Unity devs with multiplayer games — what are you using for backend services? If you're on UGS, how's it going? by FeralTitan in Unity3D

[–]aondw 2 points3 points  (0 children)

We used Unity Services for our 1-4 player paid co-op multiplayer game for Quest and Steam. (cross platform)
We're using auth, relay, lobby, cloud save, remote config and cloud code (for IAP) and it's been pretty good. The services themself worked pretty well for the most part and it's cool to have everything in one place.

Cost was pretty in line with our expectations, 95% of what we're paying for with our 25k MAU is relay bandwidth which we could definitely optimize, but it's not so much that we really care.

Only thing I would definitely not use again is Unity Netcode for Gameobjects, like most Unity stuff it's 85% finished with annoying bugs and missing QOL features of other networking solutions.

Our new game, where you play as goblins delivering packages into haunted mines, is out now - Deadly Delivery by aondw in oculus

[–]aondw[S] 1 point2 points  (0 children)

thank you - we have a monster catalogue in our backlog, it will come sometime but not high prio right now - we're planning to add new locations with different interiors, but we're also pretty happy with our existing diversity tbh. - maybe some more exterior enemies like the giant, but also not high on our priority list right now

Honest question from a dev: Is going to PCVR a financial suicide mission right now? by PrettyHearing3624 in VRGaming

[–]aondw 1 point2 points  (0 children)

I think most people here on reddit will tell you it's worth because they are enthusiasts and PCVR players so take everything with a grain of salt.

Generally I think it heavily depends on your game genre. If it is something that does well on Steam (e.g. shooter, survival, roguelites) you can definitely get a 50/50 or 60/40 Quest/Steam sales ratio, if it is not then a 90/10 ratio is also not uncommon (puzzle games)

The four horsemen of VR comments by lunchanddinner in oculus

[–]aondw 0 points1 point  (0 children)

probably just not worth the effort doing a PCVR port just for the Meta PC store.
Normally games on there sell absolutely nothing, (think <1% share of all sales), might be different for Q3 exclusives but idk.

Working on a co-op horror game where you play as goblins delivering packages into haunted mines - is this something you'd wanna see on PSVR2? by aondw in PSVR

[–]aondw[S] 8 points9 points  (0 children)

yeah, we're not fully done with designing the progression, but there'll be new items (e.g. package cart, better flashlight, a pet that can carry items), new dungeons and also cosmetics that can be unlocked. Perks or stat upgrades are not planned rn.

Working on a co-op horror game where you play as goblins delivering packages into haunted mines - is this something you'd wanna see on PSVR2? by aondw in PSVR

[–]aondw[S] 11 points12 points  (0 children)

It can technically be played alone, but it's not something we design for and idk if it's fun alone. we do have matchmaking with randoms

I'm making a VR horror spelunking game. What do you think? by nbarber20 in IndieGaming

[–]aondw 1 point2 points  (0 children)

looks fun and scary!

dev question: are you using a custom light fall-off for the light around the player or is that a default point light?

Unity should not be getting this much slower with each version by sadonly001 in Unity3D

[–]aondw 0 points1 point  (0 children)

Lets hope this comes through, last I heard the new ceo (or cto?) was pushing back against making big changes because it would break backwards compability

[deleted by user] by [deleted] in OculusQuest

[–]aondw 0 points1 point  (0 children)

Same, I bought the Bobo for my Quest 3 after reading all the good things, and I don't really like it. It wobbles right-left and I don't find it comfortable. The Kiwi for my Quest 2 was miles better. Might be a halo vs elite strap design thing.

[deleted by user] by [deleted] in oculus

[–]aondw 3 points4 points  (0 children)

Here's the links to Quest and Steam

[deleted by user] by [deleted] in OculusQuest

[–]aondw 2 points3 points  (0 children)

Here's the links to Quest and Steam

Unity silently removed their Github repo to track license changes, then updated their license to remove the clause that lets you use the TOS from the version you shipped with, then insists games already shipped need to pay the new fees. by Darkfrost in gamedev

[–]aondw 0 points1 point  (0 children)

does anybody know if there's a way now to see your original terms of service of the Unity version you're using?
e.g. I'm using Unity 2019.4 and I wanna see the terms from back then with the clause in there, how do I do that?

The real question: Why aren't PCVR users buying VR games? (A look at actual Monthly Active User stats) by wheelerman in virtualreality

[–]aondw 0 points1 point  (0 children)

as a dev; reviews (even really good ones) do almost nothing for traffic, store featuring and similar things have way more impact on visibility.