• GAMEDEV.NET
    A Unity project for all platforms: Part 1
    A Unity project for all platforms: Part 1 posted in BG Blog Published April 27, 2025 Advertisement Today I would like to share one of the template projects, the settings and modules of which I use from project to project. With its help I will show one of the options for setting up a Unity game that will work on many platforms, including Steam, Android platforms (Google Play), Web platforms (platforms supported by Playgama (Instant) Bridge, for example, CrazyGames, Game Distribution, Playgama, Yandex Games etc.). This template project covers the following topics:Working with basic project classesSaving game dataImporting textures, working with sprites and Sprite AtlasTransitions between scenesProject build settingsProject .gitignore fileVideo playbackPlaying music and soundsInput SystemWorking with metricsClasses for monetization via advertisingLocalizationIn this article, we will analyze the first few topics, the rest will be described in upcoming articles.The template project is available for download at the following link.A small disclaimer: using this template does not guarantee passing the moderation of specific platforms, each game has its own nuances that, one way or another, affect the successful overcoming of the obstacle in the form of moderation.In this project, I tried to collect the most frequently used mechanisms that are necessary in almost any game.So, let's get started...Working with basic project classesFirst of all, a few words about the project structure. If everything is pretty clear with most of the folders (but one way or another, we will analyze everything in the corresponding chapters), then the Scripts folder is worth a special mention. The root of this folder contains all the scripts that are inherited from the MonoBehaviour class, and which, accordingly, can be added to game objects as components.The Services folder contains classes for working with localization, metrics, sound and advertising.The Settings folder contains everything you need to successfully save and load game data.The Utility folder contains several constant classes, as well as a number of static utility classes with auxiliary methods.In this chapter, we will focus on two main classes of the Scripts folder, namely SingletonServices and GameServices.Let's start with the first and most frequently used. SingletonServices, as the name suggests, works on the principle of the singleton template, accordingly, when initializing project objects, only one such object of the SingletonServices class will be created. This class provides access to all available auxiliary services of the game that may be needed on any scene. I emphasize the word "any", because if, for example, we compare this class with GameServices, which use cases are limited to game scenes only, excluding the initialization scene. But we will discuss it a little bit later.The SingletonServices class stores links to services for working with localization, music, advertising and metrics. Here you can also find methods for loading and saving game settings, as well as a method for getting sprites by their name. For example, saving game settings using this class will look like this:_singletonServices.SaveSettings();where the _singletonServices variable was previously initialized as follows:SingletonServices _singletonServices = SingletonServices.Instance;In order to work appropriately SingletonServices must be added to the game object on the initialization scene (InitScene).The second most important class – GameServices is also a singleton and is used to combine classes and methods for working with game objects. For example, hide the game menu and show the game itself, and vice versa, as well as change the language and others. With a significant expansion of the project, I still recommend separating, for example, work with the game UI to a separate script and using GameServices only as an intermediate class for access to the UI controller. There is not much need for this in our template project. In order to work appropriately GameServices must be added to the game object on the scene immediately following the initialization one (in our case, this is MainScene). In addition, since GameServices uses SingletonServices methods inside itself, it must be initialized after the latter. To do this, go to the project settings and set the order of script execution as follows:Saving game dataAs I mentioned earlier, all scripts for saving game data are located in the Scripts/Settings folder.GameSettings is the main object for game data. I have added several fields for saving in it, for example, the selected language and the number of button clicks.The file that is directly involved in loading and saving GameSettings is called FileSettingsAdapter. It implements the ISettingsAdapter interface, which contains only two methods: loading and saving.Saving data is probably quite obvious, but it is worth saying a few words about the signature of the loading method. Now it looks like this:void LoadSettings(Action<GameSettings> callAfterLoad);The method does not return anything, but only accepts a delegate as a parameter, a reference to the method that should be called after the data loading is complete. In the general case (for example, for PC and Android builds), such a design is not necessary. This is done in order to support the web version, which we will talk about separately in one of the upcoming articles.The entire process of loading game settings can be viewed in SingletonServices.Start method, the saving process can be