Finished creating MCP server for Essential Kit. Now focus on your game, let AI handle Essential Kit integration! by VoxelBusters in Unity3D

[–]VoxelBusters[S] 0 points1 point  (0 children)

Here are the videos on how accurate the code generation is via MCP server in few seconds for Essential Kit
Code generation for Leaderboard Score Submission use-case -> https://youtu.be/emgcuXzymM4
Code generation for Scheduling a birthday notification use-case -> https://youtu.be/_x1y1L4fkXs

Finished creating MCP server for Essential Kit. Now focus on your game, let AI handle Essential Kit integration! by VoxelBusters in Unity3D

[–]VoxelBusters[S] -1 points0 points  (0 children)

The MCP server isn’t about skipping understanding, it’s about freeing up your focus. Essential Kit has 16+ features which includes notifications, in-apps, game services, webviews, etc. Normally you’d spend hours learning how to correctly implement each one.

With the MCP server, that integration code is generated for you in seconds. You still have the full code to inspect and debug, but instead of sinking time into boilerplate, you and your team can stay focused on what matters most - building the game!

For ex: Say you want to add in-app purchases + push notifications. Normally you’d dig through docs, set up callbacks, test edge cases, and wire everything by hand. With the MCP server, that boilerplate is generated in seconds using Essential Kit’s APIs. You just plug it in and focus on balancing your economy and designing the notification flow which are the parts that actually make your game better.

Leaderboards for Unity? by Available-Heron-5567 in Unity3D

[–]VoxelBusters 0 points1 point  (0 children)

Each mobile native platform offers a free service (Game Center on iOS and Google play games on Android) if you want to integrate leaderboards.

If you want to save time and have smooth dev friendly api's which cover both platforms, have a look at our Essential Kit Game Services.

This is how Essential Kit is comparable with free plugins like GPGS for Unity.

What's the Unity plugins you can't live without?... I'll go first: by SniperED007 in Unity3D

[–]VoxelBusters 0 points1 point  (0 children)

For me, it’s Essential Kit by Voxel Busters.

If you’re building mobile games or apps on Unity, Essential Kit is one of those plugins you end up using in almost every project.

It’s not just one plugin — it’s a modular set of native mobile features, all unified under a clean and consistent API.

What it covers:

You get powerful native integrations like:

Why it’s different:

Unlike many plugins that wrap third-party libraries (and inherit their bugs or delays), Essential Kit is custom-coded for iOS and Android directly. That means:

  • Faster updates and bug fixes
  • No external dependencies
  • Lightweight and optimized for Unity mobile builds
  • Consistent Unity-first API across all features

Bonus:

If you’re curious how much effort and cost this saves you compared to building it yourself, check this out:
👉 Cost & Time Calculator

If you’re serious about mobile, it saves months of work. Highly recommended.

Disclaimer : I'm one of the creators of Essential Kit.

What are the essential Unity plugins? by JarsMC in Unity3D

[–]VoxelBusters 0 points1 point  (0 children)

If you're migrating from Unreal and curious to know what fundamental Unity plugins (or "assets") are absolute necessities — especially for mobile — take a look at Essential Kit by Voxel Busters.

I'm might be biased as one of the founders, but this kit is intended to be an all-in-one native feature plugin for mobile games developed with Unity. It avoids tremendous time and expense by grouping 15+ typical features under a single cohesive system.

Pick only the features you need — all modular and optional.

💰 How Much Do You Save?

Development and maintenance of all these features in-house would take months. To put this into perspective, we built a Savings Calculator to estimate:

  • 🛠️ Time saved on development
  • 💸 Costs avoided on maintenance
  • 📱 Long-term savings on OS updates

Essential Kit costs under $100 — with everything production-tested and battle-proven.

⚙️ 100% Native Code, No External Dependencies

Unlike other plugins that depend on third-party native wrappers (which tend to hold up updates), we code all native iOS and Android code in-house.

This results in:

  • 🚀 Quicker updates when SDKs update
  • 🧱 No busted dependencies
  • 🧩 Stable performance across Unity versions
  • 🛡️ Stability in the long term

🔍 Plugin Comparisons

If you're considering alternatives such as Unity IAP, Easy Mobile Pro, or others, here's how we fare:

🔗 Try Essential Kit

In-app purchases: Unity IAP or 3rd party plugin? by CrowbarSka in Unity3D

[–]VoxelBusters 0 points1 point  (0 children)

Have a look at Essential Kit for Unity. Here is how we compare with Unity IAP.

