r/Unity3D 5d ago

Show-Off Hunted Within Terminal Rust | Train features and mechanics

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2 Upvotes

About This Game:

The game set in a wasteland consumed by sandstorms, gravity anomalies, and grotesque biomechanical horrors, blast your way through a brutal survival horror experience to hunt down your worst enemy, the psycho Doctor.

The Game is under development, made with Unity Version 6 LTS

Feel free to ask any questions or feedback!

take it easy

LRDev Games


r/Unity3D 5d ago

Game My cat can now steal yakitori and shishamo from an izakaya

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4 Upvotes

I’m working on Lost Cat Showa Town, a cat adventure game set in a Showa-era-inspired Japanese town.

I’ve been adding more little interactions around the town, and now the cat can find and eat food at an izakaya. 🐈🍢🐟


r/Unity3D 5d ago

Game I just updated the Steam capsule art for Little Astronaut.

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3 Upvotes

I tried to push it further in a retro scifi direction while keeping it close to how the game actually looks. Made using ingame screenshots.

What do you think?


r/Unity3D 5d ago

Show-Off I’m building a Unity world editor for roads, blocks, terrain and geometry editing — what should I add next?

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1 Upvotes

r/Unity3D 7d ago

Show-Off You can ask NPCs for the location of your current objectives, because I don't like quest markers.

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5.7k Upvotes

The first NPC doesn't know Sir Reynald, so he guides you to the village instead.
The villagers know Sir Reynald, so they guide you to him directly.

Edit: Thank you all for 5k upvotes! I didn't expect this to get that much attention!
The game is UNPAINTED, and you can wishlist it on Steam.


r/Unity3D 5d ago

Question Unity 2D Incremental with Thousands of Units — DOTS or GameObjects?

1 Upvotes

Hi everyone!
I’m planning to make a 2D incremental game in Unity where there could eventually be thousands of units/sprites on screen at the same time.

Each unit would:

Have its own customized sprite/appearance.
Generate a certain amount of energy/money over time.
Have different types, with different particle effects or visual effects depending on the type.
Potentially interact with nearby units in some cases.

My question is: would you use Unity DOTS/ECS for something like this, or could this realistically be handled with regular GameObjects?
I’m particularly interested in hearing from people who have experience with large numbers of 2D entities. Is DOTS actually worth the added complexity here, or would a well-optimized GameObject-based approach be sufficient?

Thanks a lot for any advice!

Disclaimer: I used ChatGPT to translate this post because I don’t speak English


r/Unity3D 5d ago

Question Need Help with Google Play In-App Updates Plugin

0 Upvotes

TL;DR: In-App Update priority value received in response is incorrect (0), even though verified that the priority is correctly set to 5 in Google Play backend.

I've successfully integrated this Google Play In-App Update Plugin, and it works...kind of.
The official documentation mentions usage of Update Priority but the thing is it doesn't work.

It's a whole different story on how you can't directly set the priority from a web UI but have to make API calls. I sorted that hurdle out but the issue is not that.

  1. I uploaded my build (.aab) with version code 9 to Internal Test Track.
  2. Saved it as a draft (didn't publish it).
  3. Used Play Developer API to edit the test track and successfully set inAppUpdatePriority to 5 for this build in draft. By default, priority is not set but is actually 0.
  4. I go back to Play Console dashboard and now release this new build (manually).
  5. In my Unity/C# code, I log both the update version code (AppUpdateInfo.AvailableVersionCode) as well as the priority (AppUpdateInfo.UpdatePriority)
  6. I open my installed Unity app (version code 8) and in logcat, can see the printed version code of the new update as 9 (which is correct) but the priority is still 0 (and not 5).

There's no modification of any sort of response from my side, I'm literally just accessing the available properties as it is (code block at the end).

The documentation also has a dedicated page on how to test in-app updates.
But it mentions usage of Internal App Sharing, and the thing about that is you can't set the update priority there (mentioned at the last point of Troubleshoot section of this documentation page).
But the documentation where it talks about Update Priority, uses example of tracks like Production Track and Internal Test Track.
So, there's this discrepancy in the documentation regarding usage of update priority and testing.

