Open Source

Marketing, Open Source, Plugins

How we got 8500 apps to install our SDK. Tips for marketing your SDK.

As of last week, the number of live apps using the SOOMLA open source framework is 8,500. While the framework was not a commercial success and is no longer the main focus of SOOMLA it is still a big achievement and often people ask us – how did you do it. It is very common to hear these days terms like SDK Fatigue and here stories about how no-one likes to install new SDKs. SOOMLA’s framework miraculously made it’s way to a huge number of apps including apps by very big publishers: Disney, SEGA, Gumi, Kabam, Ketchapp, Playlab and Scopely. Here are some of the secrets behind it’s success.

Tip 1 – If you want to be in the rocket, get in before the launch

Many mobile games follow the pattern of a rocket. There is a ton of work done before the launch but once it’s launched it’s very hard to make changes and bring in new passengers. A company that just launched an app has so many things they need to do and everything is critical that your SDK will never get enough priority to get included.

Following the footsteps of giants like Unity and Cocos2d-x, SOOMLA realized that for the SDK to reach massive distribution it needs to be included in the first build. The way to do that is to solve a problem that saves the developers development time.

Tip 2 – Open source and app development shops

Another thing that worked to our advantage with the SOOMLA framework is that developers like open source but even more – app development shops likes open source. There is a surprising amount of apps that gets outsourced to 3rd party development shops. No one tracks how many exactly but there are pretty significant app publishers that outsource as a philosophy. Other publishers do it from time to time. For app development shops there are many advantages to using open source projects. It’s free and it saves them time and development effort which are the two most precious things in an outsourced software project. Once our framework made it’s way to the hearts of the app development shops it started getting included as a default in all the apps that were made by that shop.

Tip 3 – The Unity Asset Store + 13 Tips in one free eBook

In August-2014 we uploaded the framework as a plugin to the Unity. Since the plugins were downloaded close to 20,000 times and the number of apps that use the framework grew 2.5 times. Successfully publishing a plugin in the Unity Asset Store is an art on it’s own – if you are serious about it – download this free eBook – The Unity Asset Store COMPLETE Publisher’s Manual

free ebook - the unity asset store complete publisher's manual

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Announcement, Open Source

Open Source

One of the perks of being an open source company is having a community of developers who not only use your product, but also contribute new and exciting features, ideas and bug fixes to it. Your product is constantly being reviewed, integrated and tested in various use cases, which leads to loads of (hopefully) great and positive feedback, but also (inevitably) reports of bugs and other issues the developers come across.

One of the duties of these open source companies is to take that feedback from the developers and make the best use of it. This both improves the quality of the product and keeps the developers happy.

SOOMLA & Open Source

SOOMLA is one such open-source company, and as such we try to do the most for our developers by implementing desired functionality and adding requested features.

Keeping Your Unity3D libs Updated

One frequently requested feature was to simplify the update process of Unity3D SOOMLA modules. Since importing a .unitypackage into Unity3D doesn’t override existing files, developers who wanted to update SOOMLA were required to manually find all of SOOMLA’s libs and files (which were scattered everywhere), remove them, and only then import the new updated SOOMLA libs. SOOMLA solved this problem with 3 new long-awaited features:

  1. Move all of SOOMLA’s libs into a Soomla folder – each supported platform (Android, iOS and WP8) in the `Plugins` folder now has a `Soomla` folder in it, containing all of SOOMLA’s libraries.
  2. Create a `Remove SOOMLA` script allowing a developer to remove SOOMLA entirely.
  3. easy as pieCreate a `Remove` script for each module – allowing the removal (and update) of a single module.

These features were made to ensure that updating SOOMLA is as easy as pie.

Integration Without Prefabs

One more feature to make SOOMLA’s Unity3D developers’ life a little better was removing the prefabs. Every integration required that the SOOMLA prefabs were dragged & dropped into the main scene, thus adding another integration step. As SOOMLA strives to make its integration as simple as possible, removing them was an important step towards an easier integration. The new release incorporates a new mechanism of instantiating the necessary game objects for event handling at runtime, allowing the removal of these prefabs, resulting in an simpler integration process.

spartonix_header_logoThis new update to streamlined integration was made possible with the help of Omer Leshem, founder of gaming studio Spartonix and a member of our developer community. This proves once again that developers can do more together!

