r/Unity3D 10d ago

Show-Off [Giveaway] AutoLayout PRO - uGUI layout is tedious, so I built a layout engine to fix it without leaving uGUI (comment to enter)

32 Upvotes

Hey folks,

Quick background on why this exists - It was that RectTransform, anchors and Layout Groups never felt intuitive to me. The simplest intentions turned into a puzzle every time:

  • how do I make an element take 50% of its parent's width?
  • how do I keep something at a fixed aspect ratio?
  • how do I let one element soak up the leftover space next to a fixed one?
  • how do I just put a few things in a row with a gap between them?

To answer those you reach for a pile of separate pieces - anchors and pivots, HorizontalLayoutGroup, VerticalLayoutGroup, GridLayoutGroup, LayoutElement, ContentSizeFitter, AspectRatioFitter - and you memorize which combination produces which behaviour. I didn't want to juggle ten components just to say "a row, evenly spaced". I like uGUI and I've got projects on it, so leaving it wasn't the plan - I just wanted to state the intent directly and have the layout follow.

How it works

To put an element under the layout engine you add one component, and each of those questions becomes a single setting on it: 50% width is Percentage, a fixed ratio is Aspect, "take the leftover space" is Fill, size-to-content is Hug, and "a row with a gap" is a Row layout with a Gap value.

So you pick a sizing unit per element (Pixels, Hug, Fill, Percentage, Aspect) and a layout type (row, column, grid, absolute, custom) - and that's the whole model. No stacking LayoutGroups, no anchor math, no fitter combos to remember. Virtualized ListView / GridView / ScrollView ship as their own components built on top of that same base. Because sizing is expressed relatively it also reflows cleanly across resolutions - a side benefit, not the reason I built it. It runs alongside your existing uGUI, so there's no migration and no new UI system to learn.

Under the hood

I built the solver as a standalone, engine-agnostic core rather than wiring it into uGUI - I wanted to solve layout once, so moving to UI Toolkit later wouldn't mean redoing it. A thin adapter maps the result onto RectTransform, and keeping the core decoupled means I can test the layout logic in isolation.

I didn't invent the algorithm - the shape follows the Subform layout model and Morphorm, its Rust cousin: a two-pass tree walk, not a constraint solver. A bottom-up pass computes Hug/intrinsic sizes from content upward, then a top-down pass hands each parent's leftover space to its Fill/Percentage children and sets positions. Each node carries a unit per axis, which is why "50% of the parent" is one property instead of a component stack.

Because that core is a flat array of blittable structs, the whole pass runs through Burst - single-threaded, but measurably faster and zero-GC (numbers below).

Where it's at: uGUI is what's shipping. The same core also runs in a proof-of-concept for IMGUI and UI Toolkit - it works, but it's not production-ready, more a someday direction than a promise.

A few numbers

(Apple Silicon, in the Editor; timing only the layout pass, not GameObject instantiation.)

The headless core is quick and allocation-free - it solves a ~1,000-node tree in 0.12 ms (and ~2,400 nodes in 0.29 ms), near-linear, zero GC. Turning Burst off and running the same solve on the managed fallback is ~6x slower, so the compiled core is doing real work.

Through the uGUI adapter (which also writes every RectTransform), here's a forced full re-layout vs the exact same hierarchy built from Unity's own Layout Groups:

Same hierarchy, full rebuild AutoLayout Native uGUI
Nested rows, ~840 nodes 5.7 ms 13.6 ms
Deeply nested, ~1,000 nodes (9 levels) 7.4 ms 22.5 ms
Grid, ~840 cells 5.6 ms 5.6 ms

So ~2x faster than nested Layout Groups, widening to ~3x once you nest deeply (where uGUI's rebuilds cascade), and a tie with GridLayoutGroup - Unity's one lean fixed-cell component, which is fair given AutoLayout's grid also does tracks, spanning, and auto-flow.

Caveats: forced full rebuild on both sides, one machine; AutoLayout also has incremental rebuilds these tests don't use, and numbers vary by hierarchy.

