![](https://i-blog.csdnimg.cn/blog_migrate/8dcb77052b2008ee139ae9f47b7aafd6.png)
获利委托和止损委托
We’re evolving our features to give game publishers more control over the revenue they generate.
我们正在开发功能,以使游戏发行商可以更好地控制其产生的收入。
Effective monetization strikes a delicate balance of strategic planning and setup with automated and efficient execution. At Unity, we’ve done a lot to get the automation right with advanced machine learning applied to the most robust dataset in mobile gaming. Now, we want to change gears and hand the keys to our publishers, with the tools and information to help them do their jobs even better.
有效的货币化实现了战略计划和设置与自动化和高效执行之间的微妙平衡。 在Unity,我们已经做了很多工作,以将先进的机器学习应用于移动游戏中最强大的数据集来实现正确的自动化。 现在,我们想改变方式,将密钥交给发布者,并借助工具和信息来帮助他们更好地完成工作。
为什么自助服务在市场上很少见 (Why self-serve is rare in the market)
For years, many digital ad services have hesitated to extend their internal controls directly to customers. This may include setting your own prices, blocking certain ads or advertisers, surfacing projections of how certain changes may impact your revenue, and more. Their reluctance to share such valuable tools and insights usually boils down to some combination of the following concerns:
多年来,许多数字广告服务一直不愿将其内部控制直接扩展到客户。 这可能包括设置您自己的价格,屏蔽某些广告或广告客户,显示某些更改可能对您的收入产生影响的预测,等等。 他们不愿分享这些有价值的工具和见解通常归结为以下问题的某种组合:
用户至上 (Users first)
Unity is taking a user-first approach to push through these barriers and give publishers what they want. We’re doing this in a few different ways.
Unity正在采用用户至上的方法来克服这些障碍,并为发布者提供他们想要的东西。 我们以几种不同的方式来做。
1.设计所有仪表板功能以供外部使用 (1. Designing all dashboard features for external use)
All features that we develop will be designed for external use, even if they are initially released only internally. This ensures that our internal users will understand the experience of our customers. It also eliminates the need to redesign features when moving them from internal to external availability, which expedites our ability to bring enhanced functionality to publishers.
我们开发的所有功能都将设计供外部使用,即使它们最初仅在内部发布。 这样可以确保我们的内部用户了解客户的体验。 当将功能从内部可用性转换为外部可用性时,它也不需要重新设计功能,从而加快了我们为发布者带来增强功能的能力。
2.在外部发行之前在内部验证新功能 (2. Validating new features internally before external release)
We will validate the value and usability of features before extending them to customers. “Eating our own dog food” helps us to know for certain that a new feature or capability brings meaningful value to our publishers. If it doesn’t, we will modify it until it does, or we simply won’t ship it.
在将功能扩展到客户之前,我们将验证功能的价值和可用性。 “吃我们自己的狗粮”有助于我们确定新功能或新功能为发布商带来了有意义的价值。 如果没有,我们将对其进行修改直到它完成,否则我们将不发货。
3.全年定期提供更新和增强功能 (3. Delivering updates and enhancements regularly throughout the year)
Mastering new capabilities takes time. Publishers have to become familiar with each new feature before they can fully take advantage of them. We want to keep pushing something new for them to conquer to help keep our publishers in a continuous learn-and-grow mode.
掌握新功能需要时间。 发布者必须充分熟悉每个新功能,然后才能充分利用它们。 我们希望继续推动新事物,以征服他们,以帮助我们的发布商保持持续的学习与成长模式。
什么是新的? (What’s new?)
Here are a few features we’ve recently released that we think will make your life a little easier and kick your monetization efforts up a notch.
以下是我们最近发布的一些功能,我们认为这些功能将使您的生活更轻松一些,并使您的获利努力更加上乘。
自助eCPM目标 (Self-serve eCPM Targets)
Publishers can use this tool to target the price point that they get for each placement. This is predominantly for mediated customers who need to control the eCPM (effective cost per mille, or per thousand) of placements they use in their third-party mediation platforms (MoPub, ironSource, AdMob, MAX, etc.). In mediation, these placements are stack ranked in order from high eCPM to low eCPM for a particular country or a collection of countries.
