Are you Unity Expert? Are you Experienced Game Developer? Let us know

First of all we are very much thankful to Unity community that is so much helping and kind.

Let us share with you our experience regarding our recently launched Android Game named FUN DRIVE

This was our first game in Unity3D in which we try our best to consider all possible optimization to boost performance that includes pooling, texture and GUI atlases. It will be very great if you Unity experts can share your thoughts on following

[1]. Doest game is taking advantage of all Unity features in all its aspects?
[2]. What should be the next step to make Fun Drive really successful?

thank you very much for your kind consideration

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Hi,

The game looks okay. There are a number of things you can do to improve it visually. Give the textures some high frequency detail, like cobble or asphalt on the road. Maybe give the road-to-grass texture a better transition as well. As it is it’s very clear to see where the boundaries are, but it doesn’t look as good as I’d expect. The background is kind of muddy and uninteresting as well. Instead of a plain city-scape, maybe change it to something with a little more color (like the rest of the game has), and vary the scenery so it’s not such a horizontal line. Then add something for the player to focus on, like a unique landmark amongst the buildings or something like that. You could also add some very light fog, to simulate haze and suggest distance. That would not only give the game more visual depth, but it would also break up the repetition in the roadside textures.
You can also add a nice environment map to the cars with little performance hit, and that always helps to make them look nice.

EDIT: one thing I forgot to mention was possibly adding some objects on the side of the road. Fences or signs and such would add to the atmosphere, but even better would be some really large trees, because then you could change the road texture to look as though it had the shadows of the trees on it, further breaking up the monotony.

The initial loading time is pretty long, but when I got into the game I didn’t see any reason why. There must be something you can do to decrease the applications footprint further, but since I could only play the game and don’t know how to put it together, there’s not much I can suggest there.

The controls felt pretty slippery, but it suits the games style and design, and it’s still relatively fun to play. The only other criticism I have about that is the health-loss from passing cars. In the beginning tutorial you say you lose HP from passing cars without hitting them, but then right after that you have a powerup that lets you fly over cars. There’s another powerup (invisibility) that lets you go through cars without taking damage, but it specifically states you don’t take damage so it wasn’t as contradictory as the flying powerup.

Lastly, I didn’t use the replay feature, but it was cool to see that you built it in there.

I hope that helps! Congratulations on your release!

I am really grateful to you for this such a comprehensive feedback. I have gone through with your suggestions various time and find them really useful. Although most of the things were already under consideration for next releases as I mentioned this was our first try in Unity.

Above all can someone tell me how I can reduce the initial loading time as I am initiating all game objects in the start because I have read this on various places that is very useful to initiate all assets in the start (Concept of Pooling) to avoid performance-hit due to garbage collector in gameplay. Any suggestion on this.

thank you very much,

For your object instantiation: are you procedurally generating each level? Or are they created by hand and saved ahead of time?

Levels are same just here are few factor to define level hardness like speed, number of cars and allowed time etc,. So I have already created all cars and possible objects in the start like there can not be more than 12 cars so I have created them in the start. etc

thank you,