opportunity for us to production verify these rendering features in Nintendo Switch 2. It looks so real, I'm sure I'll still find a bunker on every hole. Of course, striving for realism is just one way to approach making a great-looking game. Up next, we're going to look at how we're continuing to iterate and update our 2D tooling to help support your vision. Here's Russ.
Unity powers the vast majority of cross-platform 2D games across the world. We're proud to be the engine behind the 2D games that players love. That comes from the inspiring ways that you use our dedicated 2D tools. 2D animation, the 2D pixel-perfect camera, and the 2D tilemap editor have helped bring your artistic visions to life. Whether it's precise pixel art, or smooth skeletal animation, or sprawling handcrafted worlds, we've seen these tools at work in some extraordinary games over the years, including acrobatic action platform roguelike, The Rogue Prince of Persia, the occult puzzles of Strange Antiquities, and beloved subterranean sandbox game, Corekeeper, and countless more. These games delight players while showing the sheer breadth of what you can create.
Our 2D tooling is designed to empower you to build anything you can imagine, whether it's organic, hand-drawn experience, a tile-based adventure, or a physics-centric puzzle game. We're committed to giving you the most performant, optimized, and stable 2D authoring tools possible to power your vision. Hollow Knight: Silksong. Maybe you've heard of it. Team Cherry's follow-up to 2017's Hollow Knight was probably the most anticipated game of this year, launching simultaneously on six platforms, including Nintendo Switch 2 and built with Unity. The game uses classic 2D game development techniques in Unity to feature beautiful, handcrafted levels and fascinating characters brought to life with 2D flipbook animation. These visuals are arranged on the Z-axis for parallax scrolling, creating a vast, deep environment. Dynamic chains and rolling rosary beads, simulated with Unity's 2D physics, are scattered throughout the game's brooding landscape.
The Unity ecosystem provided all the tools, workflows, and extensive platform support that the team needed so they could focus on telling the story of Hornet in the kingdom of Farloom. Now, let's dive into Unity 6.3. We have some exciting new 2D workflows that I can't wait to share with you. This includes streamlined integration of 3D elements within your 2D projects. Now, we'll start by looking at this platformer. The world is 2D, made of sprites, sprite shapes, and tilemaps. Of course, it uses beautiful 2D lighting. The character is 3D. This is a common scenario to take advantage of efficiencies in 3D character production. For example, it's much easier to create and iterate on a lot of animation clips in 3D, especially for a character or asset that's seen from different angles.
To get the 3D character to render seamlessly with a 2D environment, we're using Sort as 2D on the sorting group attached to the 3D object. We can see the 3D object sorts correctly. We're also using the new Sort 3D as 2D compatible mode in the material shader on the character. This enables the shader to work with the 2D lights that affect the corresponding 2D sorting layer. This mixed rendering works with all of the 2D renderers, like the sprite shape and tilemap renderers, and it integrates well with other Unity features too. For example, in this cave, we can see Shader Graph and VFX Graph working with the character. Finally, it also works with sprite masks. The 3D character is now only visible inside the sprite mask in this portal.
If you're with us in person at Unite, you should check out the demo at our expo booth. There's a growing need for scalable and consistent, as well as performance-optimized physics content in 2D games. We're introducing a new 2D physics low-level API. It's built on Box2D version 3, the latest actively developed version. Whether you're developing 2D games or physics-based assets for the asset store, you'll benefit from multi-threaded performance, enhanced determinism, and visual debugging support for both editor and runtime. Now, all the features you just saw are available in Unity 6.3, so you can jump right in. We're also updating our 2D ebook with fresh 6.3 content, and we'll be releasing the new 2D samples shortly. Now you've seen some of what we're working on to help you develop great games.
Production verification used across the engine, core standards leveling up our ecosystem, plus better stability and performance through iterative delivery of new updates to Unity 6. Now let's turn our attention to deployment, getting your games out there and in players' hands. First up, James is going to talk about some really exciting work from Unity's platforms team. Thank you.
Thanks, Russ. We've come a long way since being the Mac only engine of 20 years ago. Today, Unity supports over 25 platforms, from mobile phones and the latest consoles to high-end desktop and everything in between. You can deploy your games to the largest number of platforms with Unity. On the platforms team, our mission is to bring you stable and performant runtimes so you can meet your players wherever they want to play, even on day one. We were so proud to offer full launch day support for Nintendo Switch 2. We're already seeing a strong made with Unity lineup of amazing games, like the awesome co-op hit Lego Voyagers, which is available now, and Skate Story, which we cannot wait to play on December the 8th.
We also offer day one support for Android XR with tools, features, and documentation to help you get started on this exciting new platform. Here's the thing. When you're releasing a multi-platform game, making a bunch of different builds for each of your platforms is really only one part of the journey. You actually have to publish that game everywhere, and that can be tricky. Before I joined Unity, I was a solo indie developer. I shipped a bunch of games across most of the platforms that Unity supports. I really hit some hurdles when I came to make my first console game. I'll be honest with you, I had no idea what I was doing. I had no idea how to integrate all those different SDKs. I think most developers don't, especially if you've never gone through the process before.
That is before you even start certification. I remember thinking to myself, why is this so difficult? Why does Unity not just handle all this stuff for me? I found that many of you shared that same sentiment. In my work on the platforms team, I have made it our mission to solve that problem for you, which is why I am thrilled today to introduce you to the Platform Toolkit. This is a new package you can use to integrate with platform SDKs with just one code path that works everywhere. We have started with the most critical areas you need to ship and pass certification, such as user management, controller management, save data, achievements. We have abstracted all of those things into a handy API that you call once, and it just works on all its supported platforms.
We've even built systems to help you on platforms with and without SDKs, such as a proper save system so you no longer have to write your own. You're probably thinking, great, that means I don't have to rewrite my console code anymore. It actually goes beyond that. We fully support not just consoles, but all major mobile and desktop platforms, including Steam. That's right. You use it once, it just works everywhere. Let's take a look at an example. Let's say you're using the Platform Toolkit to build your game for mobile. First, you integrate the Platform Toolkit into your project using our simple setup guides and samples. Then you can unlock an achievement by getting the current user, accessing the achievement system, and then simply unlocking it. If you wanted to unlock that achievement on Steam, there's nothing more to do.
It's one code path. Works everywhere. In fact, let's say this Steam game is a huge success, and now you want to release it on Xbox. Easy. Just import the platform support package for that console into your project, and you're done. It is not just about reducing the complexity of platform code. If you're like me and maybe failed certification a few times, we want to help you there too. This new API has built-in workflows and validation checks that help you pass certification by ensuring the correct SDK usage. In fact, you don't even need to build a device to test them. You can run all the workflows directly in the editor and even simulate failures, such as a user logout, storage fall, or a network issue.
To further our commitment to production verification, we worked closely with our partners at Microsoft to put the Platform Toolkit through Xbox certification. With our successful pass, this toolkit is proven ready for production use. We continue to work with other partners to complete similar verification processes. We've been quietly working on this for a while now, and I'm so excited that I can finally announce it. The best bit is coming in Unity 6.3. I'm hugely excited for you to all go and try it and share your feedback. This is just the start. We began with the most critical areas that you need to target, and we're going to continue to develop this toolkit, adding new features and support for any new platforms in the future.
Our goal is to remove as many obstacles as possible from the development journey so that you can all focus on what you do best, which is making great games. Up next, we're going to take a look at how we're approaching data, including how you could use it to boost and customize your game's performance everywhere that it's played. Thank you.
Thanks, James. Simplifying how you can build for different platforms is essential because that's where the players are. Since players are using so many different platforms today, success means scaling your game's reach and playability. That means you need to win across a few different areas. Games need to be highly stable and performant to offer smooth, playable experiences. They need to be highly discoverable, which means finding and reaching the right players. They need to be optimizable so you can continually tune your game's experience. Now, where and how you fine-tune your game will evolve over its lifecycle. The key to success at scale is data, your data. Data helps you understand if your game is even working. Is it stable? Is it performing? Are your players doing what you expected they would?
Are they trying to tell you they want something that's slightly different? Are your current players even the right players? Or is there a more valuable group out there that you haven't been able to reach yet? These are all critical questions, and they all point to great opportunities. To unlock success at scale, you need both the right data and the ability to use it to make the right move. That makes your data extremely valuable. Putting that value to work requires that you understand and have control over how it's being used. This is why we introduced the concept of developer data alongside Unity 6.2.
It marks a change in Unity's approach to data, and it clarifies that the data your apps generate belongs to you, including, for example, the result of users playing your game or outside data that you bring to the Unity ecosystem from sources like Google Analytics. Since that data belongs to you, it remains in your control. With the Developer Data Framework, you tell us what to collect and process, along with where and how you want that data used. The framework makes managing your data easy and clear, so you can direct Unity both explicitly in your framework settings and implicitly through the products and features that you use. Introducing developer data was something that we chose to do. We did it intentionally so we could make it clear that we are prioritizing your needs and choices because Unity only succeeds when you succeed.
We want to offer transparent, ethical data collection and processing for both developers and for players. This starts with configurable, easy-to-understand data collection and usage controls for developers, which you can in turn extend to players via intent-based consent APIs and controls. This way, we want you to be able to focus on using developer data to achieve success at scale with complete peace of mind about how your data is collected and used because you can be certain it's only doing exactly what you want it to. OK, I know that's all a bit abstract, and I'm talking about data like it's a bunch of ones and zeros. Let's take a look at a specific example of how data can help solve real-world problems in your games.
Something you've told us loud and clear is that runtime performance and stability are both critically important to you and your players. That gets really hard because players are on so many different platforms today and using all different kinds of devices and form factors. Nevertheless, your game and the Unity engine need to operate seamlessly in this fragmented environment. That fragmented environment is something that's far too complex for us or anyone else to simulate in QA. Real-world diagnostic data becomes the key to unlocking performance and stability at scale. Doing that requires a totally new approach. Now I'd like to welcome out Ashley, who's going to tell you about our new engine diagnostics. Ashley?
Thanks, Russ. Let's talk about how you can use Unity's diagnostic data and tools to unlock unparalleled performance and stability in your game and Unity's runtime. Available for mobile and PC, Unity's new diagnostics is built natively into the engine, and it lets you monitor game health at a glance with critical metrics like crash-free sessions, application not responding messages, average session length, and memory usage, all in one place. You can also find tools to speed up triage and resolution of complex stability issues with detailed breadcrumbs and session timelines that streamline identification of root causes. You can leverage workflows with critical session, device, performance, and stability data alongside insights on how issues are affecting actual players to prioritize by impact. Diagnostic data provides crucial insights into Unity's runtime performance for players at scale so we can build a more stable development environment for everyone.
We understand that optimizing your game should not affect performance for players, so our diagnostic data collection is thoroughly tested and optimized for high performance on-device. In fact, our production verification program validates these capabilities in real-world productions at player scale, like our publishing solution, Supersonics Mobile Games. Take the Camel Sniper team, for instance. They use diagnostics to tackle a fundamental question many studios face: what defines a quality app for our players? By analyzing ANR rates and crashes across various Android devices, they could proactively diagnose issues, reduce instability, and pinpoint root causes. We have heard from many of you, even basic, out-of-the-box game metrics can be transformative. That is why we have made diagnostics that offer clear, actionable insights into real-world performance. As data access deepens and diagnostics evolves, we will continue unlocking even more advanced capabilities, particularly for studios with established data pipelines.
You can find diagnostics in Unity 6.2 and later. Russ, back to you.
Thanks, Ashley. Diagnostics is an awesome example of how you can put your data to work. It is just one of the many things we are working on to help you deploy your games and reach even more players and on more devices. What comes next? Once your game's deployed, the lifecycle of your game moves on. Naturally, monetization becomes a pretty important focus. Up next, here is Rambod to talk to us more about IAP.
The landscape of in-app purchases is changing fast. Mobile, web, and PC platform app stores are no longer walled gardens. As different web shops and payment providers become available for games, paying high platform fees to access your players just doesn't make sense. We have extended our IAP solution to offer you more choice so you can use web shops and use third-party payment processing systems to lower your platform fees and keep more of your revenue while making your games available on more sites. If you want to just keep using the same built-in setup you have always worked with, you can still choose to do that too. Most of you will probably want some mix of these approaches to respond to market factors because laws and regulations are changing quickly, regional norms vary, and some player cohorts are just less inclined to make purchases off-platform.
With Unity IAP, you can optimize your pricing and business models across platforms to offer this mix more simply. It streamlines commerce to a single integration where you can manage payment providers and storefronts across every platform. It is designed to put you in control, giving you the freedom to move between solutions, access to multiple providers based on location, and a single place to manage all these choices across multiple purchasing platforms built directly into the editor. All of this is while increasing your profit margins. To do this, we are partnering with third-party payment solutions like Stripe, the programmable financial services company. Stripe's merchant-of-record solution and app-to-web payments platforms let you lower your costs while Stripe manages fraud, disputes, and tax behind the scenes. Coda is a trusted partner to leading game publishers. Coda delivers global solutions for digital content monetization and distribution, covering over 70 markets worldwide.
We're also investing in IAP to make it work better for you by ensuring that our purchasing APIs are stable and that you can access new store features as soon as they become available. We are making all these engine-native commerce features simple and scalable to reduce your maintenance overhead so you can manage things like pricing, promotions, and live operations for multiple web shops and payment solutions across mobile, web, and PC. Unity IAP gives you a holistic view of your revenue no matter where it's coming from, all in one place, free from any platform-specific tools and restrictions. You have greater visibility and control over how you optimize your entire catalog across all platforms and devices. We're dedicated to putting you back in control of your own success.
Now I'd like to introduce you to Forrest and Tim from SciPlay to talk about why the social gaming powerhouse is getting in on the ground floor with IAP by partnering with Unity to production-verify IAP tech while generating more revenue from their game. Tim, Forrest, welcome to Unite. So glad you could join us. Let's start with this. There are lots of tools out there to handle end-user payments. Why is the Unity ecosystem the right move for SciPlay?
Yeah, you know, when it comes to something that's as fundamentally important to our games as payments, the who is actually as important as the what. Partnering with a familiar company that understands the unique challenges of the gaming industry just really gives us confidence. We need a solution that meets the needs from both flexibility, scalability, and performance. This partnership minimizes the barriers to entry and the number of vendors that we have to integrate. That's great. Right now, the landscape is shifting. The rules around digital commerce are evolving. Distribution methods are constantly in flux. Suddenly, every gaming company is being asked to solve problems that used to fall squarely into sort of the platform's domain. Let's be honest, that's not where our competitive advantage is, right? Our focus is on creating amazing experiences for our players.
The value of Unity's ecosystem for us is not really about a single feature. It is about a partner who is investing in the less glamorous, deeply operational parts of the stack.
Forrest is exactly right. From an operator's perspective, we are also extremely pragmatic. We use the tools that win in practice, not just the ones that look good on a slide. If Unity can offer a stable, well-tested path through that chaos that lets our teams focus on building experiences that players can feel instead of chasing the shifting edges of policy and compliance, we're here because Unity is placing bets in the same direction the industry is already moving.
Your audience is really global. How important is the ability to control regional rollouts around local laws and user habits to you?
Hugely important. Honestly, it's one of the most quietly painful parts of running a scaled operation. People talk about global launches like they're one event, but they're really not. There are 1,000 micro-launches wrapped in legal, cultural, and behavioral nuance. Germany isn't Brazil. Korea isn't Canada. The rules can change while you're asleep. Having the ability to tune an experience by region isn't just a nice-to-have. It's table stakes for anyone who wants to be in the top tier. Honestly, most companies simply don't have both the infrastructure and the appetite to build all that themselves. Even at SciPlay, with a pretty sophisticated tech backbone, it's real work.
Yeah, I mean, if Unity can take on that burden for the broader ecosystem, that's good for the whole industry. It levels the playing field without pulling engineering teams away from their actual missions. Taking on the burden in a way that actually unlocks more alpha is a huge windfall for Unity developers.
Definitely. You know, when you think about it, how important is it for you to have something that you can just drop into a live game while being able to leverage your existing data and targeting?
That's a magic word, dropping. Retrofitting anything into a live game, especially one already doing real revenue, is like upgrading the engine of an aircraft while you're still in the air. Nobody wants to do that more than once and approximately never if you get your choice. If you can give a team a truly drop-in solution that respects their existing data models and lets them continue using the targeting and segmentation that they already trust, if you don't have to rewire the entire stack, that's the difference between adoption and a great pitch deck. Our competitive advantage is in using that data to create those experiences, not building payment and consent pipelines. Unity delivering a solution we can plug in seamlessly on top of what we've already built is a huge win.
Yeah, I mean, here's the thing. We've been a Unity customer for a long time. We are genuinely excited to actually be partnering at an even more strategic and fundamental level to really maximize the benefits of this relationship. We're super excited to see how we can help to deliver something that adds immense value to developers everywhere.
Yeah. If I can leave the room with one thought, it's that we're all building in an environment where the speed of change outruns most, if not all, of our roadmaps. The companies that thrive aren't the ones that guess right. They're the ones that stay adaptable. Anything that can help you stay nimble without burning your teams out is worth all of our attention.
Guys, thank you so much for coming out here to talk about this. We're so excited to be building the next era of in-app monetization closely with you. The flexibility of Unity's IAP management system unlocks so many possibilities for the future, like experimenting and A/B testing different approaches by region, genre, or demographics to discover what works best for your audience in real time. You can sign up for early access using the QR code here. The possibilities for personalization based on user data are huge. Up next, we'll take a peek at how this dynamic looks with Unity Vector optimization to power greater player discoverability.
Thank you, Rambod. Players have more games to choose from than ever. Getting yours discovered is increasingly challenging. Game development is getting faster. With that growth comes a need to ensure those games do not just get made. They get discovered. Helping players find the right game is an essential problem to solve. Discovery is personal. There is no one-size-fits-all in this market. You need to put the right game into the right hands. Enter Unity Vector. It is built to understand both the game and the player, to redefine how the industry solves its discovery problem and make sure that your games reach the audiences they were made for. At Unity, we combine two powerful advantages: insights about video games and visibility across billions of player sessions around the globe. Unity Vector understands the interactions between players and games.
It makes decisions in real time powered by state-of-the-art deep learning models capable of understanding complex patterns. This gives every game its best chance to be discovered by matching tens of thousands of titles to billions of players, helping you find exactly the right players who will love your game. Unity Vector is your intelligent partner, leveraging artificial intelligence and automation to scale your title with performance at its core. Performance, for us, is simple: the right game, the right player, the perfect match. When that happens, everyone wins. Players are delighted when they discover the games they love. Developers are delighted when their daily active users grow with the audiences that matter most. While Unity Vector is relatively new to this market, it's already delivering impressive results.
We are seeing an increase of 15%-20% in installs and up to a 20% increase on in-app purchases spent by those players. These results continue to climb. With Unity Vector, HOMA dramatically boosted performance in All in Hope. To share more about their success with Unity Vector, let's welcome Naveen from HOMA.
Thank you so much, Felix. All in Hope has been our largest launch at HOMA. It marks a real shift in the kind of games all of us are trying to make. We've gone from quick, hyper-casual titles to games that are built for longer-term play, where players invest more time. Going in, our goal for ad spend was clear: to grow fast, but to make sure we were not using one channel across our users. We like to advertise across a lot of different channels. This way, if one slows down, we can keep growing. Historically, new ads was never our best channel. However, when we launched All in Hope with Vector, everything changed. In the very first month, we saw higher-quality players who stayed longer, engaged more, at a cheaper cost per install.
Vector helped us 2x the % of players who buy, but also 2x the amount these players buy. Getting users during soft launch is one challenge. However, keeping quality high while you scale is the real test. Most campaigns tend to have an influx of players at the beginning and then across have a slowdown over time. With Vector, we saw the complete opposite actually happen. It kept both scale and quality consistent for months after launch. This trend continues to happen. Just last month, Vector made up one-third of our ad spend across All in Hope, which is making this game a huge hit for us. We at HOMA really value the partnership with the team here. They've been crucial to help us grow with their key insights.
Their team has helped us find growth opportunities, have changes with the algo and auction, as well as help improve the campaigns over time. One insight that stands out a lot helped us push outside of the U.S. market across APAC. This is where the team's insights was helping us grow APAC to the best geos for All in Hope across the U.S. At the end of the day, what matters most is bringing players who generally enjoy our game, who continue to come back and also have a good time. That is what actually matters here as well. Thank you guys so much. Appreciate it. Hello again. Thank you, Naveen. It is so amazing to hear about studios succeeding at this scale.
You have seen what we are working on to make it easier for you to build and grow your games business within the Unity ecosystem, with better tools to reach your players with Unity Vector and more control over your player transactions with IAP. Unity has been and always will be about your success stories. Our work does not stop at just doing production verification. We are also giving back samples on how we do this. We want every Unity developer to have similar success to the studios that you have heard from here today. To help accelerate your work, we are thrilled to announce two new templates that will help you develop multiplayer games. First, our multiplayer third-person gameplay sample. It is a multiplayer prototyping kit that uses Netcode for GameObjects and features Unity building blocks content for quick iteration.
There's a huge world of flexibility in what you can build with this. Secondly, there's a new multiplayer first-person shooter template. It's an extensible multiplayer FPS sample networked by default. It leverages a new high-performance bridge technology between GameObjects and entities that our team developed to ship Survival Kids. These templates will be available in the Hub with the full release of Unity 6.3. We are looking so forward to seeing what you will build with these. It has been amazing to spend this time with you today talking about this new vision of success in gaming and to show you the tools and workflows we're working on to support you as you develop, deploy, and grow your incredible games and studios with Unity. Now, it is almost the end of our show.
Before we break, I want to shift focus back to you and your incredible games. Let's welcome Kelly from the Made with Unity program.
Hi. Hey, everyone. It's great to be back here again with you this year. What a year it has been for Made with Unity games. That's why I'm particularly thrilled to talk about the 17th Annual Unity Awards, which recognizes incredible games and experiences across the Unity community. Let's see some of this year's amazing nominees.
Kelly, those look awesome. I've seen many of those. I've played many of those, but not all of them.
OK. Adam, good news. We've got you covered. We, with our friends at Acupara, are launching our very first Unity Awards Steam sale, running from December 2 to December 9. We'll showcase some of this year's Unity Award nominees, along with past winners and a few hidden gems. It's the perfect chance to discover your next favorite game, maybe even one you've had sitting on your wish list for way too long. That is not all. We'll kick it off with our Unity Awards showcase on December 2, where we'll announce the winners, give away a few exciting game codes, and premiere a few exciting unannounced Made with Unity games. We hope you'll join us for our livestream. Before then, we need you all to weigh in. Grab the QR code. Voting closes on December 21, so don't miss your chance to pick the winners.
I definitely will. That's our show. Thank you. If you're here with us in person, we hope you have a great Unite. We hope you enjoy the sessions, the party, and most of all, each other, the Unity community. In 2026, we're taking our developer conference to new locations and on the road. We hope to see you there. Thank you for joining us. Bye-bye, everybody. Thank you so much.
Hello. Great job on stage, guys. That was amazing. Hello, everybody. We are now live for the first day of the Unite Community Hangout. You're in for a treat with over 12 hours of livestream between today and tomorrow with surprise guests. Actually, we have someone very special with us today. Joining us now, fresh off the keynote, we have Unity's President and CEO, Matthew Bromberg. Matt, thanks for being here.
That's my pleasure. Thank you so much for having me.
Amazing. Before we dive in, I wanted to ask you, the community wants to know, what is the first video game that you ever played?
Gosh, I mean, I'm pretty old. So we're probably going back to the television.
OK.
I think probably like Pong.
Yep.
Was probably my very first one. I would say that in terms of what I spend a lot of time doing, I'm a huge sports gamer.
OK.
Big FIFA guy.
Yeah. We need to maybe one day play together and see who wins.
Yeah. I mean, it would probably be you.
I don't know. I'm so bad at soccer.
Yeah.
Football in France.
Of course, you know I've been building and loving mobile games forever. It is just like too many of those to count.
Cool. Pong is a pretty strong contender.
Yeah.
I think just one of the oldest and coolest games we can play. We need to talk about the huge news, the elephant in the room. Tim Sweeney joined you on stage earlier.
That was fun, right?
This morning, can you tell us about the announcement a little bit? This is an amazing opportunity for developers.
Yeah. I'm not going to lie. It was super fun to have Tim there.
Yeah.
It's a secret we've been keeping for a few weeks now. It was fun to let it out. He came in last night to do the sound check.
Right. There was no sound.
We walked through, and we snuck him in the back door. It was all very cool.
That's nice.
Listen, you know the whole point is to try to give Unity developers as much opportunity as possible, the broadest canvas they can, that we can to have everybody paint on. Fortnite is an enormous community, an enormous game. Being able to have Unity devs build experiences in Fortnite is just all good for Unity and for us and for Fortnite because it exposes the creativity and the genius of our community into Fortnite. It is just going to be great for players. It is going to be great for devs. That is really exciting.
I love that. What are you the most excited for for the future of gaming and the industry? Where does Unity play in that ecosystem?
You know, I think part of what we're seeing is just an explosion of interest in interactive entertainment. I mean, the thing that the most important thing to remember is that more and more consumers are playing games every day. I think we're almost up to 3.5 billion gamers in the world.
Yeah.
This is the right spot to be in. What we want to do at Unity is just bring as many people as we possibly can into the world of creation and to enable as many people as we can to make great games. That's just what we think about all day, every day.
I love that. It's funny. I was asking someone, do they play video games? And they tell me, no, I don't play games. I was like, even Sudoku sometimes? Some people don't realize how much it spans across many different platforms.
I think so. I think that's right. I think people used to think about gamers as a separate category in the world. But when 3.5 billion people are doing something, it's just like people.
Yeah.
I would say.
One person out of two.
It'd be very hard to find, yeah, a person. Also remember, some people are too young. Some people are too old.
True.
It's kind of everybody who isn't a toddler or super elderly.
Absolutely.
It's what makes it so exciting to be in this industry.
I love that. What would be your last word for the community while we're here? Thank you for being here again.
Yeah, you should.
Very short notice.
Yeah. I mean, we're all split idea. I just kind of want to let everybody know that we're working all the time to try to create more opportunity. Whether it's the deal we just did with Epic or the launch of our new commerce, our new store product, which we hope will make it easier and better for devs to be able to manage stores across any platform, which is also coming to Unreal. Those are just examples of the kinds of things we're working on. All of it really focused on supporting our community. I guess I want to thank everybody so much for.
Thank you, guys.
for tuning in and for your interest and for your passion. We will see you down the road.
I love that. Publish once, publish everywhere. Develop once, publish everywhere.
That's the way to go.
Love the motto. Thank you, Matt.
You bet.
Really appreciate that. Up next, we're going to actually have our friend talking a little bit about some of the events from the keynote. I want to answer a few questions from the community. People are asking us, are we live streaming right now? Yes, we are. We're live in Barcelona. It is currently 11:22 A.M. local time, which is CET, super early for the West Coast, but also pretty nice for the people joining us from everywhere around the world. I want to know in the chat, where are you joining us from? I would love to know who we are with us. Currently in Barcelona, I'm personally Manuel Sansilh from Montreal. Happy to be here with our friend James Dell joining us on the stage to talk a little bit about what he just spoke about on the keynote a few minutes ago.
What do we have on the planning right now? You wanted to maybe explain a little bit about the platform and what the community can learn from this segment?
Yeah. Platform talk is something that I've been really wanting to do for a long time. Anybody who has been a, especially solo indie dev like me, I've made a bunch of games. I love making games. I still make games. It's amazing. There are so many things that we have to consider. Not just solo developers, but also teams all the way up, right? There's a lot to do to make games. Making games is hard. The platforms team at Unity, we've always focused on trying to make sure that there are really solid runtimes for everybody to be able to take their games wherever they want to go. We support as many platforms as we possibly can because we want you to get your games out there. That's just one part of it, right?
The next part is you then have to go and publish that. I remember when I was making my first console game, and I suddenly got exposed to all these programs, right? I'd signed the NDAs. I got access to this stuff. Now I'm like, oh, wow, there's a lot I've got to do, things I never even knew I needed to do.
Yeah.
It can be really tricky. It just felt like, for me, Unity could solve that problem for our developers, right? Every developer from every size has to go through these processes to get their games out there. Obviously, for some more experienced developers, they've been through this before. Maybe they've built their own tooling for it. Maybe a big studio has its own advanced tooling system to handle this. For a lot of developers, it doesn't exist. What we're trying to do here is take all of the common things that everybody needs to do, all the places where you've got to write code and then you have to rewrite it for each platform because the same kind of things exist, like user management and save data and achievements, right, or trophies depending on the platform. They all exist, but they're all completely different.
You have got to put it all out again. You are branching the platform.
Adapt it depending on where you change.
Yeah, exactly. A lot of.
A lot of work behind the scenes that maybe people do not expect to have to do.
Yeah. You do not know it until you have to come to do it. Sometimes you can actually go down a bit of a rabbit hole with how you have designed and developed your game. You realize you have to back all the way out and make a load of changes. It becomes even more challenging if you have an old game that you want to bring back. Say a new platform comes out, and you are like, wow, I want to get on this platform. You realize, oh, I have to strip all of this stuff back out of my project again and rewrite it all. The Platform Toolkit, my principle was I want one API that a developer can trust and rely on, that if it is in the editor now and you use it, it is just going to work.
We will keep adding more platforms. That, to me, is the really important one. If I use it today to build on, that's great. Also, when a new platform comes out in whenever, I do not have to do anything. I do not have to think about it. I'm just like, yep, my workflows already exist. Unity's got this.
You know it's a good investment right now.
Yeah, absolutely.
That is something you can just let go and it will work. That's awesome. What would you say is the biggest question that people have nowadays that you could help answer around that platform system?
That's a good question. I do a lot of talks with indie developer groups. As an indie myself, I have a real affinity with the indie developers. I love seeing small developers and solo developers making wildly cool games and new things. My focus is on when I give talks at events or I'm with groups, often it helps. They're always like, what is it that I need to know that I don't know? That can be a big question, right? It could be about I'm thinking about building my game now, but I don't know what platforms are because nobody waits. When we make a game, nobody thinks, I'm going to make a game today for this, this, this, this. I mean, some people do. Mostly, you're focused on the goal that's in front of you. A lot of people make games.
They do a Steam release.
Yeah.
Then suddenly, boom, this game is huge. Now you've got either your own pressure to release it somewhere else, or maybe a partner or a platform or a publisher is saying, hey, your game's cool. You should bring it here. You've suddenly got to do all this stuff. I'm like, for me, there's a lot of standard stuff that we would say that's like it's quite a lot of stuff, like how you architect your project, how you build your code, think about abstracting things beforehand. The one big one I always say, test on device super early because most of us have got, especially for me, my development PC is also my gaming rig.
