hello everyone welcome welcome I'm going to give a a couple minutes for folks to uh join in but while we wait uh we're gonna actually post a a poll really quick and it would be awesome if you could take some time and fill that out uh tell us a little bit about your experience building for for web um and if if you want uh you can hop in the chat tell us where you're from uh and maybe you know something about what you want to get out of this from Copenhagen excellent where Unity started it's wonderful people from all over the world e okay we are at a couple minutes in I think we're going to go ahead and end the poll and we'll get started cool well first I'm going to introduce myself uh hello I'm Ben Craven I'm a Staff technical product manager here at Unity I am uh the product manager responsible for the web platform and super excited to be here to talk to some folks uh with experience on the platform side as well as the development side about developing for web uh we have some really fun stuff coming for Unity 6 with mobile web support uh and that's what we're here today to to talk about building mobile web games and with me I have rapael Morgan BP of marketing and Partnerships from Crazy Games Rafael do you want to say a bit about yourself hey first uh then thanks for the invitation um thanks for everybody to showing up um so my name is Rafael Morgan I'm the VP of marketing partnership at Crazy Games um I have 10 plus years of experience working with we games so I've seen a lot the past decades um I published thousands of games um I'm a crazy game since about two years um Crazy Games is a web gaming platform that has 35 million monthly active users so um there's a lot of people playing and we have thousands of unit games on the platform um I lead two teams the business development team uh where we work with Publishers developers um and Studios um and to on board those guys in the platform and also working on the marketing side so where we do crazy Tik Tok videos um and also cross branding promotions and influencer marketing awesome thank you rafhael and good to see you again uh next up we have Floren choury uh product engineer Crazy Games Floren what's up yeah hey everyone glad to be here also so at Crazy Games I'm a product engineer and um I'm mostly specializing in developing our sdks and especially the unity SDK and that's all because I've been working with unity I guess for more more than six years already so I'm also a game developer besides a product engineer at Crazy Games so yeah I guess I could say I have some Unity experience cool thank you thank you and lastly we have Andre who's a developer at coinc uh Andre has some experience uh building for mobile web Andre do you want to say a bit about yourself yes hello so my name is Andrew I'm a senior a Unity engineer at coing and I'm developing a mobile stuff for 15 yes starting with black and white W websites mobile games Us in community and uh like we web applications on Native codes so I'm pretty experienced in all this mobile stuff awesome which is why you're here thank you um so we're gonna talk about some cool stuff uh three broad categories of questions that I have for the panel here um unlocking the secrets of web browsers as a platform reaching more players on small screens and lastly optimizing games for web uh at the end of our topics these designated topics we're going to have some time for a Q&A from you all so get your questions ready um I believe you might be able to answer them or ask them ahead of time we also have some some Unity engineers in the chat uh so if they think they can give you a good answer they might uh engage with you directly in the chat so I'm going to go ahead and exit the deck and we'll get into it so first question is for Raphael so crazy games is all about web gaming can you tell us a bit about why Crazy Games chose the web as your platform of choice um absolutely Ben so crazy games I choose the web because there is um an unparallel accessibility and reach right with one click um you can share and you're playing a game in either alone or with a friend um and unlike native apps like um you don't need to install anything or or download anything and which lowers the barrier of entry for the users right um what we seeing over time over this 10 years and especially in the last two years is the quality of web gaming they're increasing significantly as well um and some of the games they're offering same experience sometimes even better experience than native Native apps right so um and and I think this uh frictional access actually makes very attractive to get players on and also to retain them so um and it works on all the devices right so which is also I think that's also a big plus um it's it's also aligns with our mission at Crazy Games because we want to bring games to everybody and every device has a browser right so um we making it very accessible um and also a perspective that I see on the industry right now um it's like there's a lot of converging forces coming to the web um we with 35 million monthly active users um we we notice the engagement that we see but there is also several several Partners several um companies that are looking at it and find it interesting uh or trying to explore coming to uh the web we at Crazy Games were committed in the web right we also trying to um take the student New Heights so we just released a super cool feature that that's called the friends feature so we can literally play a game with a friend just by clicking a link and you're playing the same session no downloads no installation again so it make it very easy for the social gaming aspect um and and yeah so and I think that's a one of the the core values on crazy games we we want you to never have to download the game again right so you can just literally play a game a really good game just by clicking on it yeah that's fantastic I totally agree um you know the power of having that frictionless entry point first-time user experience um is incredibly powerful and I I I like you have noticed um over the past couple of years uh we've seen a significant quality increase um on in web gaming and really excited to to keep that going um as we expand our support um at Unity so sort of a follow-up for uh for Raphael again what do you see in web gaming that you don't see anywhere