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Secret Oops! co-op multiplayer AR game out now on Apple Arcade

Discussion in 'Made With Unity' started by Sky77, Feb 3, 2020.

  1. Sky77

    Sky77

    Joined:
    Jan 30, 2014
    Posts:
    171
    Hi everyone,

    Last week we launched our latest game, Secret Oops!, on Apple Arcade.

    It's a 1-4 players co-op local multiplayer Augmented Reality party game about helping the dumbest spy in the world.



    The game uses all the latest stuff:
    - Unity 2019.2 (planning to switch to 2019.3 + URP soon)
    - ARFoundation / ARKit3
    - LWRP
    - Shadergraph

    It's been a very challenging project, especially on the AR and networking part, but we're very happy about the final result.

    The game runs starting from iPhone 6S, at stable 30fps and with pretty complex scenes in AR. We use FXAA, no postprocess, no real time shadows, and the only thing that we change between devices is the scale of the rendering: we're rendering 1:1 on more recent devices like iPhone XI or iPad Pro, and we scale down to 70% on iPhone 6S.

    Our main character, Charles, ranges from 12.000 to 15.000 polygons, with blend shapes for the head and over 120 bones for very complex cartoon like animations, and 2K textures.
    We've been pretty amazed on the performances we were able to get on old devices.



    Also, the CG teaser trailer of the game has been rendered in real time in Unity using HDRP and the same in game models:



    It's been a very cool project to work on and we tried to use all the powerful features of the engine to speed up development as much as possible.

    For any question, I'm here. :)
     
    zacharyaghaizu likes this.
  2. zacharyaghaizu

    zacharyaghaizu

    Joined:
    Aug 14, 2020
    Posts:
    65
    This is great! In regards to networking in AR how do you send data like audio clips and color changes between devices? I tried the AR Collaborative sessions example, but it was only position data
     
  3. Sky77

    Sky77

    Joined:
    Jan 30, 2014
    Posts:
    171
    Hi!
    In the end we've not used AR Collaborative session for... reasons. :)
    We rolled out our own networking solution using Game Center, and it's been quite a pain...
     
    zacharyaghaizu likes this.
  4. Leo-Yaik

    Leo-Yaik

    Unity Technologies

    Joined:
    Aug 13, 2014
    Posts:
    436
    Love the art style!
     
  5. Sky77

    Sky77

    Joined:
    Jan 30, 2014
    Posts:
    171
    Thank you! :)
     
  6. zacharyaghaizu

    zacharyaghaizu

    Joined:
    Aug 14, 2020
    Posts:
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    Okay thanks, do you have any tips on getting started with that process and making it work well considering, being a solo developer at the moment?
     
  7. Sky77

    Sky77

    Joined:
    Jan 30, 2014
    Posts:
    171
    What we use is a very basic networking layer in the end. I think any readily available networking system, or the latest one provided by Unity should work.

    We had AR Collaborative session implemented but we couldn't use it (sorry, can't share more detail about it, but the reason was not technical).

    In the end you just have to track the game status, poll the inputs from the players and move the transforms around. :)
     
    zacharyaghaizu likes this.