Right.
You're working on it, and you're like, yeah, my game hits like 1,000 frames per second. This is great. You go and put it on a lesser powerful device, and you're like, oh, no. Suddenly, now you've got to do a load of rework. I'm always saying, buy old hardware.
Lesser devices.
Especially do not just develop on your gaming PC. Try and buy some old hardware. Try and buy old graphics cards or old mobile phones or tablets or things to stress test what your code is going to look like because it is not just graphics, right? People think it is graphics. It is not. It is your simulation that you write. It is looking at your frame budget and determining, I need to make sure that every time I profile my game, I keep it within that frame budget. I always say to people, profile often. Whenever you make a major change to your game, like you have written a new AI system for your enemies, or you have written a new water flow simulation for your rivers, go back and profile again and make sure that you look at the last baseline you did and say, OK, that game, I hit another millisecond there.
I probably need to do something. From a platform's perspective, it's hard because most of the platforms are under NDA, where they have those certification breaks. I can't, as a Unity representative and as another developer, actually tell you what is coming up in these, right? That's the hard bit. Until you get the platform holder to put you into their program, you don't know what it is either. Suddenly, you're faced with, OK, I've got to do a bunch of stuff that I didn't know about.
I was thinking, how do we, that's the best thing I can do is try and pre-address most of it through the toolkit so that it's only going to be edge cases that you've got to deal with or things like, that's the point, is use this and try and get rid of a lot of the things that I just see developers hit these hurdles over and over and over again. I am really happy that we've got the opportunity to solve this because actually, this is a hugely difficult problem to solve.
I love what you said earlier about stress testing the game. I remember when I was designing for mobile apps and things like that, we used to have all of the different platforms and devices on the table so that when we release a new version, we can actually test it in conditions. Also, with Esteban from the advocacy team at Unity, we did a talk in Abu Dhabi a couple of months ago. It was about the multiplayer system where we can actually test your game with creating, for example, a lower bandwidth or what happens when your internet disconnects all of a sudden, especially if you release a game in an area that's not super well served in terms of Wi-Fi or internet access.
You can see what actually happens and plan for it ahead of time, creating bugs, errors, systems, or maybe another path in the gaming journey so that people do not feel like, oh my god, that was not planned by the developer. Yeah, absolutely.
I'm now stuck in the game or I just locked myself up.
Yeah, for sure.
We need to think about that, the QA part. People want to know, again, what is your favorite game or maybe your first game and then your favorite game? Oh. Wow. OK, my first game was Roland on the Ropes. And it was on the Amstrad CPC 464, which I woo. And if my brother ever watches this, you sold me your computer, bro. You did not give it to me. You made me buy it with my pocket money. Just a reminder. Yeah.
It was Roland on the Ropes.
It means you owe him something.
Bro, you owe me. Yeah, it was Roland on the Ropes. That was my introduction into gaming. Actually, I had a lot of games back in those days. I was obsessed with making my own. I used to get the magazines where all the code was in it.
Yeah, yeah.
You used to have to type it out. You'd get like six issues of the magazine. You're like, yeah. You write it all out. It just goes read error B, and you're like, mm-hmm, or syntax error. You're like, there's no visual. I don't know which line that is. My favorite game, you've probably seen my tattoos. Yeah, it's Dark Souls.
Lesser tattoos, by the way.
I'm a FromSoft fanatic. I am all about the I play Dark Souls to relax.
To relax?
Yeah, bro. Yeah, it's like no stuff.
Like no stuff and just with a sword, or do you have a?
Honestly, the moment you walk in, there's the music of the fireplace. I'm like, I'm at home. I'm walking into Undead Burg is like, oh, just.
You know what?
I feel like I'm home.
I relate to that. Sometimes you're on the social media, and you keep on scrolling. Sometimes you just see that one video of just a little pixel art, someone hanging by the fire. It's like, I'm glad you're here.
Yeah, it's nice. Yeah.
You know what? That is actually the vibe we are going for for this live stream. There was the keynote just before that hopefully you guys watched. If you have not watched it, it is OK. You can always rewatch it later. We will put it on our YouTube, Twitch, and different platforms. This is our community hangout. We are going to be here for the next six hours. Do not worry. I have my water bottle. I have Jack in the back. Hello, Jack. Hey. Jack is our producer. He has been with us for all the live streams that you have been seeing on all different platforms as well. We have a huge list of guests today. Right now, we are with James, but we have so many surprises, guys. For those that are actually reading the chat, we will be dropping some interesting gifts.
I'm not saying too much right now, but there will be some surprises. Hang with us. I just wanted to ask you, what are you playing right now?
What am I playing right now?
Oh, you're not playing any games while we're here.
No, no, no. I'm definitely playing games. I can't go through a day without touching a controller somewhere. I'm actually going back, and I'm obsessed with playing as many mods as I can into Skyrim. I'm doing a heavily modded, I've got about 2,500 mods in my Skyrim folder.
2,500?
Yeah, man. To anybody who wants to play a really good version of Wildlander, it's a total mod conversion for Skyrim. I actually try to then mod in a bunch of stuff.
What is that to the game?
It turns it into a more realistic sort of survival RPG, which I really, really enjoy. It makes the combat brutally difficult and the survival methods of it. I love survival games and to mix an RPG. Yeah, I'm sort of in the dearth of the next Elder Scrolls, which I'm eagerly awaiting. I'm still keeping Skyrim alive.
I'm definitely playing that. I'm so bad at Forza games. I'm more on the soft type that players, but it's great to hear that you're enjoying those. One of my best friends, actually, Sandy, if you're watching us right now, he put me on. It was also my equivalent to your brother. Or early video games, like WoW and things like that.
Oh, yeah. Writing in WoW. Oh, that brings back memories. Yeah.
Love that. A few people in the chat. We see people joining us from Nigeria, Croatia, people from India, Morocco, Norway. That is because we are in Barcelona time. I am pretty sure the U.S. is still sleeping, the West Coast and the East Coast. We are going to get people as we continue to stream later today. Continue to let us know where you are joining us from. I would love to see where you are in the world. People also saying, happy to see that the audio sync is fixed. Yes, so sorry about that. We will fix it in post for the keynote. Right now you are live. We are in Barcelona.
Basically, I wanted to actually ask the community right now, if you have any questions for James while we have him on stage, feel free to drop in the chat, whether you're joining us on YouTube or on Twitch. We're also broadcasting on X for the first time today, so that's pretty cool. Don't hesitate to ask us questions. Someone said, what 14 years without a mainline Elder Scrolls game does to people?
Hey. That hit me right there.
That hit me too.
I feel that.
Hello, Brazil. Yeah, amazing. This man is a true gamer. The Platform Toolkit seems amazing, said CruGuisa, XD, on YouTube. We have Anarki joining us from Vienna, Austria, joining on Twitch. We have Permanent235 watching on Twitch from the U.K. Hey, sweet.
My U.K. friends.
Do you have a question for the community? Do you have a question you would like to ask them?
Yeah, I mean, so it'd be a good one. I don't know how many indie developers out there might be watching right now. How do you feel about the Platform Toolkit? What kind of things would you want to see from something like this? Are you excited for it?
Right. Jihad Ruhani5525 on YouTube is asking, is the Platform Toolkit a free package?
The core package will be available to all users. As you probably know, within Unity, certain packages are behind pro licenses. The actual platforms themselves are behind pro licenses, but the core package is a free package.
Sweet.
The core package enables you to use the functionality on platforms that actually do not even have an SDK. For example, if you are building a standalone Windows build or an Android build or something, you can actually use the built-in safe system that is there. You can manage. You can even use things like the achievement system but run your own UI and start to code on it. There are all kinds of things you can do with it. You can fully integrate it into your project while you are in development, right? You can go through. You can go that. I would suggest that everybody puts the core package into their project because then if you carry on down this path, you make a game.
Let's say you put a game out on one of the free stores, or you put a game out on Itch or something, and it goes really well, right? Somebody takes some interest, and then you want to release it on Xbox. You've kind of already done—you've used the workplace. You've already done the work. You can then buy a pro license, which you have to do to gain access to console platforms anyway. You just drop the package in, and that's it. You're done. You don't have to worry about these things in the future. It's kind of like putting it in the project and using its workflows is a really good thing to do right from the ground up to prep yourself.
To prep yourself.
To prep yourself, especially because there are workflows that do not exist on. A common one, for example, is if you look at a PC game as a concept, if you were just releasing a free game and you just made the exe available somewhere, it only considers you as the user. There is no paradigm of a user, right? You write a save file, and you just write it somewhere on disk. It will probably go to the standard location or maybe using player prefs or something like that. Those concepts do exist on a console platform. You need to first find out who the active user is. You then need to make sure that that active user is logged in. You have to request storage for that user. Set up a session to enable the storage. You have to send it back, right?
All of that code you wrote that just does your save system and then write it, you've got to strip all that out. Then you've got to figure out your user flows. Depending on where you put them, it can be tricky to put those in because you normally insert them at the beginning of the project. I worked with an indie developer who'd made this incredible game, and it had hundreds of scenes in it for all of his little levels. Everything was indexed by an int. He was like, oh, no, I need to insert a loading screen at the beginning. It shifted the index up. I was like, oh, yeah.
But like.
It's things like this that you just don't know until you go in. I think having it in there at the beginning, and we're providing good documentation that talks through all the different, like, this is the workflow you should be using. This is how you should handle and think about storage and input and controller management.
We save the hassle.
Yeah, just do them, even if you're not targeting the platforms that are going to be because you never know. Your game could be huge. Most people who have had these hit games, they do not set out to, they do not think it is going to happen. We hope it happens. When it does, it normally takes everybody by surprise. All of a sudden, everybody wants to. Yeah, and they are like, oh, and you are like, oh, no, I have got to do all this work. Just be kind to future you.
By doing it now.
Yeah, by doing it now.
Would you hardly want to? This is the best workflow if you don't want to have to struggle later. Actually, we have two top comments that keep on coming back that I need to address. First of all, people are like, where is the roadmap talk? Is it happening sometime later this week?
Yes, the roadmap talk is happening in a couple of hours, actually. What time are we at now? 11:39 in Barcelona. That's 1:00 P.M., the roadmap talk.
You heard it, guys. The roadmap talk is coming. Do not worry. It will not be on this live stream, but it will be published. Do not worry.
I'm also doing that one as well.
Amazing.
I've got to keep my voice in check. We're actually, yeah, we're doing it. And then for those.
I don't have tea for you. I'm so sorry.
Oh, it's all good.
You have water?
I've got my herbal tea. That's all good.
The second biggest comment is, you win best beard for the day.
Why, thank you. I modeled it myself.
Love that.
Yeah, I mean, I live in Brighton in England. Beards and tattoos are pretty much like it's weird if you're not bearded.
Yeah, I've been twice, and you're right.
You're right.
Most people have just got beards. Yeah, and I'm a motorbike. I'm a biker, so that's why I'm a hobo.
You can't not have a big beard and ride a motorbike.
Sweet. A couple more questions from the Platform Toolkit. Some reaction too. Someone was saying, we were complaining about the platform situation, and you provided the solution. Thank you so much.
My pleasure.
We have Istikhan Studio joining us from Iraq. Hello. The Platform Toolkit looks really good from Dramolics on Twitch. And then we have Paul Mulder joining us from the Netherlands. Amazing. What is else? Is it extensible? We already answered that. I'm looking forward to testing the Platform Toolkit to handle achievements and more for the mobile platforms, says Muniz on Twitch. Got to say, the beard is cool. It's very pretty cool. Shamani on YouTube. Tell us about the safe system you talked a bit about. OK, we just discussed that. What PC platforms does it support? For example, if we have achievements on Steam, Epic also wants parity. Hopefully, it supports Epic as well, is asking GlennB78 from YouTube.
Currently, the platform supports Windows Store through GDK on Windows. It also supports Steam. Obviously, you saw, we're looking to bring in as many platforms as possible. Our launch covers the most used platforms that we have in our ecosystem today. I am very thankful for our console partners who have worked with us to help get these through. This is not a one and done, right? My commitment to our developers is to make sure that we provide support for everywhere where people want to ship their games, right?
Amazing.
Because I will also be using this system. I've already been using this system because, obviously, we've got this in my next game. For people like me, it's a game changer. I'll be honest with you, it's of no use if it doesn't support all of the places where people need to go, and it doesn't support the features that people need. We started with the platforms and the features that my idea of it was to capture pretty much most, like 90% of everything you need to do to pass certification on each of the platforms. There'll be some people who will say, well, hang on a minute, it doesn't support that feature. That's OK. You can still target the underlying SDK. You can just go straight to it. We provide full pass-through to the underlying.
If you want to use it for achievements, input management, and save data, but you're like, oh, but actually, I want to set a rich presence because this platform supports it, that's cool. Just make a call straight to the SDK. That's cool. We may bring that feature in the future because also, what we're trying to do is I don't want to just make an assumption that everybody's going to use everything. What we do is we release it with the most popular things, and then we just keep looking at it. What are people using? We get data back. We look at, oh, actually, a ton of people need rich presence. OK, therefore, we need to move that up the priority list. Or a ton of people need X, Y, or Z feature. Yeah, always looking.
Love that.
The best way you can help? Feedback. Come and talk to us on discussions.
Discussions is the best place to ask for feedback. A lot of people sometimes are like, oh, where should we be posting? I said something on Discord or Twitter or X, and people haven't responded to me. That's because you get flooded with so much content. The discussions forum is the best place to ask your questions. We keep on sharing it. This guy is getting cooler and cooler. I think that's after you mentioned your bike from CruGuis on YouTube.
I wish my kids thought I was cool, but sure.
Show them part of the segment.
I'll take it from the community.
There is more to my validation wherever it comes. Glenn said it is an extremely cool beard. I think you should show the chat and this segment to your kids just to change their mind a little bit. LightPurple3147 on YouTube is asking, is the Platform Toolkit package documentation published on the website? Because I cannot find it googling.
Oh, yes. I'll be honest. This is a big thing for us, and we wanted to keep it a secret, and we wanted to do a reveal because so many people have asked for it. We wanted to have a nice moment for it. You can expect everything to launch at launch in 6.3, which is when everything will become available.
Sweet. OK, so very soon. CheckRepublic saying hello with LegacyCZ from YouTube. What else do we have? Hello from Turkey. Write too. Hello, write too. Thanks for joining us today. Again, the tone is really conversational, chill. The goal is to have a bunch of surprise guests joining us. In the meantime, you're stuck with me all day for the next six hours marathon. We actually have another six hours tomorrow. I just wanted to share a little bit of the overview for the plan because I know people just came here right after the keynote asking for stuff. They're like, OK, what's going on? My name is Manuel Sansilh. I'm the streaming producer for Unity. You're going to basically be with us all day today.
If you're joining us later from the West Coast in the U.S., or if you're already here from any other place in the world, welcome. We're going to have a bunch of guests kick-starting right now with a bit of the speakers from the keynote giving us some insights, answering some live questions. Continue to drop in the chat. I'm reading everything today. Make sure you ask all the questions that you have in the chat. After that, at 1:00 P.M. local Barcelona time, we're going to get an XR segment with some surprise guests. At 2:15 P.M., we're going to get the Unity Awards segment, followed by the insider's interview with two of your favorite insiders. I might hint at the fact that one of them was in the chat earlier in the keynote.
If you've seen that and you're interested to hear them live, join us in this live stream. We also have an industry segment after that, and we'll close up for the day probably around 4:45 P.M., 5:00 P.M. Tomorrow, the plan is as exciting. We're starting with an intro segment from the advocacy and community team. We're going to be talking about our user groups and different events that we have all across the world. We'll follow up with the asset store segment, and then a Made with Unity segment with some people also as surprise guests coming in. Another advocacy and community segment before we wrap up. Again, we're joined by James Dell, which is talking a bit about the platform. Let's see some other questions that we might have in the chat.
Jihadrani5525 on YouTube is asking, is Android and iOS part of the core platforms alongside Steam?
Yes, it is. Android and iOS, that's Google Play and Apple App Store, is fully supported by Platform Toolkit.
Amazing. I saw that there is a talk later about launching on Epic Games Store. Integration would be good. That's from Ole Lumos on YouTube.
I have feedback received loud and clear. We have already had a flood of those messages coming in. Again, I cannot comment today on what platforms may or may not be coming in the future, but just be rest assured that we are looking at everything.
Love that. All right, so we're going to have right after James, we're going to have Rambod coming in right after. How did you get to develop a specific toolkit for Unity officially? I have been working on my own toolkits for a while now, and I have been wondering how I could submit our work on it. This is from CruGuis XD on YouTube.
I mean, if you've been building your own tools or assets or anything for Unity, the Asset Store is there to allow developers to create and sell their own assets to the Unity community. I used a lot of those assets myself in my early developments while I still needed to rapidly prototype or while I was still learning how to do things. That's what the Asset Store is there for. If you're building something that you believe the community will get a lot of value from, yeah, apply to be an Asset Store developer and sell it there.
Amazing. Will C# 14 be supported by Paul Mulder5527 on YouTube?
We'll see, sharply. At the moment, the API itself is all C#. I don't know is the answer. I would have to refer back to the team on what we're doing for future stuff. Yeah.
OK, sweet.
As you'll see in the roadmap, we're talking about our pathway to things like Core CLR. I don't want to promise anything until I actually know what we've got on our own internal road. If my dev teams are watching, they'll be like, James, what did you promise?
I promised this. Yeah, so yeah. No, for sure. It is good to keep also those expectations proper. Jihadrani again on YouTube is asking, must we have 6.3 to have the Platform Toolkit? Or even if it launches in 6.3, can we install it in 6.2? There is a memory leak in 6.3 that Unity has not fixed yet, so I cannot upgrade to it.
I'm sure the team will be on resolving memory leaks.
Yeah, make sure they fix it.
6.3 quality is of the highest concern to all the teams who are working on it. We're still hard on making sure that 6.3 is ready for release when we come there. That's the whole point of doing the alphas and the betas, is to catch as many of these bugs we can before we go GA. The Platform Toolkit itself is available in 6.3. It will not be available to versions prior to that.
Love that. What about visionOS from LP Fonseca on YouTube?
visionOS is currently not supported. Again, future platforms will be coming.
Sweet. Are there any new for performance on profiling? That is not James specifically, but we could maybe answer that from the Lady Apollo on YouTube. There will be a lot of other talks today, by the way. Do not worry, we will have more guests if you have more specific questions. Right now, we are answering specifically around platform.
I can say for one thing that's coming up in the roadmap that I'll be talking about is on the profiler. We are introducing a new profiler overview. It is designed to help simplify the profiling process. That is a big part of making sure that your game is ready for platforms. The profiling team have been working on making profiling easier and give more insights into areas that you can target. There will be more about that on the roadmap.
Sweet. Another question from ShamaniP5i on YouTube. Will you support Linux as a development platform in future OS like Ubuntu? I'm working there. An editor works nicely. Just interested, will it stay like this? Smiley face emoji.
I mean, yeah, Linux is fully supported currently. I can't say in the future how things go because that's the same for every platform. At Unity, we always look to see where our developers are. In both those who are building in Unity on the editor and those who are shipping on the runtime, we evaluate every single operating system and every single platform all the time. Decisions are made based on where our players are and the market share of that platform, how successful being on that platform. That's the reason why we support Linux today, because we have a community of developers who build on Linux.
I love that. Tempor said, that's actually pretty good. Lizard King from Twitch said, I'm so glad I joined and found out about Platform Toolkit. I'm really going to need it in a few months.
Fantastic.
It should be ready for you in a few months. That's awesome. CruGuisXD said, we are asking him questions like his Mr. Unity himself.
Yeah, Unity MR. T. Is that a joke?
Really good, really good, clever.
I should have come on, drink some milk, and then pass out.
I love that. Oh, a question from me. You can ask me a question as well. Thank you. Rick Jensen9459 says, hi, Manuel. Do you use Unity? If so, for what? Maybe a little bit about myself. I joined Unity in 2021 as a designer. I was working on the product team on all of our industry effort for digital twins and XR. A lot of the app UI framework, visual UI, the interface itself for some of our specifically for industry use cases like ATM, so automotive, transportation, manufacturing. Also AEC, which is architecture, engineering, and construction. A lot of that thing, basically, that was my team. An amazing team led by Hugo, which is actually still working at Unity right now. He's not my manager anymore, but we love to see Hugo's work.
During that time, I was managing under Hugo a team of 10 designers. I moved to the advocacy team where right now I'm able to fly around the world, basically join conferences, user groups, support our local communities in places where Unity is not usually present, and try to continue to grow our community. Tomorrow, we actually have an advocacy and community segment for the second day of this community hangout live stream. I'll be joined by my ex-colleague Esteban. We will be sharing some of the successes from the community in many different parts of the world. We'll have cool photos from those events to share with you. I'm super excited just to talk a bit more about that because people don't know what happens, I think, behind the scenes.
Even just putting up this huge event that's Unite for Us locally in Barcelona and make it available for the rest of the world is a huge feat. There are a lot of amazing people working behind the scenes to make sure it works well. Thank you for that. To answer specifically your question about making games, I'm particularly really excited about XR as a platform. That's where my specificities lie. I've built a few VR games on Quest very early, though. My first device, I think, was the 2014 Oculus DK1.
Same. I was in the same program. Yeah, I went through. My first VR game was built on DK1. I was so excited when we got it because nobody had their hands on it. It was like, oh my goodness.
Now I look at it, I'm like, that was so huge and a lot of cables. At the time, it was a massive change. Of course, devices in XR have evolved a lot since then. We're excited to work with a lot of our partners that we will have later today, actually, on this very show. If you stay with us, you'll hear a lot about XR. I've seen a few questions about it, so I'm not answering them yet. I don't want to spoil you about what we're having later today. CruGuis again. Oh, I just got Mr. Unity. Yes, please do. Will gifs dropped in Twitch chat only or YouTube chat as well? Guess what? I'm actually writing you guys from Restream. I'm talking to both, and I can specifically talk to one or the other. I'm seeing both chats.
We will have chat surprises for everyone. If you stick around, there will be some very cool code. Actually, just to get it started, maybe I should drop it right now. I do not know if you actually watched the keynote before you joined us here, where we announced and continued to talk about Survival Kids, which is the first in-house Unity game ever made. We finally have our own game. I was able to get a couple codes from the team. I am going to, I think, drop the first one right now. The thing is, it is going to be some first serve. The second is copy-pasted. First person who got it, it is yours. Are you ready? Five, four, three, two, one. It is out. The code is in the chat. First person to copy-paste it, it is your gold.
Yeah, we're going to have a couple more later today. If you stick around in the chat, there'll be more surprises. Thank you for being with us, James. Really appreciate your time.
No worries.
I hope to see you later. I'm going to be wandering around after I'm done with the live stream.
Oh, I'm on.
Going around.
I am on Tuesday.
Good luck for all your future talks. You've been amazing so far. The community obviously loves you. Everyone in the chat, please WJames. He's been a great guest so far. I appreciate you.
Fantastic. Thank you so much.
See you, man.
Enjoy the rest of the show.
Amazing. Like I said earlier, my name is Manuel Sansilh. You're joining our live stream from the community hangout day one. This is right after the keynote. If you're joining us right now, you'll be able to see the keynote a bit later on YouTube. We'll be publishing it. This is going on for the next five hours. We're going to have a lot of surprise guests. Just before we get our next guest, I just want to remind you about the plan for today. This is the day one stream agenda. 11:00 A.M. was local time Barcelona, where we started with an intro. We had Matt, President and CEO of Unity, joining us, which was a big surprise. He recapped a little bit about what's happening with our collaboration with Epic, which was also a huge surprise for the community.
We had James, which talked a little bit about platform. Right after, we're going to get Rambod to talk about IAP. At 1:00 P.M. CET Barcelona time again, we'll have an XR segment with a bunch of guests. That's going to last for about an hour and 15 minutes. We're going to get at 2:15 P.M., the Unity Awards segment. At 3:00 P.M., the Insiders interview. 4:00 P.M., the industry segment. Then a wrap-up an hour later. If you just want to know about this agenda and know for the rest of the day what's going on, it's actually in the description on the YouTube stream. If you look at the description right now, if you're on YouTube, if you're on Twitch, just open the YouTube one, you'll be able to know exactly what's going on at what time.
If you need to take a break and come back later, we'll be happy to have you back again with us. Tomorrow, it's a different agenda. For the day two stream, which is tomorrow, starting at the same time as today, 11:00 A.M. local Barcelona time, we'll have an intro. At 11:15, advocacy and community first segment, talking about user groups and events. At 12:00 P.M. CET, we'll have the asset store segment, followed by the made with Unity segment. Another advocacy and community second segment is at 3:15 P.M. All of that is filled with surprise guests. I'm actually joined right now by Rambod. Thanks for having us.
Thanks for having me as well. Yeah, this is amazing.
Happy to have you. Rembud is Senior Director Software Engineering at Unity. Am I correct?
Yeah, that's right.
We just saw you on the keynote. That was awesome.
Yeah, that was crazy. It was really cool to just see it all actually come live. Something we've all been working really hard with, actually, to take the big stage.
Yeah. The community is really funny today. We have a bunch of contests happening. The first one was Best Beard. I think James definitely won.
Oh, he kills it.
You and I are making a contest.
Yeah, with this thing, come on, yeah.
You're winning at Best Hair so far. So hey.
I'll take it. Hey, that was honestly all the makeup crew. I wish I could take credit. When I woke up today, this was not how I looked. They did God's work over there.
I have a hat, so don't talk about hair right now.
They wouldn't let me wear my hat during the keynote, so I feel you.
Love that. Just wanted to ask you a little bit about what's going on with IAP. What can you tell the community? What should they know? What's the most important to know about it?
Yeah, definitely. You know the landscape of in-app purchasing is changing fast, right? A couple of years ago, the only option for people was to go through the platform providers and really just do that thing. Where now, as these walled gardens are breaking down, everyone has such a different opportunity to be able to monetize their players, but also really build a direct relationship with their players, right? You can now give them loyalty programs and all these things. For us, what we were trying to decide is what should Unity's role in this ecosystem be? We did not want to go out there and be another partner in this fragmented space. We figured, as Unity is an assembly point for all these technologies, how do we lean into that same mantra when it comes to IAP and just really give developers choice, fundamentally?
Let them choose what works best for your games and what works best for you and your players.
I love that. Choice is important and it's good that we are able to actually give that opportunity to people right now.
Yeah, I mean, because for example, when I was making mobile games, I'm not going to pick one provider. I'm going to choose multiple. And that's something that we really took to heart early on, just given that a lot of us come from games.
Yeah. You want to be able to have as many options as you can. Another fun question from the community. What was your first game?
My first game, oh my God. Dungeons and Dragons.
No way.
Yeah, Dungeons and Dragons. I grew up playing D&D when I was very, very young. It was that, and I played with my dad, and that's how I got into programming because he taught me how to do Visual Basic. We did not have money for dice and the figures and all that. He taught me how to make a little Visual Basic program for me and my friends. My first video game, I do not remember the game name, but it was on an Atari, because I grew up in Iran. We had an Atari that my dad brought in from one of his woodwork ships from America. It was like an isometric 2D game. You were this ninja, and you would go around, and I'll never forget the health bar. That was like a rectangular spiral that went in.
Do we have someone in the chat that knows which game it is?
Anyone knows? Please tell me, because I have been dying to find that game. I think about it at least once a month.
Oh my God.
If anyone knows what that game is, please let me know.
Let's use the power of the internet and figure out. Last Ninja, is it the name?
Last Ninja?
That's from Lizard King on Twitch. Let's look it up. I just want to see.
Let's look it up. I just want to find out.
I think that's what it is.
Last Ninja? No way.
The Last Ninja. It looks isometric on the visual I'm seeing. Could it be it?
Oh my God, this is it?
Is it?
This is it. This is absolutely it.
You're the man.
Yeah.
Thank you, Liz.
Thank you so much. I guess it was on a Commodore. That's how much I remember.
It said C64, Amiga, and Atari.
Yeah. Oh, it was on Atari. OK, cool. I'm glad I wasn't making that up. Yeah. This is the one. Yeah, this is incredible. Oh my God, this takes me back. I will never forget that title screen.
Lurking Ninja in YouTube, thank you as well.
Thank you.
Thank you also to Sebastiano Mandela, who also shared the link, and Lurking Ninja as well.
Lurking Ninja, literally.
Are you a fan of this game? Did you make it? I appreciate that. Is there a particular game that you're enjoying playing right now?
Right now? Ghost of Yotei, honestly. I love that game. Ghost of Tsushima was probably one of my favorite games that came out in recent memory. That one, and like everyone else in the world, MegaBonk. That is, I cannot stop playing.
That was on the keynote intro?
Yeah.
I have it in my wish list right now because I know that if I purchase it, it's over. You won't see me in this.
My wife went on a work, like was out of town for like a weekend or something. I picked it up, and I did nothing other than just play that game all weekend long. I did not sleep. I just played MegaBonk. Yeah, so good call. Do it when you're on holiday or something like that.
Someone asked me my favorite game. Right now, I've been playing a lot of Peak. I've been streaming on my own Twitch, actually, at MightyVision TV. I was having a lot of fun with my friends. I think it's the first game since Among Us, and both are made with Unity. It's by accident. I play every game. I don't really care what platform it's made on. You know what I love the most about Peak is the fact that there is this voice system that moves the mouth according to kind of the intonation of the voice and when people are speaking or not. It creates this kind of immersion, even though the game graphics are pretty much low poly.
Right. It's very stylized, like hyper-realistic.
It is beautiful at the same time. Then you feel like you're with your friends there, even though you're just a little character moving around. The spatial audio, the fact that they just like.
Oh, that was the thing. The spatial audio was my favorite, right? Because we were playing that with some of my friends, too. Let's say, like, oh, wait. Yeah. You're like, oh, you're going to Tim. He's gone. Yeah.
Also, their social media team are doing such a good job. I'm on Instagram watching reels of people just like having fun with the game, doing random stuff. It's hilarious. Love that. Survival Kids as well. Yeah. The first Unity games. For people that are asking, if you saw the code in the chat earlier, it was a code to grab to play Survival Kids. There are going to be more moments when I will be dropping codes in the chat. Stick around. If you're lucky and you paste it fast enough, you'll be able to get it. Do people have any questions for us regarding IAP in particular? IAP stands for In-App Purchases. We do have a question, I think, from Jihad Ruhani. Anyone who tries to circumvent Apple's IAP system gets bullied or lowers the discoverability of the game with super low indexing. How?
How is Unity going to help? Interesting question.
