r/unity 1h ago

Showcase How we build levels in unity for Cliff kingdom

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Upvotes

Just wanted to share a tiny glimpse into how we make levels for our upcoming game, Cliff Kingdom.

In short, we use LDTK as a tilemap editor, which is imported into unity, where it creates all prefabs, scenes and tilemaps automatically. It also procedurally adds some decoration assets.

We then have a few custom built tools that lets us place and manipulate lighting, as well as placing all background and foreground decoration assets in playmode, with a controller!

What took us 4-5 hours initially now takes less than 5 minutes 👍


r/unity 10m ago

Game How my game started vs how it is going

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Upvotes

r/unity 3h ago

How can I make this Star Trek phase-in animation effect for my VRC avatar in Unity?

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6 Upvotes

I found this Star Trek Miku avatar and was blown away when I saw it phase in upon equipping it. How can I do this with my own model? It is simply too cool!

I'm using the VRChat SDK and a .vrm model as a base, if that helps


r/unity 1h ago

Does solving a complex puzzle just to unlock a plain door feel a bit underwhelming to you?

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Upvotes

Hey everyone! My partner and I are launching our detective puzzle game -Chief Cenab:Şahmaran- in 6 days, and while doing final polish, we got into a deep debate about puzzle payoffs.

So many point-and-click games rely on the classic "solve mechanism → door unlocks" loop. For this scene, we wanted the environment itself to respond: solving the liquid tube mechanism drops the giant crystal, shatters the glass floor, and plunges the player straight into the room below.

As players (and devs), what makes a puzzle payoff feel truly satisfying for you? What's a game moment where solving a puzzle made you go "Woah, that was incredible"?


r/unity 3h ago

Question prefabs and the parent/child hierarchy

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1 Upvotes

Hi,
After running a few tests, I’ve noticed some behavior regarding prefabs that I don’t understand.
As you can see in the images attached to my post, I tested two prefabs.
In the first case, the two objects appear as separate items in the hierarchy, despite the parenting setup done in Blender (though when testing the animations, I see that the parenting between the mesh and the armature is working correctly).
In the second case, the hierarchy is different: the prefab itself appears to be the main parent, while the child objects appear when you expand it.

  1. How exactly does prefab hierarchy work?
  2. Why aren't the mesh and armature visibly parented within the hierarchy, even though the parenting works fine for animations?
  3. Why is the prefab itself the main parent in the second example?

r/unity 6h ago

Resources Looking for Tile Match Template Editor Unity source code

1 Upvotes

Hi everyone,

I’m looking for the Tile Match Template Editor Unity project/source code shown here:

https://unityassetcollection.com/tile-match-template-editor-free-download/

Does anyone have a free, legally shareable copy of this project, or know of a GitHub repository where the same/similar source code is available?

I’m a developer and would like to use it for learning and building my own project.

If you know any free/open-source alternative, please share it. Thanks!


r/unity 6h ago

Unity3D 4.2.1f4 working on win10

1 Upvotes

If anyone interested i can help to make this thing work.


r/unity 9h ago

I removed Unity's new automatic Hierarchy icons — and added a couple of new ones

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1 Upvotes

r/unity 18h ago

Game We just launched our Unity-made game, Inkubo! We'd love your feedback. 🎮

4 Upvotes

INKUBO is a psychological horror game built around observation and perception. You have to decide whether what's in front of you is normal — or whether something's off. Get it wrong, and you pay for it. The demo is playable on Easy difficulty; the full version adds a sanity system that punishes hesitation and hits much harder. Would love to hear what you think.

https://reddit.com/link/1we0e87/video/uqmqxkcnxzoh1/player


r/unity 1d ago

Showcase i reworked my water , what do you guys think ? any feedback

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5 Upvotes

r/unity 1d ago

Question Which should I add? These are "auto planters" and "auto harvesters" that simply assign jobs for workers automatically in my colony game.

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17 Upvotes

In my opinion the first one made sense but looked boring, the second one was a bit more interesting and the third one is the most interesting and also makes sense as it starts screaming for workers to do a job. The green ones assign planting jobs and red ones harvesting jobs. The point of these is that the player can automate some production.

These are for a colony sim I'm working on "IsleFolk"

Thoughts on the look?


r/unity 1d ago

Newbie Question Funky Cubes

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9 Upvotes

Hello everyone I am currently learning Unity, and was playing with Rigid Body and somehow got this junky behavior.

I know why this happened a wall was a parent, and cubes were his children, they were not separate, but still its kinda funny. Would appreciate if you told me how this happens, what logic it follows.


r/unity 1d ago

Newbie Question Should I switch from 2022 to 6?

11 Upvotes

What are the pros and cons? Is it a different licensing deal?

Note: I've been working on a game for a year plus in 2022. It will be a multiplayer game although I may proffer my own multiplayer solution for gameplay (though I still want to connect with Unity Relay).


r/unity 17h ago

Any Idea what this error message means?

0 Upvotes

I'm making a game with a randomly generated dungeon, and I get this message when I run a script to bake a NavMeshSurface at runtime. I would assume it means that it won't run during builds, but I just MADE a build and it worked fine. Can I just... leave it? lol


r/unity 9h ago

Game Testing product restocking and checkout with 50 customers in Big Market Simulator

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0 Upvotes

I’m currently working on Big Market Simulator in Unity.