Speak Up!

As always, SOOMLA is open to new ideas, so if you have anything you’d like to share, feel free to do so on our forum.

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Marketing, Open Source, Plugins

SOOMLA IntegrationsA few months ago we launched our integrations section in the SOOMLA Knowledge Base.  So far, we’ve received some significant code sample contributions from the likes of Supersonic, TUNE, GameAnalytics, Fyber, AdColony, Unity Ads and a few more.  Since our knowledge base website is open sourced on Github, we’d like to offer more companies to submit their integration code samples.  This blog post will describe how to set up such a dedicated, branded page for your platform / service.

Getting Started

  • Fork the SOOMLA knowledge base to your Github account and then clone it locally.
  • Get the knowledge base running locally by following the guidelines in the Github repo.  Our knowledge base website uses Docpad, a Node.js based static website generator.  Documents are written with Markdown for ease.
  • Once you’ve got it running, switch to the samples branch and restart the local server by running docpad run again.

Create Your Platform Page

  • Integration pages are all located under src/documents/samples.  You will see that some samples have both a file and a folder with their name.  That’s because they’ve separated their code samples into separate files which is the right way to go.  Let’s use Fyber for example, you can observe the file on Github:
  • Make a copy of in the same folder and replace “fyber” with your platform’s name.
  • Create a sibling folder to the fyber folder with your platform’s name.
  • Note that file name conventions are all lowercase here.
  • Note that the file has the suffix since it goes through Docpad’s pre-processing pipeline in reverse suffix order.  The document is first parsed as an eco template (to allow partial inclusions), then as a Markdown file (for code formatting) and finally lands as an HTML file.
  • Locate the page’s metadata at the top.  An example metadata section looks like this:
layout: "sample"
image: "supersonic_logo"
title: "Supersonic"
text: "Show rewarded video / offer wall to earn coins"
position: 10
relates: ["giftgaming", "fyber", "unity_ads"]
collection: 'samples'
navicon: "nav-icon-supersonic.png"
backlink: ""
theme: 'samples'
  • Change these fields: title, image (keep the _logo suffix), text, and backlink.  Specifically in the text attribute, list the use case of using your platform with SOOMLA

Page Content

A page’s content should include:

  • A descriptive paragraph at the beginning explaining a bit about the platform.  Why is it unique? How does it help developers? What is the relationship with SOOMLA’s open source SDK / data platform?
  • Code samples divided to different technologies in different tabs.  See other pages for the tab implementation.  Make sure to place the code samples in the folder you created in the first steps and include it with code similar like this: <%- @include('./fyber/fyber_example.cs') %>.
  • A “Getting Started” section with several simple steps of how to get up and running quickly.  Include links to downloads, sign up pages, resouces, tutorials etc.
  • All code and explanations should be concise and focused on the use case. There is no need to create elaborate classes with tons of platform specific code. Keep only what’s necessary, and have a look at other samples to see how they do it.

Submitting The Page

  • Submit a pull request on Github to the samples branch on SOOMLA’s repo.
  • Send us 2 key images with a transparent background to
  1. A small 100×100 icon – only the logo without labels
  2. A larger icon that shows both the company icon and label.

That’s it.  If you need any further help you can also reach me personally at  Happy Coding 🙂

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Open Source

Sometimes people ask us what SOOMLA is all about. We offer different products from an open-source framework to cutting edge data services and we wanted to make sure you get what we do. So let me go ahead and lay out SOOMLA’s products and explain them to you.Dafi's Post

SOOMLA – An Open Source Framework

Let’s start with the basics, SOOMLA offers 3 open source modules that help create rich, engaging and monetizable games: Store, LevelUp and Profile. The framework is modular, so you can choose which modules you do or do not want to integrate.