That's an interesting question. I mean, I can't comment on what Apple does or doesn't do. I mean, for us, it's for choice, right? Even some of the most popular games right now, if you look at it, like Monopoly Go, Pokémon Go, all these games all have these web shops and all these things. What we really just recommend is, like, honestly, use a mixture of both, right? I'll give you an example. My grandmother loves playing match three games. She probably spends $150 a month on it. She could barely get Face ID working.
That is huge.
Right? She could barely get Face ID working. She's never going to go to a web store and create an account, enter her credit card information, and do all that, right? Really just get a blend of both going so you can really just let your players pay how they want to.
Is IAP coming to the web? You're asking me to answer?
Yes. Absolutely.
Yes.
Yeah, so we're bringing it to web and PC and hopefully console soon as well.
Sweet. Is there any particular message you would like to share with the developer while we have you? Or something you want them to remember out of the entire announcement, maybe? A core message.
You know, it's a really tough time right now, right? In the industry, discovery is harder than ever. There's more games than ever. There's also more players than ever. I think the biggest thing I want people to kind of take away is I think this is a really good opportunity that we can take games that might not be deemed successful, but that extra 20%-25% can make such a big difference to the bottom line and the margin of especially smaller games. Like for me, when I was making games, right? We never made hundreds of million dollars a year, but they were enough to put food on the table. That extra 20% could have been money that we could reinvest in the next game, into user acquisition, into more content, right?
That's really what I would say is we really are trying to work hard on making sure that you have the best tools in your hand to have the best shot of success.
I love that. I love that this is also the way that Unity is trying to position itself. That's what we've always done. I think about developers first. We're continuing to see that with our different collaborations and so on. Talking about it, actually, how was your reaction to the Peak announcement earlier on keynote?
It's amazing. It's wild, right? I've been using Unity for almost 20 years now and been at the company for just over nine years.
Congratulations.
Thank you.
Close to a decade.
I know. It's crazy.
I need to give you a gift.
Yeah. I really want like a gold cube or something.
Oh my God. OK, let's have that.
Matt, make it happen, yeah? For us, I think it's a huge opportunity, right? When we think about Fortnite as a build target, how I think about it is it's just another distribution mechanism, right? I don't think of it necessarily as a game, but I almost see it as like an app store. For that, you as a developer want to go where people are, where players are. I think that's a huge opportunity for that. Obviously bringing IAP to Unreal, I mean, to me, I think that just really, I mean, selfishly, I think that demonstrates we're on the right track there. I think developers deserve an open ecosystem.
They deserve that openness, and they deserve to be able to monetize their players how they want to, build with whatever engine they want to, and just build the games of their dreams, right? They should be able to turn that into a business.
That's beautiful. Do we know if there's any fees related to it? Are they platform dependent? That's a question from Jihad on YouTube as well.
Yeah. For IAP, when it comes to fees, you negotiate with the payment providers directly. We take no fee on top of that. For example, if you pay Stripe X%, that is all you pay, nothing additional. We just do not want to be nickel and diming you, right? The whole point is to put money back in your pockets. Sorry, what was the second part of that question?
It says, are they platform dependent?
No. It works fully cross-platform with the exception of consoles, right? Those are more typically closed ecosystems, but we're starting to kind of think about what that ecosystem could look like as well.
Got you. Another great comment from Dan Rising on YouTube saying, you sound like you could be doing voiceovers.
Thank you, because I hate the sound of my own voice on recording, so I really appreciate that.
Me too. Another point for great hair as well. Keeps on going.
All credit to the makeup crew. Absolutely for the keynote.
I have an interesting question from Nolick saying, are we limiting the type of games that can use IAP? For example, a game that might be NSFW, for example. It says it's a niche question, but you just want to know if it's related to local laws or if Unity is blocked out as well.
Yeah. We take no position on that. Some of the payment providers do have restrictions on the types of content that are available for that. I do not know about, not safe for work content, but I do know, for example, like real money gambling. Some companies are like, hey, we do not do payment processing for that. I would say, and that is part of the reason why we are going to be adding even more payment providers in the coming months is we really just want to lean in and kind of let you pick the right provider for your type of game.
OK, that's amazing. Thank you so much. Any other thoughts you would like to share with us?
I don't know. The energy at Unite has been incredible.
What was your feeling when you woke up this morning? Because I know I've done the keynote speaking two years ago.
Right. Actually, I remember that. You did really good.
Thank you. It was a lot of work because we started, I think, like four or three months before starting the rehearsals. As you get closer and closer to the date, you have more and more tight rehearsal. The day off, you're like, OK, I actually just need to go there and do my thing. Once you're off the stage, the pressure goes out.
Oh, absolutely.
At the same time, I didn't feel any type of stress even going on stage. Maybe because I'm used to public speaking, but for me, it's because you're just surrounded by the community you're working with.
That's the thing. Yeah.
That energy. I want to hear your perspective on that.
No, that's exactly it. I've done multiple of these keynotes now, and the energy is what really motivates me, right? Because I've been on the other side as well. I still remember, like, was it Unite Boston back in the day going there and watching that keynote? Having the privilege to be on the other side of that, very humbling, but also incredibly exciting, right? We are all there because we want to make games and we like the content and everything. It's just, yeah, I couldn't be happier. It's like this is the thing. My team always jokes where they're like, oh my God, whenever Rambod goes to a conference, he comes back so energized because he just brings that energy with him. I know some people get tired and exhausted, but for me, I cannot wait to go back to work.
Fulfill your battle.
Yeah, exactly.
I love that. It's funny. My work is mostly extroverted, but I'm a die-hard introvert. After events like that, I go home and I stay in my cozy space for a while, but with this excitement that you're talking about.
Yes, exactly. Oh, absolutely. After this event, I'm sleeping for three days straight. I'm not going outside. Yeah, yeah, I'm not going outside for three days. Walk the dog is the most outside I'm going to be doing.
Actually, Jihad again, actually on YouTube asking, is IAP landing on 6.3 as well?
Yes. We will be landing on 6.3 as well. What we're kind of wanting to do also for IAP is actually bring it back to the current versions that we support. It will be available on 6.3, it will be available on 6.0, and maybe before that as well. I can't comment on that.
Sweet. OK, so at least Unity 6, that's for.
Absolutely. Yeah, because what we want to do, right, is with it, if you have an existing game, you're going to want to try to increase your margin. That is why we're going to kind of try to meet you where you are with that.
Sweet. Hopefully you guys install 6.3, but you do not have to. You will be able eventually to get IAP for.
6.3 is pretty sweet, I got to say.
That is what we're trying to push because I think people don't realize how much novelty is coming there. And I'm excited to see.
It is really cool for me because it is not the flashy stuff, right? The stuff that actually makes an impact, I think, in every day-to-day workflow. Like for myself, just having used Unity for so long, 6.3, I was like, oh my God, it just feels better. It is like a better version of the previous one, which is all I have wanted.
We also have like sometimes subtle improvement, even in the UI and things like that.
Those are the things that make a big difference, you know?
Absolutely. I remember some of our friends at Blender, when they launched, I think, their 2.8, I believe, update. That was when I got in and really started my 3D art kind of career because I was just like, this interface makes me want to learn this program. I love to see that as well. Jihad is asking, does IAP act like the Platform Toolkit? As in, does it abstract IAP integration from multiple systems like iOS and Android?
Yes. Yeah, that's exactly what IAP does today. Instead of having to integrate the native SDKs, you get one C# layer to just integrate both. For alternative transaction processors and web shops, we're bringing that same idea to that. There is going to be a C# interface that lets you interact with all the different providers we support. If you have your own back end, you could also get a single back end interface as well. You do not have to go learn each one's little nuances and everything. You also get one set of dashboards for managing your in-game catalogs, as well as seeing the data and the revenue that you're making versus having to go to 12 different dashboards, try to normalize the data, put it together. Like no one has time for that, right?
You don't.
Yeah. Soon too, we'll also be adding cross-platform entitlement management as well. You can have like one place where, oh, if I buy something on my phone and then I go on my computer, all my purchases and everything carries over with me.
Funny question, from Jack in the back. How many Unity t-shirts do you have after all different conferences?
I have a closet full, I'm not going to lie. Probably too many. My fun story about Unity t-shirts, I probably have six of these red ones. I think for a while in the office, I moved from San Francisco to Scotland to Edinburgh. When we first moved, the movers were like, oh, your stuff's going to get there very quickly. It took a year and a half for our stuff to get there. In my mind, I'm like, I'm not going to go buy more t-shirts. I brought a bunch of Unity shirts with me, and I happened to bring five of these red ones. For a while, I almost wore these red ones every day. My team was so worried about me. At one point, they pulled me aside.
Are you taking showers?
Do you just wear the same t-shirt every day? I'm like, one, no, I have more of these. And I swear I own other clothes. They're just in a shipping container somewhere in the Atlantic Ocean right now.
I have a similar problem because I think every U Day, which is the Unity developer day that we used to do in every location almost around the world, we have a very custom shirt for each. The only way to know if it's a different one was on the sleeve.
Right, like the location.
I used to just tag them and basically always wear them. I'm saying, but like, is this guy always wearing the same shirt? No, you take showers every day, OK? Multiple ones.
You wear those, I wear red. You know, we kind of cover it.
No, I love that. Jihad, follow-up question. He said, thank you, nice. In that case, what platforms are supported by IAP beyond Android and iOS?
Today, Android and iOS only. We are bringing more platform support that I can't quite talk about yet.
OK, good.
We're definitely expanding it to some PC platforms and hopefully some console platforms as well.
Keeping our fingers crossed.
Yes.
Krug is at XD on YouTube again. Thanks for being there. I heard back end mentioned today a few times. What do you mean by that? Does Unity provide the back end, or are we required to make our own?
Right. You can kind of think of it two ways, right? When you go into alternative transaction processors, they will fire a back end webhook. For studios that have their own back end, we will let you integrate those. We try to keep that open ecosystem mantra. If you do not have a back end, we have a whole slew of live op services in the Unity gaming services portfolio, like Cloud Save and Cloud Code that you can do. We are actually putting together documentation and guides on how to do that with some samples as well. The code is actually going to be relatively straightforward and should be standardized across all the different games. Past that point, we are just going to start baking that into the product as an optional feature if people want to use as well.
Sweet. The same person says, can't wait for the next Unite so I can shower again. Love that. What are you looking forward to at Unite? is asking Jack.
That's a really good question. Honestly, just talking to studios, I think, just generally, I love helping people with the things that they're having trouble with, with all that. I think, you know, ask the experts. Just because I remember when I was a dev in Boston at Unite Boston back in like 2014, I think it was, I went there and that's actually how I met my first manager at Unity.
Oh, really? OK.
Yeah. He was helping me with my 2D stuff that I was trying to do back then with the very first version of 2D. Yeah. I think just being able to give that one-on-one help and just experience what people are making and what they're doing.
The real human connection.
I love that. Yeah. There's just something that, like, you don't really get so much in the forums and the other ways that we kind of engage with the community.
Hopefully this community hangout we're setting up together kind of brings a little bit of that personality, energy, casual energy as well to you guys. Again, the goal is to really continue this very conversational tone. If you have more questions, drop them in the chat, YouTube, Twitch. I don't think X actually has a chat. Come over on YouTube or Twitch if you have specific questions to ask. PeterQuill726 actually on YouTube is asking, how do you discount IAP? Getting original price, current price, and discount percentage?
Right. That's a really good question. OK, so there's a couple of ways that we've seen people do it. Again, you kind of got to find what works best for your game and your audience. When you work with the platforms, every single time you want to update your SKUs, you actually have to go through an approval process. What we kind of recommend and what you see kind of most popular games doing is they'll have like a $1 price point, a $5 price point, a $15. Kind of think about your price points that you might want. What they do is they call that like bundle one. That happens to be the $0.99 one. Bundle five, that happens to be the $4.99 one.
When you kind of create your in-game catalog and you think about those bundles, what I would really recommend there is going like, oh, here's a bundle. We're going to give you a skin, some gems, maybe a couple power-ups. Hey, this is going to be at like a 900% discount. If you buy these separately, it's like $25. We'll give it to you for $5. That way, that also lets you kind of experiment and really be able to run, even if you have no players, like A/B tests and things like that.
It's like A/B testing.
Exactly.
Which one reacts the best with the community? Because you might not want to do the same system for every game or every feature.
100%. Even for different players too, right? Because one thing we found when we were doing mobile was some players buy cosmetics, some only buy power-ups, some only buy currency. If I give you, let's say, a bundle of power-ups, but you're like, oh, I don't care. I just want more skins. You're not going to convert.
Actually, I'm only there for the skins.
See, I'm the exact opposite.
I'm on the cheat. I just want to be playing the normal game. I do want some customization.
Yeah, exactly.
OK, I love that. Thank you, Krug. A very nice comment saying, I love the casualty of this. Us developers talking directly to Unity is so nice to know where we stand. That is the goal. We want to be able to do more of those. We have a lot of live streams planned for the rest of the year. 2026 is going to be a whole different level, guys. Stick with us. Continue to ask questions in the chat. Also, once this stream is over, you can continue to be on the discussions forum. That is really the best place. We notice people sometimes drop messages again on Discord and places like that. Definitely be there. That is where the community lives. If you have very specific questions you want to follow up, every product team, they have a duty.
They go on the discussion forum and they read every thread. We respond to them. We have people that are literally paid to do this. If you have very specific questions, do not hesitate to actually ask them there. All right. We are already over time. Do you want to stick with us or do you have to go somewhere?
Yeah, I got some time. I got the Unity Roadmap presentation, which I guess I'm also excited about that too. I should probably say I'm excited about that one. Yeah, I got some extra time.
I don't want to put you in trouble.
No, no. You're good. You go.
You go.
No, I'm good. I'm all yours.
You're not going to fix the camera on me.
Hey, I'm here for the community. That's what I'm here for.
Sweet. Maybe do you have questions for the community you would like to ask them? Maybe some insights that you would like to learn? Oh, sorry. Krug, I said which forum? It is the discussions forum. It is discussions.unity.com. I am going to put the link in the chat because I know not everybody has seen that. There you go. This is the place where you need to be. You use your Unity ID to log in. It is very simple. You do not have to create a new account and everything. Yeah, post a thread. It is literally like the internet before social media. It stays there when you post something and everybody sees it. There is no algorithm. It is just straight up talking to the Unity employees. Andrea is like, I cannot wait for the roadmap talk. You will have him there.
Yeah, I'll be one of four.
It's not going to be live streamed on this live stream, but we'll publish everything on the YouTube playlist as we always do. You will be able to look into it. Thank you, Krug. Yes, no problem. I hope I'm pronouncing your name well. Sorry for that. Will the roadmap be available as a VOD? Absolutely. Video on demand. That's the goal. Everything that's being not live streamed is going to be showcased, shared, documented, categorized, put on the archival of the internet forever. You will be able to watch it there.
Yeah. If I mess up, that'll be there forever.
Yeah. But it's also fun because some people are like, oh, is this a live stream? It is a live stream. It's 12:21. Barzamillo, that time right now. You are live, my friends. We did the keynote. We had some cool announcement. We just transitioned to the live stream right after. He said, good enough. We do our best, OK? I love that. All right. I did have a question about IAP. For people like me, I'm mostly a designer. I'm less of a developer. Is this something that's scary to approach? Or would you say that following the documentation, I should be able to go around that? Will there be maybe tutorials or things to help with it?
Yes. I guess this is a short answer. Yeah. Documentation is one of our biggest focuses right now, especially.
Yeah. I like that every time we have those releases, we always have the docs that's agreeing at the same time.
Exactly. Yeah. This was something that even from day one, we had documentation writers embedded in our teams and our own engineers kind of writing the docs. I think when we talk about production verification, this is a big part of it, right? Right now, we're testing with our internal publisher and Supersonic. In that way, we can really deeply embed ourselves with that team and just understand, oh, there's a step that we completely missed. Or here's a part that might be a little bit confusing. How do we kind of streamline that process or better understand those docs? Beyond that, though, what's interesting is I think, and maybe I might be a little bit biased as an engineer, but I think the code part of IAP is honestly the simplest. The hardest part is the design, right?
When are you going to surface these things, especially when you go to direct to consumer and things like that and web shops?
It's a strategy.
Exactly.
You want to approach that.
Correct. When's the right time to show an offer to my players? What is the right balance to give? For example, I'll give you an example. At my studio back in the day, we gave away so much currency that people didn't have anything to spend it on. At that point, we were like, why is no one buying it? Oh, of course. Because we're giving away so much free stuff that we're not giving anyone anything to spend it on. Free stuff is good as long as they have something to spend it. At one point, someone, after playing the game for two weeks, had over a million gems. I was like, what are they going to do with a million gems? Yeah.
Are they going to be able to use it?
That's the thing. Yeah. From a design side, designing your in-game economy is so critical because that's what drives engagement and retention. That meta game is really what drives these things. Integrating IAP is like a couple lines of code at the end of the day.
Basically, before you go ahead and actually do that integration, which I hear is actually pretty simple from a code perspective, you should be spending a bit of time at least figuring out what's your strategy. How do you want to approach that?
Absolutely.
You don't want to spam people with all of these options that they might never want. They might feel convoluted or even just.
Exactly.
Like we say in UX.
Absolutely.
I know some games, sometimes they really have so many different types of ways of buying stuff that you end up with different currency and you're completely lost in the ecosystem. You're like, what am I working towards? What's the thing that I should be caring for? What's the most important metric that I can use to purchase those different things?
Yeah.
Defining that concept, I guess.
Yeah. That's also especially hard. Because for me, for example, there's some games that I play every day. There's other games that I might play like once every couple of weeks. I come back to those games like, oh my god, there's five different currencies and all these things. What is even happening anymore? I immediately turn off back from them. Right.
I love that. Another question. Oh, Jessirah Dicoff on YouTube says, I remember you, Manu, from Unite from last year. You've done Unity Muse thing, right? Indeed. I did a talk. Now it's Unity AI. It's actually part of the 6.2 beta. You can activate it for free in the settings and be able to play with it. We're continuing to learn from it, from the way that people are using it. Don't hesitate to try it out. We want to learn from the developers so we can continue to put the best features in the future. DavidMarryWhite saying, anything related to URP, HDRP for day one or two at Unite or maybe in the roadmap sessions?
Yes. That is definitely going to be the roadmap session. I do think there's also a couple of graphics talks. I think there's one today and a couple tomorrow as well. Yes, that's definitely a topic of conversation at this Unite.
Do you have an example of what is a good currency or a good system around that to share? Or like the right approach, maybe, if you share?
What I would say is, especially if you're building a free-to-play game, always have one soft currency or something that players can earn a lot in-game. Then have a hard currency. Sometimes you'll have gold and then gems, which always give some to players because you don't want it to feel super predatory and dark patterns like you just mentioned. That way, at least you have two currencies. It's enough for people to be able to understand. It gives people something to be able to spend on. Typically, then think about for the soft currencies, you can almost think in some games like energy as a currency or different resources. Think about them more as a game design flow, not necessarily as a monetization thing. Always try to have at least one soft and one hard currency, I would say.
Energy is like a bit of user retention to kind of keep them coming.
Exactly. Yeah. Oh, I ran out of lives. Yeah. Someone does not blow through all your content in one day because they love the game. Or get people coming back and things like that.
That's all great.
What also I've seen pretty successfully sometimes is having a currency for a social system, for example. If you have a clan, have a clan currency that's shared amongst all the players that then people feel like they're contributing into something to be able to upgrade it. Because as we know through psychology, these social cues are one of the strongest retaining things. For example, there are some games I still play only because my friends are playing and I'm in a clan with them. I'm like, oh, man, my buddy Bill just contributed so much. What am I going to do? Not play it this week? I carve out an hour to go in and like, so I don't look like I'm just the lazy guy that doesn't contribute.
Funny you said I have friends. Actually, hello Gabe, if you're watching us, we have this chat. Every time there's this one game that everybody wants to play, maybe we don't even talk to each other for like, I don't know, six months. Then there's one game and it's like, guys, this is what we're playing this weekend. You better buy it. Everybody plays together. That's it. That's your two weeks period. Then everybody falls off.
Exactly.
If there is this system, like you say, that keeps someone coming, everybody else is attached to that kind of circle. And if you design that from a developer perspective, that's a great way to keep your users coming back.
Exactly.
You might get an update only in six months, but you want a player to keep playing until they get there.
Absolutely.
Marketing can help you get them back. I hear that having that good currency system can be another way of approaching it.
Yeah, exactly. Because I mean, psychology, right, is the bread and butter of game designers.
Love that. The lady I follow on YouTube is like, it is supposed to be my bedtime. How do I explain to my boss that I'm going to be watching this and be late? I don't know.
That's a great question.
We're going to think about it. Whether you go to sleep or not, we're going to be there. The FOMO will be hard. Don't worry. This will be also on VOD. We're not suppressing the live stream. Everything we're saying right now will forever be on YouTube in our playlist. We have a specific Unite 2025 playlist, which has the keynote, the community hangout day one, which is what you're looking at right now, day two tomorrow. All of the talks, including the roadmap that Remba is going to talk at, are going to be there. You're going to be able to see all of these recaps on the playlist on YouTube. Why the guy on the left is not having a laptop? Because he's our guest. I'm the host. I'm watching the chat and I'm conveying the message to him.
I mean, I can bring out my laptop. I have it over there. I can just do whatever I need to.
Oh, thank you. Yeah, no worries. What else? I've not visited the forum in years. Whoa, the forum website is amazing. Most impressive I've ever seen. Thank you, JMIT1991.
Yeah.
If you've not been on discussions in a while, tell him. Tell him. It's the place to be. I actually like it a lot because of the way that it's categorized per section as well. It's not like a whole big bag of a bunch of stuff. It has categories based on specific features. Also, when we have releases like 6.3, you'll get a specific post from the Unity employees themselves recapping all of the features and making it really clever. Don't hesitate to go there. Remba, thank you so much. I know you got to go, so I don't want to keep you too long.
Thank you so much.
Whenever you're ready, we're basically super flexible in our schedule. I just wanted to thank you. People in the chat, keep sharing your appreciation for his hair and for his presence, mostly. Thank you for being here. Really appreciate you.
Cool. Thank you so much. Thank you so much to the community as well. It's been a pleasure.
Yeah. So you'll see more from Remba later today once we can upload the platform, sorry, the roadmap talk and the IAP section will be part of the keynote as well. You'll be able to watch it again. Sweet. Oh, last question maybe before you go. Can you assign different prices for different regions in the world in IAP? Like a lower price for poor regions and more for rich regions.
Yes, absolutely. There are kind of two ways we typically see people do it. The one thing to be careful about is VPN access. One thing that we do find is if you try to go like, oh, let's say in a territory we're going to price it not at a kind of currency exchange rate. People will do VPN stuff and try to get into different regions and all that. That definitely becomes a bigger problem on the web as well. That is part of the thing that we're working with our partners. Absolutely, it's all about finding what works best for your players and your game.
Sweet. Thank you, Rambod.
All right. Thank you all so much. We appreciate it.
Have a great rest of Unite.
You as well. Thank you.
Sweet. Bruce King on YouTube is saying, I want to see Code Monkey here. Guess what? He's one of four guests that's coming later today. Stick with us. We'll be interviewing him as well as other insiders and great content creators from Unity. We'll have a bunch of cool surprises. I'm just going to run a little bit of the program one more time for people that are just joining us. My name is Manuel Sansilh. I'm your streaming producer and host for the rest of the day. We have six hours packed of content and surprise guests all day until 5:00 P.M. CET, local Barcelona time. Right now, it's only 12:31. I'll be with us all day sharing a bunch of cool stuff with us. We have right now the keynote recap, which we just wrapped up.
We're going to have a quick transition after that to our XR segment, which will kick off at 1:00 P.M. So in about 30 minutes. After that, we're going to have a bunch of guests in the XR segment. The Unity Awards, nominee trailers at 2:15 P.M. CET, followed by the insiders interview. If you want to hear about CodeMonkey, that's the best time to join in at 3:00 P.M. CET. We'll have an industry segment at 4:00 P.M. and a wrap-up at 4:45 P.M. Six-hour long agenda for day one. For day two, which is also part of the same playlist, if you close this YouTube and come back tomorrow, it will transition to the next video. If not, you'll find it on our official YouTube and Twitch accounts. We'll have, again, an agenda starting at 11:00 A.M.
CET, which is local Barcelona time. You can see the exact time on YouTube if you're confused with time zone. I am sometimes. Don't worry. If you open the video too early, it'll tell you exactly when it starts. We'll have an intro. Then the advocacy and community first segment. We'll talk about user groups and events around the world. 12:00 P.M. CET with the asset store segment. At 1:00 P.M. CET, the made with Unity segment. That one is the thing that I'm the most excited about because tomorrow we'll have almost two hours of made with Unity segments with surprise studio guests. People that have made some of the best games made with Unity that you enjoy will be there on stage sharing some cool announcements for the game, talking about their recent drops and stuff like that. Be with us for that.
At 3:15 P.M., we'll have a secondary advocacy and community segment with actually some surprise guests from the team that's working behind the community segment, the Discord platform, and so on. You'll be able to interact directly with them and hear about what we're doing at Unity. Thank you so much for joining us. Let's see if someone is asking in the chat. CodeMonkey is what time? CodeMonkey is 3:00 P.M. CET today. That's in about, if I'm not confused with time zone, it's in about two hours and a half. Before that, we have a lot of content to share. Stay with us. The best day is to just be there. Like this, you're not going to miss anything. We have Kroeger saying, another cool guy. Yeah, we have only cool guests today. I'm only allowing cool guests.
If people are not cool, they're not coming on the stage. Don't worry. You should make this a weekly show. Guess what, Sebastiano? That's what it is. We're there almost every week. I think every week this year, we've done like 82 streams just before that. Literally, if you've been there, you know. Next week, we have a stream actually on the 25th. Right after Unite, I'm flying back from Barcelona, going back home in Montreal. I'm going to be actually live streaming next Tuesday again. If you like what you're seeing and if you enjoy this, there will be more of it. The format evolves, obviously, depending on what it is. This is specifically for Unite. We have this long stream of community hangout. You can always follow us on Twitch and YouTube at Unity.
You'll be notified whenever we go live and what's coming next. We're also on X and every other platform. If you go there, you'll get the tweet, you'll get the LinkedIn post and everything, even Facebook. We're everywhere. We actually have TikTok also, I think. What else? Let's see some questions from the chat. Bruce King on YouTube saying, I will stay here then. By the way, can I buy this cool cap you have? I don't know if you can. Good question. What I know is that if you join us in some of our local events, I always have gifts and stuff to share. Actually, there's another cool hat specifically for the 20 years of the Unity anniversary. I'll be giving this physically to some of our special guests today. If you're at Unite, go look around.
There might be a way for you to get it. If you join us in some of the future Unity Day user groups, and if you're one of our user group leaders, let us know. We'll be happy to send you some hats that you can share with your community as well. There is a couple of other stuff that I want to share. There is the Unity Tips card game. We'll have someone tomorrow talk to us a little bit about that. Like, what is this? It's a trading card game. Very fun game made with actual normal cards, but what's on every card? You can't see it really on camera, but every card has basically an image and a tip. You're basically playing card with your friend. The game is cool by itself, but every card has specific tips on them.
As you play, you'll learn about Unity. You'll learn about Unity development. There will be a lot of that. Let me see. What else? Which guest are we going to show here? Hopefully, someone from the graphics division. We have a bunch of people coming from all over the place. This keynote segment is actually over, and we'll transition to the XR segment after that. Since we're so close to it, I'm going to spoil you, all right? I'm going to tell you what's coming. Right after this, we'll have a transition, and then we'll get Trisha Becker, which is Senior Technical Product Manager at Unity, which will be introducing the XR segment with us for about 10-15 minutes. Right after that, we'll be joined by people from Meta.
If you've been developing in XR for a while, especially if you've made VR games and things like that, you've seen their tutorials, it's Dilmer. Dilmer that now works at Meta is going to be joining us on this stage in less than an hour. We'll be talking about what they're doing over there, the work that we're doing with Unity and Meta. Right after that, we'll get the Technical Director of Alchemy Labs, which is Dale Newcomb, and he's going to be talking about their games. After that, we'll get an XR segment close-up with Google from Luke Upkins, which is a dev reel at Google specifically for Android XR and also for OpenXR. If you're interested from these different platforms and you want to hear more about them, stick with us. It's our next segment, the XR segment. Yes, Mr.
Dilmer is coming up, Kroeger indeed. Dilmer and I actually go a long way. I used to watch his tutorials when I was making my own XR games. I was so happy when I heard that he was joining Meta because they are continuing to allow him to actually make tutorials still as Dilmer, like his own platform. He is also an advocate at Meta. He has the same job that I have at Unity. This company, they work well together. We are making a lot of things together. I am excited to hear about his perspective on what is coming up soon at Unity and Meta in the world of XR. He is just a cool person to chat with. It is going to be nice to have some real-time life with him. Yeah, enough spoilers. I will not tell you more.
That's just the next guest, like literally in the next hour. We have so much more for the next five hours. We have so much content. I'm going to be there with you all until the end of today and Oliver tomorrow for day two. Thanks for joining us. We're going to probably cut a little bit so I have time to drink some water, maybe go to the bathroom real quick. We'll get back at 1:00 P.M. with Trisha Becker, which is doing the XR segment intro. I might just come back a bit before just to answer some questions from the chat. Continue to ask questions in the chat. We're not cutting the stream. Stay with us all day. Thank you again for being here at Unite. This is the community hangout day one, Manuel Sansilh. See you soon.
Welcome back, everyone, for our first day of Community Hangout at Unite. If you're just joining us right now, my name is Manuel Sansilh. I'm your stream producer for the day. Basically, we're streaming for the next four hours, total six hours today, 12 hours over the course of two days, which is insane, I know. I'm here for the marathon. I'm here for you, the community. We have a jam-packed agenda with a lot of surprise guests. Actually, just before right now, we had our President and CEO of Unity, Matthew Bromberg, on stage. You were actually sharing a little bit about the keynote, about the exciting announcement with Epic, which is the collaboration that we just announced during the keynote just before. That's basically what we're planning to do all day. There will be a lot of different segments.
Right now, you are joining us in the Exile segment. The Exile segment means that we're going to talk about extended reality, VR, AR, MR, everything in between. We have a lot of cool stuff planned for the day. I told you earlier, for the people that were actually reading the chat, that we're also sometimes dropping some codes. If you see a weird code happening in the chat, it is a Survival Kids code that you can use to unlock the game and actually play it. Survival Kids is the first in-house Unity game like that we actually made ourselves. If you're interested to play this game and you want to grab a code, just be the first one to grab it and copy-paste it from the chat. That means no FOMO. If you're here, you get some little perks. That's the goal.