viewed, for example, in the GameServices.IncreaseCounter.Importing textures, working with sprites and Sprite AtlasLet's now discuss the components of the Sprites folder and start with a small, optional TextureImporter file. For some unknown reason, Unity decided to change the default behavior of the sprite importer and began to set the Sprite Mode to Multiple by default (previously it was Single), which means that the added image contains more than one sprite, for example, it can be a sprite sheet with character animation. So, if your project has much fewer sprite sheets than regular single sprites, then you can create a TextureImporter and set sprite settings for it, which will be applied to all imported textures by default. To do this, in the importer settings, you need to click on the preset selection button and create a new one with the desired import parameters.We change all the necessary parameters of the created preset (in the case of this particular template project, the Sprite Mode was changed to Single and compression was turned off) and add the preset to the default ones.Now when adding new sprites, their settings will match the settings of the created TextureImporter.Now let's look at the SpriteAtlas file, which not only allows you to reduce the number of draw calls, but also provides a convenient way to get sprites by their name in the code. You can create a sprite atlas in the following way:Now about the atlas settings.You need to be extremely careful with the Allow Rotation and Tight Packing parameters. They are enabled by default, but this sometimes leads to various distortions, flips and artifacts if you change component sprites on the fly from the code.And of course, don't forget to add folders that will be nested in the created sprite atlas. In our case, this is one folder named Atlas. In the Sprites directory, there is also a NonAtlas folder, which, as you can judge by the name, we do not add to the sprite atlas. For example, you can store icons, a cursor, etc here.An example of getting sprites from a sprite atlas by name can be found in the SoundsButtonController.Start method.Transitions between scenesAn example of transition from the initialization scene to the main one can be seen in the InitSceneLoader class. I need to mention that this script should be added as a component to the game object on the InitScene scene.In the LoadingCheck method of this script, we wait for the initialization of all the main services, without which our game cannot work, and if everything is successful, in this case the intro video is launched, after which the transition to a new scene is carried out by the SceneManager.LoadScene method. Playing the video, of course, is not necessary here, and serves only as an example. Alternatively, you can launch any animation or immediately go to the main scene without additional steps.Project build settingsThe main branch of the project is currently configured for the Android build, so in this article I will show the main settings for this platform, and I will describe the remaining settings in upcoming articles.So, when creating an Android project, I first go to the Project Settings -> Player -> Publishing settings section and check the following files: Custom Main Gradle Template, Custom Gradle Properties Template and Custom Gradle Settings Template.Believe me, this will save you from a painful headache when it comes to importing and using third-party packages, for example, the EDM package, also known as external dependency manager, which is needed for the Firebase, Appodeal, and other packages.Next, I go to the Other Settings settings, set the package name and set the Target API Level.By default, the Target API Level is set to Automatic (highest installed), which means that when building an Android project, Unity will rely on the Android SDK and NDK already installed on the computer, so if, for example, version 33 is installed on the computer, then after building the package you will not be able to upload it to the Google Play Console, since at the moment the minimum value of Target API Level should be 34. But I would not recommend rushing and setting the highest version either, or at least have the opportunity to test your application on more than one device. Otherwise you could catch something like this:In short, not long ago, if you set the Target API Level to 34, the game crashed when it launched on devices with API level 34 (it worked successfully on the rest). The solution here, unfortunately, is not the most pleasant and you will have to update Unity to a more recent version with that fix on board, which is not always possible and/or painless.Project .gitignore fileI would like to finish today's part of the article with a short mention of the .gitignore file. There is nothing special here and at the moment it contains all the files and directories that should not be added to the repository. I will only add that it ignores folders web_build and PCBuild. I usually add these folders myself and they serve, apparently, exclusively for builds of the corresponding platforms.That's all for today, we will continue to analyze this template project in the upcoming articles, but you can download it and analyze it yourself right now at the following link.I am collecting wishlists here and here.Thank you for your attention!You can find my other projects here on my website. Previous Entry Release of point-and-click adventure Shadow Tale Comments Nobody has left a comment. You can be the first! You must log in to join the conversation. Don't have a GameDev.net account? Sign up!
