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Highest Paying eCPM Mobile Ad Network [REPORT]

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Smartphones have chosen to take over the world within the last years, and also the wide range of users opening the web utilizing mobile phones has now surpassed Personal Computer users.

Mobile-specific ad networks being creating starting left, right, and center but getting a trustworthy network which provides constant income can be challenging. Let’s see some mobile phone ad networks Report that publishers and developers constantly testify to, rekeased bt adtapsy.

Mobile Ad Networks Interstitial eCPM Report

AdMob led the waterfalls in USA for iOS with the highest eCPM of $9.29. Globally, winner was AppLovin with avg. eCPM of $7.07. Check out this interactive eCPM report to see how other ad networks (Revmob, InMobi and AdColony) have performed.

Highest Paying eCPM Mobile Ad Network

Highest Paying eCPM Mobile Ad Network

Highest Paying eCPM Mobile Ad Network

To check out complete details and more insight of these charts you can visit source adtapsy,

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How To Get 50 Free Installs For Your Apps.. yes FREE

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increase app downloads free

Want to Promote Your Mobile Apps on CPI Basis - only 0.07$ per Install? So CPImobi is best choice for you. If you want to test it you can also start free compaign for 50 free installs and this is so easy!

See what they said about cpimobi:

100% Real People
We run incentivized offerwalls and deliver installs from real users and devices on a CPI basis.

Huge Volumes
CPIMobi has more volumes than any other network. Drive over 10K downloads in 72 hours.

Acquire New Users
Take a full control of your user acquisition. Try our technology to drive the proper users to your app.

Rewarded Offerwalls
Acquire users from our innovative advertising platform. You can expect high conversion rates.

Simple Campaign Creation
Creating & running a campaign from your side could take less than 5 Minutes.

Self-Service PlatformConnect your advertising campaign with our Publishers. Go in the Live Mode in just few minutes!

CPIMobi Ranks on Inc. 5000 as #77 quickest Growing Advertising & Marketing firm.
Inc. magazine has rated CPIMobi, a supplier of mobile app marketing possibilities, as the #77 fastest raising private organization in the marketing and advertising business.

Get 50 Installs for FREE to verify the quality of our traffic!

We already got these 50 installs :)

Please share with your friends !

Submit an Android App To The Amazon App Store Tutorial Unity

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If you are looking to double the Installs of your Android app? Finding an alternate app store to submit your app?

The Amazon App Store has become the biggest after the Google Play Store there are a few of exclusives also. Together with their personal Android devices, Amazon began the app store to fight against Google. A important advantage for setting up it is that you simply reach download the “Free App of the Day” daily!

Almost all of app developers submit their apps on the Google Play Store however neglect numerous alternative stores being popular. The Amazon App Store is yet another preferred app store for publishing your free or paid Android app!

Complete Tutorial to Submit Android App to Amazon App Store:

Click on this link & make your Amazon developer account. Complete registration process, in payment tab click yes if you want to monetize your app.

Go to Amazon developer console here to start submit your app.
Click on
1. Apps & Services then Click on
3. Add a New App and select android as a platform.
I have already submitted my app that's why you can see in My Apps

Add details of new app Submission

Simply click on “Save” once putting the details. Then click on all of the tabs above (General Information, Availability & Pricing, Description, Images & Multimedia, Content Rating, Binary File(s), Review Status) and putt all details.

 Make sure all tabs are green ticked. In binary tab you have to submit you app .apk file then click on submit app for review.

As stated by the official help page, usually it takes a maximum of 6 days to review your submitted Android app. But my game was approved in next morning. You can see my app here jelly jam saga.

You will get App Submission Successful message after approval.
Learn more about amazon app developer program here.

See Also:19 Google Play Store Alternatives 

Please tell us about this guide or any other play store alternative in comment below.
Share this Amazon App Store Tutorial with your friends on unity answers and community!


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Continuously generated levels  are not completely an unusual  technology to construct today. Nevertheless, possessing a brilliant globe, with a lot of moving objects and complete customized amount layout that also has to run on low-end mobile phones, frequently demonstrates more difficult than at first expected. On this page, one of the most advanced developers, Michiel Frankfort, describes how we tackled this for KLM Jets , Papercraft Air-O-Batics.

This is what they done!

public class LowResFrustumExtension : MonoBehaviour {
Awake() {
On awake we create one or multiple camera’s nested as a child into this gameobject. We then inherit all the settings found on the parent-camera component. For each camera, we assign a target RenderTexture (RT), with decreased resolution.
Thanks to the custom projection-matrix, we are able to go with anamorphic (non square) pixels, allowing us to scale down the ‘width’ by a factor of 2 and the ‘height’ by a factor 4. After rendering, the target-texture will appear ‘skewed’ but by blitting the RT back to full screen, it stretches back into place. We do not scale down with a square ratio,because this reduces tearing. There are a lot of vertical lines that will start to jitter when the ‘width’ is scaled down to a factor of 4, but for the (relative stable) horizontal lines, this looks okay.
Each camera and its target RT represents a ‘RenderLayer’. Each layer renders a certain area of the total render-distance. For example, this is one of the setups we used for Jets:
MainCamera (full-res)  0.1 to 25
First RenderLayer (half-res) 25 to 55
Second RenderLayer (third-res) 55 to 75
The RenderLayers need to be rendered in a ‘far-to-near’ order, so the camera’s depth equals the parent camera’s depth, minus its own RenderLayer index.