The vibe today is conversational, casual tone. We're not trying to be, you know, extra professional. Yes, sure, we have nice overlays and stuff like that. We have Jack in the back that's doing an amazing job at clicking the right button so the camera works well. I don't want people coming in and feeling like they have to be anything but themselves. Like, the goal is to just have a good time with the community, answer some of the good questions that you have. For the next guest, I actually have one person joining us specifically from online, which is our friend Trisha Becker. She is actually a Unity employee, and she's going to give us a little intro about the Exile segment. The Exile segment, like I said, is going to kick off with Trisha as an intro.
We will get Dilmer from Meta, who is already in the room with us somewhere. You cannot see it. It is on camera, but he is going to join us about 15 minutes in. If you are interested to hear about that, do not hesitate to start asking questions in the chat. We will be answering some questions live from you guys. Do not hesitate. Let us see, actually, if we have any questions from people in the chat. I heard the Metaverse was announced. You are late, my friends. It has been announced. We are in it. That is from PXTCHSS on YouTube. Someone else saying, "Great, Manu." That is Fredo. Hello, Fredo. Hello, chat on Twitch from Mr. Crashmaker. We have, "Was really glad to see Core CLR talked about for a minute or two by fairly sad panda." I do not like to hear sad pandas, but you are right. We did talk about Core CLR.
We had James Dell talking about the platform earlier, and we also had Rambod talking about IAP right after Matt's segment. That was pretty cool. Now we are in the Exile segment, and I'm ready to have Trisha with us. Trisha, can you hear me? I can. Oh, yes. Awesome. Chat, do you hear Trisha? Are you able to hear both of us? Is everything good? Yeah? Trisha, where are you joining us from? I love the background, by the way. Thank you. Thank you. I am joining from Seattle, Washington. Very proud. Oh my God. Are you waking up? Not on the ground there this year. You'll have much better weather than we do right now. Oh my God. Thank you so much for joining us so early. Yeah, people say they can hear you. That's amazing.
Trisha, tell us a little bit about what is this Exile segment? What are we talking about? Is there any specific message that you have for the community today? Oh, fantastic question. I think there is a lot of XR stuff going on at Unite this year. We have some talks that I'm really excited about. There's just a lot of XR energy there. We're also showcasing some very new things. One of the things that I have had the joy of working on this year has been the Android XR launch. We officially launched support, verified support earlier this year. Congratulations. If you are at Unite, you can actually see the Samsung Galaxy XR devices in action. Finally. Showcase Android XR experiences at the XR Playground. Yes.
That means the people that are right now in Barcelona walking down the show floor right now can actually touch and test the Samsung. Oh my God. That's so cool. I love the fact that we have the devices on the floor, but also people can ask questions. If you have questions about Android XR in the chat, Trisha might be able to answer some of those questions. We actually have KrugizaXD saying, "Will this be a talk about General Unity XR, or will this be specifically about Android XR?" I'd listen to this section with you, Trisha. Yeah, that's a good question. I work across our XR offerings. I can chat about a lot of different things. I think there's also a lot of exciting stuff that has happened recently with Android XR. Happy to talk more there too.
I would say overall in the XR industry right now, there's just a ton of exciting stuff going on. You know, the topics are kind of endless. What are some of the exciting news in the XR industry? I mean, besides the launch of Android XR, of course, is there anything else you wanted to highlight? Yeah, I mean, there is so much. Obviously, Android XR officially launched this year. Samsung just released the Galaxy XR headset, so that's been a big moment for Android XR. We know that a lot more devices are coming. Headsets, glasses, all of it. 2026 is going to be a very big year. I've been waiting for this since 2014, just letting you know. This is the moment. You didn't know. We have a ton planned for 2026 and beyond. Then you've got XR and AI.
There are some talks around this going on this year. We know that combination is moving really fast. It is unlocking experiences that we just have not been able to build before. It is just a really cool time to be creating in this space. I think if you have been in this space, like many of us have for a very long time, we always are waiting for it to kind of all come together. I really feel like between kind of platforms, the hardware, and even the convergence of AI just going into 2026, there is a lot of momentum in a lot of different areas. I am just really excited about the next couple of years. Love that. There are a lot of questions that might come in the chat. Before we go in, I just wanted to share.
I've been working with Trisha for a while, actually, for years. She is one of the best XR people at Unity. She's our Senior Technical Product Manager. She works across all of the different platforms and so on. A couple of months ago, I was invited to, I think it was the Canada for XR AI summit that we had in Toronto, Brampton, Ontario, actually, which was easy for me. I'm in Montreal, just took a train there. Some of the talks were about the synergy between XR and AI. As you're seeing right now, it's kind of an exciting time, again, for XR people because AI is bringing more opportunities and the relationship between the two is bringing more opportunities. We know that the Samsung Android XR headset leverages a lot of that in particular. It is really exciting to see.
We actually have a question from Krugiza in the chat again on YouTube saying, "Let's start off strong. Will I be able to use the eye tracking data, basically, from those devices to be able to be doing better experiences from our users?" Yes. That is the short answer. Cool. I think eye tracking has been a really key kind of piece of the input modality story. It is important, especially in combination with hand tracking for some of these newer devices and for platforms. Absolutely, yes. I think eye tracking will continue to be a key part of offerings for platforms and for devices. Used responsibly with the right level of things so that people do not abuse this system, of course.
We have Temper Tuna from YouTube saying that he's been lurking for a while, but never really commented, but is happy to see people like the Bull, which have been spreading just positive energy in the chat. That's true. Every time we do a live stream on Unity, the Bull is in the chat. The people like that that always come back and forth and always support us deserve a little shout-out. Thank you to the Bull for being such a long-term supporter. Trisha, basically, and I have a question that I have asked every single guest so far. What is your favorite game and what was your first game? Whatever you want to answer first. It doesn't have to be Exile related, but it could be if you want to make it specifically about that. Yeah, fantastic question.
During the pandemic, I got really into 11s, which is ping-pong. I was playing that with a lot of my friends who were actually stuck in different places overseas. We couldn't get placed back in. I clocked a ton of time in that game. Oh my God. Really good at it. If anybody wants to play some ping-pong. That's probably still one of my top experiences. Love that. Oh, fantastic question on first game. First game was actually a PC experience. People may or may not remember it, but it was called Pets with a Z. Pets with a Z. They also have variations of like cats and dogs. My favorite thing about the game though was not actually the game itself. The game was super cute. You know, you take care of virtual animals, which was super popular at a point in time.
There was a community of us who would take the files into a hex editor, and we would mod the files, and then we would share those. Your first game was also your first mod. I would say it was really about the modding experience. I think that's kind of carried over since in just development and in games. I love that. A question that also comes very often for people in the Exile world, and I know Dilmer after that, just after you, we have Dilmer on stage, has been such a great advocate for Unity in terms of creating tutorials for new beginners, but also people that are very advanced in their career. Someone in the chat, Luis Bautista, I'm going to chat you out right now from YouTube. He said, "I started studying Unity yesterday.
What is your golden tip for progressing well, but also avoiding stagnation at a certain point in his development or as a new career path? Yeah, I love this. One, congrats to Dilmer's about to be on. Dilmer is one of our most treasured resources in the XR community. Definitely watch all of Dilmer's videos. I think Dilmer really breaks things down and makes things very approachable. They're up to date. Dilmer keeps updating videos. Every time we have a new thing coming out, you know, like that week, he's testing the device already and he's dropping a video right after. I generally just watch them just to learn myself. Even for beginners, it's a great place to go. A lot of his early tutorials are still very relevant, but they keep being updated as stuff continues to evolve. Great answer.
Yeah, I do not think Dilmer sleeps, but I love Dilmer. He does not sleep indeed. He does not sleep indeed. All that Dilmer does. Yeah. The other thing I would say is, there are a lot of tools that we have where you can start testing things and iterating without a device. If you are not really ready to make that investment yet, using some of our simulation tools, we do have an AR Foundation Simulator. We do have an Action Simulator. Using those things. We just published a Unity Learn tutorial super fast. I am putting their link in the chat right now. Go into. Yeah. Go into our learn.unity.com platform. Super easy to log in. You use your Unity ID. This is where you can follow tutorials specifically for different categories. For the new XR tutorials that we have, it has already been updated.
It's ready for you to go in. We have a lot of cool stuff. Whether you're starting in XR or you've been in XR for a while, at least look it up. Also, Trisha, I think we have a lot of also free, how do we call it, the samples when you install Unity. You can just like choose the free samples. Yep. Using the templates and samples to get started, they are fantastic kind of boilerplates and starting places. Even just opening them up, open up a sample and just run it. You can kind of see everything in action. I always like the approach of just taking something that's there and then starting to kind of modify it. That's a really good way to learn, right?
You can go in there, you can change something, see what happens, how it interacts. I think that our XR toolset really abstracts away a lot of the things that can be very complex. There is so much beauty in working in engine because you can just kill everything and copy-paste the content. You do not have to start from scratch and reinvent the wheel. You do not. You do not have to, you do not have to, everything is not, you know, it is not scripts, it is not code. That is kind of the glue that brings everything together. You have all of these visual components that you can work with. Love that. Of course, it is in the name Unity Community, but I believe specifically the XR community. I come from XR background, so I am super biased here.
It is generally just such a cool place to work in because regardless of the company people are working with, the tool or the platform they're publishing in, everybody is helping each other because we're all, you know, going through it together. Actually, I just want to again shout out the chat. Like after the question from Luis, which stated that he just started yesterday, people started answering him and giving him a lot of cool advice right in the chat. This is what we love about Unity is that not only we provide tutorials and content, but our community does. I want to shout out another great content creator for Unity XR, which is Valim. Valim is joining us in the chat right now. We won't have him in person, unfortunately. He is not in Barcelona.
I share something really particular with Valim because we're both French. You can tell by our accents. And Valim's content has also helped me a lot in my career. I think he just dropped a bunch of multiple-part series on Unity XR as well. You should definitely follow him, follow him on his Patreon, everything, and support also the people that are making this content for free for you guys. Yeah, there's so much content. I would say the Learn platform is definitely a place where you want to be if you want to see the official content from Unity, but just YouTube, like the amount of tutorials that I see and even new creators that are not as big as Dilmer or Valim are continuously just adding more to it. Trisha, what do you want to share with the developer community?
We have about two minutes with you. Oh, such a good question. There's so much. I think, yeah, if you haven't gotten started, I think, you know, go in, check things out, get started. I expect 2026 and 2027 to be big years in this space. Use the discussions, forums, ask questions. I think this is one of the best communities. I know I'm a bit biased, but the XR community is incredibly supportive. Yep. A lot of people in the XR community come from different backgrounds. You know, don't feel afraid to ask questions. I would say last thing is I think it's important to get familiar, you know, with the platforms that you want to work on. One of the biggest advantages of Unity is our cross-platform tools.
The fact that you can really take an experience that you've built for a platform and you can port it pretty easily to other platforms. Everywhere. Yeah. Build once, publish everywhere. I keep saying that, but that's really true. You know, a couple of the main areas I would say to get familiar with is our OpenXR plugin. It's where all of our core OpenXR features live. You get more features with our platform packages on top of that, the OpenXR package. XR Hands, you get cross-platform hand tracking. That whole mentality, build once, deploy everywhere, utilize that everywhere. Lastly, if you are building for AR and MR, AR Foundation. AR Foundation for AR and MR, yes. Yes, it ties everything together.
You know, truly you're going to be able to kind of write something once and then that is going to connect into those different platforms. Get familiar with those things, utilize them. You can reach a ton more users by being cross-platform. Trisha, thank you so much. I feel like just in these 15 minutes, you gave us so much. Thank you for joining us from Seattle, also waking up so early for the community. I think you're the only person joining remotely, so shout out to Jack in the back that has been making this so smoothly for everybody. I'm just happy to have you, Trisha, again. We'll see you soon hopefully on live streams doing more XR content. Thank you again. Hopefully you get some sleep after this. Have a great rest of your day.
Thanks for having me and thank you for everybody showing up for this. Amazing. Thank you, Trisha. Everybody in the chat, please a little W for Trisha for her help. Now we have something very special that everybody has been waiting for. Dilmer is in the house, people! Welcome, Dilmer. Thank you, Manu. Thank you for the invitation. Honestly, this is like a dream come true. I remember making tutorials early on. Yep. Somebody mentioning Unity. Fast forward to today, it's like a tool that I love and got me to where I am. Thank you so much to Unity and to you for inviting me today. Listen, it was a no-brainer. I'm super biased. I was like, wait a minute, Dilmer, if we're talking XR, like who else?
Also, I think something that the community doesn't know is, like you said, like before Meta, you were already a content creator and you're still a content creator. You continue to publish on your own platform. Do you want to talk a little bit about that? Yeah, yeah. I started a while ago when I started working on Unity. This was during a hackathon. I was working for a company and I know that one of my friends introduced me to Unity. He's like, should we use iOS development and then create a game with iOS natively? Or should we use a tool that could allow you to add interactions? It was more like a game. The first time I looked at it, I watched a tutorial on the Unity forum and on the Unity portal and everything just went off over my head.
Once I got into it, I started learning about it. I really fell in love with the ability to create so quickly and drag and drop components, just create a prefab and 3D models and the creativity that came out of that. I remember I also watched a movie called, it was from the creators of Super Meat Boy. I watched a movie called Indie Games on Netflix a long time ago. I was passionate about how you, as a person, like a one-person, two-people team, you could create a game. I remember making my first game and I said, it's only going to take a few months. Then it was three years. Oh my God. I was like in my early 20s. I remember going, you know, waking up. You're still in your early 20s. Thank you, thank you, Manu.
Yeah, it took me, I thought it was going to be simple and it took me three years, but all that knowledge I was able to use to create another game. Right. That was a lot easier. Then I started just talking about it in social media. I created a Twitter account. Back then it was called Twitter. I was live on X, by the way, right now. Oh, I'm live on, okay. Twitter slash X community. No, it was great because I was building in public, which I think is something very normal right now. You're building public and you share, but back then it wasn't really a thing. It's not really common. Yeah. I was pretty much just sharing everything I learned. I remember, maybe I'll just make a YouTube video about it.
Maybe just a tweet is not enough to cover more context and give people more context. Your tutorial were really in depth also, so it was a good way to expand on that. Yeah, I wanted to build something that, if I'm going to go through and create a tutorial, I want somebody to understand it and then explain it in my own words. Me teaching it allowed me to understand it even better. I did that quite a bit. I think AR Core came out, AR Kit came out early on, and I grabbed one of my games and I'm like, okay, I'm going to add augmented reality features. It was the early AR Kit plugin, one of the first ones. Love that. I put the 3D model in a corner. It was something very simple.
It was like a structure that I put on the corner of my house. Then I was able to move my phone around and walk around the area. From that point forward, I started testing, you know, other devices, Magic Leap and every headset you mentioned earlier. Oculus before Meta, now Meta. Yeah, then Oculus Go came out. I joined something called A Star, which we still have that program at Meta now that I work there. I received my first hat, my first swag. Yeah, like fast forward to today, I kept making quite a bit of content and I love that the community has found it pretty helpful. Thank you again, you know, Unity. Listen, you keep saying thank you. I think people, and I'm seeing in the chat, everybody's like, thank you, Dilmer.
Like some people saying their first attempt at XR was thanks to you. This is very special right there. I need to call out a little sponsor, which is Meta, which is sponsoring this show as well. If you've never built for VR, the Meta XR All-in-One SDK is the perfect place to start. It has everything you need in one package so you can build, launch, and monetize quickly. Actually, Dilmer from Meta is here with us today to talk a little bit about the Meta Quest development. Why is Meta so invested in consistent, like tool improvements? Yeah, no, that's a great question. I mean, I'm a developer just like many of you, so I'll talk from experience. I do work for Meta, full disclaimer, but I started working with Oculus tools when it was called the Oculus integration.
It was this really, I mean, it worked, but it was this folder that you had to drag and drop into Unity. It was full of different examples, but it was really hard to find where things were and to implement new features. You had to know really the structure, the patterns. It was not really easy to jump in. Right after that, I think six months after that, 12 months after that, Meta has been improving on the tools. They did a big change and that was changed to Meta XR SDKs, which at the time, even me, I hated it. I am like, how do I upgrade from Oculus integration to Meta XR SDKs? Now we have individual packages. If you think about it, you have this monolithic code base, which is really hard to manage.
As a developer, I actually work on packages on different companies, deployment, and I was really into the code. I knew like separation of concern was really important. Meta, what they did is they took in, okay, we have core packages, we got packages for interaction with hands, and we have simulators. Now you as a developer, you can go in and you say, well, I do not really need all this additional functionality for my game. I only need the core packages. I need a simulator, right? Because I want to be able to test the tools. You can say, my game is going to have controllers. They are going to have, maybe I do not need hands, but I do need a simulator to be able to quickly iterate.
That is how you can do it today is you can be specific on what packages you want to include. Before you even think about the platform where you deploy. Yeah, yeah, exactly. Before you even think, and then you can iterate fast because we are providing more tools that you do not really necessarily need a headset, which is another great change that we did not have before. You had to deploy to a device every single time, which, you know, if you have done development on VR, you know that putting that thing on, it is getting lighter and better, but it is not really, you do not iterate as fast as you can with a simulator tool.
I remember even when I was starting in XR, that was one reason why I went on PC instead of Mac at the time because I know that the build did not allow me to actually iterate fast. This concept of fast iteration is so core. You want to be as close as possible as the real deal, the real experience. Great to hear that. Can you tell us a little bit more about the Meta Quest new building profile? The advantages that they have. Yeah, absolutely. In the past, not too long ago, before version 6.1, from version 6.1 forward, there is an introduction to a Meta Quest building profile. What that does is if you go to the building profiles in Unity, you can see there is a Meta Quest logo.
It might be a little confusing because you're like, okay, I'm used to selecting the Android profile. If I'm building for standalone, then I can, you know, I can go and switch back and forth. The cool thing with that profile is if you're a new developer and you don't have to, I mean, I started a while back where you had to, that's why I created tutorials, because I wanted to teach people what settings, what version of Android you needed to specify, what type of graphics API you needed to compile. Is it Vulkan? Is it DirectX 11? Is it 12? This build profile allows you to have those predefined settings already available for you, so you don't have to worry about that. It still shares some of the Android settings available, so it's not like we're taking over Android.
It's more like it's inheriting some of the Android, and then you can override some of those changes. The Meta Quest building profile is predefined for you, so that it's, you know, it's ready to go if you need to deploy to the headset. You don't have to redefine it after. It's like it's already made for you. I love that. Another question about the Meta Quest Runtime Optimizer. Why should devs leverage this new tool? Yeah, no, that's a great question. I love coding. I love to get into C#, but when it comes to performance optimizations, I mean, you mentioned Valen. Valen is amazing. He has some really good videos. I recommend you guys to look at him. I think he's like... Don't use Valen in the chat again, guys. Yeah, we'll put him in the chat.
I think he's like, if I look at developers, I think he's pretty advanced out there. I feel like I'm more like the developer, like I'm more like in the C# code. I'm no more in the shader code. Yeah, you both have your specialties. We have our specialties, yes. When it comes to performing optimizations, there's the Profiler. I think it's one way that you can do that. You can use the Profiler in Unity, and it allows you to do that. What we did at Meta is we say, okay, what can we do for developers that is easy, that can analyze your projects? The way that it works is you have a VR scene or a mixed reality scene.
If you have a lot of different game objects, some objects may have a lot of vertices, they may have pretty heavy shaders, or they may have, you may not be getting the frames per second that you're looking for. You run this tool and it's going to run a remote APK on the device. That information is basically sent back into Unity. Unity just does a capture and says, okay, what was the snapshot of the application running at that point? We just show you metrics, recommendations of what things you can optimize. They're like simple things that rank depending on maybe there's a game object that is huge that you brought in from a GenAI tool, right? Some of those are not optimized. You're like, okay, that's not optimized. That's going to break my experience. Yeah, exactly.
I mean, those things are like, you might be able to tell, but this tool allows you to capture some of those insights. Then once you determine what they are and optimize, you can easily just redeploy to the headset and then keep the snapshot history so that you know what changes you made. Yeah, I recommend you guys to check that as well. Sweet. Before we let you go in about four minutes, we have more guests and surprises coming. I do want to insert some questions from the chat. The bull, which is our most astute watcher, basically is always there. He said, Dilmer was my first introduction to learning Excel many years ago. Once again, Felisa Penda saying on YouTube, visited Meta's booth at DevCon in Cologne this year, got the little bear for a member of our team.
That's sweet. He's also saying, always nice seeing the tooling improving and appreciate Meta keeping Excel visible in a noisy marketplace. That is true. Krugiza saying, Meta SDK is still not easy yet, but I'm learning. TT94, how is it with Meta SDK and Unity's netcode, how they will come along? Any info on that? Yeah, yeah, that's a great question. Right now we offer building blocks. That's another thing that Meta has been making easier is when you download the Meta SDK, you're going to get a, it's like an option, a Meta logo on Unity. You press it, it shows you all the building blocks. We have multiplayer building blocks that allow you to select either netcode or Photon. We have that functionality in there and it's fully supported. Sweet. Please, anyone can answer me. I only want to know why.
I think the question is, is there .NET 10 that's going to be implemented with the framework? Do you know or maybe we can point them to a specific insert? That information, I'm not 100% sure. We'll follow up on that. The question is from Leonardo Gisburn. We'll follow up on that. Sweet. Any other message you would like to share with the community before we let you go? No, no. Thank you, everybody, for, you know, continuing supporting my channel, Meta, Unity. I mean, thank you to Unity for, you know, bringing us tools that make development easier. Yeah, just excited to keep working with you and the community. Thank you, Dilmer. Where can people follow up with you or find your work? It's your time to shine. Yeah, no, that's a great question. For those who don't know you yet.
I would say, like, if you want to know more about, like, how to create experiences in VR, XR in general, YouTube, and then for my day-to-day and hackathons and events that we're running, I would definitely check out X. Lastly, we have a VR competition on DevPosts where we're offering $1.5 million to developers. There are multiple categories. Just make sure that you go to DevPosts and check out the Meta Horizon and Star competition. That is something that my team pushed to make happen in collaboration with other amazing teams. Make sure that they check that out. Before you go, I just want to shout out also Jake, which joins your team, who is also an amazing content creator on XR. I'm so happy to see you both. I think he has a talk during your night on the short form. He does tomorrow. Sweet.
Hopefully we can post that also as a VOD on YouTube. Everybody that's not there can actually see it later on. Dilmer, thank you so much. It has been a dream for me to interview you one day. Here we are. Thank you so much for joining us. It was really a pleasure. Thank you. Sweet. Thank you to the community for sticking with us. We have so much more guests coming later on. Stay with us all day. Just want to reassess for those that are joining, sorry, just right now. My name is Manuel Sansilh. I'm your stream producer for the day. We have about six hours of content jam-packed. We're pretty much two hours, two and a half in. There's a lot of different things that we're going to go through.
Let me give you a quick overview of what's planned before we introduce our next guest. We just did the keynote, which will be uploaded as a VOD online. Don't worry, it will be there. If you absolutely want to know about the roadmap session, it's not being live streamed. It's not going to be here, but we will also upload it on the VOD on YouTube later on. Right now you are following us on the XR segment. We have a very special guest with us. Can you introduce yourself? I'm Dale Newcomb. I'm the Technical Director at Alchemy Labs. Welcome, welcome. Thanks. He's actually sent us a pretty cool list of a few different trailers. Which one would you like to play before we go in? I think the Dimensional Double Shift. Dimensional Double Shift. Let's go with that. Jack in the Back.
Don't worry. We have a lot of trailers. This is a kind of a snippet at Inside Job, which is another great game that you guys made. This was one of my first VR experiences, by the way. Oh, really? Yeah. Especially, I personally love the trailer. Is it Inside Job or Job Simulator? Job Simulator. Job Simulator, yeah. Specifically, yeah. I love the fact that Inside Job is also kind of a hint at that. All right. Public production here. Dimensional Double Shift coming to Galaxy XR December 11th. That's like very soon. Yeah, we've actually got it in the show floor here. We're showing a cross-play between the Meta Quest and the Galaxy XR. That's huge. That means that people with different devices can play the same game together in XR. Exactly right. That is sweet.
Dale, you're Technical Director, Senior Technical Director. Just Technical Director. Really important. We're not that big. Not even senior. But you are talented. I wanted to ask you, Alchemy has this reputation of doing, you know, playful, accessible VR game. How do you, you know, keep that as part of the balance between humor and experimentation while being, you know, a technical prowess at the same time? Yeah. It's difficult, especially with, you know, we've been in the VR game for quite a while now. Job Simulator originally came out when the Vive launched. And, you know, PCVR afforded you a lot more powerful devices. Now having to kind of live up to the same sort of reputation that we've got, but on a mobile device, it can be challenging.
We really try to, you know, still lean into what makes the game the most fun without worrying about the graphics necessarily being at the highest quality of everything. Because what we really want is for players to just have fun with chaos. And be there in the chaos. Yeah. I think you said something very important. I think that's a commentary I hear a lot from people that have not maybe experienced a VR headset or being in XR. They say, oh, it looks maybe too low poly for my taste. They do not realize how much the other senses of your brain create that immersion. I think any game that you guys have published has that nailed down. Someone in the chat actually saying, I just slipped back to 2005. The bull is saying this. Someone saying, awesome trailer, awesome vibes.
Fun with chaos is the word. Yes, exactly. Krugias from YouTube saying, I loved Vacation Simulator so much. It seems like the community loves your games. Another question for you will be, what recent lessons from titles like Job Simulator have you learned? Yeah, you know, Job Simulator has been out for a while now. We've continued to port it to every new VR platform because Alchemy's VR for everyone is our motto. We're really trying to be on every possible headset to get as much exposure. Also, we make games that are meant for anybody, even if they've never played console games and things like that before. It could be your first introduction to video games. In fact, it is for a lot of people.
It becomes kind of like the VR 101 game, you know, when you want to have your grandmother try VR for the first time. You know, our games are a great way to do that. One of the things we kept hearing from players, though, was I love playing Job Simulator. I love playing Vacation Simulator, but I'd really love to share this experience with my friends. With someone else, yeah. That's where Dimensional Double Shift came from, is the idea of doing the same type of thing in multiplayer. It came from this kind of desire from the community and also as a technical fit at the same time, which you guys like achieved pretty well. That's amazing to hear. Another thing is accessibility and approachability have been core to your studio's ethos.
What new techniques or tools are you exploring to broaden who can enjoy VR experiences? Yeah, accessibility has been incredibly important to us. And it's something that, you know, we've tried to really push in the industry. At GDC and other places, we usually have an accessibility talk in almost every single one because we really want to push that forward. I mean, for the game industry more broadly, but specifically for XR, because it is such an embodied experience, we really want everyone to be able to do it. It's been challenging to do that with some of our newest tech in multiplayer. There are some things that we could do when we're doing single player to, you know, make it easier for doing accessibility, but it's certainly a challenge moving that to multiplayer and as well as with hand tracking.
There's a lot of new learnings that come from also releasing those titles, which is beautiful to see. Yeah. What's been your experience creating titles like Job Simulator, but also specifically for multiple platforms with Dimensional Double Shift on Meta Quest, Android XR, or everything in between? Yeah. That's one of the things we really appreciate about using Unity is in order to be able to launch on the newest XR device on day one when it comes out, Unity is pretty much the only game down. Like there are the ones that have the support right from the beginning.
You know, like lately when we were doing Inside Job and DDS, moving that to the Android XR device, you know, we've been working behind the scenes with Unity and with Google, who are our parent company, and being able to put that out as soon as the system launched. Everybody who gets one of the new devices, the Galaxy XR, Inside Job comes pre-installed on it. That is, I think, one of the coolest things about that platform is that since, I think, December 2024, people were able to use Unity with the simulator to actually start porting their games or starting to make games for the platform.
Now that the device is out, like you said, your game is already on it, which is a great thing also for new hardware, just to have a bunch of games on it and people can get introduced to your company and play the other games that exist on other platforms. Yeah. I think the best part for me is going to be able to actually play with my friends that are on different devices. I look forward to go on the show floor and give it a try. That is going to be great. Yeah, we figure, I mean, it is going to be a while before each of these newer types of devices really gets market penetration in the same way that the Meta Quest does.
Having it where you can just jump in and be able to play games with other players already instead of being like, oh, there's only 5,000 of us who bought it in the first week. I don't have anyone to play with. Like, oh no, I've got these other people that I can play with. That is very smart and also really cool for the community. In terms of hand tracking, how did Unity tools support help with making Job Simulator and Vacation Simulator hands-only in some cases? Yeah. With the support of OpenXR and the OpenXR hands package, that really made it very easy for us. We added hand tracking support to Job Simulator and Vacation Simulator first.
We did those in some fairly simple ways because in those games, we were really trying to replicate what you can already do in those games with the controller. We were not trying to rewrite the game from scratch. If you try those, you'll sometimes see that there's a little bit of challenge in using the hand tracking. It does not always work the best because you're trying to simulate the controllers. In the Dimensional Double Shift game, the great thing there was we started with hand tracking by default, no controller support at all. By not trying to just support the very basics of what a controller can do, it is just a million times better. You go in there with the hand tracking and you can do some amazing things and interact with objects in a way that feels very natural.
I talk about this a little bit later today in the talk I'm doing. It makes it where you can take someone who has never played a console game, you know, so it doesn't know controller buttons and all, plus they wouldn't be able to see them because you got a headset on. You stick them in there and they just start doing things and they can immediately, you don't have to tutorialize it. Like, how do I pick up this can of Coke and open it? Like, oh, you just do like you would in the real world, right? That also kind of helps with the accessibility as well in some ways. I love that. DecodeHTML from YouTube saying, been thinking about a few XR experiences to create if you are building solo an XR game. How realistic can it be? Any advice?
How realistic is it to build an XR game solo? Yeah. I'd say it's getting a little bit less realistic, but not far off. It's still somewhat easy. There's lots of different paths for being able to do so. I'd say that, you know, Meta's obviously got the largest support right now as far as number of headsets out there. It's pretty easy to kind of be able to self-publish on that platform. I think it's certainly possible. You see from the keynote some of the games that were made with just a handful of people and some by one person. Sometimes one, yeah. XR is certainly still in that area where you can make something that, you know, that does really well.