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  • UNITY.COM
    Implementing ads without cannibalizing subscription conversions: A brief guide by ad format
    2024 has seen many premium subscription service apps expanding their business models to incorporate an ad-tier into their offerings.At first glance, this shift makes sense - traditionally only 3-4% of users are likely to subscribe to a premium subscription-based app. Ads offer premium apps and streaming services a way to monetize the remaining 96% of users who would otherwise not generate revenue. While converting users to subscribers still offers the highest ROI for these apps, they would leave significant revenue on the table without ads.Still, some apps are hesitant to incorporate ads into their monetization strategy. Beyond more general concerns about ads causing churn due to a negative experience, there is also a concern that an ad-based tier would cannibalize subscription conversions. The reasoning is that if a user can access an app’s services through an ad-tier, they won’t be incentivized to purchase a subscription.But with the savvy implementation of an ad-based tier, subscription cannibalization can be avoided, as well as exposing an even greater cohort of users to the benefits of your app’s premium content or services, perhaps leading to more subscription conversions down the line. Below, we go over what you need to know about implementing ads without cannibalizing subscription conversions, broken down by ad format.How to implement ads, by format:1. Display adsDisplay ads are one of the most widely used types of ad formats, including formats like banner, MREC, native, and splash ads (splash ads are pop-up ads that trigger when users open their app). Their popularity is often attributed to their ease of use and unobtrusiveness - display ads require minimal development work from publishers and do not overtly disrupt app usage. Users experience display ads as digital ‘posters’ and are still able to use the app normally when display ads are on screen.As minimally disruptive as display ads are, they’re system-initiated, so users can’t opt out. As a result, there is still some risk of users bouncing. To prevent this, users should be primed to expect ads with messaging related to the tiers - the ad tier where they’ll receive some premium features for free with ads, and the premium tier where they can access all the features of the app without ads.Priming users that ads are present can help to avoid churn since users are less likely to see the ads as intrusive as they’ll be expecting them. Notifying users that they’re on an ad-tier can also work to incentivize subscription conversions - ad-tier users get a taste of premium content, which may make them want to subscribe to unlock the full experience and receive all premium features. Another option for an ad-tier is to give users full premium features but with ads with an option to access an ad-free experience by subscribing.Preferably, users should be primed with a notification from the start of their app experience. A good place is in the sign-up flow since this is when they’ll have the option between using a subscription or ad-based tier for the first time. Moreover, a sticky notification in their account settings is another great place for the notification. There should be a CTA alongside the notification to become a subscriber, which can work to convert users who initially chose the ad-tier of your app.2. InterstitialsInterstitials offer even better revenue generation potential than display ads but can be more intrusive. Like display ads, interstitials are system-initiated, but unlike display ads, users can’t keep using the app until they have either completed or dismissed the ad. So, implementing them correctly is even more important.Like with display ads, priming users is essential. And since interstitials can interrupt the user experience of the app, it’s doubly vital to prime them that ads are present.3. Rewarded videosRewarded videos (RVs) are one of the best ways to monetize users, since, like some interstitial ads, they are a more engaging 15-30 second video, but unlike interstitial ads, RVs are user-initiated. In other words, users opt-in to watch the ad until completion in return for access to in-app currency or content. This makes rewarded videos premium placements with high revenue generation potential - RVs incentivize higher engagement and so advertisers are willing to bid more for them.Thanks to this, RVs can actually positively impact your conversion and retention rates. They enable you to give users a taste of premium content in exchange for watching ads. Some users will want more of the premium content and subscribe, while others, who may have otherwise churned, will stay for the premium content they received from the rewarded video.The primary difficulty with RVs is that they come with some development needs. To implement them, you need a way to categorize content so that it can be exchanged for ads watched. With the right resources and expertise this is entirely possible (Unity has an in-house dedicated consulting