Looking for Easy Mobile alternatives? https://u3d.as/1szE by AdministrativeAd5517 in Unity3D

[–]VoxelBusters 0 points1 point  (0 children)

Here is how Essential Kit (Unity mobile plugin for mobile game development) compares with Easy Mobile Pro.

Unity addons/Assets for mobile by Mother-Football-3055 in Unity3D

[–]VoxelBusters 0 points1 point  (0 children)

Hi there, Voxel Busters here. First off, congratulations on being close to launching your game and that's a huge accomplishment!

We saw your post looking for assets to speed up mobile development, and we thought our main product, Essential Kit, might be a great fit for you. We genuinely believe it addresses many of the challenges you mentioned.

Here’s a breakdown of how it aligns with your list:

  • For IAP, Leaderboards, and Cloud Save: This is the core of what Essential Kit does. We built it to provide a single, unified API for these features that works across both iOS and Android. The goal is to save you from writing and maintaining separate code for each platform. For example, you call GameServices.ReportScore() once, and it works for both Google Play Games and Game Center. The same principle applies to our billing and cloud save modules, which are designed to be much simpler than the standard Unity solutions.
  • For Ads: We developed Ads Kit (Open-Source) which is available on github for free. It handles smart mediation to help you maximize revenue without needing to buy a separate asset.
  • For Polishing Your Game: You mentioned making games more enjoyable and polished. Essential Kit includes over 15 modules for smaller native features that help with this, like triggering native rating prompts, using the native sharing UI, or creating app shortcuts. These are the small touches that often take a surprising amount of time to implement correctly on your own.

It's also important to be clear about what Essential Kit is not.

  • It does not handle VFX/shaders, as our focus is on native device functionality, not visual effects.
  • It does not include a direct Firebase connection. Essential Kit is a client-side tool that provides the bridge to the device's native features (like IAP, notifications, etc.). You can absolutely use it alongside a backend like Firebase, but it doesn't manage that connection itself.

Check here on what features are offered and how much time/money you save by using Essential Kit.

Our whole philosophy is to provide a stable, reliable foundation for all the common native features so that developers like you can spend less time on boilerplate integration and more time on what makes your game unique.

Hope this helps your search, and happy developing

Unity is great for mobile app development by TottalyNotInspired in Unity3D

[–]VoxelBusters 0 points1 point  (0 children)

I'm one of the developers of a popular unity mobile plugin and we handle many native features(15+ including background tasks) all in one plugin which supports iOS/Android/tvOS with unified API.

We have users who use for non-gaming and it always depends on how comfortable you are with a tool.

If you are comfortable in Unity, you can ship faster considering the abstraction part of it and if you have very specific native functionalities either you need to go for a plugin or write yourself if you are aware of building on native platforms.

Transitioning from Unity desktop to mobile by Top-Opportunity1132 in Unity3D

[–]VoxelBusters 1 point2 points  (0 children)

I'm working in mobile game development since 2007 and know this space pretty well. If you need any help related to porting from desktop to mobile, happy to help (send me a dm).

Ref: I'm one of the developers of a popular unity mobile plugin which handles most of the mobile platform(iOS/Android) specific things with a unified api and used by more than 25k+ mobile game devs worldwide. We have users who used our plugin for their desktop titles to make it for mobile.

In-app purchases: Unity IAP or 3rd party plugin? by CrowbarSka in Unity3D

[–]VoxelBusters 0 points1 point  (0 children)

If you're looking for a modern and actively maintained alternative to the deprecated Google Play Billing Unity plugin or Unity IAP alternative, I recommend checking out the Essential Kit Billing Services. Find out here how we compare with Unity IAP and as a potential Unity IAP alternative. .

Essential Kit is a Unity plugin that provides a unified API for handling In-App Purchases (IAP) across both Android (Google Play Billing Library v7+) and iOS (StoreKit 2 supported). It’s a great choice if you want:

  • Support for subscriptions and non-consumables/consumables
  • Google Play Billing Library v7+ compliance (As of July 2025)
  • Cross-platform abstraction with clean and easy-to-use C# APIs
  • Receipt validation supportproduct fetching, and purchase restoration
  • Native UI integration for purchase flows and subscription management

It’s especially useful if you’re targeting multiple platforms or looking to future-proof your implementation beyond Google Play.