else right now as I mentioned I think the accessibility you know this instant playability um and also the crossplatform compatibility right so we make it very accessible right your game can be played everywhere we have great examples of of games that you know became viral like more recently like wle um and many others that find an audience that is just not the typical gamer so it helps spreading right because you don't have again to or teach anybody how to do it they just literally click link and they're playing um also one thing that I I really admire on the web is that the simless transition between devices right so you can start we see this more and more in the users they can start on the desktop and they can continue on the mobile and without losing the progress so you know you have this uh this simsly transition um and and I mean there's so much development happening right now on the web space as well right the new technology they're joining and making this de whole Space very very exciting um one thing that we are seeing as well um you know the advantage being like the developers are there they can rapid rapidly deploy games and update without making the user to download patches or updates so and they only need to do once and it it works on on Android and iOS or and um so they don't need to build sever several builds for the game um and another thing that we see is an advantage like it this Ena the developers to work in experimentation as well right so um and they can and create AB tests faster and iterate and collect this data and and you know update the game really fast and in the end there's a better experience for the users and I think that this is also something that uh you know it's unparallel with the web um but yeah so those are some of the points that uh that I think are really cool about the web yeah totally um and actually you know running tests and deploying builds when you don't have to go through um you know platform processes on in places other than the web um it can be a lot easier so absolutely I think that's that's a unique distinguishing Factor as well um Switching gears a little bit to the dev side from platform Andre what factors are important to consider for the user experience for web games specifically and you can talk with your experience with uh Ready Set cook so I will start with answering one question from the chat which was about uh single threaded nature of the U mobile web applications as all web applications which is true so we have several problems and limitations uh around create creating web experience on mobile so basically it's a combination of mobile and web problems unfortunately so effectively we are creating mobile wi experience um based on web Technologies so first of all we are working in single threat which is like like great limiting our powers and what we can do in sense of computation power so and if we are talking about like a great range of devices and we want to uh create our games our applications for wide range of all the devices basically we are creating application for potato device with single threat which is like really challenging yes code is now compiled into wasm but like let's be honest we are still working in Mobile um web and we are running in single threat so so first of all like performance second uh we are working on internet so our assets are downloaded it's at download times it adds overheads for download and once again we are working single thread so like uh so for example all triak when you are creating Sim experience like by by adding Corridor or like adding elevation this can be like heck a lot long right on this elevator and like besides performance also like uh great change will be like useful user experience in sense of why when we're creating web application for mobile and for PC we basically need to cover all bases like creating for example like button which is like nice is clickable by Mouse on PC and is touched by finger on screen like how it's scaled uh where this position what about rotation portrait or landscape so like uh this is also like a great challenge creating a responsive Universal W for PC and mobile yeah and we've seen um some things you can do you know anything you can do to engage the user while uh you know you're loading the Assets in the background um obviously we encourage the use of addressables for these types of games um really any sort of interactivity experience even if it's simply uh asking them to tap on a screen and have something have something respond to the tap um is really huge especially in a mobile environment as people are you know their attentions normally pretty much entirely on that device um so definitely uh some things you can do there and things to consider like you mentioned with uh folks can use landscape or uh or portrait Etc yeah but still if we're talking about for example assets we still need to consider that we are like downloading new new content in same threat and potentially on mobile internet which can be like really slow and all downloading and de paring will be on same thread so it it can like be really harmful for performance for for device so all this need to be planned before we are creating game like proper building of assets the optimizations lot times and like uh one possible just hide all this in background yeah great points uh to Andre again does web enable any new creative gameplay options that aren't available on other platforms creative probably not like it's effectively same same experience that we can get in web or mobile game native but as was mentioned before buyer fail like main like main pluses is that it's like is greatly available everyone can access game just by link and play from anywhere like on any device and also as was mentioned before it's like really nice in since how quickly stuff can be developed and deployed when you didn't need like a account on app store or Google Play you can you can just like uh buy server on ABS or or whatever and just host your game quickly and share your link with your users yeah again that accessibility piece is really what makes it unique absolutely um so we're going to switch gears here real quick and talk about reaching more players uh across smaller screens uh I'm gonna go back to you Rafael for this one um you obviously have a lot of visibility into the