team to help publishers accomplish this), but it does take some work.4. OfferwallOfferwalls take the value exchange-driven engagement of RVs one step further, offering users in-app currency or unlockable features for not just watching ads, but also completing tasks in other apps. Users can be tasked using a range of offers, like downloading another app, making an in-app purchase there, or progressing far enough in terms of levels or engagement in that advertised app. Like RVs, offerwalls are also an opt-in, user-initiated monetization strategy, meaning that they are less likely to cause users to churn because users are actively choosing to engage with them.However, just like RVs, there is some development work required. To implement an offerwall you would also need to categorize your features and content. But, on top of that, offerwall implementation also requires you to have some form of in-app currency that users can receive in exchange for completing tasks. Users also then need a storefront in your app where they can spend the in-app currency they earn.Though the requirements of offerwalls can be steep, if you can implement one properly, it can offer a key way to diversify your monetization strategy, giving you a way to monetize highly engaged users who are committed enough to engage with outside offers to access premium content in your app, but still might be on the fence when it comes to purchasing a subscription.Ultimately, all ad formats have a lot to offer in terms of revenue generation and diversifying your monetization strategies. The right one, or the combination of ads, will depend on your app and audience. But, regardless of which ad format is right for your app, all ad format implementations share one commonality - the importance of using segmentation to prevent cannibalization.Segment users to prevent cannibalizationFor a subscription app diversifying into ads, it’s critical to use a monetization platform that allows you to segment users, ideally by region, device model, OS, and more. These segmentation options enable you to tailor your ad implementation to ensure that high-potential users get an app experience that drives them to convert, whereas users who are less likely to convert to a subscription package are routed to an ad-based tier.For example, users from a tier-1 region, like the US, are more likely to convert than those from tier-2 regions like LATAM, so segmenting tier-1 users out of the ad-based tier will help to prevent losing high-quality users who might have otherwise become subscribers.With a monetization platform that enables you to segment users in this way, you stand the best chance of reaping the rewards of implementing an ad monetization strategy without the cost of cannibalization - especially when used in conjunction with priming.
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  • WWW.LEMONDE.FR
    Pourquoi les puces Nvidia sont au cœur de la guerre commerciale entre la Chine et les Etats-Unis
    Pourquoi les puces Nvidia sont au cœur de l’affrontement entre la Chine et les Etats-Unis L’administration Trump a durci, à la mi-avril, les conditions d’exportation vers la Chine des processeurs graphiques de l’entreprise américaine Nvidia. Une nouvelle étape du duel technologique entre Washington et Pékin, sur fond de rivalité autour du développement de l’intelligence artificielle. Article réservé aux abonnés Jensen Huang, PDG de Nvidia, prononce un discours au Consumer Electronics Show de Las Vegas (Nevada), aux Etats-Unis, le 6 janvier 2025. PATRICK T. FALLON/AFP De la guerre commerciale qui fait rage entre les Etats-Unis et la Chine, on retient principalement les taux astronomiques des droits de douane que se sont infligés, ces dernières semaines, les deux superpuissances – 145 % contre 125 %. Cependant, Donald Trump a aussi pris récemment une mesure plus technique pour contrer les ambitions de Pékin : la limitation draconienne des exportations des puces de l’entreprise américaine Nvidia vers la Chine, par le biais de nouvelles licences annoncées mardi 15 avril. Ces composants électroniques, cruciaux dans la course au développement de l’intelligence artificielle (IA), sont depuis plusieurs années au cœur de l’affrontement entre Washington et Pékin. A quoi servent les puces de Nvidia ? Nvidia est l’un des leaders de la tech aux Etats-Unis. Avec plus de 2 600 milliards de dollars de capitalisation boursière (environ 2 300 milliards d’euros), l’entreprise est devenue la troisième valorisation mondiale, derrière Apple et Microsoft. Un succès dû en très grande partie à sa position de pointe dans le domaine de l’IA. La société, née en 1993, s’est spécialisée dans la production de semi-conducteurs de haute technologie appelés processeurs graphiques ou GPU. Ces puces, pensées à l’origine pour faire fonctionner les jeux vidéo, sont capables d’effectuer des calculs extrêmement complexes, et ce de manière très rapide. Composantes fondamentales au développement de l’IA, elles permettent d’entraîner et de faire fonctionner ses modèles. Il vous reste 82.88% de cet article à lire. La suite est réservée aux abonnés.