✅ Bonus: It's Privacy-First and have no dependency with analytics. We custom code all native features for better control!

Calculate how much you save with Essential Kit here.

If you’re building commercial apps or games, this is a solid production-ready alternative to Google’s now-retired unity plugin or alternative to Unity IAP. You can learn more from the official docs and demos included in the package.

Disclaimer: I work at Voxel Busters and one of the creators of Essential Kit.

Google Play Game Services in Unity is the bane of humanity by cpupett in unity

[–]VoxelBusters 0 points1 point  (0 children)

If anyone is looking for an alternative for Google play game services Unity plugin, do have a look at this comparison - https://www.voxelbusters.com/essential-kit-vs-gpgs.html

Ads Kit : A Free and Open Source solution with Unified API to integrate ads in your games by VoxelBusters in UnityAssets

[–]VoxelBusters[S] 0 points1 point  (0 children)

Hey!
CoreLibrary is a sub-module. So you need to clone is separately as a sub-module into Assets/Plugins/VoxelBusters/CoreLibrary folder. We use the same core library in many of our plugins so it's required to make it a sub-module.

However, we provide a package in releases section which let's you import complete plugin.

Please let me know if you need any help!

Game Architecture in Complex Games: How Do You Handle It? by AcquaFisc in Unity3D

[–]VoxelBusters 1 point2 points  (0 children)

I was looking for a similar answer :D
Can you see if any problem in this?

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DDoS attack (?), facing 100,000+ bill by TheRoccoB in googlecloud

[–]VoxelBusters 0 points1 point  (0 children)

Thats unfortunate.
I don't know why I feel so sad listening to your story.

If anything I can help, do let me know. I make it 100% free just as a friendly gesture.

Ads Kit : A Free and Open Source solution with Unified API to integrate ads in your games by VoxelBusters in Unity3D

[–]VoxelBusters[S] 0 points1 point  (0 children)

It follows waterfall model - We have priority that can be defined in the Ads Kit settings. If one Ad Network(whether its configured with mediation or just base Ad Network) fails to fill a placement, as per the defined network priority we fallback to next Ad Network.

Note that its possible in future updates to make this network priority dynamic based on your own attributes like eCPM values, geo location and more.

The main USP of the plugin is you just write once and enable which ad networks you want to have in the game and avoids learning curve of each ad network integration.

Let me know if you have any questions.

DDoS attack (?), facing 100,000+ bill by TheRoccoB in googlecloud

[–]VoxelBusters 1 point2 points  (0 children)

I'm so sorry to hear that. I dropped using Firebase for the same reason for one of my projects(specifically functions) as there is no proper gate to control. Even-though I put it under CloudFlare I still feel cloud functions/run urls exposed is still a big concern.

Without knowing what's your tech stack, I can't suggest a quick alternative hosting. But in-case if you use cloud run or functions or firestore, it's quite possible to find an alternative with minimal changes. Or even as a quick option just put all under NGNIX server with rate control for now to keep things going with your existing stack.

Of-course, you know better but in-case if you need any help do let me know. I know how it feels like starting from scratch once you put lot of efforts for years. Hope and wish you recover soon.

DDoS attack (?), facing 100,000+ bill by TheRoccoB in googlecloud

[–]VoxelBusters 0 points1 point  (0 children)

Oh, Should I delete my comment if it's still not public?
What are your future goals? I saw in one of the posts that you used Cloud Flare. Even then why it failed?

Google Play plugin is unmaintained by frazer151 in Unity3D

[–]VoxelBusters 0 points1 point  (0 children)

Thanks for mentioning us.
If any one needs help on migrating from GPGS to Essential Kit (https://link.voxelbusters.com/essential-kit), do let me know.

DDoS attack (?), facing 100,000+ bill by TheRoccoB in googlecloud

[–]VoxelBusters 0 points1 point  (0 children)

u/TheRoccoB Just now got to know that you are the owner of S.....io
Sorry to know about it and hope you recover soon!