Soomla Store
is a smart and fast way to add in-app purchase to your game and basically create your entire virtual economy. Store is based on a flexible economy model that suits almost every F2P game out

When you use Store, you don’t only get easy to use APIs to add in app purchase services like Google Play, App Store or Amazon Store, but you also get:

  • All your users’ balances stored on the device
  • A Smart event system that will notify you about whatever happens with the economy
  • Receipt verification with a flick of a switch

The second module within the framework is the game design module we like to call SOOMLA LevelUp.  With this module you can incentivise your players to progress, unlock new content and earn virtual goods / currency.

LevelUp helps you manage the user’s state within your game:levelup

  • You can manage the user’s Score, Level Completion state and other valuable parameters.
  • You can listen to the smart event system provided by SOOMLA in order to display the right screens inside the game.
  • LevelUp allows you to create your game’s gate system which will control how your users play your game. Just select the right gate for you, associate it with a level and your game will magically ‘understand’ if the level is playable or not.

And of course, just like with SOOMLA Store’s balances, everything is kept encrypted on the device in SOOMLA’s on-device key-value database technology.

SOOMLA Profile offers easy implementation handling the user’s social engagement using one API for all social networks, allowing users to easily Like, Share and tweet anything you choose in your game.

Screen Shot 2015-09-17 at 14.10.53

profilePlayers love to get rewarded for performing social interactions within your game, with Profile it’s easy to do so. Since the module is part of the SOOMLA framework (it can be connected to Store & LevelUp), you can easily perform actions like giving a reward to users who tweet their score.

GROW – Free Backend and Smart Data Platform

The second family of products that SOOMLA offers is an awesome set of data and game enrichment services:

GROW is a new and innovative data network. You can use Grow to gain valuable insights about your users  and enrich your in-game experience through an amazing set of backend services that complements the client side open-source framework into a perfect solution every F2P game needs.  In the end, GROW provides you with tools to increase monetization and engagement of VIP users and easily drive your in-game experience to a next level.

GROW includes the following products:

insights Insights brings you powerful information about your users in real-time. This information ranges from the user’s purchasing habits to his/her social behaviour in the same game genre or in all other genres. You can use these insights to take actions on your users during gameplay, when it really matters. Some of the actions you can take are:

  • Create special prices/discounted bundles for paying users in your genre
  • Adapt the game difficulty for specific users
  • Display ads for non-payers only
  • Create push campaigns
  • Identify the time of the day the player is likely to purchase and send him/her offers accordingly

 whales If you use SOOMLA Store and join Grow, you’ll receive a weekly Whales Report to your inbox. This report identifies the paying players in your game from the Grow data network and tells you how many payers from other games you’ve managed to convert and how much money you left on the table.

A couple of very interesting metrics you can find in the report are:

  • The number of new players in your game that played other games in the Grow network and have paid – these are the players you surely want to convert.
  • The number of players in the Grow network that paid only in your game – if the number is high and increasing from week to week it means you’re doing something right 😀

analytics The Analytics Dashboard provides you with useful information  about your games. You can investigate its performance, analyze revenue, retention and a lot more.

Unlike other Analytics Dashboards, Grow’s Analytics Dashboard is built from our long experience with games and after investigating what mobile game studios really need. And it’s FREE like all other Grow products…so why are you still here? 😉

backend Grow’s Backend services include some amazing tools that almost automatically wrap your game with a layer of richness that makes it amazingly engageable:

  • Social Leaderboards let your players compete with their friends.
  • Gifting lets your players help their friends by sending them coins, lives and upgrades.
  • Sync lets your players pick up where they left off regardless of the device they’re using.
  • Economy Management lets you save your users’ in-game balances of soft purchases and currencies and then restore them on fresh installs to keep players engaged.
  • Fraud Protection lets you secure your in-app purchases by marking and blocking fraud suspects, receipt validation and identifying abnormal purchase behavior. This feature takes the receipt validation from the SOOMLA Store module and adds a sophisticated layer for advanced verification.


Now that you know all about SOOMLA’s products, it’s time to go get ‘em. The value is truly amazing and it’s all done with LOVE for you. Join the Grow network and be a part of the biggest thing in mobile gaming.

We’re continuing to work on adding more features to help you get the most from your games.