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  • WWW.YOUTUBE.COM
    هل تعلم ASP.net يغني عن PHP
    هل تعلم ASP.net يغني عن PHP
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  • WWW.GAMESPOT.COM
    Until Dawn Movie Director Almost Didn't Sign On After Receiving Death Threats For Shazam 2
    The next video game movie, Until Dawn, is in theaters now, but we recently learned that director David F. Sandberg almost passed on it. He said in an interview that he considered giving up on IP-based films after the negative reaction to his superhero movie, Shazam: Fury of the Gods, over which he said he received death threats."I mean, to be honest, fans can get very, very crazy and very angry with you. You can get, like, death threats and everything so after Shazam 2, I was like, 'I never wanna do another IP-based movie because it's just not worth it,'" Sandberg told GamesRadar. However, Sandberg said he read the Until Dawn script and thought it would be "so much fun to do," so he ultimately signed on to make it. Specifically, Sandberg said he latched onto the movie's core storytelling conceit, which is that the story plays out in a time loop where the survivors have to face a different horror threat each night.Continue Reading at GameSpot
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  • GAMERANT.COM
    Misdirection Quest (Thieves Guild) In Oblivion Remastered
    Misdirection is part of the Thieves Guild quest, and you can unlock it in The Elder Scrolls IV: Oblivion Remastered after achieving a certain rank in the guild. The captain of the Imperial Watch has called most of the guards to lock down the Waterfront and refuses to leave until he discovers the Gray Fox's location.
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  • LIFEHACKER.COM
    What's New on Paramount+ With Showtime in May 2025
    Several hit Paramount+ shows are returning with new seasons in May. The seventh installment of The Chi, Lena Waithe's drama about life on the South Side of Chicago, will premiere on May 16. Original crime series Criminal Minds: Evolution (May 8) is returning for its 18th season, along with season three of medical drama SkyMed (May 15), which follows medics and pilots flying air ambulances in Northern Canada, and season 10 of RuPaul's Drag Race All Stars (May 9). Paramount+ will also broadcast the American Music Awards (AMAs)—hosted by Jennifer Lopez—on May 26, along with a live studio show hosted by football star David Beckham. Beckham & Friends Live is an altcast of CBS Sports' coverage of UEFA Champions League semi-final games on May 6 and 7 and the final on May 31. Here’s everything else coming to the service in May. Note that titles with an asterisk are exclusive to Paramount+ With Showtime; everything else is also available to subscribers on the ad-supported plan. Those with two asterisks are available to Paramount+ With Showtime users streaming live on CBS and to all subscribers the following day.Paramount+ Originals and premieres coming in May 2025Available May 1The Comeback Trail*Available May 6Beckham & Friends Live, premiere Available May 8Criminal Minds: Evolution, season 18 premiere Available May 9RuPaul's Drag Race All Stars, season 10 premiereRuPaul's Drag Race All Stars: Untucked, new episodesAvailable May 12Hard Truths*Available May 15SkyMed, season 3 premiereAvailable May 16The Chi,* season 7 premiereAvailable May 23Couples Therapy,* season 4 new episodesAvailable May 26American Music Awards** hosted by Jennifer LopezTV shows coming to Paramount+ in May 2025Available May 7PAW Patrol: Aqua Pups special Everybody Still Hates Chris (season 1) Available May 14Air Disasters (season 21) First Wives Club (season 1 and 2) The Family Business (seasons 1-3) Tyler Perry's Sistas (season 4) Tyler Perry's The Oval (season 4) Available May 21Dora the Explorer: Mermaid Adventures! special American Gangster: Trap Queens (season 1 and 2) Tyler Perry's Zatima (season 1 and 2) Available May 28Rock Paper Scissors (season 1) Movies coming to Paramount+ in May 2025Available May 1A Very Brady SequelAddams Family Values (1993) Aeon FluxAtlantic CityAwake*Black RainBook Club*BoundBride & PrejudiceBruce Lee, The