time spent on crazy games can you share some information with us about what kind of hours people are spending playing web games on your platform certainly Ben I'll try to share some some uh some insights that that we collect so um on different engagement levels into different games right on average a user tend to spend between 20 to 60 minutes per session on crazy games right we see more players uh during the week uh playing multiple sessions but those are um those are shorter and over the weekend we have fewer sessions but they are longer right uh which makes us believe that there's a lot of people playing crazy games during work time and and also uh at school um we for us I mean we also we got ranked recently as a educational platform as well because we have a lot of trivia games and knowledge games so people can come and um and and also use their their Brin as well um across generals I think that depends we have like thousands of games so casual and more hyper casual they they see shorter sessions um and they also have lower retention right um but more we are seeing more and more midcore games also coming to the web uh which is really nice um and they see longer play times and also better retention um for um in terms of device like the mobile users they have uh they have more sessions during the day as well but they're shorter as well and the desktop have a pest but a longer session as well right so uh which shows that you know the flexibility about the web being convenient to match you know the occasion you're playing or your lifestyle maybe sometimes you just want to have a quick 10 minutes break or then just play a hyper casual game or sometimes you really want to have this immersive experience that we're seeing coming more and more to the web um and I think that that's also the flexibility it's it's uh it's key here yeah and and much like you know on mobile people tend to to fit the experience into whatever their their life is is is doing around them at the moment right that's the beautiful thing about having the device with you um at all times yeah it's it's just cool to play sometimes more quick games where you have you have the gamep playay cycle over and then you know after you can go on yeah uh to follow up on that can you share any Trends you're seeing with web games like for example certain genres performing really well or uh what kind of devices seem to be most popular yeah so we see like casual and Hyper casual games um that similar to like puzzles or a games they have easy tolearn mechanics um and short sessions and they they tend to work really well on the mobile um the mobile website uh right I think what we also seeing there's a there's a growing um demand and also um more games coming with multiplayer having social aspects as well which I think that you know that's that's the beauty about the web this sharing and just getting people to play with together with you at easy right um and in terms of device I think at least on crazy games desktop dominates uh where 75% of our traffic is desktop um and tablet and mobile follow um it's really nice what unit is making out with unit 6 and we we definitely want to have more supported mobile web games uh for and we also believe that this is uh this is also will grow the share of the mobile players that we have on on Crazy Games as well right our audience really loves Unity games we see that those are um you know they're they're elaborated games cool games that the people come and play um and and again I think it's just I've been in the industry for such a long time um I think that we really we're really kind of in this pivotal moment where there's a huge opportunity for all the unit developers that are listing this to join the web um part come to crazy games or any other web platform um and uh and distribute their games um I mean I personally another Trend that I'm seeing very early on that I can share not much of a for fortunity tell but I see a rise in the ugc games um we we already publishing the first ones but we we we're receiving more and more of those I think here you know together with combined with the AI in the near future where you know we will be able to prompt um simple games the user will Pro be able to prompt the experience and then you have this this really super strong um USB from the web which is like you share a link from your game that you made and then you play with your friends like this they don't have to install anything so I think this is this will also take uh take the world of gaming quite uh quite by storm um and and yeah so those are some of the trends we're seen the devices and um yeah yeah great um I'm curious as a as a followup obviously you mentioned uh mobile the smaller piece of the pie at the moment have you seen that growing uh is there a trend there or are you just sort of anticipating the growth as um more and more titles make their way to absolutely there's there's growth in the mobile part as well we're very strong on that stop so that's that's also another thing but but obviously um you know it's we also see a lot of growth we also see more and more suitable content we you know ultimately for a platform you rely on the content right so the games need to be uh they need to be great and I think that those are the changes that that are happening now with with unit six as well and that's why I'm anticipating but at the same time I mean there is also obviously native games that there are very well made as as well they're suitable for the mobile part as well and uh and we made quite a few tweaks on crazy games so if you check it on your mobile you'll see you have a completely different game experience or a website experience on mobile um so those also help a lot awesome thank you um oh one more thing you mentioned ugc uh that reminds me that um yeah absolutely including those tools in a web interface um something that Works crossplatform where if you're creating something you might create it on a desktop if you're playing something you might play it on mobile or desktop um that's really interesting to us at Unity uh and we actually just relaunched um a website play. unity.com uh a place where you can feature your web games um not monetize them necessarily but uh something a place to easily share U we actually have a platform called struct on there where