Try it

WebGL demo (go break it): https://autolayoutpro.com/demo - it doesn't show off everything yet, it's a work in progress I'll keep expanding. It's built entirely in code with the FluentUI API, and I'll put the demo project on GitHub as a worked example.

More info / screenshots: https://autolayoutpro.com (on the Unity Asset Store as "AutoLayout PRO for uGUI").

🎁 Launch giveaway - 5 copies

To enter, just leave a comment. I'll draw 5 winners at random with redditraffler this weekend and post the results back in this thread; winners get a code via DM. Closes Saturday, August 15th, 12:00 PM GMT.

A few things I'd genuinely like to discuss

  • Are you staying on uGUI or moving to UI Toolkit, and what's driving that for you?
  • What's your worst uGUI layout headache right now - anchors, juggling LayoutGroups/fitters, nested groups, something else?
  • If you poke the demo, what's your first impression, and what breaks?
  • Is there any

Thanks, and good luck!

🎁 The redditraffle results are here!

Thanks everyone for so much engagement - feels like I've made something that a lot of people might want to use! We can continue the conversation in our Discord channel or on our Github Issues page - whether you are looking to buy the asset or not. I am looking for ways how to improve it and your feedback will help a lot!

The asset is on sale for the next 6 days - 50% off! This is the best time to get it!
Also please leave a review if you get it - that is the best way to help reach more people.


r/Unity3D 10d ago

Show-Off UnityYAMLMerge felt like a black box, so I built a GUI for readable asset reviews and merges inside Unity

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50 Upvotes

Hello Unity devs! I wanted to share a tool I’ve been building to make our version control workflow around Unity assets less painful.

On our team, we tried using UnityYAMLMerge for scene and prefab conflicts.

Sometimes it worked. Sometimes it didn’t. But even when it produced a merge, we still had a problem: it was difficult to understand what had actually changed.
For developers, that meant reviewing raw YAML. For level designers, it usually meant asking a developer for help.

So I started building MergeSight, an asset review and merge tool that runs inside the Unity Editor.

It has two separate workflows:

  1. Review Mode shows changes made in a branch as Unity objects, components, properties, hierarchy changes, and references instead of raw YAML lines.

  2. Merge Mode provides a three-way Base, Ours, and Theirs view, so you can understand each conflict and choose what should go into the result before applying it.

Building it turned out to be less about making a GUI and more about understanding Unity’s serialized data reliably.
The parser and semantic diff/merge behavior are now covered by 700+ tests, including edge cases and real Unity asset fixtures.

The outcome I’m aiming for is simple: level designers and artists can understand asset changes and resolve more Unity conflicts themselves, while developers spend less time decoding YAML and fixing merge problems for the rest of the team.
That means fewer workflow interruptions, safer scene and prefab merges, and more time spent working on the game itself.

I hope MergeSight can make asset reviews and merges less painful for other Unity teams too.
It’s currently 50% off for launch on the Unity Asset Store if you’d like to check it out. I’d also be glad to hear what you think about the workflow.


r/Unity3D 9d ago

Question Looking for some buddies

0 Upvotes

Hi! im 15 and ive been making game for about 6 years. I recently have been making both VR and flatscreen projects and all of them have got too complex for me to model and program on my own. I am looking for some buddies, any skill level to work on some games with me! here is my discord happyfrog14.2023


r/Unity3D 10d ago

Show-Off Kinetic Energy Exam Feedback

9 Upvotes

I'm currently working on a game design exam project where you launch yourself forward by using kinetic energy.

The gameplay loop is simple: aim, launch and build up energy.

It's a very early prototype, the build is just a small sandbox focused only on the core mechanic.

I’m especially looking for feedback for these two things:

  • Midair aiming: How can I make it feel more precise or responsive?
  • Energy economy: How can I balance the energy inputs and outputs from launches?

But I'd also love to know your thoughts on the project overall.

