Unity Game Simulation
Thank you for signing up for Unity Game Simulaton. During beta:
- We are providing you with 40K simulation minutes per month. This means you could run 4000 simulations for 10 minutes each, or 400 simulations for 100 minutes, and so forth. If you need more minutes, we can upgrade your account to a paid tier. Please reach out to email@example.com if you need this.
- You also need to have your own playthrough mechanism as part of the Unity project. This could be a scripted player bot or a recorded playthrough. We are looking to incorporate more playthrough capabilities in future versions.
- If you have not signed up, please go click here.
Lastly, we appreciate your feedback. If you have any questions, suggestions or have difficulty implementing, please let us know by posting in the Unity Game Simulation Forum!
Introduction to Unity Game Simulation
At the core of Unity Game Simulation is the ability to take a standalone Unity build and simulate it in the cloud thousands, if not million, of times. The Unity Game Simulation package allows any variable to be configured as a parameter so that you can set up a simulation to run many instances of your game with different parameter values and generate metrics. For example, you could find out how many times a simulated player levels up (metric) for different amounts of starting coins (parameters).
These standalone Unity builds can then be uploaded into the Unity Game Simulation cloud. Once uploaded, any designer or other user at your company can run simulations with parameter values of their choosing and view the data and results from the Game Simulation web dashboard.
To get started, we suggest downloading the sample project and going through the tutorial.
Afterwards, first implement the Game Simulation Unity package. Please refer to the package implementation guide.
After you have completed implementation of the package, refer to the Dashboard Guide and Build Verification document.
Why cloud simulation versus local?
There are a few reasons you may want to consider using a cloud solution like Unity Game Simulation instead of simulating locally:
- Test the entire Unity standalone build (instead of C# portions or the meta game). There is a threshold to how many parallel instances of a standalone build of Unity can run locally. If you need a high degree of parallelism, then cloud is a good solution.
- Orchestration and integration with automated development workflows (CI, testing, etc…). If your team leverages simulations throughout development, using cloud allows for tighter orchestration and integration with your workflows (i.e. kick off simulation tests after each commit).
- Build less infrastructure. Unity Game Simulation is a fully managed cloud service and allows for studios to offload simulation workflows.
What are some use cases with Unity Game Simulation?
- Experiment and try different settings in your game to acheive a desired balance.
- Spin up thousands of Unity simulations as clients to test infrastructure pre-launch for multiplayer games.
- Input all the possible parameter values, simulate each combination of value, and send the simulation data to your own analytics and data collection systems.
The REST APIs for GameSim operations are published at - https://docs.gamesimulation.unity3d.com
Link to Frequently Asked Questions
Page last updated May 27, 2020