you can create uh little mini games basic games um as a cool like like entry point before if you're not fully into the unity editor itself uh so very cool my kids love it actually so definitely recommend great great happy to hear that um all right we're gonna move on to optimizing games for web uh Andre I'll I'll ask one to you again so at coinc you all worked with us uh the web team at un on optimizing race at Cook um can you tell us more about how you achieved that drop in load time believe it was about 25% uh in the tests we did um what tools did your team use to accomplish that right so majority of optimizations that can be done just in unity just adjusting settings which are really helpful so I will just uh mention some probably not all but I'll try to do myself uh my best so first of all like when you are going into optimizations St like building building uh TP of the unit you have a lot of settings and like before I start just like important to mention for all developers like uh try to be try to like build your own build pipeline like build build scripts it's like really uh optimizes and makes your life easy like applying all this optimization and returning to them so um we have C optimization which can be for Speed or size U which reduces size of build a little bit uh eventually with time with time we moved back to speed just because on all the for example iPhone devices uh unfortunately performance was already too low with build for size we have el2 CP generation which can be like for smaller be builds C++ compiler configuration for master yet yes it will be like a longer build but for release it's definitely like a way to do and most important most effective is code code stripping like enable it to high if required create link XML file when you can um by hand add some uh scripts uh libraries and packages that are some reason removed but like if you're addressables it's like almost n problem this like create reduces size of build greatly like watch at your stock tray settings and remove where possible for release build use external debu symbols to what reduce build uh this is like for for code part and also uh just as a reminder for code uh created for mobile web like remember that a sync word is unfortunately prohibited like we we use Kines on unit task library and like besides code it's addressables um use small small images where possible optimize size use correct packaging system like uh try to uh split your addressables into portions so so you are downloading only uh required cont content for for current situation so for example like we lost a lot of our users during uh game initial game uh download so be we last majority of our users before they even loged in into Lobby so like try to make this process as smooth as possible yes we you we will still need to download wasm file but like try to make everything else like as light as possible to sure that Lobby will be on the my mini will be visible as soon as possible afterwards like uh lot of users is like falling gradu greatly um what besides that uh also you can apply some optimizations in webg templates for example you can enable uh fetch downloads for some scripts uh for example you can uh download at the same time data file wasm file and uh preload also you can postpone um download of unused like not necessary scripts so for example if you have like some system for analytics you can download it later and before it's fully downloaded you you can just buffer your analytics messages and later flash them uh with one L uh message what's more uh once again our assets are downloaded from internet so nice CDN with low latency is a nice thing like caching HTTP to is is a must uh so for example in our case we also introduce I think we created a system for for double build where when where we effectively creating uh building game twice once's for PC one for once's for mobile and uh imin this builds together and using uh scripts in webg templates like during uh game startup we determine if current device is mobile or PC and we are using like different assets optimized in different ways for PC and mobile and also if you are using for example uh creating your own build pipeline you can add to this build pipeline different um um sking symbols and also have like different code base for mobile and for PC yeah you can definitely customize the experience um for if if someone is connecting from a desktop device or mobile and there are obviously different compression standards that work uh very differently for those different platforms and like we always recommend ASC for mobile for example um can I make I want make one important mention exactly about uh texture compression so for example if you forget and left your some text Textures in dxt for mobile it's like a great risk that for all the devices it will be used as fallback to uh lgba 32 and for like 2K Atlas you will use like 32 megabytes of video memory which is like unacceptable for mobile devices yeah yeah absolutely we see that's a that's a pretty common uh thing that people do is they leave leave it on dxt and they load it on mobile and it it works but then um you know memory blows up very quickly uh and they may not know why so good call out um next up uh Floren I have a question for you what tools do you recommend uh using when optimizing for the web uh sure so yeah let me start first of all again saying that optimization for the web especially for mobile is crucial because if you run out for example mem mobile where you have little the game just crashes so to try to optimize it this we recommend the devs using the following tools and let me start with the most obvious one which is just the memory the not the memory the simple one the profile profiler in unity because you can very simple simply record a portion of your gameplay and then you can look for example if you're physics is kind of heavy on the CPU or maybe you're rendering a bunch of objects or maybe even your code can be slow for example and the profiler tool is a easy starting point for spotting this small issues and the other one the memory profiler you have to install it as a separate package and it's a pretty cool tool it allows you to take a snapshot of a memory during the game Run and then you can very easy for example spot if you have large Textures in the game which take a