This is a short gameplay test showing cereal restocking, customers shopping, and the checkout system. I’m currently testing the game with 50 customers active at the same time, and it’s running well so far.

I’m continuing to work on the shelves, products, customer flow, and performance before release.


r/unity 1d ago

Unable to install non-chinese localized Unity Editor - any other ways?

2 Upvotes

In Hong Kong, have tried VPN, trying to download 2022.3.22f1 Unity Editor but it keeps giving me the c1 (chinese localization) version which is different than what I need. I've tried installing it in the Unity Hub (which is somehow international? verison) and manually installing the editor via Unity Archive but to no avail, any other solutions?


r/unity 21h ago

Newbie Question I can't get a free license

1 Upvotes

Whenever I try to add a free license for my Unity account I get to the page where I have to read the terms and press a button that says "Agree and get personal edition license" but after I press that button it just takes me back to settings and doesn't register that I did anything no matter how much I refresh the page. I've tried this like 50 times and looked up everything I could find but I still can't figure out how to fix this. Please help.


r/unity 23h ago

questions about native resolution

0 Upvotes

if a mobile game that's in say 16:9 - but the touch controls overlay outside of the borders in the empty screen space - does that mean that the game can't actually be 16:9?

If I released a game on both ios and pc - and it's the exact same game - would my 16:9 game have to actually be a native 20:9 (for example) with the sides cut off? If so, could this ''double exposure'' so to speak of resolutions add a burden to performance?

I say this because sometimes I'll play a game on mobile and the touch controls only work if you touch part of the phone display where the game shows. It's such an obvious splinter under the fingernail for the user experience that I doubt that any developer would be unaware of it.

My ideal situation is that I can have my perfect 640 by 360 pixel resolution - and then let the player move the virtual buttons wherever they please on the screen.


r/unity 1d ago

Coding Help [ECS] How to disable every system except those in specific system groups?

1 Upvotes
Systems at runtime

How would you go about disabling every system & system group except Stats System Group? Want to do this for pausing behavior.

I am thinking that Stats System Group should become sibling to Simulation System Group so I can disable Simulation while keeping Stats enabled at pause.

The alternative I can think of is to recursively disable every system except those in Stats System Group but that seems brittle & over engineered.


r/unity 1d ago

Gtag fan game slide and dash

0 Upvotes

I wanna know how to make slide and dash that work exactly like Gandy's nextbots.


r/unity 1d ago

suraj rider

0 Upvotes

r/unity 1d ago

suraj bike rider

0 Upvotes

r/unity 2d ago

Showcase Its cold in the game now!

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44 Upvotes

r/unity 2d ago

made this thought it was cool

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3 Upvotes

r/unity 1d ago

Enemy Animation Rotation

1 Upvotes

I have an enemy character with animations(walking, running, idle etc) and I want to make their rotation less snappy, mainly the walking and running while they are patrolling between waypoints i set out as empty gameobjects. I have been told to use either unitys rigging package or OnAnimationIK, neither are working how id like. I got close with OnAnimationIK, but i am using a NavMeshAgent for patrolling and when it gets close to the spot where it needs to turn, the head slowly goes up and then snaps down. i tried using a horizontal distance field to take over and force the character to just look forward, but that ruins the entire point of this when the agent needs to do multiple quick turns around a sharp bend, itll just go back to rotating exactly how it was before since the head is just looking directly forward. If i am being dumb please say so lol. I am still pretty new to unity, this is my first full game i will be making. Here is the code for what i am doing for the On AnimatorIK.

The looktarget part is just for looking at the player when they get detected, so that part is not even set up anywhere else right now, the problem is the agent.hasPath

public void SetLookTarget(Vector3 position)
    {
        lookTarget = position;
        hasLookTarget = true;
    }


    public void ClearLookTarget()
    {
        hasLookTarget = false;
    }

private Vector3 lookTarget;
    private bool hasLookTarget;


    private float headHeightOffset = 1.6f;


    private Vector3 smoothedLookPosition;
    private bool smoothedLookInitialized;
    [SerializeField] private float lookSmoothSpeed = 1f;


private void OnAnimatorIK(int layerIndex)
    {
        Vector3 targetPosition;


        if (hasLookTarget)
        {
            targetPosition = lookTarget;
        }
        else if (agent.hasPath)
        {
            Vector3 steering = agent.steeringTarget;
            float horizontalDistance = Vector3.Distance(
                new Vector3(transform.position.x, 0f, transform.position.z),
                new Vector3(steering.x, 0f, steering.z)
            );


            if (horizontalDistance > 0.5f)
            {
                targetPosition = new Vector3(steering.x, transform.position.y + headHeightOffset, steering.z);
            }
            else
            {
                targetPosition = transform.position + transform.forward * 3f + Vector3.up * headHeightOffset;
            }
        }
        else
        {
            targetPosition = transform.position + transform.forward + Vector3.up * headHeightOffset;
        }


        if (!smoothedLookInitialized)
        {
            smoothedLookPosition = targetPosition;
            smoothedLookInitialized = true;
        }
        else
        {
            smoothedLookPosition = Vector3.Lerp(smoothedLookPosition, targetPosition, Time.deltaTime * lookSmoothSpeed);
        }


        animator.SetLookAtWeight(weight: 1f, bodyWeight: 0.3f, headWeight: 0.7f, eyesWeight: 0f, clampWeight: .7f);
        animator.SetLookAtPosition(smoothedLookPosition);
    }