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thank you! - using Mirror Networking Library w/ Websockets - No tech challenges except for the super slooow build times lol - Business mode Ads, Ad Rewards, an
by jonkuze 2y ago
thank you!
- using Mirror Networking Library w/ Websockets
- No tech challenges except for the super slooow build times lol
- Business mode Ads, Ad Rewards, and Virtual Currency to buy premium cosmetics
- fidotron 2y agoHey you could always try Unreal for even slower builds!
- bcjordan 2y agoCurious, are the slow build times locally, your own CI or Unity Cloud Build? (If local/own builders may be some ways to dramatically lower the build times eg by managing the Library/ cache per-platform.) Happy to help anyone with optimizing these approaches it's been a pain to figure out
- jonkuze 2y agoSlow builds locally, but last I tried cloud build it was about the same.
- bcjordan 2y agoIn the most recent game I automated builds for the initial build took 1-3 hours, but subsequent builds with the Library/ folder cached took 5-10 minutes. Are you switching platforms between builds locally? (like building one for web / server / pc / mac etc). Platform switching essentially blows away the cache, making it take the full build time each time. There was an asset years back that would create folders for each platform's Library/ cache and switch between them when you switched build platforms. In CI (eg using https://game.ci https://game.ci) you can prefix build cache keys with the platform to manage that automatically. Unity Cloud Build is in general slower/more flakey/sometimes has cache issues compared to DIY CI, but it should speed up after a successful first build as long as it caches the Library/ folder, and they do separate that out by build platform properly. (Worth checking each build config setting is set to cache that)
- jonkuze 2y agoNope not switching between platforms. I'm actually using ParrelSync that allows me to have 2 instances of Unity open working off same codebase. One instance is set to Server and other to WebGL platform. The purpose of it is mostly for faster multiplayer development & testing. Server Builds are super quick, it's the Unity WebGL Client builds that take forever even if I have cache. Although I have not migrated to Unity 6 yet, that's actually next on my to-dos which I believe there are lots of improvements for WebGL builds there. So I'm hopeful for better dev experience there. I never knew about game.ci seems like it could be very helpful! Going to check that out... thank you!!
- ciaoben 2y agoI am curious, what are the best Ads, and Ads Rewards platform for the web? Last time I dig into this I could not find anything on par with the offer for the mobile platforms.
- jonkuze 2y agoI've used Google Ads in the past but they didn't have any Ad Rewards... then I transitioned to using AdinPlay (https://adinplay.com https://adinplay.com) which does support mobile and Ad Rewards.
- Thorrez 2y agoThis page seems to indicate Google Ads supports ad rewards: https://admob.google.com/home/resources/rewarded-ads-win-for-everyone/ https://admob.google.com/home/resources/rewarded-ads-win-for... Disclosure: I work at Google, but not in ads, and know very little about ads.
- jonkuze 2y agoAhh I forgot to mention last time I worked with Google Ads was 2012 lol!! I'm pretty sure that didn't exist then... I never saw a Flash game with ad rewards at that time and never heard of it myself then.