lot of RAM memory or maybe you have sounds or maybe you have I don't know meshes and it's um also important to use it you can spot very easy memory leaks with the memory profiler tool because you may forget some uh assign for example some some some materials that you CR and you just don't destroy them and then they fill up the memory and stuff like this and another one a little bit not a little bit more hidden maybe not so not it's the FR debugger which we recommend using for spotting for example if you don't reuse materials and then you end up with of batches being sent to the CPU so basically just periodically just try to run the frame debugger once you'll get the statistics of the frame that was just rendered and then you can see the batches for example sent to the CPU or how many objects are rendered and stuff like this and I'd also like to recommend here a tool that we build at Crazy Games it's called Crazy Games web gel Optimizer we have it on GitHub we have it on asset stores so um this tool it will basically just provide you the list of facets that you use for example the sounds that textures the meshes with a bunch of tips for optimizing them for example for audio clips you if it's a background audio you want to use for example the compressed memory option because you don't care so much about the latency if it's an instant audio clip like an explosion you'd like to decompress it on load to have it play as fast as possible when you play it so besides this our web Jo Optimizer tool also shows you some simple buttons which help you tweak the options that Andre already mentioned for example you want to build the game with broadly compression once we looked at our games and we were shocked basically how many people just don't compress their games at all for a web so we just use broadly compression which is much smaller than jzip and the some other options that we have there for example is uh enable basically disabling the exception support at all if you disable it you'll get smaller builds which are more performant but just pay attention because if you use for example fro somewhere or try catch your code will simply not work and some other tips like this you'll find in our we Optimizer tool everything that I spoke here about you can also check it in our docs it's docs. crazygames.com yeah great so just to add that uh I want to emphasize using the unity profiler and memory profiler uh you can connect it to a web build um and that could be super useful um we actually have an article about uh profiling optimization at on our website at Unity uh if you do a search for like profiling and optimization web builds uh it'll probably be one of the first results on on Google or whatever search engine you use um we also have a diagnostic tool uh or diagnostic overlay tool that you can enable in Dev builds uh that actually gives you uh an overlay inside the canvas um or on the canvas element that tells you like how what your currently uh what your memory Heap and wasm Heap are um what your current frame rate are so you can actually get that information um without necessarily connecting it to the profiler so that can be useful too um another question for you Floren what are your top tips when optimizing publishing and monetizing a mobile web game um we might bring in Rafael for the monetization piece if he wants um yeah sure uh let me actually just s a little bit about monetization from the technical side so with our SDK we offer a c of monetization tools we have a banners a bunch of sizes that you can very easily display in your game you don't need to call prefetching stuff like this just request a banner it gets rendered we also have the video ads which are rewarded on the mid game ones again very easy to display them just request them you don't have to handle prefetching fetching loading this kind of stuff and recently we have also partnered with exola and maybe Rafa will tell more about it later but from the technical side we just simplified the exol integration because we just offer method in our SDK get exola token you can easily obtain a token that you can use with the exola SDK and then it's simple you don't have to handle for example the login the user accounts because everything is uh connected to the crazy games account so it's very easy to integrate exol and having an in game purchases like this and for the optimization tips so yeah bunch of this were already said here but basically you you always want to reduce the build size reduce the memory usage and try to achieve this build build as performant as possible and of course everything that was said already addressable is very important here we recommend using them also broadly compression to reduce the build size as much as possible the exceptions setting them to known also the code stripping we recommend using it but yeah as Andre mentioned pay attention you don't start stripping your own stuff out of the build and then it crashes and yeah what else maybe a AO settings are important like use compress in memory for the longer Clips background clips and use the compression load for the that are spontaneous like explosions or some sound effects and the STC and dxt we also tried it and it really helped we had a game with mostly to the game relying heavily on Textures so yeah the reason we recommend using it so not sure if it was mentioned but using the wrong compression for example dxt on mobile texture will need to be de compressed and then the memory user just explodes on mobile device it can grow a couple of times and textures they do indeed usually take the most of the memory so yeah tried to use for example separate builds by using scripts and publish ASC on mobile some Chromebooks also like ASC more and keep dxt for desktop devices and yeah that is kind of it from my side all the tips again we have some uh pages on our docs. crazygames.com where you will find this describ in details and why we recommend using them in our tests and how they performed and also yeah reach at technical D support crazygames.com if you have more questions and yeah Rafa Maybe if you want to tell us a little bit more about monetization yeah you already gave quite some insights so I guess like the most um for people that are studying with the web um just the the question would be like can you make games can you make money