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r/Unity3D

Cities Skylines 2 failed because of Unity? Is this true? I investigated!
https://darkounity.com/blog-post?id=cities-skylines-2-failed-because-of-unity-is-this-true-so-i-investigated-1774035484867

https://redd.it/1rz836i
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r/Unity3D

Do you guys create your own State Machines or do you use the Animator?

I've been looking up how to animate-by-code and I came across the State Machine pattern. (As you can tell, I'm relatively a newbie to Unity2D, but I do have a CS background).


It's neat.

Though I've also come to notice that a lot of people just flat-out misuse the existing Animator? I've rarely seen Substates or Blend Trees being used when they should in tutorials, and I feel like they generally do the same thing.


Is there a pro/con for each approach that I'm not aware of? I can understand that the Animator can get really clunky the more "States" you add though I'm not sure if that's necessarily a problem.

Is there a "standard professional" approach, or do I just get to wing it?

https://redd.it/1rz7zsr
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Does this character design feel like it belongs in a 2D action game?
https://youtu.be/d1XdKExmbPM?si=zbyIPv5TGWgBJTo3

https://redd.it/1rypnhk
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r/Unity3D

Primal urge to dig holes in the sand simulator.

https://redd.it/1ryywut
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I just wanted better frame rates not a whole new art style
https://redd.it/1ryw63i
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I am trying something new with enemy designs, using monochromaticism. Do you think colors are boring or does it fit nicely?
https://redd.it/1ryhuho
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Updated 3d -> 2d Sprite baking system

https://redd.it/1ryo8cn
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Playing around with my glowing frosted/tinted glass shader for URP.

https://redd.it/1rymmca
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My game without post-processing and with...
https://redd.it/1ry8q6a
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We reworked the artstyle for our game. Do you think we should add lifebars to the enemies or have it clean and atmospheric?

https://redd.it/1rrt73o
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Some fresh gameplay from my fire-focused rogue-like. What do you think?

https://redd.it/1rrufjm
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r/Unity3D

Halftone shader
https://redd.it/1rrslnz
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r/Unity3D

Which UI VFX looks better for an active bonus? 1 or 2?
https://redd.it/1rror8l
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Added simple interactive grass, it's not as hard as I imagine fortunately

https://redd.it/1rrhi1m
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Building a custom granular physics simulator for rice in my cooking game : PBD, spatial hashing, upto 2k grains

https://redd.it/1rrf02k
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I Added a Cloud & Atmosphere Simulation to my Unity Random Planets

https://redd.it/1rz99uz
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r/Unity3D

Sharing a first-look at our soon to be released game, Miniature Mania (free on Steam & Meta Quest)

https://redd.it/1ryvxyn
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r/Unity3D

Free Asset
https://pixel-person.itch.io/elctronics

https://redd.it/1rz1fi6
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r/Unity3D

One year of hard work... Just clicked the release button!
https://redd.it/1ryxu5m
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r/Unity3D

I tried launching Coca-Cola.

https://redd.it/1rys5a1
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Updated 3d -> 2d Sprite baking system
https://www.reddit.com/gallery/1ryo8cn

https://redd.it/1ryo8lj
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My 2D Laser Shader Pack was a hit on r/godot, so I decided to port it to Unity! What do you think?

https://redd.it/1rxzx5v
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We decided to remove the original art and replace it with DLSS 5, we want to thank NVIDIA for this amazing tech
https://redd.it/1ry3vgf
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r/Unity3D

Surreal seeing my silly little game trailer on IGN
https://redd.it/1rrzwxq
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r/Unity3D

My free mobile game made $1,500 in a year: here’s what actually makes money (and what doesn’t)

[](https://www.reddit.com/r/gamedev/?f=flair_name%3A%22Discussion%22)My free mobile game reached $1500+ in revenue (proof at the end)! I’m very happy, however note that this happened over 1 year, so it’s still not enough to pay the bills \^\^'

For fellow game devs who are curious (or confused) about how to make money from a free mobile game, here are some lessons about what brings money and what doesn’t:

# ADS

Yes, my game has rewarded ads. **No banners, and no interstitial (forced) ads.**

Rewarded ads usually bring between **$0.001 and $0.03 per completed view**. Yes, it’s not a typo, it really is that low. But with volume and time, it can turn into real money.

The difference is explained by multiple factors:

* How many ads the player has already seen that day (the first ads pay the best)
* Country of the player (USA > Canada > Europe > Asia > developing countries)
* Player habits: their device (iOS > Android), consumption behavior, and whether they are a paying player
* Ad network market saturation: nobody really controls that

# Concrete example

For my game, which only uses rewarded ads, I usually make **between $2 and $10 per day**, with **100 to 500 impressions**.

# In-App Purchases (IAP)

Yes, my game also has some IAPs.

While they occur much less often than ad impressions, they bring way more money and are generally a sign of good user retention (a player who pays is a player who stays).

Basically, I get one IAP **between $3 and $30 every 2-3 days**. Not much, but still nice.

Note that the stores take 15% of that money. So yes, fun fact: Apple’s greatest product is not the iPhone, it’s the App Store.

Now that I’ve explained the basics, here is **what didn't work**:

# Putting IAP prices too high

In an early version, I had **five IAPs: $1, $9, $29, $49, $99**.

Well, the last two were received pretty badly. They brought me **zero money** and even some **bad reviews**.

=> **Don’t blindly copy what other games do.** Try to be coherent with your own product.

# Putting useless ads

While this is not completely wrong, some rewards are too useless, so players don’t click on them.

This isn’t fatal, but always monitor your data and remove (or rework) what isn’t working.

# Not putting ad limits

In early versions of the game, I didn’t put ad-watch limits on some rewards.

So some players were watching **500 ads per day** just to get infinite money.

This is ***NOT GOOD AT ALL***:

1. After the **20th ad in a single day from one user**, it barely brings any money anymore
2. Ad networks can detect it as ***fraudulent*** **behavior** and **ban you from their networks**

=> **Always put an ad limit on everything in your game.**

# End of the post

Alright, that’s all about monetization.

There’s still **a lot more to say**, but I don’t want to write an essay, so I’ll stop here.

If anyone has questions, **feel free to ask in the comments!**

If you’re curious about the game itself, feel free to try it <3 :

**iOS:**
[https://apps.apple.com/fr/app/z-road-zombie-survival/id6584530506](https://apps.apple.com/fr/app/z-road-zombie-survival/id6584530506)

**Android:**
[https://play.google.com/store/apps/details?id=com.SkyJackInteractive.ZRoad](https://play.google.com/store/apps/details?id=com.SkyJackInteractive.ZRoad)

**Proof:**
[https://ibb.co/wZHQphmC](https://ibb.co/wZHQphmC)

https://redd.it/1rrwo0o
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r/Unity3D

Vote: which Capsule do you like best?

https://redd.it/1rrsrqv
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r/Unity3D

Created this Mirror mechanic for my Chess game. What do you think?

https://redd.it/1rrpaol
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4 years ago I opened Unity for the first time and titled the project 'dwarves'. Today, this very first Unity project has sold over 250 000 copies on Steam.

https://redd.it/1rro4k0
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r/Unity3D

Two Left Hands - a new game we're working on where you are poor and not very skilled.

https://redd.it/1rrkckj
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It's gone far beyond my expectations, and i'm really happy!

https://redd.it/1rrdg4y
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