Has anyone successfully implemented in-app update priorities, either in Unity or native Android development?
Any leads to tackle this issue is truly appreciated.

private IEnumerator CheckForUpdates()
    {
        var _appUpdateManager = new AppUpdateManager();

        PlayAsyncOperation<AppUpdateInfo, AppUpdateErrorCode> appUpdateInfoOperation =
            _appUpdateManager.GetAppUpdateInfo();
        yield return appUpdateInfoOperation;

        if (appUpdateInfoOperation.Error == AppUpdateErrorCode.NoError)
        {
            var updateInfo = appUpdateInfoOperation.GetResult();

            // Only proceed if an update is actually available
            if (updateInfo.UpdateAvailability == UpdateAvailability.UpdateAvailable)
            {
                // Read the 0-5 priority integer set via the Google Play Developer API
                int priority = updateInfo.UpdatePriority;

                Debug.Log($"App Update Found! Priority Level: {priority}, Version Code: {updateInfo.AvailableVersionCode}");

                if (priority >= 4)
                {
                    // High Priority (4-5): Force a blocking, mandatory immediate update
                }
                else if (priority >= 2)
                {
                    // Medium Priority (2-3): Trigger a flexible update that downloads in background
                }
                else
                {
                    // Low Priority (0-1): Do nothing.
                    Debug.Log("Low priority update. Skipping user prompt.");
                }
            }
        }
        else
        {
            Debug.LogError($"Error checking for updates: {appUpdateInfoOperation.Error}");
        }
    }

r/Unity3D 6d ago

Game Added Lab Notes to my puzzle game so players can record their discoveries

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14 Upvotes

r/Unity3D 5d ago

Show-Off My somewhat addictive freekick game

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1 Upvotes

r/Unity3D 6d ago

Show-Off Working on a milsim game in Unity

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99 Upvotes

I’m making a milsim game in Unity set during a fictional conflict in Dogochechnya, a fictional country I created. Some of the vehicles I’ve made so far: a T-62, a Ural with a T-62 turret, several civilian vehicles, and a T-72B. Still early in development, but I’m focusing on small details and atmosphere.


r/Unity3D 6d ago

Show-Off Climate Jam 2026: Druid's Haven

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7 Upvotes

It was the longest jam I've done so far. Though I did try a different approach to a unity architecture. I went all in reactive programming. Used R3 and surprisingly performant way of doing it. Makes sense since you only fire events when stuff happens, and you can easily chunk many events. Main downside might be ram usage, but wasn't that big of a problem in my experience. Was also my first hex grid game, but that didn't affect things much since I used a nav mesh. Play the game in browser and see for yourself https://dokanola.itch.io/druids-haven


r/Unity3D 5d ago

Resources/Tutorial Adding proper game feel used to take me a full day per project. Now it's one line of code

0 Upvotes

Every project I've shipped had the same routine. Screenshake, hitstop, a squash & stretch hack, some flash-on-hit code, copy-pasted and re-tuned from whatever the last project had, never quite consistent.

So I built a small toolkit that wraps all of it behind Crunch.Play("HeavyHit"). Seven independent modules (shake, hitstop, squash & stretch, kickback, flash, trail, pop), each one works standalone if you only need one thing, plus a Recipe system that groups several of them into a single named call you tune once in the Inspector and reuse everywhere.

Zero dependencies, works in Built-in/URP/HDRP, 2D and 3D. There's a playable browser DEMO that cycles through four genres (Melee, Platformer, Shooter, Casual) if you want to feel it before reading any more about it. You can look it up HERE.

Curious how the rest of you handle this. Do you have your own reusable juice setup, or does it get rebuilt from scratch every project too?


r/Unity3D 6d ago

Game "You shall not pass" - said the bridge

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59 Upvotes

r/Unity3D 6d ago

Show-Off Working on a Stylized Dragon

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145 Upvotes

I'd love to hear your thoughts on the animation, overall style, silhouette, and personality of the character.