with web games um the answer is yes um Crazy Games pays millions in Revenue shared to developer every year so there is an opportunity for there um there is Studios that you know they are fully focused on web web games um and that we're very happy to support support them um historically the web has always been monetized with advertisement um and but right now we're seeing a growing Trend towards in a purchase it it is working uh for some games they're seeing significantly multiple times the amount of Revenue like similar that you would you some games see on on the mobile space um but obviously you need to consider this for for you know not just because you had in that purchase it will work you need to think about your game design and so on uh um but at the same time yeah we feel like the crazy games provide a solution um that you don't have to think too much about it as floring mentioned the SDK solve all the problems so you just focus on the game you you integrate the SDK which is very easy it's a drag and drop a lot of a lot of things um and we take care of the monetization with you uh once you submit your game to Crazy Games we have a team that will go and play your game and um you know we will have suggestions um if your game get approved for release on crazy games they they will have suggestions about how we can improve the monetization of the game as well so we we work very close with all the developers that that we partner up um so yeah just want to highlight this um you know there is there's a lot of opportunity there is it's also much less crowded than it is in and in different verticals in the industry as well so um if you have a really cool game um you have a great opportunity um and again we have 35 million monthly active users um if you if you publish your game on Crazy Games you're going to get a lot of users without any user acquisition right you know as a as a indid or if you're starting user acquisition it is a challenge right so you don't have the marketing manage to to to go after those users we have the community they're looking for cool content right so if you have a cool game um the one that it's engaging it have the Matrix like we can really drive a lot of traffic um we can we can make your game known um across the world um and and just to say about our audience there it's mostly based um in us and and Western Europe as well um and I think there a significant because generally it's it's an audience that's harder to reach so um so it's a cool um and passionate audience but right now we're growing into all different um all different age groups as well awesome yeah thank you both um so that's actually the end of our our our questions that we have prepared but I would uh I I should say we're actually working on a lot of great optim a Tools in this space as well on the unity side um for example we have uh the web assembly stripping tool which will be released uh shortly after the release of unity 6 um this is a web specific tool that you can actually strip out certain uh components or modules of the engine um and really get that WM size down as we we've multiple people have discussed here the web assembly size is crucial to get that as small as possible because that that's the thing that really impacts that and the DAT file really impact that that initial load time which of course is super important for us as we want to we want to maintain or take advantage of that um that really short um time of access instant accessibility and um you know near instant engagement so um I want to you know shout out to Thomas uh in the chat who's linked some uh optimization guides uh both for for profiling as well as optimizing for mobile which again not web specific but a lot of the same things do apply so thank you Thomas and um yeah I think we'll we'll go ahead and move into Q&A um we have a ton of questions to get through and we will we'll we'll start let me pull them up I'm trying to navigate Zoom here bear with me um so yeah we have one question uh from Benjamin uh is the inapp payments or subscriptions uh can take a similar place as the mobile ones they say exola is a super tool but not sure it performs as much as mobile inapp payments uh do you want to take that one rafhael um yeah sure um I mean it's a it's a I mean on mobile mobile they have different the facility that Google and apple they have your credit card it's already put it there but uh but I think exolo provides a really um nice and easy solution as well um again it it really depends on on on which what game we're talking about but uh we have some really very successful showcases on the platform they're making like significant amount of Revenue so it does work um but yeah I I think you know there's working with vexa there they are really it's a great partner and and I think they make it very easy or as easy as possible for the user to uh to actually make a purchase um and the integration is fairly easy right so um for us I think what when we started with the whole wi up purchase thing we also want to test the water and see how it works but I think right now we're more than six months in um and we're very happy about it uh the results so um and we we're integrating more and more games just to answer your question awesome thank you uh next up how does this is probably um for Floren how does deferred asset loing work on crazy games uh yeah short answers is it just works longer answer so you build the game you'll get the build for folder and V folder with all the external assets so yeah you just upload everything and uh we take care of the hosting of setting the URLs as they need to be set and we also offer CDN which as Andre mentioned is important to have fast loading so from your side I just Implement them and upload the game and it works yeah just to adds right so if you're not familiar with crazy games we have like a like a whole dashboard where you have access to a tons of information and it's very easy to upload the game but you know as you experience in in different platforms you know you have to upload the cover art um um and and you put your build on there's some settings that you have to to pick it up uh and select uh but all in all once the game is live there is a dashboard that provide analytics for you so you can check your game you can see your Revenue nearly real time