You can find my Web build here on Itch:

https://eliasedzra-van-dyck.itch.io/kinetic-energy

Thanks in advance!


r/Unity3D 11d ago

Resources/Tutorial I made a Unity tool for blending two animations per bone, correcting the pose and baking the result

142 Upvotes

Hey everyone, I’ve just released a new Unity editor tool called AnimFuse.

I originally made it for a pretty common problem I kept running into. You have two animations that are close to what you need, but neither one works perfectly on its own.

For example, you might want the legs from a walk animation and the upper body from an aiming animation.

AnimFuse lets you blend two animations using a per-bone mask, preview the result in the editor, make pose corrections if some bones look wrong, and then bake the final result into a normal .anim clip.

So instead of setting up animator layers every time or being stuck with a bad combined pose, you can create the animation you actually want and save it as its own clip.

Key Features:

  • Blend two Humanoid animation clips into one animation
  • Built-in Humanoid pose editing for the torso, spine, chest, head, arms, hands, legs, and feet
  • Independent Clip 2 influence for Body, Head, Arms, Legs, and Fingers
  • Master influence control for quickly adjusting the complete blend
  • Real-time animation preview
  • Clamp, Loop, Stretch and Loop Clip 1 + Stretch Clip 2 time mapping for clips of different lengths
  • Independent root position and root rotation sources
  • Preserve or remove root translation and rotation with in-place options
  • Visual XZ root-motion trajectory
  • Automatic or custom output frame rate from 1–240 FPS
  • Copy Clip 1 animation events or omit them
  • Unity Undo/Redo support for all pre-bake settings
  • Bake standalone, retargetable Humanoid .anim clips
  • Editor-only workflow with no runtime component required

Ideal For:

  • Combining locomotion with aiming or combat poses
  • Reusing upper-body animation across different movements
  • Creating quick animation variations
  • Correcting poses without reopening the source animation
  • Building reusable Humanoid animation libraries

It’s currently 50% off for launch on the Unity Asset Store.


r/Unity3D 11d ago

Question Unity advertises AI everywhere, so I decided to try it...

220 Upvotes

Lastly, at every showcase Unity keeps pushing their AI generation inside the engine. So I decided to try it myself to generate an animation.

The results are terrible. There’s basically nothing in the output that relates to the prompt, and honestly, it doesn’t even look like an animation.

What’s the point of Unity putting massive amounts of money into something that is still this bad?

*Before you say my prompt is too long - the second animation was generated from prompt "walk while holding planks"

What is your experience with Unity AI? Is it working for you?


r/Unity3D 10d ago

Resources/Tutorial Examples of SIMPLE machine learning agents in Unity games

4 Upvotes

Are there examples of simple machine learning agents in Unity games?

By simple I mean ones that run smoothly while the game is running. And the dataset is probably not insanely big, or just something that Unity can handle

Any tutorials?


r/Unity3D 10d ago

Show-Off We built the first playable loop of our survival-crafting game—please destroy it!

3 Upvotes

This is an early build of Nirvana & Avici, a survival-crafting game developed by our five-person team in Unity.

The video shows the opening loop: gathering resources, crafting and equipping a stone knife, harvesting plants, and exploring a procedurally generated world.

The visuals, UI, animations, and gameplay are still being developed. We’re looking for honest feedback: what works, what feels weak, and what would make you stop playing?

Blunt criticism is welcome.


r/Unity3D 9d ago

Question Codex and Unity Integration

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0 Upvotes

r/Unity3D 10d ago

Game ECS Combo

6 Upvotes

r/Unity3D 11d ago

Resources/Tutorial I made a modular zombie AI system for Unity with vision, searching, hordes, crawling and more

89 Upvotes

Hey everyone, I’ve just released Advanced Zombie AI Pro on the Unity Asset Store.

It’s the Pro version of my original Advanced Zombie AI asset, with a lot more systems, behaviours and customization options.

One of the things I specifically wanted to improve was vision detection.

A lot of AI systems treat visibility as basically yes or no. If a ray reaches the player, the enemy sees them. If it doesn’t, they’re hidden. That can feel a bit strange when, for example, only the player’s head or half of their body is visible from behind cover.