I think the hardest part today doing solo is not so much the development of the game itself, but the stores are getting very crowded. You still have to do all the marketing, right? Publishing and if you're one developer and you're sitting there working on the game and trying to fix any bugs that your players are finding, you don't have a lot of time to spend on the marketing. That's the part you probably need help with is trying to make sure that you're getting your game marketed out there. That's a very good tip. You heard it decode. That's how you would approach it. Jonas has said, I've done it. The hard thing is to get it to sell well. There you go. Plus, you never know if your game is going to be great.
One of the advice we always give people is to start with finding the fun, like that loop that actually makes it fun for you, for your friends. Test it out, do QA testing, do, you know, A/B testing maybe with a couple of friends before you move forward in a later stage of development. You get out there and hopefully the community can, you know, it sticks, it's like throwing pasta at the wall, see what's there. Quick fun question for you. We keep asking to all the guests today, what was your first video game in your entire world that got you into gaming maybe? Okay, this is going to show my age. We had Pong by Matt's this year. A little earlier. I guess really the first ones were text adventure games. Oh yes.
My mom worked for GE and she brought home a little terminal that had like the phone cup modem and a little printer. I played like Colossal Cave, I think it was called, that kind of eventually led to Zork. The Zork is really, really grabbed my attention. From there to like the original kind of point and click adventures like King's Quest and Hero's Quest and all that. Have you played Rogue, like the original Rogue by any chance? Yeah. Yep. I feel like it also develops your imagination a lot because if you're born before the 1990s, before the 1980s, some of these games, of course, it's not about the graphics at all. It's kind of a good metaphor for what we're building in XR as well. Yes, the graphics is important, but it's not everything. Yeah.
Most of the time we've seen it with titles like Peak, for example. That's not what people are looking into this game for. It's really the presence. To me, that's what I love the most about you guys' games is this sense of presence. Even if you're solo, it feels like I'm in this world. Yeah. How have you achieved that? Can you talk a little bit about the game design, maybe some of the choices that you've made? Yeah, I think one of the most important things from Alchemy's point of view is one of the things we see a lot is laser pointers on a menu. When do you do that in real life? Never. So don't do that in your games. Diegetic interfaces are the most important.
Even in Job Simulator, our first game, the way you exit the game is you pull your briefcase from over your back, you open it up and there's an exit burrito and you eat the burrito and then it says, are you sure you want to exit? And you eat this, right? Or have physical levers that you're pulling or anything that makes it physical, which is the diegetic interface. You know, the laser pointer thing, it works, but it just, I think it takes away from the immersiveness of. Plus, you're not utilizing the value of that platform. Yeah. If we're in XR, the goal is not necessarily to reproduce what we've always seen in 3D or 2D games, but to really tap into what that environment gives you, which is, like you said, physical world, intuitive movements.
I love that you're also kind of inventing new ways of thinking about those metaphors. I love the fact that exiting is to actually grab an object and eating it. Yeah. This is so cool. I had one more thing there. I think there's with VR specifically, I haven't had as much experience with XR. I'm just kind of just getting started with some of the mixed reality. Okay. It's really important in VR to recognize that there's really three distances to focus on. The one is the really close of something that's an object in your hand that you're holding up near your face. Right. The other is anything that's far distance, so basically from two or three meters and beyond. Right. Then there's the hand length. Even further. Even further. Okay. Even further.
A little like two to three times your arm length. Then everything in the middle, that's really the sweet spot for VR. If you spend too much of your effort on the very far distance stuff, because of the way the vision works and having the stereoscopic view, once you get far enough away, it does not really look that much different than if you're playing it on a 2D screen. Everything in this near field does have that extra parallax. If you have it up really up close, it better be very high detailed. Only kind of like hero objects and things like that you want to do there. If you spend a lot of time in that middle space, that's when it really hits a sweet spot. Yeah. Dale, thank you so much for joining us from Alchemy Labs.
It was a pleasure to have you on the show. Thank you for answering questions from the community as well. Krug is saying the exit burrito was genius. You guys, we've seen a lot of trailers out there. Go try Dimensional Double Shift. It was amazing to just see. Sorry, did I pronounce that well? No. Can we start over, please? It's Dimensional Double Shift. Dimensional Double Shift. It's free to play. We have so far two DLC dimensions. Amazing. December 11th on Android XR. Can't wait to try that out. Thank you so much. Have a great rest of your night and thanks for having me. Thanks for having me. Appreciate it. It was a pleasure. All right. Take care. See ya. Just after that, my friends, don't leave. We're still in the XR segment with a very surprised guest again. Who do we have?
Hello, hello. This is Luke Upkins from Google joining us. He's a dev rel on Android XR and OpenXR. Am I correct? That is, yep, that is very correct. Thank you so much for having us. I mean, for having you, but being with us. Yeah. No, thanks for having me. Yeah, I think when we talk about Android XR, we cannot, you know, talk about it without not talking about OpenXR. You know, the very standard that's been there and built on top of a lot of the things that we've got going for us. I think using OpenXR is a big call out and something we're like looking after. I'm so happy that you're here with us. The first question that I have for you is, can you clarify for people what's the difference between Android XR and Galaxy XR?
I know the answer, but some people in the audience might not. That's a great question. Android XR is the platform. If you look at other Android platforms out there from Android Auto, Wear, your phone, your tablets, Android XR is that platform and that ecosystem that lives for other form factors such as Galaxy XR. We recently announced, I think last year, XReal. Other form factors and other devices will live and breathe on top of the Android XR platform. It's really that OS, that operating system that people can get to use and experience XR on. Love that. We have a funny game running from the beginning of this live stream. It's going to go on for six hours. Every time we have a guest, someone is mentioning something nice about them. You get the win for the best mustache today. Yeah.
And also the great hair. All right, more points for you. That's awesome. Welcome, Luke. The bull is saying, we're happy to have you here. Another question for you. Emphasizing the importance of OpenStandard support, particularly OpenXR, which you work at, and Vulkan, can we discuss a little bit about how adding to these OpenStandards fosters great compatibility? How OpenXR and Vulkan kind of open that compatibility up? Yeah. Reduce the development friction. Think about that. I think really I want to talk from a point of fact. Over the past year, we've been doing a lot of early access programs with a lot of developers like Alchemy. We've really been able to listen to them. A lot of the feedback we get is how little friction they have.
Because we've got to build on top of these layers like Vulkan, OpenXR, and then having such a player such as Unity in this space in order to make it so easy to support multiple platforms. We've heard a lot of great feedback from developers that have just been like, okay, yeah, it was as simple as clicking the button. Yeah, I heard the same. I think in my talk later on, I'll do a quick demo of how we take the VR sample app that you guys have and literally within about three clicks, you can get it running on the Galaxy XR device. I think that's really inclusive to what Google has been doing with is looking at these OpenStandards like Vulkan and OpenXR.
By listening and knowing what the community is using, I think it's made it really easy for people to port their applications. I think there's a lot of proof in that. For anyone that's using those devices or looking at those devices, I really hope you have the same experience too. Love that. We have tried games on YouTube asking if Android XR, for example, the new Samsung Galaxy XR, will be good for XR with Unity. Yes, my friend. We have support since last December, actually. I think it's almost a year now. Now that the Samsung Galaxy XR is out, that means that you don't need to just play with the simulator anymore.
You can buy the device, actually build on the device itself and have a real experience as a developer so that you know exactly how your players will feel when they try your games. My next question for you, Luke, is when you guide developers through this decision-making process when choosing their development paths, specifically Jetpack versus OpenXR, what is the strength versus weakness of each approach? That's a great, great question because I think a lot of the times it really comes down to your use cases. You know, I think one of the powerful things about Android XR is the fact that you have Jetpack and you have all your native Android applications that can run on the device today. From there, you can kind of spatialize that content and make it live as windows and make it really immersive.
You have the freedom, should we say, that Unity gives you to build these immersive experiences where you essentially control every single pixel of your real estate. I think it really wants to go into what kind of use cases and what you want to build out. I think if you are looking at more traditional application development and you just want to spatialize that, then Jetpack kind of lives in that world. It's very good at that, and there's lots of leverage there. If you really want to be making these immersive worlds and these immersive experiences, whether it's even like enterprise apps or just your indie games, then Unity is kind of that great tool to be doing that.
I think it depends on how much control you want and whether it's more applicational or whether it's more game and like 3D rendered. Yeah, I think it just depends how much control you want. It's really based on your use case. I hear that. Okay. Could you give us a detailed explanation of the process for publishing an XR experience on the Google Play? Great, great question. I think this is, you know, again, one of the great leverage points of Android XR is you get the ability to use the Google Play Store. What we offer on that is we offer a dedicated XR track, which means that if you're just making immersive experiences for the headset and you're not wanting to publish to phones, tablets, and you just want a dedicated immersive experience, then we will have what's called like an XR track.
This gives you the ability to publish your APK, publish the content that you want just for these immersive experiences and kind of have that dedicated track. We also support the ability to upload spatial trailers. Oh yeah. When people are coming into the Play Store in their immersive landscape, they can see a spatialized track. Before downloading the app. Yeah, before you download the app, you can choose to do 360 videos. You can do spatialized content. It is a real great way to show people before they purchase or play that they get that experience beforehand. That is just a cool thing. I look forward to actually test it live here on the show floor and test a little bit of that. Cool. A couple of questions from the community before I ask mine.
Tri Games again saying, what best practices do you recommend optimizing XR applications for Android with Unity? Is there any guidelines or any best practices you have in mind? I hate calling out to myself because it feels a bit weird. Do it, use your toes. If you type into like performance guidelines and then type in my name into Google, I will. Luke Upkins, people. Make sure you type it right. We published last week, we had a spotlight week where we went over a lot of the content you can make. We did a performance guidelines blog. Oh, sweet. That really goes through all the little steps that you can go through in order to get the best performance. We talk about all the wonderful things that are available in Unity from space warp, foveated rendering.
I think for a lot of developers that go through this process, you know, it sounds silly, but like 0.2 milliseconds of a frame makes a big difference. Yeah, we really go through all those little things that you can start checking and debugging within your app in order to get the best performance out of it. Okay. Exploring the integration and support for AI packages now, so including the Firebase AI Logic SDK. Can you showcase how developers can leverage powerful AI capabilities to enhance their XR experiences? That's a great question because, like, I'm thinking about intelligent NPC behavior, things like that. Yeah, this is a great one. I think this is where in the Firebase AI Logic SDK, there is a Gemini Live API that you can use. This 3.0 just came out. Yes.
Yeah, literally I think I was reading through things yesterday. Yes, yes. I was going to go to sleep and then the news came out. I was like, I cannot sleep now. All right. There are some great capabilities with Gemini Live specifically for more of your conversational-based NPCs. You can stream audio to it and get audio back. Or if you want to do it text-based, you can do it text-based. Sweet. Really having this ability to have Gemini Live adds for this conversational level that I think people want out of their NPCs. If you do not, if you are not looking at that, you can upload images and get text response back from Gemini if you want to understand what that image is. I would definitely say the Firebase AI SDK is a great tool to be using in Unity.
It's supported in Unity out of the box. I think a couple of the use cases can be like dynamic content generation, maybe even like interfaces that could be like more personalized user interactions and stuff like that. It's really on multiple layers. It's not just within, but also at this kind of ecosystem layer. Very good point. Yeah, I love that. A little bit of an in-depth discussion now on performance considerations to achieve a buttery smooth experience in XR. We kind of answered that already with the community. Do you have any techniques for rendering physics and input processing, as well as strategies for managing computational resources effectively to prevent motion sickness and ensure user comfort? It's a very detailed question. That's a great question. Also, shout out to Leah Martin from Unity. I told you I would chat you out.
She's been writing those questions for the XR segment, and she's doing such a great job also. Yeah, no, that's a great question because, you know, there's so many different areas to cover in that. I think just out of the box, if you start using packages such as XR Hands, that gives you a great tool for getting your input. I don't think you really have to worry about that. I think a lot of the considerations come from like, it's not just about your GPU computation. CPU can come into a big play here when it comes to OpenXR. Just making sure that you're also looking at your CPU cycles.
I know internally a lot of people have been using Perfetto as a great way to debug things and kind of get that level of depth to understand what thread or what things are running. I think a lot of the things that we kind of cover in that blog again is more like your thinking patterns. Because everyone's making different use cases. Everyone's doing different games. It's like, what are the thought patterns I need to apply as a developer in order for me to start stepping through and making those performance optimizations? I think it comes down to use cases because there's great tools like Spacewarp. They might not always be the best use case for things. You know, I think it's a hard one to just answer and just say like, hey, this is exactly what you do.
Yeah, I think checking out the performance guidelines, but using tools like Perfetto, the Frame Debugger, a lot of those can give you a lot of information about what might be slowing you down. The Frame Debugger is kind of an underdog in this. Like I know a lot of people use it right now to be able to know exactly. It's funny because, you know, I work right next to some of the Google Maps team. Oh yeah, okay. That have been doing some of these optimizations. I love what they're doing on the spatial side as well. It's supposed to see Google Maps evolving beyond the phone and the desktop experience. Yeah, I think a great call out to that is all the immersive views was kind of done within Unity. I think you guys did a great case study on that.
Yeah, they've spent a lot of time doing those performance enhancements and looking at where they can get the most out of everything. A lot of the times it just comes down to stepping through and using tools like the Frame Debugger to catch those little things. I wish I could just give you guys like, hey, just use this one tool. It's exactly what you need to do. It's a couple of different things. I think it depends on your use case. You know, power to Unity and all the tools that are there, like the Frame Debugger, that will really help you profile your applications when you need to. Sweet. We have a couple more questions from the chat. Jonas N. Stead says, I would love to buy it and port my game to it.
I guess he's talking about the Samsung Android XR device. I don't think it's available in the EU. Can you confirm or not? At the moment, the devices are only able to purchase in the United States and South Korea. I think from Google's perspective, this is Samsung's hardware. It's their device. I'd wait for an announcement of them. Be ready for an announcement soon from Samsung at Google. Yeah. Hopefully soon so that we can play with it. Krugisa saying, it's my first time hearing about Jetpack. What is it exactly? It's the best way for Android XR, but can you give us a little bit more? I don't want to take too much time of that at a Unity event. Jetpack is essentially the native way to make Android applications.
You kind of use Kotlin and Android Studio in order to make a native Android application. Sweet. Thank you. Do you have any points or anything you wanted to share with the community while you're here? I think it just mainly goes into that porting experience or getting started. It's very easy to get started on the Galaxy XR device or Android XR in general. From using these OpenXR standards and Vulkan, it's very simple to get started in developing on these headsets. I think it's more just, yeah, we're really looking forward to seeing what people build for Android XR. As my role and my job at Google is, we really want to hear back from developers and understand what new OpenXR libraries they might want, what new features they want.
I think it's a really exciting time because we can start talking about it. We really want to start generating that feedback from people to understand what your needs are. Love that. Last question from Tri Games again on YouTube. Will it be possible to integrate immersive 360 degrees ads on Android XR without affecting performance and user experience? For example, Google AdMob, etc. What do you think of it? I wouldn't be able to speak on the ad side of things particularly, but we do support spatialized video. Even to that point, there's the Codec MV HVUC, which basically allows for spatialized content. I always spent a lot of time working with Renderheads. That's a package that you can get for Unity. That is very good at doing 90 FPS for like 4K video and spatialized content.
I'd definitely say like from a technical perspective, I know we can output. I wouldn't know exactly the API from an ad mobile space and how to get that in, but we're capable of rendering it very well on the device. Love that. Luke, you've been fantastic. You've answered all my questions and the community questions. Thank you for being here. It was a pleasure to have you on the show. I hope to see you again. If we do that again, I hope it's super. I do have a Galaxy XR device. If any time you want to find me on the shop floor, we can talk. If not, they're in the demo stations. We're demoing, I think, Trip and the Dimensional. Dimensional Doubleshift. I think that's some great showcase points. Amazing, Luke. Have a great rest of your Unite.
Thank you so much for being here. Thank you very much for having me. And the community. That was Luke Upkins. Amazing. Guys, as I told you, the day is packed with crazy guests. This is just the beginning. We have so much more to give. For those of you waking up only now, this is Manuel Sansilh. I'm your streaming host for the day until I think 5:00 P.M. CET, which is Barcelona time, six hours of live stream. I think this is the first time we did this with Unity live streams. I'm also doing it tomorrow. We have 12 hours over the course of two days, which is insane. Hey, I have water. All good. You know, just to make sure we don't actually die on stage, I'm going to actually be taking a little break right now.
We have about 10-15 minutes before our next segment. I guess I'll already be there. We're going to be talking about Unity Awards. If you're interested in the subject, stick around. I will be dropping the next Survival Kids Code during that segment. You better stay if you want to get a free game. Thank you, Luke, from the chat I'm seeing right now. Thank you so much also to the community for being so nice to our participants. This is what makes it a nice event for me and for them. Really, it's about you. If you have specific questions you want to ask us, don't hesitate to ask in the chat. I also have a quick shout out before we transition. We have a TikTok page right now.
This is kind of new to Unity because we've not been on TikTok for a while. So tiktok.com/@unitytechnologies is the same handle as on Instagram. If you're on Instagram, we're now on TikTok. We're live streaming from X, Twitch, and YouTube at Unity. Definitely make sure that you're on those different channels to not miss any opportunities, any news. What else? Bruce King saying in the chat, thanks, but I still don't have any VRXR for now and never had any experience in it. It's never too late to start. Again, you don't need the device to get started, right? Like you get those samples from the Unity Hub. Once you install Unity for free from unity.com, you download the Hub, go into the samples page, and download some of the AR, VR, or MR free samples.
Those are like basically templates that you can start playing with in the Unity Editor. You do not need a device to try them. If you want to try, you know, the experience in situ, you have also simulators. Even without owning the hardware, you can already build an entire game. A lot of the developers like Alchemy, they ported their entire game to Android XR before the device was available later that year. It is never too late to get started. We have seen Dilmer earlier from Meta that has a ton of tutorials online. We have Valium in the chat. You have Code Monkey. If you are not into XR, you just want to learn about Unity. So many Unity insiders. They are going to come later today. We have a lot of new guests coming soon.
Before that, a little break before we get to our next segment in about 10 minutes. Stick with us. Like I said, we'll have more to share. Thank you for being with us today. Welcome back to our first day of the community hangout at Unite with Unity. For those that are just joining us, there is six hours of jam-packed content with a lot of guests, surprise guests that are going to join you. If you actually saw the videos before, we had an XR segment with Dilmer from Meta. We had Luke from Google, Alchemy Labs with Dale, and a bunch of people from Unity like Trisha, James Dell, Rambod, and also even Matt, our own President and CEO. I have a lot of cool people coming today. Like the chat said, only cool people.
If you're not cool, you're not on the show. Talking about cool people, we have Branston and Julia joining us from Unity. Welcome, my friends. Spirit finger. Hey, hey, everybody. Happy to have you with us. How are you doing today? I'm feeling really good. Yeah. How about you? Yeah. Feeling the Unite element. Yeah. It's like the energy. It's like, you know, you're like, OK, it's going to be normal. And then I just start to, yeah, I'm having to go start. I love that. Before we get right in, we have this kind of fun question we keep asking all the guests. What was your first video game? Or what got you into gaming? If you can mention it. If not, drop the next one. My first video game you ever played? Yeah, for example. Yeah. Oh, boy. That would tell your age, your sort of that?
Yeah, I'm very cool. That's fun. Someone said Pong before, so. OK, OK. Wow. Man, I'm trying to think here. The first one that really made an impact on me was a game called Altered Beast. Altered Beast? OK, yeah. Yes. Had Jack in the Backseat. Yeah, thank you. Yep. I don't know how old I was. I must have been like six or seven, but I'm like, this is pretty rad. What about you, Branston? Yeah, my fav. When I was four, it was a game. It was based on a movie. I'm just going to say that. Like, it was on one of the systems we all know and love. And it was the first game that I ever played that I had. I had no clue what I was doing, but I just kept playing it over and over and over.
I'm like, oh, that's how you unlock a door. Oh, that's how you beat an enemy. Oh, that's how, you know. For me, that was when I fell in love with gaming. He got you addicted. Oh, yeah. Full-time gamer. Oh, yeah. It was done. It was over. Do you even work at Unity? No. They have to hide the system sometimes because I'd be like, that's what I want. Yeah. I always travel with some of my devices as well. I feel you. Before we dive in, I have a couple of questions. What's fun is that when we do those 10-15 minutes transition, people continue to talk in the chat because you guys are there with us. Thank you for being here. I don't want to overlook some of the questions you might have left.
Someone said, any idea what time the roadmap talk will be available on YouTube this afternoon or this evening? Depending on where you are in the world, it might be this evening or this afternoon. I do not know exactly when. I promise you, the second it is over, YouTube does the processing that they have to do, and then it is up on our YouTube channel. Just check out, you know, our playlist called Unite 2025. It will contain the keynote, this day one community hangout, tomorrow day two community hangout, and then every single video that are being recorded, not on the live stream, you know, on the show floor for the people that are in Barcelona, they are all going to be available on YouTube at the end. Do not worry. You will know about what is going on at Unity soon. What else do we have?
We'll be back in a few minutes. That was me. Yep. Animator for Dots. Who creates these transition videos? The branding team, shout out to Lean, Melissa, and all of the entire branding team doing such a great job at creating those amazing segments. Also, Jack, the producer that is editing it to make sure that it looks good during the live stream. If you're specifically asking about the video, like the content that you see during those looping transition, it's actually Julia. Julia has been working on the new Sizzle Reel that was released today during the keynote. Now, thanks to that, we can use it for our future live streams. Thank you, Julia. You're welcome for all that hard work.
Yeah, I mean, as part of the Made with Unity team, one of the things we do is work on Sizzle Reels every year, trying to look back at, like, what were some of the incredible games we saw. Like, most of what we do is talk to studios and see the games they're making and find opportunities to showcase them and platform them and the opportunities that we have. It's always super fun to put one of these Sizzle Reels together. I think this one turned out pretty cool. What is this MWU that we're referencing? I know. Made with Unity is like a program inside of the company where our goal is just to, like, find developers who are using the engine and showcase the cool work they're doing.
Like, it's supposed to be the finding mutually beneficial opportunities to highlight them, to platform them, to showcase their games, because we know it's really hard to get your game noticed. It's like there's a lot of games coming out every year. It's really difficult. We just try to provide those channels and opportunities where, hey, OK, like, let's showcase your game. Let's talk about it. Let's try to help them get in front of an audience. Some more discoverability. Yeah. Thanks to those channels. I love that. Actually, a couple shout out in the chat. Julia's hair. She's winning the points again. We have now a kind of Jamestone versus Julia price. Oh, man. I was going to say I'm coming for you, Jamestone. Rambod was first because he came right after James. And we said James is winning with beard. But Julia, you're right there. Thank you.
All right. Right. And I will keep the hat off. Yeah, we're going to keep the hat. You don't want to see what's going on under here. Like, let's keep it that way. We got best skincare. What about that? OK, OK. Yeah, OK. Thank you. I want to say this, though, you know, the Sizzle Reel and Made with Unity. You know, a part of what I do, you know, I know you know about this, is going to different places and connecting with, you know, developers and students and things like that. I remember one time I was playing one of the Sizzle Reels at a booth. Like, people were stopping. They were like, what? That game was made. Oh, my goodness. That game was made in. Oh, I love the game. Oh, I don't know what that is. What is that?
Like, it's just like getting the word out there. It's amazing what a Sizzle Reel can do. It's wonderful that Made with Unity and all the things of it. It's like, yeah. I think it's cool. Also, like, there's so many games that people don't know. Like, you don't necessarily think about what engine it's made in or, like, know that it's made in Unity. Sometimes we're showing it and like, what? That's made in Unity? We're like, yeah. It's true. The splash screen is not always there in every game. It's a good way to kind of highlight that when they disable it. Actually, someone in the chat, the bull, said, awesome job, Julia. Thank you. There you go. Then crew gizak xd and the bull was chat's been there since the beginning of this live stream. Shout out, you guys.
They're saying, say hi to Jack from us in the chat. Jack is the goat with a goat emoji. Jack, you have to use the mic and your amazing voice now. Yeah, you guys are way too sweet. Thank you very much. That was the voice of salty tunes over here. I mean, voice of an angel. I love that. Where can I get that cap? You're the singer, wants to get the best cap. Look, I don't know. If you're in Barcelona, come find me in the live stream room. I might get you a 20 years anniversary special. If you're also joining us at any advocacy event, we're always carrying swag. We have the Unity cards. I think I showed them a little bit earlier. This is a trading card game.
We'll be showcasing it tomorrow with the creator of the cards. Each of those cards, there's like a pretty thick pack. Each of those cards has a special tip. And the content under is basically teaching you Unity. So you're playing card with your friends and you're learning about Unity. It's actually pretty cool. Crew gizah said, oof, that voice. I think that was for Jack. You're rizzing my chat. So calm down. Maybe don't talk anymore. The attention is here, people. I love his energy. Yes. I'll let you know this chat. If you see me in real life, I will let you touch my hat. That's what? That's it. That's it. I fought hard because this had to be. You already said it. Oh, it's a good hat. You're not getting a great hat. I need another hat. Now that I'm thinking about it. Yeah, yeah.
Actually, there's so many events that we do. Branston, talk a little bit about what you do at Unity. You only joined this year, I think. Yeah, yeah, yeah. I'm relatively new to Unity, starting at the beginning of this year. I mean, I've been using Unity for a long time as a developer. My role, I'm a senior advocate in education. What I do is I travel around. I go to different institutes, colleges, high schools, middle schools, wherever students and faculty, institutions of education exist. Wow. I do talks and demos and career conversations. I love it. It connects with me on a personal level. I'm always happy that I can connect with other people. Fun fact, maybe I can share this anecdote. Branston, I interviewed him when he was joining Unity. Yeah.
It was really tough because we had a lot of good applicants. I remember the first time I saw you on the camera, and you were telling us about what you had been doing before Unity. You had been using Unity before working at Unity. For how long? What is your experience behind that? Yeah, started in 2012. I learned about Unity at GDC 2012. Like, it was like I heard about it the first time. I went home, and I was like, this is my tool. From that point on, it was cooking. We were cooking. Yeah. I love that. You know, building all kinds of games, all types of, you know, AR, VR, multiplayer, 2D, 3D, everything. I just like to touch all of it. Yeah. Sweet. What about you, Julia? When did you join?
I joined Unity in 2020. Wow. Yeah. Peak. You started the pandemic. Yes. Was it before or after everything locked down? It was after everything locked down. OK. So you're a remote employee at that moment? Yeah. OK. Me too. I joined in February 2021. Yeah. Really? Both of you. Wow. That's really cool. It's funny because when I went to the office the first time, I saw Julia there. Because we're both from Montreal, by the way. Shout out to the probably Quebecers that are still sleeping. It's great to know that you're going to be able to see that as a VOD later on. You'll see that segment and feel proud about your flag. I say, Unity God from the bull. That's Jack's voice. I'm going to get my hand on some Unity swag one of these days. I hope so. Who else?
We get the bull again saying, I want to hear up Unite next year if I can. We'd love to see you in person. To be honest, if you come to Unite next year, I will be there. I'll hand you the swag in person myself. I promise you the bull. I promise. The bull has been in every live stream ever. He's always in chat. Like, it's insane. Shout out to him. Some people are so dedicated. They deserve it. Branston has been a great addition to Unity, he says. Oh, thank you. Get the love, my friend. I appreciate that. He says, I'm always hoping that we open a merch store. You know what? That would be so cool. Imagine, like, an actual venue where you can go and buy some of those hats. I wouldn't be the only one having it.
I don't know if I want that to happen. Ooh. Rick Jensen, 9459, saying, I attended Unite 2023 in Amsterdam. I received a black raincoat with a black Unity logo. No fancy hats or T-shirt, unfortunately. Pause here. That raincoat is amazing. I'm still using it. Every time it rains, that's my personal umbrella. Like, it's actually pretty cool. I love the material. Yeah, it's depending on the event you're attending, it's not always the same swag. I have a couple different Unity T-shirts based on the user called U-Day. It's the Unity Developer Day rebranded. If you're in U-Day Abu Dhabi, you might not get the same swag as U-Day Brighton, for example. Sometimes you get, you know, pop things for your phone, or you might get, like, a sticker. Some of those stickers, for example, they come from Unite this year.
I did not have that sticker before today. So happy to. Are you encouraging people to go to every event? If they can, just pop from Unity. Be in person. Be there in person. You know what? I promised that I would share a Survival Kids code to the people that are actually with us in the chat. Let me just scroll down to my list. We already shared one code earlier in the chat. This is going to be the second one for today. As always, first come, first serve. You have to know. I am just going to give you a kind of, you know, countdown before we do that. Survival Kids code in five, four, three, two, one. It is out on Twitch and YouTube. First come, first serve. I cannot help you guys. It is out.
Today we're talking about Unity Awards because we've been stalling a little bit. It's 2:30 P.M. CET, live from Barcelona. We have a jam-packed agenda, a lot of things to discuss with Julia and Branston. Can you guys tell us a little bit about what is the Unity Awards exactly? The Unity Awards, they're just a celebration of our community, their ingenuity, their creativity, and the ways, all the different and surprising ways they use the engine. This is the 17th. Obviously, they started way before I started. This is the 17th annual Unity Awards. They've been. Oh, my God. Yeah. Like, it's only been 20 years since Unity as an engine exists. It's been 17 years where we're highlighting these creators and doing these awards. It's pretty incredible, I think. That's so cool. Actually, you told me something I didn't know.
Unity is 21 years old. It's Unity 1.0. That's 21 years. Yes, that's right. You taught me that. It was on Mac first, the first time that it came out. Yeah. We have the game here. We have the first game. Even before it was Unity, they released a game, I think, Over the Edge Entertainment released Gooble. We have it playable here. Yeah. It was very difficult to track down because this game is so old. What genre is it? What type of game? What type of game is it? Yeah. What is Gooble? I think it's kind of like a platform. Yeah. Like a platform-ish. Try not to compare it to other games. You're like a rolling ball of goo. Goo. You're doing great name. I think like kind of like self-explanatory. Love that.
Actually, if you are in Barcelona, Julia, I worked on this giant pillar that's in the middle of the venue that kind of lists every single year since 20 years ago. Oh, really? Everything that Unity kind of like released. I just saw that. Yeah. You just saw it? Yeah, me too. I was like, what? Hearthstone? Like, it's amazing. Like, I'm learning about, first of all, I'm learning about games that I didn't know were made with Unity. Yeah. Also just seeing like that legacy, right? Like what we've been through. The community, like you've been there since the beginning for most of us. A lot of us, maybe this is your first day with Unity. Hopefully we'll be there 20 years from now, just like, hey, remember that time? Unite Barcelona. All right. We know what are the Unity Awards.