so um you know there it's kind of like quite Advanced as well so um you you you not feel like I just put my game here and I'm gone so we we you you receive a lot of data from us as well plus a bunch of emails from the users there's this this exchange with the with the user feedback so if you're if you're willing to do live Ops and iterate in your game it's also a great platform to to do that yeah it's it's great to offer those those analytics tools and and seeing how G how your games are are doing being able to dig into that data that's awesome um next question is uh I'll take this one when is multiplayer features coming uh when are multiplayer features coming so actually uh Unity Web runtime currently supports uh net code for game objects and uh you can also do multiplayer um interactions through through websockets um we still we still have some improvements to make in this space certainly um and we want to evolve our multiplayer offering uh at unity in general and uh as we evolve it in general uh we're going to make sure it works well with the web because as as rafhael mentioned um we're seeing more and more multiplayer games that the ability to just share a link with your friend and immediately get them into the room into your session is so powerful uh we want to make sure developers can take advantage of that definitely let's see uh I can do this one too what are the integration options that web games offer for integration into social apps and Community platforms what are some of the strategies to consider when introducing gamification strategies into Community platforms so um you may have heard we're actually developing a build Target for um publishing your web games onto Facebook and messenger um so that's one option um there are also other platforms that are doing web games embedded in them um all sorts of social apps are doing this uh it's a really good way for them to increase their engagement um with their users and um I would certainly encourage you to think about from a from like a game design perspective what are interesting ways you can access or what are interesting ways you can utilize and take advantage of that social graph data for those social applications um and in our relationship with meta and Facebook they definitely want you to use that data that you have available to you um whether it's sharing you know challenging friends to score higher on a game than than you did or um pulling in uh you know friends of friends or or your friends as like uh you could think of uh like the forts an example where your your Xbox Live friends list is populating your your drive atars around the world like you can do that if you have access to social graph information so I know uh those applications certainly encourage it and I I would encourage it as well that's it's a really good organic way to to get sort of that more engaging um sort of personalized experience um if you if you have access to it and it's it's cool also to hear that crazy games has that uh that friends feature because you can start to take advantage of those same thanks build more multiplayer games yes yeah um in in general whether on mobile web web or anywhere else I think people are really really uh engaging with multiplayer games in a way that they haven't before uh let's see what is the process if I would like to publish my game to the users on Crazy Games what is the revenue cut and Are there specific requirements I think rapael you can take that one um so you visit um CRA games.com or developers. CRA gam.com there is a page where all this um information um is shared so it's it's quite easy you create an account you upload a game and you submit it for review um we have a team that creates uh the the content that we have so they will evaluate see um if your integration is correct with the SDK um and if your game got approved you got published on on on crazy games um the um it's it's quite easy it's rather straightforward how how you get your game to to crazy games um and and yeah so that that's kind of the process yeah maybe I can also ad here about our QA tool because yeah you don't even have to create a gameer submission you can just use our Standalone QA tool and it's very easy to just drag and drop your build and test your game and for example this applies also to the addressable issue if you if you are worried that it won't work so it's pretty easy to test with our Q great yeah that's awesome you allow folks to do that like self-service option um before they even submit uh let's see uh another question what is the Core Essence uh of a mobile web game that makes it fun uh and sort of encourage that repetitive play um I to me it's it's a lot of the same things that make mobile games great in general which is like having those bite-sized play sessions um but with the capability to dive in deeper if players want to like if it's if you're if it's a score based game um something that where the core Loop is fun in itself whenever you're playing it uh but then if you want to sit down and and really like go for a score or um or get into the game in like a like a deeper level where you know to use a very old example uh that I grew up with um Geometry Wars is a game that is fun whenever you played it on Xbox 360 when it came out um but if you wanted to you can go for those achievements and uh bring out those sort of other gameplay elements like oh I see how long I can play without getting hit uh or see how long I can I I can last while being passive and not shooting enemies like these are the sorts of things that that create like emerging gameplay opportunities that I think can be really interesting um any any game that can master that like short-term gameplay Loop being fun while also engaging a deeper level if users want it um I think I think has the possibility of being super super successful yeah the way the way we see it it's really like um we we try to look a lot of what makes the game viral right like what makes the game successful and I think those are some of the elements there that you mentioned are very important as well you I mean you want to get the players quickly on the game and they want to have this experience and if they have the social aspect that adds a new layer for them to come back and or even um you got more players on but yeah definitely like easy to