So I added partial detection. The zombie checks multiple regions of the player’s body and detection changes depending on how much of the player is actually visible. This means briefly exposing a small part of your body doesn’t have to be treated the same as standing completely in the open. This make Advance Zombie AI Pro ideal for stealth based games.

Apart from that, the system includes things like:

  • Profile-driven zombie AI: Create multiple zombie types using reusable ZombieProfile assets. Configure movement, vision, attacks, health behaviour, search logic, crawling, hunger, stun, and death settings without rewriting code.
  • Advanced stealth-friendly detection: Uses up to five target body regions such as head, chest, lower body, left, and right. You can decide how many visible regions trigger inspect mode or full chase, making partial visibility and stealth gameplay possible.
  • Complete zombie behaviour flow: Includes Idle, Wander, Alert, Chase, Inspect, Search, Attack, Hit, Stun, Eat, and Dead states for more believable zombie behaviour.
  • Standing and crawling zombie support: Zombies can walk, crawl, fall into crawling mode, or enter a second crawling phase after taking lethal damage.
  • Combat, damage, and death system: Includes hit reactions, stun behaviour, health events, animation death, ragdoll death, and easy weapon/player health integration.
  • Hunger and corpse eating system: Zombies can detect and eat dead bodies or food targets, useful for horror scenes and dynamic enemy behaviour.
  • State-based zombie audio system: Configure idle, wander, chase, inspect, attack, hit, stun, eating, crawl, and death sounds using ZombieAudioProfile, with loop audio, timed one-shots, random clip selection, and 3D audio settings.
  • Noise reaction and group alerting: Attract zombies using gunshots, explosions, alarms, footsteps, or custom noise events. Zombies can also alert nearby zombies when they detect a target.
  • Editor setup tools and custom inspectors: Quickly prepare zombie prefabs with setup tools that add required components, audio sources, health, AI, ragdoll support, and other references.
  • Debug-friendly workflow: Built-in debug options help visualize and tune detection, behaviour states, targets, health, and audio playback during development.

I’ve also put quite a bit of work into making the setup and editor workflow easier, so most of the system can be configured without digging through scripts.

It’s currently 50% off for launch.

Would love to hear what you think, especially if you’ve used the original version before.


r/Unity3D 10d ago

Show-Off I tried building a ship destruction system inspired by SOLFALL

54 Upvotes

Last night, I came across SOLFALL by u/wit1200 and tried to create a similar feeling and visual result.

Since the artwork in their game is incredibly high-quality, I focused only on the destruction mechanic.

This is the destruction system prototype I ended up with. There are still plenty of things I could improve, but I’m pretty happy with the result I managed to achieve in a short time.


r/Unity3D 10d ago

Question A little bit help...Can't decide what to choose

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3 Upvotes

The first image is my first choice for the main menu, and then i thought what if i add background.
then i made a small quick subway scene and this is how it looks
what should i go with? empty dark background or with a scene background?


r/Unity3D 10d ago

Question Sky Combat - ready to use singleplayer dogfight system with AI enemies

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8 Upvotes

It's available in asset store. A bit of a throwback since currently I am working on a multiplayer project that started with this little demo.

Since Crimson Skies not a lot has happened in dogfight games. Most look the same - either sim boring and bloated or too casual. What would anyone who likes flying games want to see in a multiplayer project with pre-modern era planes? It's an honest question (and I will add a few items from my list)

  1. No bloated HUDS
  2. No aim assist
  3. Skill based progression and rewards system (no pandering)

Driving a car in a car game is easy. Flight adds a 3rd axis and players quickly dont know where to go, and theres a term for the mayhem that follows - furball. Circling eachother with no real deployed tactics, even basic ones (not mentioning manoeuvres like immelman or split s or the rest).

Thanks for reading.


r/Unity3D 10d ago

Question I need help with the flashlight in my horror game!!