If you have any cool ideas, special requests or any comment don’t hesitate to contact us.

If you want, you can even contact the entire SOOMLA community with any question you have about the open source framework or about Grow.

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Announcement, Open Source

SOOMLA’s newest release brings you not only a completely redesigned dashboard, but also its revamped, brand new, specifically tailored for your needs Grow Bundles.

Unity Grow Bundles

Grow is SOOMLA’s flagship community-driven data network. Designed to fulfil the requirements of both leading game studios and indie game developers, all Grow products can be utilized to increase user retention and monetization. Using the new analytics dashboard you can analyze user behavior, track user retention and compare your game’s performance to other games. Grow also features the Whales Report – the only mobile game report focusing on paying users. It provides a unique view into your game’s performance by analyzing paying users’ behavior in your game. Another part of Grow is Grow Insights – a unique solution which allows you to receive valuable insights about the user currently playing your game – in real time.

Analytics Dashboard

The analytics dashboard, Whales Report and Grow Insights are all included in the Grow Bundles specified below. A lot of thought was put into creating the perfect blend of features for each bundle, so whether your focus is on social leaderboards, remote economy management or going viral, you’ll find the perfect bundle to suit your needs.

Grow SpendGrow Spend

Satisfies all your virtual economy needs and fraud-less IAP desires.

Key Features:

  • SOOMLA’s open-source module – Store
  • Remote Economy Management
  • Game Balance Sync
  • IAP Fraud Protection

Why choose Grow Spend?

Grow Spend is the perfect virtual economy solution for your game. If you want fraud protection, cross-device balance sync and remote economy configuration then this bundle is for you.

Download: Unity3D | Cocos2d-x

Grow ViralGrow Viral

Provides tools for gift sharing and other social actions.

Key Features:

  • SOOMLA’s open-source modules – Store and Profile
  • Gifting

Why choose Grow Viral?

Grow Viral is the perfect social engagement solution for your game. If you want your users to gift their friends in order to increase virality then this bundle is for you.

Download: Unity3D | Cocos2d-x

Grow CompeteGrow Compete

The best way to create some healthy competition amongst your players.

Key Features:

  • All of SOOMLA’s open-source modules – Store, Profile and LevelUp
  • Game Progress Sync
  • Social Leaderboards

Why choose Grow Compete?

Grow Compete is the perfect competition stimulation solution for your game. If you want your users to compete with their friends in order to increase engagement then this bundle is for you.

Download: Unity3D | Cocos2d-x

Grow Ultimate

The most fully featured of all Grow Bundles.

Key Features:

  • All of SOOMLA’s open-source modules – Store, Profile and LevelUpGrow Ultimate
  • Remote Economy Management
  • Game Progress & State Sync
  • Gifting
  • IAP Fraud Protection
  • Social Leaderboards
  • Grow Insights
  • Analytics Dashboard
  • Whales Reports

Why choose Grow Ultimate?

Grow Ultimate is the perfect All In One solution for your game. If you want your users to have the perfect experience in your game then this bundle is for you.

Download: Unity3D | Cocos2d-x

Grow Insights

Connects your already integrated SOOMLA modules to the Grow network.

Key Features:

  • Grow Insights
  • Analytics Dashboard
  • Whales Reports

Grow Insights

Why choose Grow Insights?

Grow Insights is the perfect solution for your game if you have already integrated any of the SOOMLA open-source modules in it. If you just want to get analytics such as the Whales Reports and Grow Insights then this bundle is for you.

Download: Unity3D | Cocos2d-x

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Guest Post, Open Source

Lux ArticleAbout the Author: Aureus Interactive is the creator of Menu Starter Kit available on the Unity Asset Store. He received a degree in law and then continued to teach himself Python, Java, C#, 3D modeling, texturing and two languages. He started his game programming journey by making a casual game in GameMaker, but has since gained many years of experience developing in Unity3D. He is now active on the Unity Asset Store with modular 3D environments, various game scripts and starter kits. He also works on casual games for mobile. In his free time he enjoys reading essays about history and neurology.