Update() {
On update we loop through all the RenderLayers and update the custom projection-matrix accordingly. Each layer should extend its parent main camera, therefore some values need to be inherited in each frame, such as fov, culling-mask, etc.

OnPreRender() {
This ‘OnPreRender’ is fired when the parent/main camera is about to be rendered. At this point, due to lower camera-depth, all the children RenderLayers are already done rendering. This means that there is a stack of RenderTextures available and ready to be ‘blitted’ to the final RT or screen.
So we first make sure the screen is targeted as its final render-target, then we loop through all RenderLayers and blit its RT to the screen.

KLM Jets papercraft air-o-batics

read original article here


The Basic Concept behind This Mind-Blowing 3D Interactive Sandbox

New Unity 2d Tools You Can Get Its Early Access

The Basic Concept behind This Mind-Blowing 3D Interactive Sandbox

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Scientists at UC Davis have develop a method to bring any imaginary landscape to life with interactive 3D projection technology. The outcomes are simply just breath-taking!

This unique interactive sandbox answers your actions, and that can be built home utilizing common-place technology.

All it requires is a digital projector and a Kinect.


The projector shows an interactive topographical map, with contour and height in real-time.


You could make mountains and also valleys, and the computer modifications the projection enhance the landscape!


It’s not just fun… it’s a powerful way to educate kids regarding geography!


See More:

Open Source Game Engines, 13 Here To Choose From
The Strategies Behind a $5M+ Per Day Mobile Game (Clash of Clans)

The Strategies Behind a $5M+ Per Day Mobile Game (Clash of Clans)

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clash of clans secret

The Strategies Behind a $5M+ Per Day Mobile Game (Clash of Clans)

A little more than 3 years older, Clash of Clans rankes much more than $1M $5M5 daily and regularly graphs in the top three grossing apps.  It is the app that brand new video game developers look to for motivation.

But the future didn’t generally look so vibrant for the game’s developer, Supercell.  In mid-2011 the year-old firm discovered their web- and Facebook-first technique would not produce the hit game they required (this was later in the Facebook game craze), so that they rapidly changed to a tablet-first strategy and destroyed all of their old games.  At that time, touch screen phones – and especially tablets – were an unproved marketplace, however their exciting technique determined.

By mid-2012, Supercell got launched one tablet game and eliminated two, nonetheless they were acquiring nearer to the objective.  Profits lastly came in May 2012 once the freshly introduced Hay Day rapidly turned out to be a success.  After nearly its feet, Clash released in August 2012 and had become the #1 top grossing game in the united states within 3 quick months.

Just how did they do it?  Just after creating half dozen unsuccessful games, just how did Supercell discover such achievements with Clash (and Hay Day)?

The whole works begins with the absolute most fundamental game design.

Their Few Secrets are
Read full here > 

Start with a strong core loop:

Once you remove away all the extras and bonuses in a game, you are left with all the core loop.  It is the building blocks of the game.  In Pac-Man the core loop is: (1) Avoid ghosts (2) Eat dots (3) Complete maze (and next repeat).

Clash of Clans' Core Loop

Improve constantly:

Just after finishing the first version of Clash, Supercell spent numerous employee time merely playing their own game.This soft “launch” (also known as dogfooding) introduced a low-risk chance to discover possible problems.  When they experienced studied enough using their built in launch, Clash gone to live in it’s first nation launch.


Look for free marketing

Use paid marketing strategically

Make onboarding seamless


Make daily engagement core to your product

Build everything with revenue in mind

Read full here


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Error building Player: Win32Exception: zipalign.exe in Unity3d [FIXED]

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Recently i was getting this error in one of my game, But unable to figure out where the problem is but after searching lots of site, finally got the solution on stackoveflow and that was simply 1 minute solution you wont believe.

They error was this

Error building Player: Win32Exception:

Error building Player: Win32Exception: ApplicationName='C:/Users/craiglerr/Desktop/adt-bundle-windows-x86_64-20140624/sdk\tools\zipalign.exe', CommandLine='4 "C:\Users\craiglerr\Desktop\Game\Temp/StagingArea/Package_unaligned.apk" "C:\Users\craiglerr\Desktop\Game\Temp/StagingArea/Package.apk"', CurrentDirectory='Temp/StagingArea'


Just goto your Android SDK folder
Go to build-tools and select a version (\22.0.1)
Copy zipalign.exe
Go back to build-tools
Go into tools
Paste zipalign.exe

That's it!

Now build game and Error building Player: Win32Exception: zipalign.exe in Unity will never come again!

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