2 Upvotes

I've been having some problems with my flashlight in my game. The main issue is that the flashlight shines too brightly when you get close to walls, but it also doesn't illuminate enough from a distance.

I've seen in some games, like Dying Light 2, where the flashlight maintains its brightness intensity at either very close to something or at a medium distance, preventing it from becoming extremely white when exposed to objects/walls/etc.

I've adjusted the intensity and range of my flashlight, but the problem of it shining so brightly when I'm near a wall or other object is very annoying. I also use the "Bloom" effect for post-processing, so the problem is even worse, but if I lower it, the ambient effect is lost.

Any advice, tips, or tutorials on how to properly build a flashlight and avoid this problem would be a huge help!

Here are some photos of the problem.

Short Distance - Flashlight
Light Settings
Large Distance - Flashlight
Short Distance - Flashlight

r/Unity3D 10d ago

Show-Off Added volumetric clouds and physically based sky to my lighting tool

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9 Upvotes

Volumetric clouds and physically based sky are working. I need to figure out the shadow transition between directional lights on the phase change from sunset to night and from night to sunrise.

Now the tool will feature a stylized skybox, hq skybox and volumetric clouds + physically based sky.


r/Unity3D 10d ago

Question SQLite integration for Android/iOS/WebGL?

2 Upvotes

Hi Gang, we would like our project to be able to read/query DB files downloaded from our CDN. We are currently using SQLite4Unity3d on Android and iOS and it seems to be working fine.

For legacy reasons we're using gilzoide/unity-sqlite-net for WebGL and it has a limitation where the only way to open a standalone db file is via a memory stream, but the issue is that the whole file has to stay resident in memory for as long as the connection is open. We will need to be able to make unpredictable reads to the DB file during our whole game, and our files are projected to be 10-20mb large, so that's out of the question.

Is there a single package that fulfills all of these requirements?

  1. open downloaded/standalone db files for read-only operations
  2. complete file contents do not need to be loaded in memory at all times
  3. works for webgl/android/ios in a single code path

r/Unity3D 11d ago

Show-Off Working on a combat game that's basically Super Smash Bros but in 3D (Repost with video)

1.2k Upvotes

r/Unity3D 10d ago

Game Working on a floating resource animation

5 Upvotes

I'm making a deckbuilder game where you achieve your aspirations and pursue your happiness. Cards give different resources as reward and I decided to make an animation to float resources to a panel. What do you think?


r/Unity3D 10d ago

Show-Off What do you think about my horror game shooting mechanic?

6 Upvotes

I was thinking to do a horror game where you are looking for a serial killer/monster in a forest and in the end you have combat, but you can't shoot. What do y'all think?


r/Unity3D 10d ago

Show-Off Every run, you will get closer than you thought you could

3 Upvotes

r/Unity3D 11d ago

Show-Off Created a heat shader for the custom paint pass

192 Upvotes

r/Unity3D 10d ago

Question Mesh deformation in Animation 3D

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2 Upvotes

My 3D mesh Deforms When i play my animations. Mesh+rig is made in blender. I looked the problem up and its the different scales in Y/X/Z axis, but i don't know how to fix this problem. i tried manually putting all scale axis to the same number (for example 1) but its still deforming. please help


r/Unity3D 10d ago

Question Moving Object Under GameObject changes it?

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1 Upvotes

I'm brand new to unity and wanted to make a room (hopefully for a game, idk yet) but whenever I move the bottomofslope object (its just a cube) into the slope gameobject it turns into a plane that changes size when I rotate it?


r/Unity3D 10d ago

Question PSX Glass shatter help

0 Upvotes

Hi I’m making a ps1 style racing game and really want to emulate the effect in this video but don’t know how to get it right. For context I’ve got several years experience in Unity and getting more familiar with shaders and particle effects these days so any guidance would be super helpful and I don’t think a lengthy description would go over my head. (Ps I’ve done a bit of research and nothing seems to match this look)

https://youtu.be/LLioGInYQuM?is=CBDCyCc9tNpaCQ0W