Every game needs a home and pause screen and will also most likely need other screens such as win, lose, a stage selection menu and a save system screen. Back in 2010, when Unity GUI was not as intuitive as Unity 4.6, I published an asset for the Unity Asset Store with a home solution that did not need any coding knowledge from the user.

Starter Kit Image 1

From those early days I have continually updated the Menu Starter Kit, implementing the new Unity GUI, a sound manager for background music and GUI sfx, which is a multi profile save system and life system. It also supports Unity ads and has an in-game store solution for virtual purchases.

I recently had a handful of users ask for an in-app purchase system that allowed for real money transactions.  My problem was not only finding a billing plug-in for Unity to implement, but also a solution that was friendly enough for me to build over the store code. I also needed it to be easy and customizable so my final users, that have little or no coding experience, could still easily implement my asset.

I came upon the SOOMLA’s in-app purchase plugin which satisfied all these requirements. The Menu Starter Kit supports up to 10 save profiles, so I started to write a SOOMLAStoreAssets class in C# with 10 different kinds of VirtualCurrency in it, in order to keep track of the virtual balance of each profile. Then I filled the VirtualCurrencyPack with 10 duplicates of each money pack for each profile, which I had to be very careful to keep their names consistent (like: VIRTUAL_MONEY_PROFILE_0_PACK_20).

Starter Kit 2

The next step was to write a SOOMLA_billing script that not only initialized the SoomlaStore, but also had a public function that could target my old store script and act as a bridge from my previous code and the new SOOMLA features. Thanks to this bridge and for name consistency in the SOOMLAStoreAssets, now the Menu Starter Kit store can target the right money currency and pack in SOOMLA just feeding “quantity” in the original store buttons prefab with a number that matches the quantity pack.

Starter Kit 3

Starter Kit 4SOOMLA has given proof not only to be easy to use, but it’s also noninvasive, so it can be easily added to an already developed project without major changes to the code.  SOOMLA’s plugins are open source and released under the Apache license, so template makers and asset developers are free to incorporate it in their work and re-distribute it, no strings attached.

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Game Design, Open Source, Tips and Advice



Mega Jump – Doodle Jump with Coins

Mega Jump is a game about Redford, a red monster that jumps really high. So high that he passes ancient cities in the sky, goes to outer space, and somehow ends up back on solid ground after 10 levels. Mega Jump is produced by Get Set Games, a game development studio based in Toronto, Canada. The studio has totaled over 50 million downloads on the Apple App Store and Google Play. Mega Jump would be just as good or better if it had SOOMLA integrated inside – and the developers could’ve saved some cash by going with open source.

Get Set Games Could Get a Mega Bargain with SOOMLA Store

Mega Jump’s store has all the components identified in SOOMLA’s Economy Model. Mega Jump has a  primary currency, lifetime goods, upgradable goods, single use goods, single use packs, and currency packs.

Currency – Mega Points

At first glance, it may seem that the currency for Mega Jump would be the coins collected throughout the game. However, Mega Jump converts every 10 coins collected into 1 Mega Point (MP). Mega Points buy most items in the game’s store with one exception:

Currency Packs

Currency Packs are the only purchasable goods in the game that are purchased with real money. Mega Jump offers multiple currency packs. The most popular in-app purchase on iOS is 1,500 MP for $0.99. A bonus deal when purchasing a currency pack from the Mega Jump Store is that it includes the lifetime good of “remove ads.”

Mega Jump Store

Some currency may be earned with a Facebook Like, Twitter Follow, or a rewarded video ad.

SOOMLA’s Economy Model does not include “purchase with social media” or “purchase with the viewing of an ad” as a form of purchasing goods. However, there are a few options to make this happen.

  1. The developer can use StoreInventory.giveItem(“MegaPoints_100”, 1) after a user does something on social media or after the user views an ad.
  2. The developer can use a social gate using SOOMLA Profile and LevelUp and reward the user for completing a social mission.
  3. For rewarding a user for viewing an ad, a developer can use a mission with a schedule gate using SOOMLA LevelUp. The start time will be the beginning of the ad and the end time will be when the ad has completely played. This is most useful if the developer knows the duration of the ad. Developers do not want to reward a user too early or too late for viewing an ad.
  4. Many developers unfortunately do not know the duration of an ad, therefore, they can also use the giveItem method to reward an ad.  SOOMLA integrations facilitates this process. Click here for an example of how this can be done if a game integrates HeyZap.

