Unity
Source: Unity

When we last looked at Unity in March 2025, the company was losing ground to AppLovin in ad tech and struggling to convince the market it had a coherent plan. A year later, that story has changed: Unity is back to growth.

That turnaround is driven by real momentum in Unity’s rebuilt ad platform, Vector. While AppLovin still retains a clear lead, Unity is now firmly in catch-up mode rather than free fall, and its recovery is increasingly credible.

Much of this shift traces back to CEO Matthew Bromberg, who took over in May 2024. He quickly killed the runtime fee, shipped Unity 6, and rebuilt the executive team, bringing in former King CTO and Havok co-founder Steve Collins as CTO, along with CFO Jarrod Yahes in January 2025.

Unity has two segments: Create (the engine) and Grow (ads and user acquisition). The recovery is almost entirely a Grow story — specifically, Vector. The Create side, including its AI push, hasn’t translated into results yet.

The Year of Subtraction

Real focus shows up in what a company is willing to cut.

In March 2026, Unity announced it would sunset the ironSource Ads Network and explore a sale of Supersonic, the game publishing business it acquired in 2022. At the same time, it introduced a new reporting lens: “Strategic Grow,” which strips out legacy and non-core assets to isolate the performance of its rebuilt ad platform.

With that, management is effectively telling investors which numbers now matter. Strategic Grow is expected to grow ~48% year-over-year in Q1 2026, which is roughly double the reported Grow segment at ~24%. The metric does isolate the core business and centers attention on the only part of Unity that is actually growing.

The 2026 moves are less a pivot than the culmination of a multi-year effort to narrow the company back to two things it can realistically operate: the engine and the ad platform. Unity exited Weta FX services in 2023, handed off Digital Twin services in 2024, canceled the runtime fee in September 2024, and shipped Unity 6 shortly after.

The financials are starting to reflect that focus. After shrinking through early 2025, Unity returned to growth in Q3, accelerated to ~10% in Q4, and is tracking toward ~17% in Q1 2026. Adjusted EBITDA has followed a similar trajectory, rising from $84 million in Q1 2025 to a guided $130–135 million in Q1 2026.

Unity revenue by segment

The Vector Factor

Most of Grow’s recovery is driven by Vector, Unity’s rebuilt successor to Audience Pinpointer and its core engine for Return on Ad Spend (ROAS) campaigns. The product was released in the first half of 2025.

Once live, performance scaled quickly. Vector delivered mid-teen growth rates for three quarters in a row through 2025, increasing its share of Grow revenue from 49% in Q2 to 56% in Q4. January 2026 was Vector's best month ever, up 72% year-over-year. The Q1 2026 preliminary release attributes another ~15% sequential growth to Vector, and the main reason Unity beat its own guidance by about $20 million.

Unity also closed a meaningful product gap in March by launching day-28 in-app purchase ROAS campaigns. AppLovin's Axon had spent roughly two years bidding against a 28-day value window while most of the industry, Unity included, was stuck on day-7. The longer the window, the better the network can distinguish users who hit a short-term target and mature well from users who hit it and churn.

Vector is now competitive; whether that edge is defensible is another matter. Unity emphasizes access to engine-level data across its ecosystem, implying a true data advantage over SDK-based competitors. However, public disclosures point to fairly standard inputs: post-install sessions, purchases, ad revenue, and progression events. These are signals that any well-instrumented SDK can capture.

If Vector’s inputs are largely indistinguishable from SDK-level data, then its current advantage likely comes from model quality and execution rather than a unique dataset. Vector clearly works, and it is driving growth. The jury’s out on whether it has a durable data moat.

Unity Engine’s AI Bet

On the Create side, Unity has consolidated its AI efforts into a single in-editor product: Unity AI. It combines an Assistant for code and Q&A, a set of Generators for sprites, textures, and sounds, and a local Inference Engine for running models at runtime. The bet is that the engine itself becomes the user interface for AI tools, with usage-based billing via “Unity Points.”

Unreal Engine is taking a different approach. Epic's AI tools are separate plugins for separate problems: Learning Agents for gameplay, Neural Network Engine for runtime inference, MetaHuman for digital humans, and the Epic Developer Assistant for code. There's no unified “Unreal AI” product.

Unity is betting on integration and monetization through a unified interface, while Unreal is betting on modularity and developer choice.

Unity’s one-stop AI shop seems compelling, but it also raises a question: who is it actually for? Professional game developers are already using tools outside the engine. The serious tools in 2026 — Cursor, Claude Code, Codex — live outside the editor. Hobbyists, meanwhile, are finding Godot surprisingly compatible with agentic workflows, because its simpler architecture maps better onto what a coding agent can reason about from the outside. Unity’s architecture is harder for an external agent to navigate, which is precisely why Unity is trying to own the AI layer inside its own editor.

This leaves Unity AI awkwardly stuck in the middle between advanced users already committed to external tools and hobbyists who may prefer simpler, more flexible environments. Notably, third-party tools like Bezi, a Unity-specific AI assistant backed by Benchmark, are already trying to capture the same middle ground. Unity now has to decide whether to outbuild, acquire, or coexist with them.

This doesn’t mean Unity AI will fail. Small and mid-size studios that want generative assets without leaving the editor may be a real audience. But Unity hasn't finalized pricing, hasn't left beta, and hasn't shared usage metrics. For now, this remains unproven.

Ultimately, the success of Unity AI may not matter much: Unity Engine’s real advantage is lock-in. The engine itself is replicable; the tooling and the ecosystem around it are not. These include things like the Unity Asset Store and the ubiquitous Unity SDKs for analytics, ads, and payment services that are the real moat. Specifically for mobile live-service studios, which is Unity Engine’s bread-and-butter customer, switching engines is a huge undertaking.

What to Watch

The turnaround is real, but fragile. Whether it holds comes down to two issues.

The first, and by far the most important, is whether Strategic Grow keeps compounding. If Vector's growth slows, the Strategic Grow framing starts to look more like presentation than reality. For now, the continued acceleration into Q1 2026 is a strong sign.

The second is how Unity AI lands, both as a product and as a pricing model. Unity has been unusually transparent about its AI architecture, model providers, and data policies. It has been much quieter about who's actually using the product, and for what. The bigger question is ROI: usage-based AI pricing is now standard across the industry, but developers will only pay if Unity Points deliver real productivity gains over the external tools they already use. 

Unity is a more disciplined company today. It knows what it does well and what it needs to cut. The ad business has a real story, and the engine still has the industry lock-in it always did. But the financial repair isn't done: while adjusted EBITDA looks good, Unity is still GAAP unprofitable, with its stock-based comp (at 21% of revenue) still big enough to keep net income negative. Whether Vector keeps compounding, the AI bet pays off, and the financials follow into real profitability is what the next year will decide.


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