Can we show maybe a little trailer or something? Do we have a video? Yeah. We have a little hype reel. Let's do it. This is Jack with the amazing voice that's going to click play in a couple seconds. I want to make sure you can hear it. Give the people what they want, Jack. Give the people what they want. In the meantime, I need to see the chat. All right. Let's go. Wow. Let's go. First of all, there's a couple of games there that I actually follow on Instagram and didn't know were made with Unity. Oh, really? Yeah, yeah, yeah. I think there was this one game with like three buddies on a ski thing that's going up. Sledding game. Sledding game. When I saw that game, I was obviously thinking about Peak.
Not comparing the two, but I love this type of games where you can play with your friends and there's a sense of presence. We've talked a little bit about that on the floor earlier with the XR team. Can we talk a little bit about that, games like that? Like, what is the excitement for people like you when you see all those nominees? Like 100 plus? That's crazy. I don't even know what to say. Yeah, I think it's so cool. Like, so it works a little bit differently this year where in the past we kind of asked our community to tell us, like, what are the games you want to see nominated in different categories? This year we asked developers directly, like, submit your projects. If you want to be nominated, you want to win a Unity Award, like, submit your projects to us.
It was really interesting because we have like a bunch of people inside who are reviewing all these projects. We saw so many games that, you know, maybe we hadn't necessarily come across that were so incredible. The amount of submissions I think we got, I don't know, I'm going to have to ask my friend. I think it was like over 1,000. There was a crazy amount of games that were submitted. So many of them were so impressive that like seeing them, seeing like the video here of the ones who were nominated is like always amazing. It is also like there were so many that like didn't make it. Yeah, that didn't make it that were also so incredible. Didn't deserve it as much.
Yeah, like it's just, that's such an incredible part of running the awards is seeing all these submissions from the community because there's so many submissions. I saw like, we just saw right now it says games, education, asset store, community. What are we saying those words here? Yeah, so there's a bunch of different categories in the Unity Awards. There's some that are publicly nominated for the winner. There's some that are internal, like our panels of experts who review the projects. Asset store, community, and games are our public categories where anyone can go now onto the website and go vote and pick their favorite projects. Internally, we look at the student projects and the social impact games and the industry submissions. Sweet.
We review those and kind of determine the winners and share that all in the Unity Awards showcase December 2nd. Also, at the very end of that presentation, oh, there you go. That's the game. I look forward to play this. I don't care if they win or not. I'm getting this game just to play. What's this one? I got to let me find it. Oh, God. You can put me to the test. It was like a Ronald McDowell or something. Oh, that's Dreams of Another. It's in here somewhere. Yeah, with like the kind of pointillism aesthetic. Yeah. Oh, yeah, yeah, yeah. That's Dreams of Another. It's one frame, but we see it. Yeah, whoa.
I was going to say one thing about, you know, watching some of the trailers for the different games that were submitted for the Unity Awards and, you know, in consideration, the variety and diversity and the ideas. I mean, even Dreams of Another, I was watching it and I was like, just these different ideas brought together. I mean, the art style is beautiful, but also just the gameplay mechanic and just how things are put together. I think one thing that I like about the Unity Awards is that you get an opportunity to see the diversity and seeing, you know, it's hard sometimes to compare this to that or that to this. I think there's something very special about like seeing that. Yeah, you know, and they all come from the same engine and they're all, but they all feel so different.
Yeah, it's really, it's really good. Yeah, because it's true that there's been people saying, oh, you know, Unity is mostly mobile gaming. Like, no, my friends, like we're everywhere. We're on XR devices, PC, AAA, there's all of the above. And people are doing such an amazing job. I think I saw a Code Monkey logo over there. Yes, yes. Guess what? Right after you guys. It's Hugo from Yay. Come on. Yeah, so I'm having him on the Unity Insiders interview segment right after that with another insider, which is a great content creator, which I won't nominate because I want this to stay a surprise for later. Okay. Yeah, I want to not spoil everything for today. Yeah, I love seeing like the diversity, like you said, Bryson. I think it's beautiful. I think it's a choice I have to make, I think. Yeah.
Just one that showcases like all the different styles of the game. Because it's true. Like it's just like, that's something that I think our community does really well is use the engine to create every style of game you could possibly imagine. Do you guys have a personal preference? Let's start with Julia. Like in terms of personal game genre or art style. Not biased by this, but just in general in the game that you like to play. I started in games as a pixel artist for mobile phones when mobile phones were like, you never knew that. 128 pixels by like 64 pixels. I know this because it's my face right now. I'm not sure. I think I still have a soft spot for that style because I know how hard it is to do.
There are some games, like you saw Frontless in there, that just make it look so beautiful. They make it look easy. I'm like, it is so hard to do pixel art that I have a soft spot for it. I keep telling my friends. Both my parents are artists, like traditional artists. I started in digital art, graphic design before I got into design and UX and now video games. I keep saying to people, pixel art for me is like the pinnacle of art. You have to master everything from color theory, from composition and everything to then be able to abstract complex design into something that stays into a couple square and still makes sense to the user. It is also so charming. I was at Siege at Nendla not too long ago.
We had to vote on the best game. There was about, I think, 30 Unity games that were made by the community. The winner was a pixel art game, which is, I think, called A Thousand Cuts. Shout out to the people at A Thousand Cuts that are potentially watching this later on. I'm going to send you the video anyway so you can hear this. It's a game about a samurai that's fighting. The whole game is made by two people, one pixel artist and a developer. When you look at this game and the quantity of, like, the quality and the quantity of content made by just two people, that just makes me, like, wow, like really shocked about, like, the work that goes behind.
Like you said, not everybody can make it, but it's cool to be able to give visibility to all of the amazing developers around the world using the Unity Awards show. When is the show? Wait, I wanted to hear. Oh, yeah, sorry, Bryson. I forgot to. No, I'm afraid. I'm sorry. I'm sorry. I'm not going to. No, no, no. You know that. You can tell me more. What is your favorite genre? The problem is I love, like, the problem with watching all these trailers is I genuinely was like, I have to stop watching this because I want to buy all of these. Like I want all of these. I know that I don't have time in the universe to play everything. I will say my favorite genre, and I'm a little nerdy when it comes down to it.
I'm very much a systems person. I particularly enjoy turn-based strategy and real-time strategy games. Okay. RTS. Yeah, RTS. You know, my first game that I created was a turn-based strategy game. Oh, sweet. Right. It was a mobile game. You remember the name? Yeah. It was called Follow Me. It's not on the app. Can I download it somewhere? I can send you an APK with it. Then like don't share it. It's so bad. We'll publish it on the main website, like unity.com. So Bryson. Yes, yes. You know, I promise you I get no awards. You know, for me, it's like I really enjoy playing a game and trying to understand the systems. You know, I'm a programmer by my trade, I guess you could say.
For me, it's very much like, wow, how did they think about the hits? And how did they do weighted randomness here? And what's the AI, you know, that they did here? Like I'm thinking about it that way. To me, I'm like nerding out while playing the game. I just love strategy. It's just something that always draws me in. I love that. People keep asking where is the code being redeemed at? Look up the name of the game, Survival Kids, right now. So that next time that you see the code, you know where to go. All right. A couple of comments from the chat. Jack should do the countdown three to one next time. I agree. I don't have the voice for this. Jack, we'll coordinate. Next time you'll do the countdown.
Thank you to Bruce King, who just, you know, made me feel better about my own voice. Then we get Code Monkey. I learned C# from him. He's amazing. Hugo, big on YouTube. Yes. We're getting Hugo from Code Monkey in about 20 minutes here. You guys stick around. If you have questions for him, we'll be interviewing him with another insider, like I said. What else? Eamon Bradston. I'm a systems guy too. That's the bull. Amazing. Sassy. Yes, I am sassy. I'm more of like a run, fast, punch, hard kind of person. For me, my favorite type of game is RPG forever. I'll always love RPG. Turn-based usually. I do like a good RTS as well. I think I'm addicted to, for sure, turn-based. It is good to see that a lot of RPG games are still being made nowadays.
I love JRPG in particular because my love for Japan is infinite. But RPG from around the world still. Yeah, there's one of the games that I was looking at just has a, I can't remember what it was called. It was like first playing a guitar. And it was like, the music was super awesome. Anyway, it was like an RPG, turn-based RPG. I was like, wow, like look how far we've come with this genre. Like, and seeing like, I think the Unity Awards is another example of like getting to see where things have come from. You know, like if you think, I imagine looking at Unity Awards 1 to Unity Awards 17. Oh my God, yeah. I'd love to see like really. Is there like a particular genre that became more interesting? Yeah, that's a good point. How can folk participate in the future, actually?
In the Unity Awards? Yes. We usually do an open call for nominations. We are not sure exactly when it will happen next time around, but on our social channels. That means you need to follow us on every platform. Yeah, follow us everywhere. Or at Unity Technologies on our new TikTok. Yeah. Sweet. How does Unity choose the winner? Is there a particular way that we do that? The winner is chosen by the public. For the nominations, we do an internal review process. We let people have access to all the games that have been submitted, so they can review, vote for their favorites. Then we have a smaller team of subject matter experts who review those nominations and kind of determine, you know, based on the creativity and the use of the engine.
Like through that review process, they determine then who are the nominees. Then it goes open to the public vote for those categories that have a public vote. For the categories that do not, it is really subject matter experts like in education or industry who review and say, okay, you know, this one is really like, you know, doing something incredibly innovative with the systems. There is a bunch of different categories. I see. I love that. That means that even if you are not the best at lighting, you can still have a chance to win for a different type of part of the category in your game. Yeah, exactly. I love that. Okay, that is amazing. Question on Twitch this time by Gifer. Maybe I am pronouncing properly. Does Radstone do still breakdance? What brought him to game development? Wait, wait. I told you this.
Hey, did you hear that first time on the live? I did not say that. People know you. I'm telling you. Some people know that I breakdance. I mean. Josh
Shadow.
Yeah.
Okay. I was like, oh, is footage coming up of me breakdancing?
No, no, no.
I mean, do I still breakdance? I do more break than dance at this point. I do. I mean, I do like Muay Thai, kickboxing now. Every once in a while, when I'm in the vibe, especially when I'm training and a certain break beat comes on, I still dance.
I love it.
Yeah, yeah, I love it. I'm not going to do it on the live stream, but I still love it.
I'm not going to say it, but we have a Learn tutorial with wrestling dancing.
True. True. Yes.
Interesting to see that as well. The bulls say, and keep them clear about what people are voting for. Kruegies are saying, show us right now. Bruce King, face green, smiling emoji. Roman, how do you ensure the voting system doesn't get misused by the public? Maybe the game with most followers on social media wins. That's why we have the people internally doing that. This is really a second round of overview. It's not about popularity. That's one thing that is for sure. Of course, the public has an influence on the winning, right?
Yeah. We ask developers to rally their communities around them to submit their votes. There is a final review process afterwards to see like, OK, what happened? Does this seem fair? Does it seem right? Was there anything? Because we have like a system, like everyone can only vote once. You have to log in with your Unity account or create an account to be able to vote. We know who's voting and that they're not voting multiple times.
You cannot IP spoof and hack the system.
Yeah, exactly.
That's awesome. I love that. What is your favorite category for the awards?
I think the Best Student Project is really cool. I think it's really, you know, I don't want to sound like trite or anything, but I do think it's really inspirational to see the kinds of games people are making as students now because they're so impressive. Like as someone who's been in games for over 20 years, to see what students are creating now is like the best possible game we could have made 15, 10 years ago, 10, 15 years ago or something. I just think it's really, really cool to see.
I love that.
Yeah, I would echo that.
Yeah?
I'm like, that's what I want to say. I mean, I'm in the education space, so that works. Also, I'm going to blank. This is my brain just.
You are fine.
But.
My friend.
My friend. Thanks. You know, YouTube.
Livestreamer.
Yeah, but making content and stuff like that, you know, where like the Code Monkey and them would fall into that category. To me, I mean, I think that's a really, really great category because there's so many different people teaching and training in different platforms. I think that to be able to highlight some of the people who are doing really great stuff is really cool.
I love that. It's funny you mentioned Code Monkey. I just saw Hugo pass by in the back end right there. You guys stay with us because right after a short break after Julia and Bratson will have the Unity Insider segment. I'm super excited to be interviewing them and asking them a bunch of questions. Before we do that, do you guys have any questions for the community behind the Unity Awards? Also, maybe you have a specific question you would like the community to ask or a question that you would like to answer or a last message you want to share with them?
Anything.
Anything. What's your favorite cheese? Like whatever it is.
I would just like, you know, I think I would just say like, you know, we started the Unity Award showcase last year. This will be the second year we're doing it. We're always trying to make the awards a bigger celebration to showcase more creators. If you have ideas for categories you want to see, different ways we could approach it, like we'd love to hear from the community about what they'd like to see in the awards or if there's anything they feel is missing. Don't hesitate to, I don't know, go on our Discord channels or.
Discussion forums.
Yeah, discussion forums or on social media just to say, hey, you know, it would be great to see this because we're listening and we'd love your feedback. I think we're always hoping to make it better.
The bulls.
I would share, you know. I was seeing, I saw a student project recently. I was like, you need to submit this. You know, like I think sometimes it's easy, you know, to you look at your game all day or your experience or whatever you're creating and you go to yourself, oh, like this isn't good enough. This isn't this. Sometimes just put yourself out there. You know, like if you really put your heart into this and you really feel like it's something that could be great, don't be afraid to share, particularly to my student audience. Share your projects. Like, you know, we want to see that. To your point of like seeing what students can do with what they are given and seeing the incredible projects.
To all my students out there, submit your project if you have a chance. It's a great opportunity to, you know, maybe get showed up on the Unity Awards and win something, you know?
That's an extremely important message because I think a lot of people may be stressed about the fact that they're not, you know, old enough or they don't have enough experience in the industry. Gaming is such a complex thing to start into, which is not true anymore, I would say. Maybe in the 1980s, it was probably very niche. Nowadays, like people can pick up Unity, start from a template, and have a game up at the end of the hackathon three days later. Actually, a lot of successful game or teams usually start from hackathons. People that don't even know each other come together for three days, five days, seven days, build something. At the end of it, through the power of the community, the success maybe of that first prototype, that MVP product, most viable product, they're like, OK, let's try something.
Maybe we can turn this into a small studio. It doesn't have to be serious. We can just put it on Steam maybe and just see how people react or itch.io. We have also play@unity.com. So many places you can just throw it out there, see if it sticks. If it's worth actually investing time into, then you can turn this into a successful career. That's a beautiful message, I think, for people that might be, you know, feeling the imposter syndrome. Some of your best games that you're playing, sometimes it's such a small team behind. The bull saying Unity has a really great support community around it, years of knowledge. Yes, you're right. Hello, Delos Jabeah. Hello, Gaming Galaxy YouTube. Luke Evans, big FOMO of not being at Unite this year. Made with Unity and Julia are amazing. Luke Evans.
Thanks.
Love you. Yeah, for people that are not here, what was your biggest takeaway so far from the energy on the show floor? Did you feel it?
I felt it.
I feel like it's just there's something special about having a lot of people who are passionate in one space. You know, I'm a person who, first of all, I have social anxiety. Conferences terrify me. I just want to hide in a corner. There's something interesting that's been happening where people are just naturally engaging and interacting or just learning, you know, from each other. You know, I think somebody came up to me and said, I think I've seen you somewhere. I was like, I don't know. It was just kind of cool to have that interaction. I learned what they did. I was like, oh, man, we actually should have a conversation and collaborate in the future. I don't know.
There's something wonderful about just everybody being in the same room and getting the opportunity to connect.
I love that. I think I can start spoiling what's coming right after, even though we'll stay with you a little bit more. We have Emily Picher in the room somewhere and Hugo from Code Monkey. I want to keep it a surprise so that when we get them on stage, their community can just be like, what? I wanted to ask you, what were your thoughts about this crazy epic announcement we had earlier? I was preparing the live stream in this room, by the way. We heard a roar from outside the room. This is pretty good. We're isolated from the rest of the event, but just the reaction seemed insane. What were you guys' thoughts? Were you excited? Were you surprised? Did you know about it beforehand?
I may or may not have known about it.
May or may not. I don't know.
I think it's a beautiful collaboration.
I love it.
I think a strong game development community, a strong opportunity to publish and create games on different platforms is a benefit to everybody. I think this type of collaboration, working together, you know, Unity Unreal, like I really think this is just good for the health of the industry in general. I think that, yeah, I just love to see what's going to come from it. I'm really excited. Like I'm genuinely like the little nerd in me is like, oh.
I'm not saying it.
Yeah, yeah.
I think the general message is that the goal is that it is for the community, not for the companies. Like there's no, you know, nothing behind that's like more than what it is. We're excited to see where that goes. I'm personally excited for the future. I just wanted to thank you both for being here with us. It was really lovely. If you have any last words or something, maybe a website that people should follow or maybe a live stream that's coming soon.
Yes. Yes, I do. It's the last few days to vote for the Unity Awards. You can go to unity.com/awards. Cast your votes. It closes on Friday, end of day. Please go check it out. Then come watch Manu, lovely Manu, on the Unity Awards Showcase on December 2.
December 2. We also, I think, have a little live stream next Tuesday on the 25th. This is not the end of it. We'll have more coming, I promise.
Can I say this about the 25th?
Yeah.
The 25th, we're going to talk about the Game Jam, the Unity 20th Anniversary Game Jam and the results from that's going to happen. Not as cool.
No, that is cool.
Hey, it's not as cool.
What about that?
You know, for the community, like it was a great event. More than 2,800 people were a part of it. It's been a lot of it's just been great. The community is love the community. Unity community, I love y'all. Yeah, come and check out. Just stay in the stream. Like just always have it like in a window.
That's maybe a lot, but.
He's like a language.
Just stay all day. I love that. I know a lot of people from the West Coast are starting to wake up. I see some family or name in the chat. It is pretty cool to see the excitement for being there at Unite. This is what we are doing. We have this community hangout all day today. I am personally six hours per day with you guys. The goal is to really showcase the energy from Unite to those who could not be here. Hopefully, you can be there next year. If you are not, you get to hear the news from the keynote. We get some surprise guests, like what is coming just after that. We also have a couple more codes that I will be sharing in the chat. Definitely stick around if you are interested. Everybody in the chat, W for Julia and Bratston, please.
The Made with Unity Award community is growing. Any word on when the roadmap? Everybody keeps asking. Hey, the roadmap is not being live streamed, but it will be on VOD on our YouTube channel. Don't worry. We'll upload it the second that it's available. The both say thanks, Bratston and Julia. Always great to have them out. Oh, that's amazing. We will have them again in the future, I promise. Thank you, guys. That was amazing.
Thank you.
Thank you, friends.
Have a great rest of your day. Enjoy Unite. We will see Bratston tomorrow again. He will be back with us to have a little advocacy education segment. What? Maybe some dance moves?
No.
Amazing. W, see a bunch of W. Let's go. Thank you, guys. Have a great day.
Feel free to stand and leave. Come on.
All right. I'm out.
We'll do a little break, maybe just five minutes before we go back with Hugo from Code Monkey and Emily Picher. Stay with us in the chat. Don't leave. Stay with us. It's in five minutes. Welcome back, friends, for your first day of community hangout at Unite. I'm Manuel Sansilh, the producer for this streaming show. I'm super excited because today we have two very special Unity Insiders, Unity content creators, developers with us today. Hello, friends. How are you doing?
Hi.
That's Emily Picher and Hugo from Code Monkey. Emily, can you introduce yourself? Maybe tell us who you are. What do you do?
Yeah, so hi. I'm Emily. I am a Los Angeles-based game developer and content creator. I go by SaunderingEmilyOnline. On my channel, I share the journey of developing my first horror game, Lily's World XD. I share my favorite indie games that I'm playing right now. In general, sometimes I do commentary about how other games are made.
I love that. What about you, Hugo? Who are you?
Hey, everyone. Hey, my name is Hugo. I run the Code Monkey YouTube channel, where I do basically anything related to Unity. Mostly tutorials, mostly more educational content. Yeah, also talking about various Unity news. Like I'll definitely be making a video talking about the news of just a few hours ago. That was definitely shocking, very surprising. Yeah, mostly tutorials, teaching game development. I also make my own games when I do have the time, which is always tricky coming up with time to do everything at once. Yeah, I try to do a bit of both.
I'm always impressed. People in the chat earlier said probably Hugo doesn't sleep or something like that.
I do. If I didn't need to sleep, oh, I'd be able to do so much more. Sleep is good. Yeah, don't skip on sleep. No.
Definitely. We got a lot of W in the chat. I love that. People, blah, blah, blah, blah, blah. Let me see a few live questions. Yes, we are in Barcelona, first of all. It is currently 3:04 P.M. We are live, my friends. This is not recorded. I mean, unless you're watching it as a VOD later on. We are live with our friends today. What's the weather in Barcelona? It is weird. It started hot. I only brought, like, you know, shirts and stuff like that. Today was cold. I had to bring this kind of jacket/shirt.
It's really nice. A nice clear day. Blue sky.
It is beautiful, though. Yeah, great sky. What else? Hello, great Code Monkey. Hello, dear Emily from Fredo. Good morning.
Oh, yay.
Saying, hey, Hugo and Emily. We have Slashcraft Gaming Production from YouTube saying.
Oh, that's one of my community members.
Yeah.
So hi.
It's saying, hi, Hugo and Emily. That's awesome. I love that you can recognize some of the names as well. That means you're really invested with your community. Hunt120 saying, Emily has such a unique game. Yes, she does.
Yay.
Very unique.
Thank you.
Oscar Crispin, Code Monkey, shh, with a flex muscle emoji. Hunt120, Code Monkey is the flesh in the flesh.
OK.
I got to say, it's not an AI version. Fredo, I prefer to keep saying Code Monkey. Hugo is not my person. Canvas, Code Monkey, face red, heart shape emoji. All right, everybody is just like sharing love. I love that. People on Twitch as well, Trickany Power Up. Today is a bit special for me as well. It's the first time that I do this community hangout thing.
Nice.
We actually had the idea for this a while ago because last year we did it with Jackson, which did such a great job hosting in 2024. This year we wanted to kind of like blow it up and like have a longer version. I decided to just do a marathon of six hours of streaming overall and just have as much friends from the community as possible and people that, you know, participate in the ecosystem of gaming in general. Really not making it about Unity, but about you guys. Like what are you doing? How can we make this moment about you? I just wanted to basically have this kind of conversation. It's not professional besides the production, which is amazing. Shout out to Jack and Thomas that have been helping us for the past two days.
Outside of that, this is really just a moment to hang out as friends. Do not think any pressure. Like I do not want you to promote Unity. Like you are not here for that. You are here to talk about yourself and your journey. We will start with a question with Emily. Tell us how you started your developer's journey. What got you into making games?
Yeah, so the reason that I started making games is I love to tell stories. What attracted me to game development specifically is player agency. You literally get to walk in the shoes of another character versus with movies or books, you consume the story more passively. I was very interested in that type of design. I started making games at UCLA's Game Development Club. I studied English in college. It was a very unnatural transition. I was the only English major in that club. I absolutely fell in love with game making. It actually got me my first job out of college too. I worked at Meta for two years.
No way.
I was laid off.
Oh, no. What was your role there?
I was a designer for Instagram. I actually got that role because they noticed that I had been designing for mobile games. They thought, why don't you take those skills and design for mobile apps? I was still doing game development in the background. It was definitely my passion. I was pursuing that more than I would say like my job at the time. When I was laid off, I was honestly very distraught. I ended up taking the opportunity to pursue my passions more full time. Now I'm so lucky to be able to be a content creator and indie game developer full time. Extremely grateful. Love the journey and use Unity every day.
That's amazing. That's a very beautiful story. I think a lot of people are really lucky to be able to do what they love for a living. You guys are definitely in that area. Also, a lot of people continue to do it a bit when you were at Meta, like on the side. I think that's a beautiful thing to be able to evolve from this to full time. Before we get deeper and we ask Hugo the same question, can we show maybe the trailer that Emily suggested?
Yay.
Let's look at it. Wow. Definitely wishlisting that. I see you right there. So cool.
Wishlist Lily's World XD on Steam.
Let's go.
That is awesome. Did you edit the trailer yourself?
I did.
Nice. OK, that's a very good edit. For me, I hate editing. So I can admire a very good edit. And that was gorgeous.
Oh. I'm putting the link to Lily's World XD in the chat right now. People definitely go and wishlist it. Can you talk a little bit about that game? Like what did you just see right now? That was very cool. I love the nostalgia vibe, by the way.
The premise is you investigate a young girl's computer. You go through her social media, her computer files, her diaries, her photos. You slowly realize that something is not right with the computer or her story. Everything changes when you find messages addressed to you, the player. If you enjoy psychological horror or fourth wall breaking, alternate reality games, this is definitely your vibe. Maybe if you like games with strong stories or coming of age. One interesting fact about the game is that, as you may have noticed from the trailer, the pictures in it are from me when I was a teenager. I wanted the game to feel authentic to its storytelling. All the pictures in the game are of me when I was a teenager or my friends when they were teenagers.
Wow. You had to dig a lot then to find the pictures.
You did.
It is kind of like a journey through your own history also as a game developer. That is pretty cool. Haruhi in the chat saying, hi, Emily.
Yay.
Hunt120 said, Emily has such a cool vibe and enthusiasm. Yes, she does.
Thank you.
That's one of the reasons we love her here. Hugo, same question for you. What was your journey? How did you get started into making games and also your channel itself?
Sure. Yeah. I mean, for me, it's been a long journey. I mean, ever since I was a kid, I've always liked making games. So yeah, I started programming when I was like 10 years old. I started making IRC scripts. And as soon as I started learning programming, of course, I wanted to make games. So even though IRC was just text-based, I started making a bunch of quiz games, like Hangman with some ASCII art, some very basic stuff. So yeah, as soon as I learned programming, that was kind of the thing. And then as I grew up, eventually started making games, mainly with Flash. That was kind of how I started more seriously getting into game development, which was really awesome. I love Flash. That was such an awesome tool. So good. And such a great ecosystem.
You could just upload a game to the web, which is kind of similar to what Unity has right now. They're working very well on their own web tools, which I think are really awesome. Yeah, I would love to see a resurgence of the Flash area. Now with Unity, I think that would be awesome because that was such a great time. I learned so much in those five years that I was making Flash games. That was really awesome. Yeah, then after a while, I eventually decided, OK, instead of making web games, I want to make PC Steam games, the kind of stuff that I normally play. That's when I went searching. OK, how do I make that? OK, I need some kind of engine. Then I went searching. I went to research. Oh, Unity.
This is a great engine that is capable of doing all kinds of things. OK, so I'm going to learn it. And it used C#, which was a language that I was already a fan of. I already really enjoyed. So yeah, basically just started using Unity. This was in 2012, back in version 3.5, I think.
Yep.
Yeah, that was quite a long time ago.
You were early in the indie scene.
Yeah, I really enjoyed it. Yeah, then I basically started making a bunch of Steam games. After a while, I figured out, OK, I feel I've already learned quite a bit. I also enjoy learning and teaching things. I figured, OK, I'm going to make a YouTube channel just to make a bunch of tutorials, just basically teaching the things that I've learned in the past few years, making my own games. Yeah, then I started making videos. I really enjoyed that. I really enjoyed making videos. I really enjoy learning something and then teaching it. Because in order to be able to teach it, I need to know very well. I enjoy learning new things. That is kind of an excuse for myself to learn new things so I can then teach them on videos.
So yeah, that was a great thing. I just kept making more videos, more tutorials, all kinds of things. And all of a sudden, eight years passed.
Yeah, time flies. But yeah, lots of videos, lots of games, many things. It's been a very interesting adventure. I love that. That's such a beautiful journey. You said you had experience with C# before getting into Unity. Is that true?
Yeah. Basically, just during college, I did a few things. And yeah, it was a very interesting language. I mean, it was not college, actually. It was high school. Yeah, high school. There was a very specific thing where I learned a little bit about C#. And then when I was in Flash, Flash had ActiveScript 3.0, which was also object-oriented. It was very similar to the way that C# works. So yeah, then it was a very easy transition going from one to the next. So yeah, basically Unity was able to make PC games. It's not what I wanted to make. It was able of making more high-fidelity games as opposed to just web-based games and had a programming language that I already knew. So yeah, basically became an awesome choice. So yeah, I'm very happy that I found it.
I want to say that I actually also really missed Flash. I grew up on Flash games. So much so that in my game, Lily's World XD, it's set in the early 2000s. So I remade my favorite Flash games.
Oh, you redid it inside my game.
In my game. Yes, you can play Flash games in my game.
Lily's Septian.
Yes, exactly.
I love that because I'm also a huge Flash game person. When I graduated from my master's degree in computer science, the dissertation I had to do was 70 pages long. I didn't know what to make it about because I was not really a developer. I learned developer through the five years of the master's degree. But I was really a designer. I came from the perspective of people that design, right? And it was graphic design, UI design, UX design. It was kind of my thing. And so I made it about the transition from Flash to HTML5. Because it happened in 2007 at the time. And you know something died in that moment, I think, in the internet. And we don't have that same nostalgia effect. But I feel like as everything, everything is looping and spherical, we're getting back into this feeling.
And I feel like games like yours and games that are tapping back into that early 2000, early 2010 vibe are getting back in fashion at most. So I see people being very interested in these types of games, which is cool to see. And like you said, with the coming of web being more of a platform now for us and Unity Studio and all that, I think it's going to reignite maybe the passion for a lot of people that might follow your journey.
Yeah, exactly. Yeah, I hope so. Because it was so easy. I mean, when I started making those games, it was literally just one weekend. You make a game, you publish it, you get a bunch of players playing it, you get a bunch of feedback. And that really fast iteration cycle, that personally helped me a lot in my learning journey. Yeah, I feel sad that the generation nowadays doesn't necessarily have that. They have other things that are obviously other good things. But yeah, kind of sucks how that part died. Yeah.
But I feel like you two are inspiring them to kind of be that.
I hope so. Yeah, I hope so. Because that was awesome.
You're definitely inspiring me. I'm seeing comments in the chat. Let me just copy right of them. Hunt120 saying, reminds me of those Netflix series. I think he was talking about your game. Yeah, there is one series, I think, that kind of had the similar story. The part that I think is beautiful is that this is interactive. You're not just watching a show or horror film. You're actually playing with it. You're part of it. There is this fourth wall breaking, like you said, which I think is an amazing concept. I'll ask you a bit about that after a while. Slaskcraft Gaming Productions saying, peak cinema in editing. I am so looking forward to it. There you go.
Yay.