发布商可以使用此工具来确定每个展示位置的价格点。 这主要是针对需要控制在第三方中介平台(MoPub,ironSource,AdMob,MAX等)中使用的展示位置的eCPM(有效成本,即每百万或每千)的中介客户。 在调解中,这些展示位置是按特定国家或国家/地区从高eCPM到低eCPM的顺序排列的。
地理收藏 (Geo-collections)
Publishers can select which countries to target at specific eCPM price points. The default setting (Global) includes all countries. However, if you have specific prices you would like to set across groupings of countries, we now have Geo-collections so that you can do so in a single action rather than setting the price for each country individually. This will help consolidate the number of steps required to reach your desired price setup.
发布商可以选择针对特定eCPM价格点定位的国家/地区。 默认设置(全球)包括所有国家。 但是,如果您要在各个国家/地区组中设置特定的价格,则现在可以使用地理位置集合,这样您就可以一次操作,而不必分别为每个国家/地区设置价格。 这将有助于巩固达到所需价格设置所需的步骤数。
Both eCPM Targets and Geo-collections now allow for bulk uploads – further saving you time in your optimizations. These two tools are gradually rolling out across our network, so if you haven’t seen them yet you will soon.
eCPM目标和地理位置集合现在都可以批量上传 -进一步节省了您的优化时间。 这两个工具正在我们的网络中逐步推出,因此,如果您还没有看到它们,那么您很快就会看到。
自动化UA转移 (Automated UA transfers)
Now, when publishers request a user acquisition (UA) transfer on the dashboard, it will be made immediately, without any waiting period. This is a simple way for developers to funnel their publisher earnings directly into acquiring new users. Acquiring users earlier can have a significant impact on your long-term revenue, and Unity wants to remove any friction in making that happen.
现在,当发布者在仪表板上请求用户获取(UA)转移时,将立即进行转移,而无需等待任何时间。 这是开发人员将发布商收入直接汇入新用户的一种简单方法。 早日获得用户可能会对您的长期收入产生重大影响,Unity希望消除在实现目标方面的任何磨擦。
Transfers will show in the Publisher’s and Advertiser’s transaction views under the Finance page as a “User Acquisition Transfer” and also in the Advertiser budget change log.
转移将在“财务”页面下的发布者和广告商的交易视图中显示为“用户获取转移”,并在广告商预算更改日志中显示。
项目复制器 (Project Duplicator)
Game studios are increasingly needing to release new games on a shorter cycle to keep up with changing preferences of their players. In order to save time with monetization setup, we introduced our Project Duplicator to copy settings from one project to another. This will allow you to replicate settings, including placements and eCPM price targets from an existing project. This function will not replicate more sensitive attributes, including Privacy settings and COPPA setting, as that may be more specific to the content of the game itself. Publishers are always encouraged to consider the privacy implications of each project individually and configure those settings accordingly.
游戏工作室越来越需要在更短的周期内发布新游戏,以跟上他们玩家不断变化的喜好。 为了节省使用获利设置的时间,我们引入了Project Duplicator,将设置从一个项目复制到另一个项目。 这样您就可以复制设置,包括现有项目中的展示位置和eCPM价格目标。 此功能将不会复制更敏感的属性,包括“隐私”设置和“ COPPA”设置,因为这些属性可能更特定于游戏本身的内容。 始终鼓励发布者单独考虑每个项目的隐私含义,并相应地配置这些设置。
For all of our released features, you can find further information in our comprehensive documentation.
对于我们所有已发布的功能,您可以在我们全面的文档中找到更多信息。
怎么了 (What’s coming?)
In keeping with our mission to simplify workflows, surface insights, and give more control to publishers, we’ll be unveiling a few capabilities later in the year. Here’s a sneak peek.