LegendCharlotte's Web (2006) Cloudy with a Chance of Meatballs (2009) CluelessCrocodile DundeeCrocodile Dundee IICrocodile Dundee in Los AngelesCrouching Tiger, Hidden DragonCursedDays of ThunderDreamland*Drillbit Taylor DuplexErin BrockovichExtraordinary Measures*Finding NeverlandFlight Of The IntruderFrank Miller's Sin CityFreedom Writers G.I. Jane*GandhiGreen Book* Harold & Kumar Go To White CastleHostageHotel for DogsI.Q.In Her Skin* In The BedroomJay and Silent Bob Strike BackJust FriendsJust Like Heaven Kate & Leopold KingpinLast VegasLife of PiMemoirs of a Geisha Mercy*MinariMonster Trucks Nebraska Norbit OldboyOnce Upon a Time in AmericaOnce Upon a Time in The WestParasitePatriots Day*PaycheckPridePrivate Parts Race for Your Life, Charlie BrownRangoRio GrandeRomeo Must DieSahara Scary Movie 2 Scary Movie 3 Some Kind of WonderfulSon of RambowSouthside of You Spell StardustTerminator: Dark FateTexas Rangers The Addams Family (2019)The Adventures of Sharkboy and LavagirlThe Brady Bunch MovieThe Curious Case of Benjamin ButtonThe Edge of Seventeen*The Four FeathersThe Ghost and the DarknessThe Last Airbender (2010) The Last CastleThe Mist*The Prince and MeThe QueenThe SpongeBob SquarePants MovieThe Two Jakes The Weather Man Things We Lost In The FireTop FiveTrading Places We Were Soldiers Yours, Mine & OursAvailable May 14Assassin Club
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  • WWW.ENGADGET.COM
    Microsoft's Recall and improved Windows search start rolling out to Copilot+ AI PCs today
    Almost a year since Microsoft announced its controversial Recall feature, and after several delays, the company has finally started bringing it to Copilot+ AI PCs today. The launch comes just a few weeks after Microsoft started testing Recall broadly with Windows Insiders. There are also a few other AI-powered features coming along with this release, including an improved Windows Search and Click to Do, which lets you quickly use AI features from within your existing apps. As usual, the release won't immediately roll out to all Copilot+ PCs, instead Microsoft is gradually releasing it over the next month (and likely monitoring potential issues along the way). Recall was one of the biggest announcements at Microsoft's Copilot+ debut last May, but almost immediately, it came under fire for some glaring privacy issues. At a basic level, Recall constantly records what you're doing on your PC via screenshots, and it uses AI to search them for specific words and images. The idea is that you'll never forget where you put a document you were working on weeks ago, or which random website you've lost track of. Security and privacy advocates were initially concerned that Recall was automatically enabled on Copilot+ PCs and that it wasn't storing its database of screenshots securely. That led to an immediate delay for Recall that lasted for several months.  In November, Microsoft finally revealed how it will make the feature even more secure. Its snapshots and related data will be stored in VBS enclaves, which the company describes as "software-based trusted execution environment (TEE) inside a host application." Additionally, you'll have to turn Recall on manually when you set up a Copilot+ machine, it will rely on Windows Hello biometric security to make any settings changes, and it can be completely uninstalled if you want to be rid of it entirely. While it's heartening to see Microsoft take security more seriously after all of Recall's initial criticism, it's still worrying that it took widespread condemnation for any of it to happen. The company's rush to deliver a shiny new AI feature to sell Copilot+ PCs, and snub the likes of Google and Apple, ultimately got in the way of delivering the best product for consumers. It'll be hard to trust Recall, or really any of Microsoft's AI-enabled Copilot features, because of its initial blunder. Less controversial is the improved Windows Search, which will let you find documents and images in your own words. That means you shouldn't have to worry about remembering specific file names or other minutia to find what you need. Like all of the Copilot+ features, including Recall, the