Jazz Riot using Unity right now. There you go. The Bull saying, Hugo has Flash in his DNA. Then Kendi saying, hi, Emily. Cat and Candy Gacha. We have Johnny saying, Manu, thanks for reading all the comments in the chat. I'm trying my best, my friends. The goal is to really make you feel like you're here with us. I don't want anything to be avoided. For example, on Twitch, some people are saying, if you're in Barcelona, avoid the restroom in the main hall. OK, maybe don't go there. Then we have one Hunt saying, I remember one of Code Monkey behind the scene video where he did a tour of his room. Quite old video, though. That's an OG fan right there.
Oh, yeah. Nice. Thank you.
Two of my favorite game dev creators in one place. I really enjoy your content. Wishing you both all the best. Urra Big from YouTube.
Thank you.
That's amazing. Slaskcraft Gaming Productions saying, Flash will be remembered. Urra Big saying, Flash is where a lot of game devs were born. That's true.
I'm actually doing a YouTube video where I'm revisiting some of my favorite Flash games. And there is a platform.
Is it out yet? Or are you working on it?
I'm making it right now.
OK.
But there's a platform called Flashpoint. And it preserves a bunch of the old Flash games that were lost. So I downloaded Flashpoint. And I was able to replay a ton of old Flash games.
Oh, it's like a software you install?
Yeah.
And then you can have those games in it?
Yes. And I was really excited to see that because game preservation is important.
Oh, my god. That's such a cool concept. I feel like it's a bit like the Wayback Machine for us.
Yes.
Oh, yeah.
Exactly.
That's awesome. I think browser-based games are set up well to come back now, said the Bull. Game in a game. That's immersive. I think that's referencing to the Inception concept. How much does Code Monkey lift? A lot of that. Have you seen his muscle? I'm really thin in your back. People on Twitch saying, I watch a lot of Hugo's video with LLMs being able now to teach, guide, and discover Unity techniques to users. How will that affect teaching content? Maybe there will be some more specialized tutorials, like architecture approaches and things like that. What do you think, Hugo?
I think AI is a great tool for learning things. I think the fact that you can basically talk to it as if it was a person basically replies, it can kind of act as kind of a one-on-one tutor. So I do think that's a very positive thing. But at the same time, you need to know what question to ask. So I think that's one part where a human teacher still has quite a lot of value. Because if you don't know the questions to ask, like for example, if you want to make some kind of complex tool in Unity that you've got to use reflection in order to analyze your own code, if you don't know that reflection exists, then how are you going to ask that question? So yeah, AI is really good when you know the things that you want to ask.
It won't tell you the answer. That's great. But if you don't even know what example to ask, that kind of makes a bad output.
You might not get the best output.
Yeah. So getting someone else to basically teach you the things that you don't know, and then you can take those and you can ask the AI for a bit more help, a bit more clarification.
So you heard it first. If you're using AI, actually tap into the controls from those two amazing people to learn more about game development.
Yeah, exactly. Ask the AI for clarification whenever you watch some tutorial. OK, I understood 90% of it. I didn't understand this one specific part. Oh, let me ask the AI. And it's probably going to give you a very good explanation on that specific thing.
I love that. I'll tell you a secret. Whenever we have new features being released, because we have so much sometimes, even as an advocate, I have to go around the world and do presentations. And sometimes I'm confused about how to approach presenting it. And I go on one of your videos. I'm like, how did Hugo talk about that? Maybe I can approach that from a more educational perspective. And taught me a lot about breaking down questions that might be complex or concepts that might be complex. So you're definitely inspiring people all around the world.
Awesome. Thank you.
So too much nostalgia, says Lucas. I also here waiting for Black Friday sale. Hey, hey, wink, wink. AI often wrong. Is it abysmal to learn stuff through it? But it helps. Yes, definitely. Just don't try to debate with AI. Exercise in futility. It will always say you're right, though. Jazz says making a beat-em-up Code Monkey game soon. That's 15 inch right in those arms. Lurking ninja. If you don't know what it gets wrong, you will learn it wrong. Exactly. Where are you all from? Emily, where are you from?
I'm from Los Angeles.
OK.
Very expensive place to live as an indie dev.
Wait, did you fly from there to be here?
I did. It was a very long flight.
Yeah, you must be so tired.
I'm holding in.
Oh, wow. You're doing a great job. What about you, Hugo?
Me, thankfully, I'm pretty close by. I'm in Portugal, so I'm literally just next door. Just a nice two-hour flight. So yeah, I found myself.
Are you in Lisbon?
That was good.
OK. I'm from Montreal, Canada. But originally, I was born in Guadeloupe, in the Caribbean. It's a French island.
So you also had a long flight.
I did. I mean, it was not too crazy. Maybe six hours. And then I had a couple of days before.
Mine was 12.
Yeah, because you have to work through Los Angeles all the way. Oh, my god. Yeah. Hopefully, we won't keep you too long so you can rest and enjoy your night as well. We have about 20, 25 minutes more with you guys. All right. So my next question for you is, what recent features are shaping your next projects? Let's start with Hugo this time.
Oh, recent features. That's a good question. I mean, for me, I've got an endless list of topics that I'd love to cover, things that I'd like to cover on tutorials. And for example, UI Toolkit is one of the ones that I've been meaning to cover for a very long time. It's a very interesting tool. It works very nicely. I'm a big fan of it. I've used it personally quite a little bit. I haven't yet made a tutorial, but I've used it personally. And it's a really great tool, especially for making edited tools, which previously using IMGui, that wasn't a pleasant experience. So compared to that, UI Toolkit is so good, such an excellent thing.
Love that.
So yeah, I really want to.
Have you tried the new one yet?
The UI Toolkit? Yeah.
That's exactly what you're talking about right now.
Yeah, yeah, UI Toolkit, which is awesome.
I think we did a live stream about it not too long ago. So for those folks that are interested, there is a full-on live stream that's covering the new UI Toolkit update.
Yeah, yeah. It's really great. And it's constantly improving. So yeah, I definitely need to do more research on it to do a nice video.
An experimenting.
Because I think that's a really great tool. I mean, like I said, working previously with IMGui was very, very difficult. Making edited tools was extremely difficult. But nowadays, with UI Toolkit, it is pretty easy to make a nice edited tool that is super helpful. So yeah, that's one of the things that I'm looking forward to doing.
Looking forward to doing.
Yeah.
That's so cool. What about you, Emily?
Yeah, I was actually really surprised by the keynote today when I saw that Unity and Epic are partnering, especially when I consider them sometimes competition.
So we are not partnering. We're actually just collaborating.
We're collaborating. Exactly. Yes. But for me, I'd actually never really thought about putting my games on Epic because I've always used Steam myself. And so I think one thing I'm looking forward to is the collaboration and maybe getting my game on Epic Store as well.
I see. So for example, pushing it to Fortnite with the thing that was announced.
Yeah, I thought that was cool.
Yeah. I think that's actually the reason why we found that it was such a good opportunity is because basically that gives more visibility and discoverability for developers. You already have a game. You can port it now to more platforms, which is exactly what we were saying, like what Unity is about, being able to develop once, publish everywhere. And I feel like that's continuing this message and having more and more collaboration with other platforms is such a good move for the developers.
Yeah, bringing it on Fortnite, that is going to be very interesting. I'm very curious to learn more of this specific content.
I don't have a lot of feelings because it was also a surprise to me, and they kept it so well, and so everybody's like, what is happening? So I know, cannot wait to see, but it's really cool.
I mean, Fortnite is massive. It is, I don't even know how many monthly active users. So the fact that, because yeah, with Unity developers nowadays, it's a very big difficulty is discoverability, finding the players. So yeah, the fact that Fortnite has this massive player base and now Unity developers won't be able to make their games and show it to that massive user base, that sounds like an extremely good opportunity.
I feel like it's like if you're making hip-hop music and then all of a sudden you have this K-pop collaboration and now this other segment of users discover your style.
That's awesome. That's so cool. I'm looking forward to that. I really want to research some more specifics. Yeah.
Emily, to you now, what opportunities are you paying attention to this year?
Oh, opportunities? What do you mean by opportunities?
Well, for example, is there something a little bit like you said before with UI Toolkit that you never tried before and you're like, OK, I would like to maybe dabble into that or discover a new segment of the Unity engine that you have never experimented with before? Or are you sticking to what you know and continuing on that front?
Yeah, well, one interesting thing about my game is that since it is a desktop simulator, everything is built with the UI. So everything is a panel. Everything's in a canvas. And so I guess I am excited to see how the UI Toolkit is going to be developed this year and expand on that.
I love that. What about you?
Although I can just say one thing, which is UI Toolkit is awesome. I really like it. So especially for making edited tools, I really recommend UI Toolkit. I think it's a great tool. But when it comes to runtime UI, personally, I still prefer Unity UI. I know UI Toolkit is pretty close to parity, I think. But Unity UI is still something that I've used for literally 10 years. So I already have that knowledge. I already know how to use it. And previously, Unity talked about last Unite about their plan was to potentially get rid of Unity UI and just have UI Toolkit. So I'm very happy that nowadays on the roadmap, they mentioned, no, that's not going to happen. Unity UI is saying no massive breaking changes. Developers are using it. The tool works. So we're going to keep it.
I was very, very happy to see that because yeah, I'm a big fan of UI Toolkit. I think it's great. But I'm also a big fan of Unity UI. So don't take that away from me. And thankfully, Unity made it very clear they are not going to take that away from developers. So yeah, I think that's a very positive thing.
I love that you're saying that. I was in New York for an event from Unity a few months ago. And we actually asked the people in the room. There was about 25 developers. And we were like, hey, what's your level of understanding of UI Toolkit versus UGUI? Like, which one do you prefer? And there was really a split in the room. And most people were really afraid that we were asking that because we would discontinue the one. And I was like, no, no, no. We're really asking just first of all to see and to see what are the different flavors. Of course, it's a small segment that doesn't represent all of our users. But what you're saying is exactly right. Some people had this kind of concern. So yes, let's reinforce UI Toolkit. There is a new update. And it's great.
But UGUI is not going away.
Yeah. And just in general, I really liked the roadmap. I believe the video is going live somewhere later tonight or tomorrow. And yeah, I really liked a bunch of things on the roadmap that basically fewer breaking changes, which I think is a very positive thing. I think Unity is focusing very well on the right things. So basically making sure that developers don't get scared to upgrade by making massive breaking changes. So yeah, they were previously talking about all the awesome updates that were going to come in the next generation of Unity. And now it seems like there won't be a massive break between the previous generation and the next one. Just going to be incremental updates so you don't have to upgrade and break your entire project. So I'm very happy with that direction. So you can keep just building upon things.
Yes, stability is so important, especially if you're working on a big game or a big studio that has the next release. You don't want to be updating and then potentially risking your entire build. Although you should never do that unless you have a backup. But you never know. But yeah, stability is definitely something that the team is working really hard on. We have someone in the chat, Bruce King, saying, somehow I am addicted to Code Monkey tutorials. And he even began really hard to watch other tutorials, face green smiling emojis. Yeah, there you go. Free updates will be added. What about ECS? Did I miss the entity news? So you guys, if you missed the keynote, it will be uploaded on YouTube. Don't worry. There will be the VOD. You'll be able to watch it. And even this entire live stream will be uploaded.
So you're not going to miss anything. And even the roadmap segment that's not being live streamed will be uploaded on YouTube on the channel. Awesome. Someone said, Code Monkey, have you ever dabbled with XR? Is that something you want to explore in the future?
It's one of the many things on my infinite to-do list. So yeah.
It's like your Steam backlog or something.
Yeah, pretty much. Yeah, I've got like 500 different ideas of videos and things that I'd love to cover. And XR is definitely on there. It's definitely something I want to do. So it's on the list. Eventually, I would like to get it. I mean, just recently was announced the very interesting Steam frame. So I'm very maybe I'll use that as an excuse. Maybe I'll pick one up next year and then use that to make some nice VR tutorials because it's definitely an area that I'm very interested in. It sounds very futuristic. It's very nice. And I really enjoy playing Beat Saber. That main one's really awesome. So yeah, I enjoy playing those games. So yeah, making those games is something that I very much would like to try.
Love that. Emily, did you have any experience in XR?
Oh, yeah. I was actually going to say that when I worked at Meta, one team I was on is called Bridging the Metaverse. So I actually worked in VR a little bit. So Bridging the Metaverse is a team where, let's say, you take a video playing Beat Saber and you want to share it on Instagram. It's like bridging that to be able to share the content to Instagram or other platforms. So that's what I worked on. I think that VR is a really interesting social tool. So I'm definitely curious to see the future of it, especially as new consoles or new VR headsets launch.
Right. It's funny, you both mentioned the futuristic aspect. While VR itself is such an old thing at the same time, but it feels futuristic from a gameplay perspective, from the immersive aspect of it. And I beat that from a perspective of game design, it's such a different way of thinking about your game. We had Luke Upkins from Google earlier and Dilmur from Meta. And they both shared their perspective on what each platform provides and so on. And there's this kind of common message from the entire industry that it has never been an easier moment to start in XR than now. So to all of the community that might be interested in exploring that or might be curious, go out there, open the Unity app, install the sample. We have a bunch of free templates that you can play with.
And you don't have to start from scratch or reinvent the wheel. You can literally open those samples, replace the existing assets with yours, and just have kind of an early prototype of a game and start from there. So I love hearing that.
And VR is really awesome just because such a technically, it's been around for many, many years, but the tech only got good enough recently. So it's still very much a very wide open space in terms of game design, experimenting with all kinds of things. Like just the other day, I was voting on the Unity Awards. And I was researching. And I was seeing all the nominees for VR games. And so many of those are so interesting, so unique. Like there's one Detective VR where you can move your thing in order to take a picture of something. Then you can place that picture, put it somewhere. You can use the controllers in order to look at things, inspect things. It adds so many interesting interactions that you wouldn't get in a "normal" 2D game.
Absolutely. All this intuitiveness from the reality.
Yeah, it's a completely new design space that, yeah, I think it's very much still untapped. So yeah, it's, like I said, a very exciting area that you can build so many interesting, unique games.
I love that. And a lot of the work that you guys do, that I see at least from the content we've seen, is very different from most games. Like you have almost a different approach to game development. So Emily, I wanted to ask you, outside of, of course, the concept for your game, what interested you to do something that's so focused on UI? Was that something you always had in the back of your mind or that came very recently when you started the project?
Yeah, so one game dev philosophy I've always had is that limitation breeds creativity. So for example, I loved doing game jams because it enforced a strict time limit. It usually has a theme. And I realized, wow, I'm making games more creative through these game jams than if I had total freedom. And so I thought to myself, what is a way to enforce a limitation? And there are other games set in computers where you get up and you explore a room. But I was like, what if my game was set entirely in a computer? I also have enjoyed other games that are set in a phone and tell a unique story. And I wanted to do the computer version of it.
Did you find it easier or more complex than a game that's, let's say, in 2D or 3D environment?
I think that it's so much easier to make my game than any other.
I always wanted to do like an operating system with Unity. I've seen a bunch of video on YouTube of people that have done that. Like, of course, not a fully functional OS, but having the feeling of an OS. We're watching some visual again from Emily Games. So if you're actually joining us right now, make sure that you wish list it. We put the Steam link somewhere in the chat. I'll put it again. But yeah, can you explain a little bit of that?
So before this game, I actually didn't code. I was making games for years, but I was always working with people who knew how to code. And I would do things like the design, the art, the writing. So when I decided to make this project as a mostly solo developer, I knew that I would have to tackle the difficulty of coding. And so that's actually what also led me to making a game filled with entirely UI. It's actually thought that that would be more approachable than making other types of 2D games. And I will say, as a, I guess, still beginner coder, it's definitely possible to make. And so in my game, there's a lot of features. It literally simulates your desktop. So there's an internet. You have applications on your computer. You can open a webcam in your computer. And I have a calculator app.
And that was super fun to recreate and is really approachable from a beginner perspective.
I love that. Some people in the chat, MaccaTleen saying, yes, Lily's World, IEI Dev. Hey, Unity and fellow units. Super cool to see Emily and Hugo on stage. I love that. So many people from the community hanging in the chat.
How do you feel about coding right now?
I still don't.
No, but do you enjoy it or not?
I will say coding is not what brings me joy.
OK.
I understand.
I think for me, I like design. And it's.
Solving problems.
Even though I admittedly don't like programming the most, it is extremely necessary for putting everything together. So I ultimately do respect it and have regrettingly learned it over the last year.
So you feel like you're definitely, especially after working on that game, you stepped up a little bit in your level of quality.
Yes. Like coding in the beginning hurt my brain a lot. And now it just hurts slightly less.
That's good. We like that.
But yeah, being able to build such a very impressive game, that's amazing. For a first-time coder, that's impressive.
I'm impressed.
It's definitely better than the first games that I made. So yeah, that's awesome.
Actually, Hugo, talking about that, we've seen your logo in the Unity Awards reel earlier.
Oh, yeah.
Can you talk to us a little bit about your submission?
Oh, yeah.
If you can, if you can, it's okay.
No, awesome. Yeah. So I've got the nomination for best tutorials, which is always awesome. It's always, I mean, it's my main thing that I try to do. So I always say the same thing, which is like.
It has to be recognized for something you really care about.
That's, and I hope to continue making things that are worthy of your vote. Since it's voted by the community, I'm very happy for that. So yeah, I hope to continue making things that people enjoy, that people find educational. So that's my goal. So yeah, I basically hope to constantly keep improving, to constantly keep getting better enough to deserve that recognition.
We're also both nominated for Unity Choice.
Yes.
That's a very interesting award.
Congratulations to you too.
I love that. Well, the community definitely loves you. And I love to see that Unity recognizes that also in your work and not just you being influencers or creators. Because at the end of the day, it's different categories. I always tell people, I'm not a content creator. I'm an artist first. Sure, I make content. It's part of what I have to do in this ecosystem. Some people, really, that's their job. They are content creators. They love doing that. How would you qualify yourself, especially now in your career, in the level that you've attained both in your careers?
I think I have probably a different perspective than you about it. I mean, we were talking about it outside. But I've always seen myself as a game developer first, someone who wants to make a game from start to finish. And that's my passion, rather than being a content creator. I actually became a content creator by accident. So I was making games for three years. And I realized I want to make independent games. That's what I love to do. And I thought to myself, OK, I should make videos about it just to promote them. I saw it as a necessary evil. So I posted some videos to TikTok. And then eventually, I thought I should share one of these to Instagram just for my friends and family, my coworkers, friends. That video got 2 million views. So being a content creator happened to me.
It wasn't really something that I actively pursued. And even though I found so much joy in creating videos, having a community, and sharing the things I love online, for me, it's always been about telling heartfelt stories through game development. So game development is a priority. But I supplement that through content creation. And I'm really happy that they have a symbiotic relationship. I get to make games, which I love. But then I get to use my community to share that and.
Like build in public.
Yeah, build in public, right?
Get feedback.
Empower developers to start their journey, or gamers out there who are really interested in horror games and can try the game I'm making.
That's such a nice message. Someone says, doesn't bring me joy, but I respect it. #trinnypowerup on Twitter. What about you, Hugo? How would you qualify or define that? Or are you maybe not defining it?
It's tricky. I mean, previously, I used to just make games. So that was basically it. And then over time, it shifted more into content creation. But I also love making games. So it's always the same issue, which is there's not enough time to do everything. So I would love to make videos, games, courses, live streams. I was late to make everything at once. But it's not possible. So basically, I have to slice my time into pieces. OK, for these few months, just make videos, just answer comments. For these few months, make a game. So yeah.
Actually, Bruce King asked in the chat earlier. I forgot his question. He said, code monkey, have you ever tried to hire someone, maybe get some experience managing people to save time on certain tasks and bring more of your own ideas to life?
Well, that's the issue. I'm not good at managing people.
At delegation.
That is a skill that I really don't have. Yeah, it would be very tricky. I would have to gain a completely separate skill that is definitely not natural to me. That would be the natural thing to hire more people. But managing people is very different from having the skills of programming or building things.
Right, absolutely.
I do not have that skill at all.
But you know what? That's what I think is impressive with you too, is that a lot of content creators these days, we don't know it, but they do have a background person working with them or an entire team. And you don't even know it. It's just the face of a company that feels like a solo dev. You guys are solo devs. And that's impressive because it takes a while and a lot to make games and to still be able to do that and give back to the community, creating content that feeds other people, but also helps others to start their own career. That's impressive. So W in the chat again for Emily and Hugo. We have you guys for about five more minutes.
And I wanted to give you a chance to ask each other's question because, yes, I'm the host, but maybe you had an opportunity to, with the community, ask a question to the community directly or to each other.
Oh, I'll ask a question to you.
There you go.
OK, so if you were to make a game seriously, like one that would take a year plus, what type of game do you think you'd want to make?
That's the thing. I don't necessarily have a dream game, that kind of thing. I've got more like tons of ideas that I would love to build. I don't have just a single one. So basically, by the time I'm 80 years old, by the time I finally retire and I can no longer write code, by then I hope to have made like 100 games as opposed to just making like 10 massive pieces.
Right, right.
So for me, I see games more as kind of like toys. So I want to have lots of toys that I like playing with as opposed to really just one massive thing. So I never quite had that. I never quite had, if I had infinite budgets, something that I would do. No, just make a ton of very different, very unique things.
And what about you? Do you have a dream game?
Oh, yeah.
Or is this your dream game?
Oh, this is definitely, I would say, my dream game. So before this, I actually only ever made cozy games. So I know it's a very dramatic switch to go to horror. But ever since I started making horror, I kind of realized, like, oh, I feel like I found my calling. So after this, I actually want to make even more horror games.
It's crazy you say that because as much as it is a horror game and I can see it psychologically hard, it also feels like a cozy game. The interface feels really cool.
It's very cute.
I want this OS. I want to play with that and have it as my main operating system.
I know. I think I used some of the skills that I gained through making cozy games to make this horror game.
I love that.
It does have the perfect nostalgia vibe, like the early 2000s. So that is also a very interesting visual style. Yeah.
Do you have also, both of you, like a preference for platforms? Like, are you more mobile, desktop, consoles? What do you usually aim for? Or maybe in the future, what would you love to publish to more?
For me, it's mainly PC. That's the main thing that I've always done. But I've always wanted to make a console game. I've never had just because of time.
Will we maybe have a code monkey console game one day?
Maybe. I mean, especially since on the.
Exclusively on Unite.
Since on the keynote, they showcase the, I forgot the name now, the platform unification thing.
Right, right, right.
You just write code to one thing, and you can publish it on all kinds of platforms. So that seems like it makes it so much easier to make console games. So perhaps in the future, we'll use that.
Definitely watch the Jamestone interview we had earlier talking about platform. We had also a call, sorry, a talk during the roadmap. And so if you watch that later when it's on the VOD on YouTube, you'll be able to understand what Hugo is talking about. So yeah, I'm excited for that. What about you, Emily?
Yeah, so my current game is a desktop simulator. So of course, I'm prioritizing PC. Although I would be curious to have it be ported because I actually have seen other desktop simulators get ported to console. One platform that I've never really explored but would like to in the future is mobile. What I like about mobile is it's so accessible. Not everyone has a PC that they can run games on. But more people have phones. So I like that your game can be introduced to a whole new audience.
I love that. That's a very good answer. Let me see a few questions in the chat. Hello, IEI Dev, big fan of you. Yeah, we have other content creators in the chat that next time I would love to have on the show. So if you guys are interested, wink, wink, send me your messages. Who else? I love the color palette of Lily's World, says MaccaTleen on YouTube.
Oh, MaccaTleen's also one of my community members. Hello!
Can you imagine knowing all of your fans by name? That's insane. That's the dedication that I love to see. Slashcraft Gaming Productions, will a potential code monkey console game be put there? Like, you know, we just said it. So you have the answer. The bulls had correct. Yes, my name is Manuel Santilli. For those who don't know, I'm the streaming and producer and host of the show. And we have so much more content today. We have about two minutes with you guys before I leave you for a quick transition before we move to our industry segment. What would you like to leave the audience with? Any message or a particular thing you want to share?
For me, I would just say just make games. I mean, there's never been a better time to make games. I mean, tools are so accessible. Like, for example, I remember making, even compared to just a few years ago, I mean, when I first started using Unity, when I first started making PC games, I remember I tried making a multiplayer mode for my game. And it was a mess. I had to basically send bytes individually and then parse those bytes. Whereas nowadays, you've got things like Netcode for GameObject, Netcode for Entities. It makes that so much easier.
So easier, yeah.
I really enjoyed on the keynote, they showcased Peak. A really fascinating game. It was made so quickly because the tools are so amazing nowadays.
It's my most played game on Steam right now.
Nice, yeah. It's an amazing game. It's very impressive. And the fact that they made it so quickly, they iterated so fast, they made something so awesome. So that's a testament to how good the tools are. And then Schedule 1 was also shown. Again, another one made by a solo developer, massive mega hit. So yeah.
Sweet. What about you, Emily?
There's never been a better time.
Yeah, I was going to say I'm really excited to be part of the indie renaissance of small teams making small games that can rival games like Call of Duty. Super excited. Also, love Peak. I guess my thing is that I have a lot of beginner game developers watch me, people who've never even made a game but are aspiring. And I think the biggest mistake I see is that they get so lost in the sauce of how to be the perfect game developer. Like, what engine should I use? What tools should I use? And I really like what you said of just start already. And if you have specific questions, then you can look up tutorials. But don't bottleneck yourself before you even open an engine.
I love that.
And wish list to Lily's World XD.
Yes, please.
My friends, Hugo from Code Monkey and Emily Picher, one more round of applause. Thank you for joining us. It was amazing to have you.
Yay!
Everybody in the room is happy. That's so nice. It was really a pleasure to have you guys. It felt like just hanging with friends that I've seen only through the screen. And now I'm like in flesh. That's so cool. So continue your amazing gaming journey. And like you said, just make games, people. Just make games. That's the message for today. So thank you, guys. Thank you. Thanks for having us.
Bye.
So before we move to the next segment, which is our industry segment, and we'll have already our guest in the room, we'll do a quick 10 to 15 minutes break. As always, you'll get this amazing new sizzle we are looping in. Get some refill of my water bottle. And I'm just super excited for this six-hour long stream that we're having today. We have about an hour together again before we wrap up. And tomorrow, we still have six hours of content started at 11:00 a.m. Barcelona time. All of it is on YouTube. Oh, we get a lot of clap in the chat as well. Thanks, Hugo and Emily. So thank you, everybody, for watching us. Stay with us. One more hour of content back in 10 to 15 minutes. See ya.
Welcome back, friends, for the last segment of the day, day one of Community Hangout at Unite. We have so much things to talk about in this last segment, so stay with us. I might also have a coach for Survival Kids, so stick around. Tomorrow, we'll do exactly the same thing on day two, starting at 11:00 a.m. local, CET, Barcelona time. going on, I think, until 4:00 p.m. again. So it's 12 hours of stream over the course of two days. I'm definitely getting a little coffee over there just to make sure I can hang for the last hour. This is a cozy time, conversational. We have people from Unity, people that are guests, surprise guests, but it's really about you, the community. And I want to hear your question in the chat, so make sure you ask them.
Someone actually in the chat said, "Music on these streams is always good." Jack, thank you for that. Hey! You can maybe tell them with your amazing voice over there. I found it on YouTube. There you go. Thank you, YouTube, for making the music license-free and great. We have Esteban in the chat. Shout out, Esteban. I want everybody to say hello. Esteban is one of our advocates in my team, and he does such a great job. We'll have him tomorrow, actually, in the advocacy segment, kicking off at 11:15 a.m. But right now, it's not about that. It's about industry. And who do I have here? Camera, all my friends. Kirsty N. Price, she's Senior PMM at Unity and Director PMM at Unity. Such cool people to have to kick off this moment. Aw, thank you. Thank you for being here. Thank you. Great hair.
We have a running gag. Julia got great hair earlier. People in the chat keep saying, "Okay, great hair people today." Everybody has great hair. I'm the only one with a hat, so it's kind of weird. Where's your hair? It's hiding. It's hiding. Back in the day, I knew I had six-hour stream. I didn't want to have my hair all there. But yeah, so happy to have you both. And thank you. We have so much to talk about, so I wanted to kickstart by making you answer the question we ask every guest. What was your first video game ever? Whoever wants to start. Oh, my gosh. I think you start. You might have to not remember it. I'm going to age myself. I know. I'm such a great... Yeah. Matt said Pong, so...
I don't know if it was my first, but the one that came to mind immediately was Lemmings. Did I remember Lemmings? Yeah. Yes. Jackson Yes is playing. And I can still hear the little squishy sound, squish sound when they like jumped over. Yeah. I was trying to explain to my 11-year-old son, and he's like, "I don't understand, Mom." Like, yeah. Love that. What about you, Brendan? It was like early days, Mario. Like rectangular controller. Like I think maybe the original. Maybe. Yeah. Super Mario Bros. Super Mario Bros. A Jack is a huge pain in my head. You know me. Currently. My brother is going to be like wildly upset. I don't even know. Sorry. Yeah, I think that was the first one. But the first one I actually, I was like forced to play. The one that I actually remember playing was Sonic on our...
It was a blue Sega. Yeah, the Mega Drive maybe. Game Gear. Thank you. Jack, Jack knows me. I must have submitted the bio with all the bullet points. But yeah, that was like the first one I actually played as like a... Like it got you into... Yeah. I love that you said forced me. I have a younger sister, two younger sisters actually. Shout out Janice and Rashanti. Janice is my closest in age. Like we have seven years difference. Yeah. And when I was a kid, I always had my video games all the time. And she would be in the room just hanging with her brother. Yeah. And that's how she got into gaming. It's just by like being in the room and me like giving her the the controller. But I didn't want her to like kind of mess up my game.
So I would unlock the controller from the console. Oh. And it took her maybe years to realize she was not playing the game with me. You tricked her. But it helped her get into comfortable playing the game, touching the remote. And eventually beating me up. She's pretty good at whatever game she's playing right now. Actually, her boyfriend now, which is also my brother-in-law, because I have a little baby. So I have a niece. Her name is Talis. And he plays a lot of video games. We play on PS5 together, a lot of games. And I think Janice now plays better video games than me because they date each other. They probably play video games together all the time. Look at that. So yeah, shout out to big brothers or boyfriends or girlfriends that are bringing their partners into gaming.
So yeah, it's nice to see that. So Prashi, I'm going to start with you talking about industry stuff. So what are you most excited about at this year's Unite conference before we dive in? Yeah, no, great question. Very topical. I actually joined Unity about a month ago. So I am brand new. Fresh in. I know. It's been so much fun over the last four weeks. And we already have you on the live stream. Crazy promotion. Roger. And Chris. No, it's honestly been so great. And truly such a testament to the people in the team here where they do throw you right in. There's no, there's a lot of trust around everyone, which is great. But no, it's been so, so fun to meet customers, especially when you think about, so Unity technology is so versatile and you can do so much with it.