Feel free to comment your preferred solutions to this situation.

Aside from currency packs, Mega Jump has purchasable goods that fall into other categories.

Lifetime Goods Upgradeable Goods
Characters Magnet
Remove Ads Action Umbrella
World Unlocks Balloon


Single Use Single Use Packs
Save Me Save Me x5
Save Me x10
Save Me x25

Remove ads is included when a user makes a market purchase from the store. This can be implemented easily with SOOMLA Store. A developer would most likely have a flag in the game that indicates whether the game will display ads or not. The flag can be turned on or off depending on whether or not the user has the “remove ads” virtual item. The remove ads virtual item does not have to be visible in the user’s item inventory. The user, however, will know they have this feature because there will be no ads in their game. Furthermore, when a user makes a purchase from the store, the game can check if the user already has this item in order to not provide repeat items.

Mega Jump Characters

World Unlocks are purchased with MP and as the name states – unlocks a world. This is another virtual item that is not usually seen in a store’s inventory, but through access to a feature – in this case, a world. The game could check if the user has the specific item that grants access to a world in order to allow a user to play in that world. This can be done using SOOMLA LevelUp.

Balloons, Magnets, Anti-Gravity Boots, and Action Umbrellas are examples of upgradeable goods. These have a simple effect during the beginning of game play. Once upgraded with MP, they make your character unstoppable. The magnet begins by simply attracting coins, but after a few upgrades it turns all obstacles into double coins. Not only is this a great motivation for users to buy these items, but they provide for a more interesting user experience.


Levels and Worlds – From Earth to Space

Mega Jump has multiple worlds with 20 levels in each world. The first ten are “easy” levels and the last ten are the “hard” levels. Worlds are unlocked with 2500 MP and levels are unlocked when a user reaches specific heights. Every time a user reaches a specific height the game notifies them that they have unlocked a new level.

Stage Clear

This is can be implemented using SOOMLA LevelUp. Worlds will be unlocked using a purchasable gate. This requires the user to purchase a virtual item in order for a world to be unlocked.


Levels on the other hand, are unlocked when certain scores are achieved. When Redford jumps a certain distance, the next level unlocks. The level unlocking system in Mega Jump can be replicated using SOOMLA LevelUp with the use of record gates. A record gate can be unlocked when a character reaches a certain distance or score. The opened gate will, in turn, allow access to the level.


Mega Likes and Tweets

As discussed earlier, Mega Jump integrates a Facebook like button and a Follow option for Twitter. These actions are rewarded with MP. This mechanism can be replicated using SOOMLA Profile and a connectivity with SOOMLA Store or LevelUp. Social Missions in SOOMLA LevelUP are perhaps one of the easier ways to get this done. Moreover, Mega Jump has the potential to include more social connectivity such as score sharing and game replays.

Jumping With SOOMLA

Mega Jump is a memorable game that has reached millions of users. Its success is due to the great user experience it provides. This experience could be replicated with the possibility of even more features if Get Set Games integrated SOOMLA. Moreover,  if you’re thinking of making a new game with great features, SOOMLA will help you get an easy start.

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Announcement, Open Source, Unity

We’re happy to announce that the SOOMLA Store SDK now supports receipt validation for Android.  This latest development, which was much awaited by our developer community, is another layer in our secure in-app purchase stack which supports our commitment to prevent IAP fraud.  The validation uses our dedicated complimentary server. Don’t sweat it if you don’t know how to set up a server, we’ll pick up the tab on that one.

This latest feature has also been integrated into our Unity and Cocos2d-x plugins to ensure that developers using game engines can benefit from it as well.  In Unity, using Android receipt validation is as easy as ticking a checkbox.  You need to also configure a few things with Google and provide your OAuth credentials. This is explained in-depth in our knowledge base.