improved search runs locally using the neural processing units (NPU) in AI PCs. There's nothing being sent to the cloud. I'm personally the least excited about Click to Do, but there may be an audience for people who want easy access to Microsoft's AI tools. You'll be able to highlight text and quickly have it summarized or rewritten by Copilot, without dumping it into the Copilot app specifically. You can enable the feature by pressing the Windows key and clicking on your screen, swiping right on a touchscreen or hitting the Click to Do icon as it pops up throughout Windows (you'll see it in places like the Start menu and Snipping Tool). Microsoft says Click to Do actions for images are available on all Copilot+ PCs with the new Windows 11 April update, and text actions will be available on Snapdragon systems today, and eventually on Intel and AMD AI PCs. I've briefly used all of these features on a Surface Pro Copilot+ machine using the latest Windows 11 Insider build, but I've been waiting to test their official release before making any final judgements. I can say that Recall mostly works as advertised — it was easily able to bring up a document I was viewing a week later, and it quickly found a few websites I was viewing — but it also didn't add much to my Windows experience. At this point I religiously save websites I need to revisit via Pocket, and I'm well-versed enough in Windows to know where I've put my files. Recall isn't really made for me, though, it's for less experienced users who just want to find their stuff. Even power users will like the improved Windows search, though, but that's only because the platform's search has always been notoriously awful. And while I'm not a huge proponent of AI text summarization, but Click to Do did a decent job of summarizing a few long articles.This article originally appeared on Engadget at https://www.engadget.com/computing/microsofts-recall-and-improved-windows-search-start-rolling-out-to-copilot-ai-pcs-today-170014913.html?src=rss
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  • WWW.TECHRADAR.COM
    Newly leaked DJI Mavic 4 Pro images may have revealed the premium drone's design in full
    Leaked images of the DJI Mavic 4 Pro give us a good look at the drone's design and its accessory packs.
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  • WWW.FASTCOMPANY.COM
    California housing market shift: Buyers are gaining power
    Want more housing market stories from Lance Lambert’s ResiClub in your inbox? Subscribe to the ResiClub newsletter. While national active housing inventory for sale at the end of March 2025 was still 20% below pre-pandemic March 2019 levels, on a year-over-year basis national active listings are up 29% between March 2024 and March 2025. This indicates that homebuyers have gained some leverage in many parts of the country over the past year. One of the biggest year-over-year increases is happening in California—where active inventory for sale is up 50% year-over-year. Despite the 50% year-over-year jump in active California housing inventory for sale—including both single-family homes and condos—California at the end of March 2025 still had 20% fewer homes for sale than it did in pre-pandemic March 2019. But more California housing markets are climbing out of that inventory deficit. And if the current trajectory holds, California could soon be out of its pandemic housing boom era inventory hole. Among California’s 36 major counties with at least 100,000 residents, nine have more active housing inventory for sale in March 2025 compared to pre-pandemic March 2019. The other 27 major California counties still have inventory below pre-pandemic March 2019 levels. In housing markets where active inventory for sale rises significantly, homebuyers are gaining leverage. In housing markets where active inventory for sale has shot up above pre-pandemic 2019 levels, homebuyers have gained considerable leverage relative to past years. Homebuyers in San Francisco (in particular San Francisco proper’s condo market) had a lot more leverage recently than homebuyers in, say, Orange County.
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