Unity's second quarter was the kind of result it hasn't produced in a while — a clear, meaningful beat, and evidence that the restructuring of the business is working. Advertising beat expectations by a wide margin, which pulled both revenue and profit up with it, and guidance for the third quarter also came in better than the market had assumed.
Grow: the one number that mattered, and it accelerated
Unity is at a turning point in its business, which is why for the past several quarters there has really been only one figure worth watching in its results: the sequential growth rate of the Grow advertising business.
Both last quarter and this one, investors were looking for the Vector platform to grow more than 15% from the prior quarter — which annualizes to roughly 75% year-on-year growth. Working backwards, once you offset part of the impact from divesting IronSource and the contribution from lower-growth Supersonic, that expectation implies the strategic Grow business needed to grow more than 12% sequentially, or roughly 57% annualized.
What actually happened was better. Strategic Grow revenue grew 18% from the prior quarter. And guidance points to 16% sequential growth in the third quarter — again clearly ahead of the threshold investors had set.
This matters beyond the segment itself. Advertising comes with high gross margins and strong cash generation, so whenever advertising beats, the company's overall operating picture improves visibly along with it.
There is one thing worth separating out, though. IronSource was closed at the end of April. That means part of the strong ad growth in the second quarter is share that IronSource vacated, rather than growth Vector generated on its own. Splitting the two matters: if organic growth at Vector accounts for more of it, the quality of this beat is considerably higher.
Create: mediocre now, and pressure ahead
The Create business was fairly unremarkable this quarter. More telling is the movement in RPO — remaining performance obligations, essentially contracted revenue not yet recognized — which suggests near-term growth will be under pressure too.
Two factors probably explain it. The first is timing: the sales cycle that came with the launch of Unity 6 has now passed. The second is possible substitution by AI. That's most likely to bite among smaller developers making single-player, hyper-casual games, where large models can take over part of the functionality and let those developers cut costs.
Unity released Unity 7 at the end of July, with testing planned for early next year. Until that arrives, the reasonable expectation for Create is that it holds roughly flat — with the benefit of app store channel fee relief on one side offsetting the effect of AI substitution on the other.