easy to start and but if you want to be really good at it then you you need to you work your way through and um um there's several several hits that started on the web like right with agario and all those iio games which provide exactly this right so um and I mean those games are still very very popular um but yeah so but there's also more to be honest there I think there's also a change now to there's a bunch of really cool puzzle games coming as well um where you know you can spend hours playing it um and you kind of completely by yourself so I think the the typical web games also is changing at the moment what what you know so so there is opportunity if you have a cool idea um come come to crazy games all right uh Andre I have one for you uh Greg asks when running on mobile touch devices how do you tackle multi-touch gesture issues where some of the gestures can be hijacked by the system browser well unfortunately I didn't have a nice answer for those questions so uh when we're walking on mobile web where working with Android with uh iOS so basically with chromium or web kit from like uh different versions from several years in the past and unfortunately like we should design games in such way that we are not relying on such complicated features as multi-touch screen so it it can work nicely on newer devices on like new version of chromium but but just don't remember about your potato device and be prepared for different strange stuff okay thank you Andre see um one more for you Andre uh do you have any advice on if and how to use l lazy loading to optimize asset loading besides addressables is there anything else um you do in that space like it depends what is understand it under laser loading so to be honest not sure think of it as um like loading loading anything while the user is accomplishing something else um or is it or is it just what you've already described you know using addressables making the addressable bundles as small as possible that sort of thing yes but once again like it's almost the same so you can preload some stuff in advance so for example uh actually we implemented this like while you are in lobby lobby automatically start to download like uh common assets for for game play so like it work but just please remember that you should do this in places where performance is not crucial So like um maybe like when you open uh some some mini or maybe when while game is pass or maybe in a game region of where it's like not heavily populated not heavily animated so and for example like also remember that majority of skeletal animations are performed on a CPU so like also avoid a lot of uh heav animations great thank you um I have a question from to here that I will answer how will Unity compete with Native HTML 5 engines when the same experience performs better for such engines uh and he plans for this particularly worried about load times U they say stylization can only go so far um so yeah I I I I believe in the past our our web solution has been um unacceptable from a size perspective I think we've been too large um and we're getting there but we still have a a long way to go uh and we've made significant strides um but we still have more to go and the good news is we're really investing heavily here um we have a couple Engineers here that are amazing Engineers uh on my team working on web stuff um that wasm stripping tool I talked about earlier is coming out in the near future so uh keep your ears open for that um and the number one priority for our team uh the web team at Unity is reducing load times that is our number one heuristic um alongside you know maintaining performance everywhere else of course but reducing load times absolutely critical um for me if if you're not hitting loads in a few seconds um it's not it's not good enough so just understand for us at at Unity that is our our number one Northstar metric um and we have some things in the works and uh we always working to to reduce it as well um and then let's see how many questions we can get in in the last couple minutes here uh here's one from Jason uh how simple is the process of moving from a mobile web application to a full application and what does that process look like um this is the the sort of the the good news about Unity Web in general is because we encapsulate the whole engine in our web assembly um there's actually not that much uh entailed in in taking something from that you've built for web and Publishing it on almost any other platform right uh there are some things that you'll want to change uh whether it be um you know maybe you want take advantage of the job system and use multiple threads on other platforms um maybe you want to uh make use of like more in-depth audio engines that aren't as restrictive as in browser um but the awesome thing about Unity if you know selling oursel for a second uh if you build it with unity you can you can publish it or you can build it for mobile web and then build it for uh Windows or Mac or or or anywhere else um and it's pretty simple um it's actually not too bad so that's that's the good news of of building stuff in unity um that's you know the flip side of like HTML 5 engines definitely start out smaller um but because of our the way we built Unity Web with with web assembly implementation you can really switch platforms without um rebuilding the entire game so uh we're we're at time here and I'm going to uh have some closing thoughts here so I'll throw up the slides once again so um yeah I really want to thank our IST uh for spending their time being super generous and answering all these questions uh of course want to thank everyone who joined us for this webinar um super excited about all the new stuff coming to web I'm super excited about our investment in this space and it's really cool to see a bunch of people joining and asking questions um and being really engaged so keep doing that we love it uh even though we couldn't get to all of your questions today really appreciate you being here uh there is an upcoming webinar on July 25th uh we're going to have Danny and and Eduardo from Unity talking about building a retention layer for your multiplayer game speaking of multiplayer so uh be sure to not miss that and I think that's it with that thank you so much for joining us and uh and we'll see you next time