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view, but still including all of the hosting capabilities, and all of the live ops capabilities out of the box. Modularity is critical and you should be able to use only what you need. But the idea of using the composed version of UGS to build something novel - that’s what we find very interesting at Unity.


What does the future of cross-play and cross-platform services look like in say, five years? I always think of UGS having this vision of the future where it’s increasingly possible to build immersive interactive experiences, fully integrated with a profile and data. Where that comes out of the box. So you can imagine the synthesis of all the multiplayer capabilities, all the live ops capabilities, the ability to run what amounts to a very complex experience in 3D. Inside of that, I envision that while it’s really flexible,


there will always be a common notion of identity that can span across any of the boundaries of the platforms. Where it is already pre-integrated, so that the user can log in with any kind of identity mechanism that they feel is appropriate, and just jump in. Where that’s the base platform, for someone to then create an experience. On top of that, what they’re really doing is tailoring and


adding creatives and adding a little bit of logic, but you get to choose which venue you deploy it to. In Roblox, it’s really easy to create an immersive experience, but you’re in the platform itself. With Unity, we see that you can be free of any of those boundaries and be able to deploy it wherever you like. That experience will be almost like an operating system for a game. Then the developer can put the finishing touches on it and let the world experience it.


Is that the inspiration behind the authentication layers and how it’s tying into services already? The authentication layers and being able to have that modular


34 | MCV/DEVELOP December 2022


So what is your favourite use of cross-platform features? Which game does it best in your opinion? There’s so many games out there that it would be fun to kind of point at. So cross-platform progression wise, I think Marvel Snap is pretty cool. All you have to do is link it with your Google account, and then you’re able to, just play on whatever device you want. If you think about what goes into that, our cloud content delivery product is being used by Marvel Snap to have all the cloud delivered assets on the CDN. The fact that that’s being done there, and then all the content is downloaded to whichever device you’re using? That’s pretty cool. So I’m a fan of that game.


UGS services don’t have to be used exclusively in Unity games, do they? UGS is engine agnostic. I’m glad you brought that up. We are trying to provide a platform in the cloud for creators. Obviously, Unity Engine is a wonderful way to build your game using UGS. End to end, that’s going to be a very seamless integration. But the value of the UGS platform is, as I described in the beginning, to be able to build, run and then grow your game. We see that as being relevant, whether you’re using the Unity Engine or not. We have a lot of customers who are using other types of engines. Sometimes it’s Unreal, sometimes it’s Source, and sometimes it’s homegrown custom engines ... that doesn’t change anything for us. We think that’s a great use case for Unity Gaming Services going forward and into the future.


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