But when you think about the industry side, there is literally the sky is the limit. So I have talked to people who've used it for prototyping cars. I've talked to people who've been optimizing manufacturing. I've talked to people who've been using it for prepping for surgery. And so when you think about Unity outside of gaming, there is like a whole world of possibility. And it's been super, super cool to actually, you know, talk to the people who are doing it and making such an impact on the world. I love that. Yeah. So it's also a lot about the community, meeting real people in flesh. Oh yeah. And hearing their complaint or desires. I know. And then bringing that in and making better tools for everybody.
It's so fun being on the marketing team because a lot of the times people feel, I mean, people are always very vocal, but in marketing, you can be like, well, I didn't build the product, but I can take that feedback and do something very useful with it. Yes. And so yeah, I mean, you will never offend me. But be kind. But be kind. You can be passionate. You can be angry about a certain thing, but don't be angry about the people working at Unity because we do our best. Yeah. To serve you or people. We are very customer-oriented. That's the fun part, I think, like building on what Prachi was saying.
It's really fun to be here at Unite and meet customers in the flesh that maybe there's people that I've met, you know, yesterday at Industry Summit or today just in the audience in a breakout session and just being able to actually just talk to them and find out what they're using Unity for. Or maybe they're not yet. Maybe they're just exploring and just finding out what they're trying to do and trying to make connections with others. You're like, oh, well, okay, are you using Blender? Well, then you should talk to Tobin because he used to work in that field and like maybe he can help you figure out whether you might want to. I'm a huge Blender fan. Shout out to Blender. Yeah. Thank you, Blender. I'm so excited to see Blender.
But it's kind of wild to learn how folks are getting into that different side of the business as well. There's so many different angles. Yeah. Sometimes you're very surprised, like what got you in? And it's like, what? And then people from architecture got into game engines. And I'm like, yeah, there's a whole segment. Exactly. Yeah. Love that. So yeah, so be curious, be kind. Be curious, come and find us. One thing that I'm actually pretty impressed with is how cool our community is. I mean, we're always heating the chat. Like people are really, they just care about us. But specifically, like such a long show, like in six hours, I could have seen a lot of trolls. Nope. Everybody's just like very positive, loving each other. Giving each other advice. Even when I'm not answering every question, people are literally answering each other's questions.
That's all said. Shout out to chat. Chat is W today. Yeah. Question for Jack. Did you play Grimm Fandango? Grimm Fandango? Yeah. Forever ago, yes. So that answers another question, which says, apparently Jack played every game apparently. History has played a lot of great, and he has great music tastes. Yes, or were big. Listen, Jack is the one that makes my day better because I just have to be here and talk. He's pushing the buttons, producing. We had some like technical hiccups last night. He was staying late making the show perfect. So shout out to Jack, people. Shout out to Jack. To Jack. And W chat again. Yep. AIAD. Sweet. Unity Studio. It's kind of like the elephant in the room for me. I'm excited about that. Can you tell us what is it? Yeah.
Well, let me first start with how we got here, which is... You took the stairs? Yeah. Yeah. No, Unity Studio. So as I had mentioned, like we're not talking to the gaming audience, right? For this side of the house, we're talking to people in industry, in manufacturing, architecture, whatever. And so there are... ABC, ATM. Yeah. Yeah. No, there's so many. So many acronyms and abbreviations. And the one thing about being outside of gaming is there are less people with C-sharp skills. Right. Right. And so we wanted to help all of our customers who are building these really immersive experiences in 3D. And they're, you know, building for innovation. They're building for impact. They're building for revenue. And they know the value of these experiences, but they don't necessarily have all the resources to maybe do it at the right speed that they want.
And so we're really trying to make it more accessible to non-developers. And so enter Studio. Oh, yeah. So what is Studio? Yeah. It's the best way I think I've heard it described, actually yesterday at Industry Summit, is just a really intuitive web-based browser tool. So you can build and create in 3D. You can build your 3D application in Studio without using any coding. Super easy. Anyone. So, you know, you're mentioning, maybe not your tiny little niece, but younger children. And by the way, fun has gone to Studio. You're going to learn Studio. It's super simple. Yeah. Queue the video. Nice. Yeah. And you'll see it's all drag and drop. I love that video. Actually, I'm so happy to see this because when I joined Unity in 2021, I was a designer.
And some of the UI element pixels that I pushed ended up being used in Studio. So it's pretty cool to see that. That's great. The continuity of a lot of the work being there. Yeah. That's awesome. So why did we want to build this? Yeah. I mean, a little bit of it is truly like bringing 3D to the masses. The other kind of parts that we're trying to really build for and build into is a lot of the reasons that our customers are using 3D is for faster decision-making, right? They want to be able to collaborate. They want to be able to understand, like, is this the right prototype? Should we move forward with that decision? Should we be building this building? Like whatever that might be. Right. Yeah. Yes. Feedback loops. Feedback loops.
And so being able to like give the power to the people, you're able to actually, you know, if you have two developers, you know, you don't have to be like the ace item on their backlog. You can hopefully do the quick edit that you needed and push it out and see, you know, like, yeah, actually let's like move forward with that or let's send it back or whatnot. I love that. So feedback loops are huge for us. We really want, you know, people to be able to move forward with projects. And then secondly, we want it to work in the ecosystem. We don't want to throw off your entire workflow. And so, you know, Unity Studio obviously works with Asset Manager and obviously works with Asset Transformer. And for these specific customers, we're really talking about BIM and CAD files. So they own 3D data.
Yes. Automatically just works out of BIM app. Exactly. That's great. Yeah. And these are like huge files that you're bringing in and you can access it easily on a web browser. And so there's just another level of accessibility that we can bring with that. Yeah. You want to add to that, Krissy? I mean, I think Prachi's has covered it. Like, look at her. One thing that you said earlier, like outside, was about also the fact that those experiences are light because it goes on the web. I think that's a very powerful statement is that you can build something very complex, but the end result from a user experience is very seamless, very nice. Yeah. I love that. And you can share it via a URL. I think there's the ability to have like a password-protected version.
And so, you know, it's to your point, super light. Love that. Yeah. And what can you do with it? So we have the QR code right now, by the way, people, if you're interested to learn how to get into Unity Studio and try it out, join the beta today. It's our web-based 3D editor, easy interactive 3D without coding, faster feedback loops like we just said, and works with your ecosystem. So get your phone out. And if you're watching from your phone, take a screenshot and you can use your built-in photo QR in your thing, you know, hold pressed, whatever you have to do. You can also just Google it because it's probably going to be on our webpage soon. Yes. Yes. Yes. Sweet. It is. In fact, I think we're quite near the top of the search at this point. I know.
I really hope so. The marketing team has done a great job. So we know it. We're working on it. We're working on it. What are some of the top use cases you would say you would recommend people using it for? Yeah, it's a great question. We're seeing some really interesting use cases from the early beta tests, but I would say prototyping something really quickly, just being able to visualize your idea fast and then being able to, like you were saying, Prachi, like get feedback on something so you know whether you need to change anything, whether you can move forward, and then maybe handing that over to your dev to kind of progress. That's something that we're seeing a lot of folks testing Studio for. I think product configuration, that kind of use case is also. I love those. Yeah. Yeah.
I invite you to put it to the test. Like, oh yeah, everyone, like sign up for the beta. Please. Tell us what you want to see. See what you want to, yeah, see if it works for what you need to do. I think a lot of what we're trying to do on the product marketing team is make sure that we're building this so that it's useful. I love that. Yeah. So tell us. Tell us. Trainings. I think that's a huge, absolutely huge industry use case. Actually, to answer a question from the chat, someone was like, oh, what are some of the top industry use cases you would see? Training. Training. Actually, Excel also works a lot in industry.
So we see a lot of people using Excel for, you know, onboarding people into like an HR job instead of having 20 books on your desk first day. And then you have three weeks. Yeah. Put on this headset, go through this experience. But also with Unity Studio, you could build something that's interactive for people like that. Yeah. Absolutely. But even for like complex manufacturing processes, like all of these things can be done now. Yeah. On the web, which is insane to think about. I love that. Yeah. Sweet. So we saw how to sign up for the beta. Any last words you would like to share with the community before we wrap up with the next guest? Join. Join the beta. Join the beta. Come as you are. Yeah. Come as you are.
And I do think, because I feel like we've gotten so many questions about this in person, I don't necessarily know if we have plans, but they love what they've been seeing. Our gaming side of the house has really loved the possibilities of Studio. And so I do think they want to bring this sort of lightweight editor to the gaming side. Because, yeah, gaming devs work with a bunch of people. They work with artists. They work with designers. They work with marketing, hopefully. And so being, you know, getting that kind of accessibility to these types of files without having to give all your time is something that we're definitely looking into. But unclear on timing and unclear on like when the roadmap would be happening. So yeah. And that's fine.
And I think that's what is the expectation from our community as well is that at the end of the day, those moments of beta is like perfect to get in, get the feedback for them also to test the limits, tell us what they want to see. Yes. So yeah. Thank you so much, both of you, for joining us and bringing on the vibes again, continuing on the great set of hours that we started earlier today. Thank you for having us. And hopefully see you again maybe on the future live stream once maybe Studio is out of beta. We can maybe invite you again. Absolutely. We would love that. Yeah. Sweet. Well, thank you so much. Have a great rest of your Unite. Thank you. And thank you for joining us. Yeah. Thank you so much. Awesome. So people, don't leave.
We're not done for the day. We have our last guest of the day. And a very special guest, I will say. I will tell you more about them in a second. But before we do so, we'll swap our guests to make sure people can sit down while others are leaving, of course. But also on paper, I just want to read some messages from the chat. So I think the bull was sharing about his incoming story. Did I read that right? One of the coolest things we're seeing in Unity is that we answered that question. I love the idea of Unity in industry. Many years ago, I started looking into using Unity to run simulations for efficient peak pathing in warehouses. That's such a cool use case. That was a past job. Then Aaron Lino said, it's a really cool tool.
Things similar to this existed on Unity Asset Store before. It's good to have an in-house solution as well. Prachi and Kirsty, I'll definitely take note on that. We'll make sure to share all of the chat answers and questions with them. AIAD said, same. I went to school for architecture and now make games. It's super cool to know someone might want to hire me if I have to go back. Yes, indeed. Rabbi said, true. As a junior student, I might use my Unity experience in other industries outside of game dev and computer science. The bull said, that's really cool. I actually was going to go to school for architecture as well, but ended up joining the Marine Corps instead. Ended up as a software engineer years later.
Aaron Lino answering, though this has really killed my freelancing gig where we made something similar. Still good for industry as a whole. Or Rabbi answering, is Unity Studio and Unity Editor connected? Like mix between them for different team members and their skill set. I'll make sure to reach out to the team and let you know about that. What a cool origin story, the bull, indeed. And guess what? I am joined right now by our last guest for the day, my friend, Farid M. McDonald. Hello, Manu. Welcome. Pijama Casama in the house. I want W in the chat, people. I'm so happy to see you guys here for three reasons. One, shoot. Because you've done something incredible with your partnership with Walmart. Second, you have your game out, which is amazing, and we got to talk about it. And third, because we're friends.
I know you guys. It's like, wow. We've seen each other at past Unite conferences. We've seen each other in Amsterdam when I was there visiting. And I'm just so happy to see like the progress of your studio and what you've been doing so far. So it's like a very special moment to wrap day one with you guys right now. And so I think you're just fresh off the plane or something. Yeah, we are fresh from the plane. So yeah, we're not the sharpest tool of the shot today, but we'll do our best. You're doing amazing so far. So Farid and Matteo joining us right now. So we're going to be talking, again, we're still in the industry segment about their partnership with Walmart and insight on how to bridge between gaming and industry because they've been making games also outside of the industry concept.
And then a bit about maybe sharing your knowledge on the SDK. That would be cool to share with the folks there. So we have about 20, 25 minutes, 30 minutes together. But this is the end of the day. So if you want to make it longer, feel free to stay. If you want to go and have a sleep and come back to your hotel room, that's also fine. We already have a nap. Very quick nap. Amazing. Wow, they got a nap. Amazing. So maybe introduce yourself first. Let's start with Matteo. What would be a way to introduce yourself first? Yes, I'm a co-founder of Pijama Casama. I'm a former UX designer for Maserati and Alfa Romeo. So I mostly work already with Unity at the time building a display on board.
And me and also other members of the Pijama Casama team came from that experience. So Unity was really foundational since the beginning of my career. So keeps creating enterprise software and keep creating games with Unity. That's amazing. What about you? Yeah, so I'm the co-founder as well of Pijama Casama. I am at the core a designer too, just like Matteo. I do come from a very different background, though. I was a computational designer, which is a fancy way of saying I did a little bit of coding to solve design problems. So yeah, I did very different things in the past, ranging from footwear design with Adidas and a bunch of other more boring stuff than what I'm doing right now. So I'm very excited. Yeah. So this is a little bit what I bring to the table in terms of my previous skill.
Yeah, that's it. I love the diversity of people getting into game development. Like it depends on where you're from and it kind of like dictates where you're going. But I feel like you guys have done a great job at navigating those uncertainties and differences. So it's nice to see. We have a running gag with the chat since this morning. Every time a guest comes in, they're talking about their pilosity, whether they have a great beard, great hair, things like that. I don't have any hair. And so right now everybody's like W hair for both Matteo and Paride, as always. You guys are winning on the hair one. And then who's this? Fredo saying, hello, great Paride. And Matteo, Fredo saying, very great accent, Matteo. Yeah, I agree. I'm kind of like sexy boys over there.
I think he was mentioning, referring to my Italian accent in English. Still working on it, but thank you. So yeah, so you introduce yourself. Can you tell us a little bit about what was the thing that was maybe the most exciting for you joining Unite this year and maybe a little bit about this project that you did with Walmart? Well, as we already just mentioned, we do a lot of different things. I would say that Pijama Casama is very horizontal in the way we approach different projects and those projects come from the industry world. We employ real-time technologies, Unity, to solve problems in the manufacturing. Also, I believe there is a TomTom talk about a few things that we've done for them in the next day.
So these things, but at the core, we are loving games and being able to share all our experience and what we've done so far in all those different fields. And finally, pushing very hard on our own game is very exciting. So yeah, covering many topics this time. For me, I think when I entered here at Unite this year, it was the list of the games every year released, the biggest game. So of course, my hope is to be there. One day. One day, yes. I don't see why it wouldn't happen. One thing that I love a lot about your game is the fact that there's a storytelling aspect, but also it just feels great in terms of like the visual identity and just like it looks good. You know what I mean?
Like a lot of games is like hard to nail in our style and being able to like have that work on multiple platforms and also the way that your game just feels, it's amazing. So can you share maybe a little bit about the game with the community and maybe tell them what it is and what's the excitement part behind it? You mean the new one or the one we're doing? You can talk about both. Like why not? Both. Okay. So I'll take the Walmart one. Okay. Let's do it. The Walmart project was very exciting because Walmart really wanted to make a real game.
And normally what we see, and this is something that actually we didn't like much and still we don't like much, is those marketing activations that are with sole purpose is to try to be there just because it's good to have your brand related to a game. But with the Walmart project, it was very interesting because they were looking forward to do something that was real. That's something that was a real game for gamers where the storytelling had to be important. And it was such a great hence why we tried to also be very, I would say, strong with the visual and try to give a very unique visual identities because that was needed. Gamers expected that. And it was a very good, and here we are seeing the trailer. Love the music that are in the trailer too. Yeah.
And it was a very mix of different people. We collaborated with Marshall Blueberry, known for having done the Boondocks. Which is for Gendery, as a collab, by the way. That's insane. Yeah. I'm a huge fan of the Boondocks and seeing like that art style teleported into a video game. It is, and it was an honor for us to have the chance to have cut scenes and visuals animated and designed by them. And yeah, here the idea is we have this very strong identity, cultural identity, this very rich world. And we have to support that and complement that with everything. So real gameplay, a very long 45 minutes gameplay run on average, which is normally not something you would see in web games. And you can play it on Spatial, which is also made with Unity and such a great partner as well. I love that.
You can just click on the link and play it. Right away. Yeah. Incredible accessibility with Spatial, which we always loved. And other titles. Yeah. Yeah, for sure. And other titles we've done were done on Spatial as well. So actually we have four videos from you guys. I think we have Pikaboom, we have a real, a shop video, and a Walmart video. Do you want to see any of them right now before we move on or we can put it back there? Yeah, maybe we can show the Pikaboom video, maybe moving on to the Pikaboom. Okay. To the next. Let's do it. Jack in the back, clicking on the buttons. There you go. Sparrow speaking. I built this enterprise on three things: danger, dynamite, and bad decisions. Welcome to Pikaboom. This is your totally voluntary survival contract.
You swing, crawl, and slam your way through earthquakes, gases, and very aggressive geology. You jump, you fall, you scream. And if you're still breathing, congratulations, you're promoted to still alive. Survival is great, sure, but survival in style? That's leadership. Thanks to George Hermano Designs. Natural Selection finally got a stylist. Now, I'm legally required to mention certain operational irregularities. That's the polite term for high-risk talent evaluation. Nothing to worry about, just nature doing paperwork. At Pikaboom, safety isn't guaranteed. It's breathable. Get yourself a fire gun, a chicken bomb, maybe a crowbar if you're feeling traditional. Caves are open, folks. Try not to wake anything important. Max Farrow here, signing off. Very different mood, right? Anything you want to add about this game? Yeah, no, this is our take on a new breed of game that's getting popular at the moment.
And it's a new challenge for us. But Bruce, I love the humor here. And he also said, "Love the cool visuals from the one with Walmart that you did." Thank you. Thank you so much. The journey is really nice today, so feel free to be yourself and so on. Yeah, so another question that I had for you is, how did this collaboration come to life? Like, what was the thing that made it work for you? You mean the referring? Okay, now we put two things in. Yeah, I mean, actually angle it the way you want. All right. Okay. The Walmart collaboration, I think it was very natural. For those who might remember, we also done Casama: The Awakening, which is a very, very short narrative story made in episodes.
And we really thought that this episodic approach in making games worked very well for different stories. Walmart Unlimited is about three vendors from Walmart that are also entrepreneurs. And they are highlighted, each and every one in each episode. So I would say that the collaboration came true mostly because of, I would say, this natural feeling that we had with an episodic approach and also having this very recognizable art style, which we like to do and I think we can do. So I think these are the main reasons why the collaboration came true. Yeah. Love it. Also, on the message on Casama: The Awakening, I still want a plush. You want the character? It's so good. I feel like that's the best part of that game. It's the character design. Thank you. Sweet. What would you like to talk about next?
Do you have any particular message for the community? I have something to say because I know that Emanuel, you are very close to a community and you invite also to talk about community. It was interesting, this Walmart project. It was trying to represent the small business owner that sells the products at Walmart. So basically, we interviewed them, especially Marshall Blueberry, interviewed them to create their character and their personality. And then we modeled them and we brought the three business owners in the game that are the mentors of each one of every one of the episodes. So there was this connection between actually the person on the side in the community and the game. So there were real people brought to the game.
And also, it was a good story that one of these people also was able, thanks to the game, to upgrade his company, to sell the company, and to upgrade his business. So I must say that I really like how Walmart is pushing boundaries of gaming as they are doing many, many activations, but also how they are aware of the reality. Of reality. Yeah. Yeah. So that's something that I really love about the project. Yeah. And talking about meaningful stories in environments and in words that hopefully are very relatable with their customers and in general with the audience. So Paride, there's one in the chat saying, "What is Tom Holland doing in the middle here?" He's Tom Holland. That's the first time. Beautiful comment. And he has the hair. And he should check your eyes. All right. Thank you.
Let's talk a little bit maybe about the SDK. Like, how did it come into fruition? Like, how did it help in the making? Yeah. No, the SDK, it's of course the star of the show talking about Unlimited. We know a lot about game economy. There are, I mean, we could talk hours about that. But what's very interesting about the Walmart SDK is the chance for developers to allow players to buy in real-life products from Walmart right away from the game. And I think this is a breakthrough for having this possibility of using Unity and doing that. I guess we will say a little bit more about that tomorrow in the panel. But yeah. Yeah, if you're in Unite in person, you can watch the talk actually tomorrow. We'll upload it on YouTube, of course, as VOD, as always. Yeah.
And bridging the digital rearm with an actual result in physical life, it is quite groundbreaking. So yeah, during Unlimited, we were in the early stages of the SDK. So we were almost even testing how that could work. But that worked. And yeah, no, it was great. Of course, it's always worth mentioning that whenever you're doing some selling on your game or trying to push some marketing campaign, we never have to forget that the end user is a gamer and it's somebody who understands certain dynamics. So you really have to be, you really have to implement those elements of being able to buy stuff online in an organic. And yeah, just you don't have to throw it to the player's face. They don't care. Maybe they will get angry. So usually that's how it feels.
And so it's great to make it in a way that doesn't upset players, but feels natural. It should. It should be a genuine addition. And then in the level design and in the gameplay, we're trying to showcase a product after the player already enjoys part of the game. He already enjoys playing. He's already achieved some powers. It's not too early. Yes. He already experienced some cinematics. So I was like, "Okay, if you really like this project, then here is the product. Otherwise, we hope you have fun anyway." So that was the philosophy behind. I love that. Does that excite you in the future to continue such collaborations? Or are you focusing more into your personal games after that or industry game? Or are you, like you said, more horizontal and continuing on that front? We definitely have the two souls.
And it's working well this way. So it's also kind of sharing our profession with the passion. And I think we found a really great balance between these. That's awesome. Do you agree? I do. I do. Yeah. Any other video you wanted to show? Part of the one that we have? We have a reel. We have a reel. Okay, let's watch that. Okay. Yeah. Give me a second. Jack is like, "We have a reel, but also I don't have it ready." Yeah, this is, I would say, a good slice of that's Casamo. That's Casamo you mentioned earlier. How cute it is. Made in Gravity Sketch, a Unity software. It's Unity everywhere here. It's Unity everywhere, yes. Yeah. And not paid for saying that. Well, that's the beauty, like, I'm not letting you say anything that you're forced to say. No, no, exactly.
If you feel good about the brand, that's awesome, but really. I just mentioned something that YouTubers always say. I want to be a YouTuber. I want to be a YouTuber now. So cool. That's a digital twin application we are going to talk about tomorrow, yeah. One thing that transpires from this reel for me is, like you said, this horizontality that you have at the studio, because we've seen a lot of different use cases, but also a lot of different platforms, from mobile to PC to XR. Like even working with Spatial, which has started, I think, as an XR platform first, which is now allowing people to just play games on their phone and mobile as well. And having this kind of metaverse connection between people from every single angle.
It's so cool to see how you've addressed almost every single market, but kept this kind of like game design consistency as a studio. 100%. 100%. Yeah, I think on the bottom line, these are all human-computer interactive softwares. And then based on the clients that you have on the project that you're doing, maybe you don't mention gaming when you talk about enterprise, but in essence for us, it's a game engine behind, yes. Yeah, not only. And maybe sometimes it's actually very close to a game. It's just that we don't have the label, "This is meant for entertainment." Yes, but it's pretty much along the same lines, you know? And I feel like the users also should expect enterprise to not be boring, but to bring some elements, gamifications from the gaming world. Absolutely.
And we see that in the way that you, like we've seen a little bit of the snippet of the talk you're going to do tomorrow for Tom Tom. And so you mentioned the digital twin application. I think a lot of that exists in the work that you do. And it's nice to see like infotainment for a car, for example, having that real-time data mapped to the real world as much as in the digital world. Do you feel like we now have the tools to be able to create such experiences in a more intuitive way? I think we do, of course. When we are talking about digital twins, which in essence are a digital representation of reality, this is one of the topics that's been in the minds of humankind since forever. How do we represent reality? Yeah.
And whenever you are representing reality, you always have to do this, how I like to call it, dimensionality reduction. You have to reduce some elements and compress them in something else. Abstract it a little bit. Abstract, yeah, in a way, and make it readable and understandable. And I say that we have better tools, but I also understand and believe that reality is widely more complex than the tool we will ever have. So I think it's always a process. We will be able to do way more in the future, and we are doing way more. But I think it's still early, and it's not too late for people to join because there's still a lot of time. We could have pen and paper, and now we have a real-time engine. So I would say we are quite far, but there's definitely way more to do.
That's a kind of positive message for people that might feel like they missed on the metaverse. Oh, it was during COVID. No, the tools continue to evolve. The hardware evolves. The software evolves. It's never too late. Traffic is very complicated. It's one of the things we work there. And it's such a complicated ecosystem of many things that interact with each other and making assumptions out of something you can see from an advantage point given you by a digital twin. It's incredible. But there are things that are missing, and the room for improvement is always there regarding, of course, this idea of simulation in general. We've seen also an example of, I think, an AI NPC. Can you share a little bit about that as well? Yeah. So we've made two educational projects. And one was with a VTuber. So it was the professor.
We made a mascot, and the professor was from a remote controller talking about the character. And there was the foundation to an AI chatbot for storytelling and still education. So in a way, there was an interactive chatbot that really helped us also get a grasp on a younger audience and kind of also bridge to the game that we released now, Pikaboom, that needs to take into consideration how different generations interact with the technology, definitely on a deeper and more intense level. I love that. So you mentioned VTuber. Can you define what that is for people? Yeah. So a VTuber, basically, you are a YouTuber, but you have an avatar. So you don't see the real person. You are puppeteering the avatar. And how does that actually work for people? Do they have to create the avatar first and bring it on Unity, I guess?
Yeah, we work a lot with an app called Animate. There are a bunch of different options. There are a bunch of different options. It depends. I would say the most common routes, and there are many different tools available. Of course, Unity being one of the ones doing that, I believe, probably in one of the best ways. It's capture reality as a first thing. So there are a bunch of apps you can use to. The iPhone is very good in capturing facial expression. So you're scanning from the iPhone first? Yeah. And you can do that in real time, also with a camera, by the way. Right. Yeah, you don't need as much motion capture as before. No, no, no. We're able to actually just pause this thing. We're looking at something special right there. Oh, look at that. That's familiar.
The surprise that I wanted to show you guys. This is my avatar that I designed in Blender back in 2020 and that I sent to Matteo and Farid at the time. They're like, "Matthew, do you want to make an AR facial filter with this?" And so at the time, your studio was really young, but I remember we worked together on the case study on it. And I used that AR filter so much, like on Snapchat. It was very popular. I think you have like analytics. Too many. Too many? Yeah, in the order of millions. Like a quarter million. That's insane. And for me, that was huge because I was starting content creation.
I was making tutorials on how to use 3D, AI, XR, and just like meeting people that are able to turn this into the blend shapes like you just explained and like bringing that to a real world. Look at this jack. Amazing. So I'm so happy to have you both here. Jack is tracking Facebook. He's doing a good job. Or if you have somebody that good with tracking, you don't need any device, actually. But I think that explains a little bit of where we're going, right? Like being able to bring reality to the real world, of course, but doing it in an intentional way and where it makes sense. You don't want to just replace people. And there's so much work that goes into turning this avatar into something really realistic that feels good across platforms.
And like you mentioned, like sure, Unity is a great place to do that, but I'm just happy to see how we've evolved from the early AR filters to now like full-on motion capture and movies and film. You can just use Game Engine to do all of that. So it's beautiful to see the beginning of your studio and see you guys now today with us. And it was just a pleasure to have you on stage. And I was going to give you a chance to also talk about what you want to say at the end and close with whatever message you want to share with the community. Yeah, I would say we just released this game, Pikaboom. If you have a VR headset, it's free on the Meta Quest Store. Let's go. And yeah, I hope to see you in some of the game sessions.
Devs play a lot of games. Definitely come. This time, this game, it's literally a repository for our craziest thoughts. As you can see, it doesn't take itself too seriously. And we don't want it to be. And I think that's what's cool, is that you're able to work with strong companies like Walmart that feel serious maybe, but approach it also to customers in a very genuine way, but also make a game like Pikaboom that feels super fun. Like I could play that with my friends. I can see myself streaming that as well. So that's amazing. Thank you, guys. And a couple of people in the chat, do we have any questions for Pijama Casama? If not, it's fine. We'll wrap it up. I don't see anything right now. Yeah, it feels like we're good. And some people asking for the roadmap.
The roadmap will be a separate VOD on YouTube, which will be uploaded the second it's ready, as much as the keynote as well that was earlier today. And this entire stream, the six hours we did today together, I can't believe we've gone through six hours already, will be also uploaded. And then tomorrow, I'll see you back at 11 a.m. again, exactly at the same time. But before we wrap it up, I have a couple of surprises that I will share with everyone. So stay with me. Just wanted to thank you again, Matteo. Thank you, Mano. Thank you, Mano. Pijama Casama for joining us. You guys are amazing. Keep going. You are amazing. Keep doing amazing. And happy to see you again on the live stream, maybe in the future. Why not? Why not? Of course, it's my pleasure. I'll just say Pikaboom together. Who knows?
You must. Also, have a great rest of your unite friends. Thank you. Thank you. Thank you for being there and just jumping off the plane. That's crazy. We didn't jump on the plane. They didn't jump off the plane. They didn't parachute and stuff. All right. My friends, someone asked in the channel earlier if we could have a countdown with Jack's voice for Survival Kids. So I'm going to drop the last code for the day before you copy-paste it. Jack, can you please use your magnificent voice? Here we go. Last code of the day. It's hitting the chat in five, four, three, two, one. Paste. Woohoo! All right, the code has been shared. Copy-paste it. Redeem your game. The first one, first serve. Thank you, friends. This has been such an honor to host this stream. This was Community Hangout, day one at Unite.
And there is so much more coming tomorrow. Right back at chat, same time. We're starting at the same time tomorrow. If you are on YouTube, literally go on the playlist section, Unite 2025, and you'll see the stream link for tomorrow. If you're on Twitch, you'll get the notification as always. And we're also streaming on X. So before we leave, just wanted to make sure that everybody knows where to go. We're streaming again tomorrow at 11 a.m. CET, Barcelona time. It's early for the West Coast, I know, but we're covering the whole world here. It's not just about the U.S. And I'm really happy about that because our community is worldwide. We have people from India, Slovakia, Iraq, Morocco. That's insane. And tomorrow, I hope to see you soon again. There's jam-packed agenda again. Five hours of stream tomorrow with a bunch of surprises, more codes.
So if you missed that one, don't worry. There will be more. And I'm just happy to, again, be able to serve the community. That was your host, Manuel Sencilly, streaming producer and host for Unite. Thank you again. Have a great rest of your day. See you.