为了简化工作流程,深入了解并为发布者提供更多控制,我们将在今年晚些时候推出一些功能。 这是一个偷窥。
eCPM目标优化器 (eCPM Target Optimizer)
Understanding how price changes may affect your fill rates with a particular ad network is challenging and typically involves a lot of time-consuming trial and error. Unity has internally released an incredibly useful tool for our client partners and operations teams to better guide publishers in setting the right prices ahead of time, with optimization based on science rather than speculation. Given the popularity and utility of this tool among internal teams, we plan to extend this feature to publishers.
了解价格变化如何影响特定广告网络的填充率具有挑战性,并且通常涉及许多耗时的反复试验。 Unity在内部为我们的客户合作伙伴和运营团队发布了一个非常有用的工具,可以更好地指导发布者提前设定正确的价格,并基于科学而非投机进行优化。 考虑到该工具在内部团队中的流行和实用性,我们计划将该功能扩展到发布者。
![](https://i-blog.csdnimg.cn/blog_migrate/7ec8456603195ffac28e45ede190d66a.png)
广告拦截见解 (Ad Blocking Insights)
Controlling the ads and advertisers that can buy space in your game can be cumbersome. It’s often based on gut feeling rather than modeled projections of how your revenue will be impacted. To help publishers make easier and smarter blocking decisions, we have enabled domain-level blacklisting, a bulk blacklisting function, and revenue estimates associated with any ads you may decide to block. We indicate a range of the expected revenue hit from a particular block over the next two weeks, so you can decide for yourself if it is worth it for your business objectives.
控制可以在您的游戏中购买空间的广告和广告商可能很麻烦。 它通常基于直觉,而不是对收入影响方式的建模预测。 为了帮助发布商做出更轻松,更明智的屏蔽决定,我们启用了域级黑名单,批量黑名单功能以及与您可能决定屏蔽的任何广告相关的收入估算。 我们会指出未来两周某个特定区块的预期收入范围,因此您可以自己决定是否值得实现您的业务目标。
![](https://i-blog.csdnimg.cn/blog_migrate/3bfa367a6571ee25dc988e326342763d.png)
广告单元/展示位置简化 (Ad unit/placement simplification)
By simplifying Ad Unit and Line Item creation, you will be able to work better with mediation and have fewer items to manage in waterfall setups. We will handle all migration from existing waterfall setups without interruption, so you won’t need to make any changes to take advantage of this workflow – it will simply make your life easier if you manage complex waterfalls with ad mediators.
通过简化广告单元和订单项的创建,您将能够更好地进行中介工作,并减少瀑布设置中要管理的项目。 我们将不间断地处理从现有瀑布设置中进行的所有迁移,因此您无需进行任何更改即可利用此工作流程–如果您通过广告中介来管理复杂的瀑布,这将使您的生活更加轻松。
变更记录 (Change history)
Change history tracks all the important changes occurring by any user editing your account. You can use it to see which users made what changes or what changes might be associated with revenue impacts. The main reason you would want to see these changes is to confirm or troubleshoot issues quickly, so you can pinpoint changes in revenue and correlate them with changes to your CPM floors or settings. Change history acts as a log linking cause to effect, helping you learn faster and make smarter decisions over time.
更改历史记录跟踪所有用户编辑您的帐户时发生的所有重要更改。 您可以使用它查看哪些用户进行了哪些更改,或者哪些更改可能与收入影响相关。 您希望看到这些更改的主要原因是快速确认问题或对它们进行故障排除,因此您可以查明收入变化并将其与CPM底价或设置的变化相关联。 更改历史记录是联系结果的日志,可帮助您更快地学习并随着时间做出更明智的决策。
我该如何开始? (How can I get started?)
If you are not yet using Unity for your monetization needs, take a look at our offerings in more detail. If you are already using Unity for monetization, visit the dashboard to try out some of our new features. We’re always here to help.
如果您尚未使用Unity来满足您的获利需求, 请更详细地了解我们的产品。 如果您已经在使用Unity进行获利,请访问信息中心以试用我们的一些新功能。 我们随时为您提供帮助。
翻译自: https://blogs.unity3d.com/2020/08/24/extending-new-monetization-controls-and-insights-to-publishers/
获利委托和止损委托