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Unity Support for Stadia: Here’s what you need to know

, March 19, 2019

If you tuned in to Google’s special keynote at GDC earlier today, you probably heard about their new cloud-based game streaming platform, Stadia. Today, we are excited to announce Unity will make Stadia an officially supported platform.

One of our core missions is democratizing game development. That means enabling developers to build for the platforms of their choice with accessible tools and workflows that make the process of creating easier.

Though we still have technical and engineering work ahead to ensure Unity developers have a smooth experience building for Stadia, here’s what our community needs to know.

What can I expect in building Unity games for Stadia?

Developers familiar with Unity today can expect recognizable tools and a very similar development process when building for Stadia.

What unique Stadia or Google features will be supported by Unity?

We expect to support all native features unique to Stadia that are required to publish your game and make use of platform capabilities. Stay tuned for more details on feature support later this year.

I develop in Unity today. When can I start creating and publishing to Stadia?

Google has already begun working with a number of early partners and studios and will continue to roll out developer access throughout 2019. If you’re interested in getting early access to the Stadia SDK, please check out the Stadia developer website. Unity developers can expect to start building for Stadia towards the end of 2019.

Can I port an existing Unity game to Stadia?

Yes, like all new platforms, Stadia will have the same Unity features and support developers are used to today. That means existing projects can be ported; however, they’ll need to be updated to the correct version of Unity.

Stadia will use Vulkan, so for developers that have written (or will write) custom rendering plugins and shaders that target Vulkan, please keep this in mind.

Stadia will also use a Linux-based operating system, meaning any native plugins must be compatible with Stadia’s OS. For Unity development, you’ll be able to use the editor on the Windows PC you’re using today – simply target Stadia as the platform to build.

Finally, Stadia will be an IL2CPP platform, so runtime game code must be compatible with IL2CPP in order to work on Stadia.

GDC ATTENDEES! If you’re at the conference, feel free to visit Unity’s Answer Bar in our expo floor booth (#S227) on Wednesday, March 20, from 10:00am-2:00pm where Stadia and Unity reps will be available to answer your questions. Note a GDC badge is required for the expo floor.

We’re excited at the huge potential of the Stadia platform. Follow us on Twitter as more details on Stadia development for Unity become available later in 2019.

20 replies on “Unity Support for Stadia: Here’s what you need to know”

Ha ha so yep the Stadia developer enrollment pretty much eliminates about 85% of Unity developers out there, i.e. individuals or smaller non-corporate developers. Guess this one will be left to the bigger developers and developers who own small-to-mid companies. You’d think Google would know Unity’s userbase?

I think it also holds a clue to how game streaming might affect indies. Who will want to play my much smaller open world game when you can play AAA Ubisoft games on your iphone? I do think there is room for Stadia and indies together, but the fact that non corporate indies are excluded from Stadia, at least at the start, doesn’t fill me with confidence.

Since the oppressing system is Linux based does that mean IL2CPP builds will need to be made on a Linux based system, or will cross compiling from Windows be supported?

Does the Unity license agreement still forbid us from distributing our applications through a streaming service? if so, will this be addressed?

Stadia looks very cool. Am curious if the platform will host Unity apps/games created by individual developers? The signup seems to want Tax IDs, and corp/company emails in order to sign up..

Me too. I’m a Canadian Sole Proprietor with several mobile games under my belt. Unlike Android and IOS, It looks like Stadia might be reserved for corporations, at least for now?

It looks like Stadia development is more akin to living room consoles (like PlayStation and XBOX) than mobile platforms, meaning a more stringent set of requirements to become a developer.

Looks the requirement to apply at is incorporation (LLC may work, as well). Seemed specifically geared to dissuade individuals and sole-proprietors to my eye. You should judge yourself, though, and if you’ve had a few successful mobile games, I’m inclined to suggest looking into incorporating in some way.

So just register as a company? We did to combat things like this, its not difficult and does not cost too much.

@Isaac Surfraz That is good advice and a solution for many people. I’ve already looked into incorporating because of this. But incorporation is not an easy solution for some developers. Either because they don’t wish to, or because of the overhead involved, especially with solo developers. In Canada incorporation can cost up to 1000$ after all is said and done, according to colleagues of mine who are incorporated. This fee may seem small to many people, but it presents a substantial barrier to others. Additionally you will need to take into account the overhead of hiring an accountant and the extra work with taxes as compared to being a sole proprietor. Unity, Apple, and even Google’s Android are institutions that allow developers to release games without being incorporated. So while i do think that your advice is logical and helpful for many, there’s also the other side of the coin to consider.

Yea that form left me with a big taste of “f**k you”. I guess they don’t want to have to support thousands of one-man indies and hobbyists who won’t make them any money or PR, however it would be nice to set out plans for a later phase to include the usual broad church Unity and Unreal thrive on. It strikes me as predictably out of touch for a company inexperienced in working with video game developers.

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