Developers using GROW analytics gain automatic access to our fraud protection analytics. Our analytics integration does not use custom based events and is able to filter out fraud to give you more accurate reporting.

View Now

Receipt validation, also known as server side verification, is a best practice for developers who are employing in-app purchases in their game and who isn’t today, riunity-android-receipt-validationght? For those of you who aren’t familiar with receipt validation, the general concept is to double check a transaction with a third party server which in turn validates it with Google Play’s servers.  The reasoning for do this is that malicious users could potentially “crack” their devices’ IAP by installing a piece of software that emulates the purchase process. These crackers usually hijack purchase requests and direct them to fraudulent servers that return a response similar to the one returned by Google Play even though the transaction is never really committed. The solution to this scenario is to validate the receipt that’s returned at the end of the purchase with a dedicated server that you trust, which will validate the receipt on your behalf with Google Play. Since it’s your dedicated server (or in this case, SOOMLA’s dedicated server) it’s much harder to crack the link between that server and Google Play. This process is very similar to receipt validation in iOS.

Check out these slides for more details:


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Guest Post, Open Source, Tips and Advice

In this tutorial, we will look at ways to upgrade SOOMLA packages.

Case: You get an email from your friend “Hey, there’s a new feature in the SOOMLA module. It’s available and supports Windows phone too. Upgrade it in your existing project to use the new features.”

You are really excited and want to upgrade your existing project to the newest version immediately! You open up your project and see lots of project files wandering around and feel confused. You ask yourself, “how the heck will I update this?”

Now, your main objectives to overcome:

  • Update SOOMLA modules to newest release
  • Update it without losing any connectivity or files

So, let’s begin:

There are two ways to update SOOMLA modules:

  1. Manually
  2. Automation

Manually for smaller projects

Step 1: Select soomla files

Step 2: Right Click and press delete


Step 3: Press “Delete.”


Step 4: Download and import new package.

Manually for larger projects*:

* If your project is larger, then you may have a lot of other files in the “Plugins” folder which may result in confusion over which files are related to SOOMLA.

The easier workaround is, open a new SOOMLA project while the current project is still open. Import the respective SOOMLA package and wait for the “Importing package” screen to appear.


Now, cross check which files are related to SOOMLA and delete those files.

Auto process for large and small projects:

I was looking for better options over manually adjusting everything which uninstalls the assets auto. After quite a bit of searching, I came across Package Uninstaller, which helps uninstall any package without having to fear of deleting wrong files.

Let’s see how to use this package to upgrade our SOOMLA modules.

Step 1: Download and import Package Uninstaller.

Step 2: To uninstall, go to Assets > Package Uninstaller


Step 3 : Select SOOMLA’s .unitypackage from explorer.


Step 4: Click uninstall.

Step 5: Press “Yes Do it” and the uninstalling package process will start.


Step 6: Download latest SOOMLA module and import.

This is how you can upgrade your existing SOOMLA package to the newest version.

If you have any questions, please don’t hesitate to ask in the comments section below. Also, if you’d like other tutorials on similar topics let us know or visit my blog Game Development Secrets

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Announcement, Open Source

Supersonic and SOOMLA are joining forces!  We’re happy to announce our partnership with Supersonic as part of our efforts to provide our devSupersonic + Soomlaeloper community with the best monetization solutions to complement the SOOMLA framework.  Using SOOMLA Store, Profile and LevelUp will help you create your game’s economy and progression curve.  By adding Supersonic’s rewarded ads between levels and currency shortage cut-points, you can now monetize all users equally.

Supersonic is a leading mobile advertising technology platform. It offers developers the ability to monetize users by serving beautiful rewarded video ads, interstitial ads and offerwalls, all in one SDK.  Supersonic commits to generating significant eCPM and a high fill rate to maximize revenue for game developers. Supersonic is now offering SOOMLA community members a $100 bonus when you integrate their SDK.

As a technology-driven company, we are happy to partner with another tech powerhouse such as Supersonic. We’ve created several code examples for Unity, iOS & Android to help you get started seamlessly.

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SOOMLA - An In-app Purchase Store and Virtual Goods Economy Solution for Mobile Game Developers of Free to Play Games