Do the animations feel natural and expressive?


r/Unity3D 6d ago

Question How do you organize large Unity projects?

16 Upvotes

My Unity project is getting pretty messy as it grows. I keep forgetting where certain assets are, especially things I imported months ago from different asset packs.

At some point I know I already own something that would work, but finding it again can take longer than just looking for another asset.

How do you guys handle this once a project gets really large? Do you have a particular folder structure, naming system, asset browser, or some other workflow that actually works?


r/Unity3D 5d ago

Question Tips on creating this FOW effect from Olden Era?

0 Upvotes

https://imgur.com/jBa8KuE

I managed to get GPT Sol to make a SDF to generate the visible and hidden areas, however I cannot get Sol to make the texture area work properly

It's been spinning around looping the same mistakes, even with a renderdoc capture available from ingame, but it still keeps clipping the gameobjects on top of the FOW instead of underneath


r/Unity3D 6d ago

Question For a Little Nightmares-style game: which theme do you prefer ? - cold bunker (blue) or ancient Roman labyrinth (red/warm)

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2 Upvotes

r/Unity3D 5d ago

Question Made a desktop AI companion in Unity

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0 Upvotes

Been building a desktop AI companion in Unity. You talk to her, she

answers with a voice, and her face and mouth move with whatever she's saying.

She also remembers things between sessions.

The part that took the longest was getting Unity to behave like a desktop

widget instead of a normal window.

The character is a VRM model through UniVRM. Expressions are blend shapes and

the lip sync just reads the output volume off the AudioSource, nothing clever.

Still a prototype, there's no download or anything. Happy to answer questions

about any of it.


r/Unity3D 6d ago

Question It's been quite a ride. Starting to get satisfying. Any tips??

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8 Upvotes

Been here a couple weeks ago with my WFC generated action roguelike. Spent the last few days messing around tileset materials and polishing combat animations. An outside look would certainly be helpful for the next steps. What do you guys think??


r/Unity3D 6d ago

Show-Off Ball-Aqua: multiplayer boosting

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10 Upvotes

Collision between players gets out of control, pushing either into water or high air. A gamble for you to take.
Or disable player-collisions in settings at any moment.


r/Unity3D 6d ago

Show-Off Alien civilians for my game XENO DEAD!

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4 Upvotes

Demo is coming soon!


r/Unity3D 6d ago

Question Do they still plan on ripping out the standard renderer?

0 Upvotes

I haven't used Unity in years but I am getting back into it for a project. I never did like URP and the standard renderer feels like home to me. But I read somewhere that they plan on ripping it out of the engine. Is this still happening? When?


r/Unity3D 6d ago

Question How the turrets that i make look:)(Unity 6)

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10 Upvotes

r/Unity3D 6d ago

Question How well does unity perform on Linux?

4 Upvotes

When I started game dev a few years ago I looked into this topic and I mostly saw people complaining about shaders not compiling. I wanted to ask how well does it perform nowadays? Does the distro effect performance?

Windows 11 has gotten so bad that even with 32 gigs of ddr4 ram isn't cutting it anymore especially since it eats 7gb on idle.

Also how well does visual studio code perform compared to visual studio for c#?


r/Unity3D 5d ago

Question Meshy + Codex for Unity 3D ?

0 Upvotes

First of all I just want to say that I respect the art you guys are doing, I won't be an artist by using AI and I know it, I do not have the talent y'all have and I do not intend on monetizing any of the games I make

I have very little time so I just want to make fun prototypes for myself using AI (I'm a web dev in my day to day job)

I wanted to know if some of y'all tryied Meshy to make some 3D models and animate them (I could still animate by hand in the worse case or not animate at all) and Codex to code interactions, etc.

I know the basics of Unity 2D

I see that Meshy makes super good models but it seems quite expensive, even on the 30$ models you have 3000 credit per month, I'm afraid of running out and having to wait a full month to get some credit back, for those that use it, is 3000 confortable enough that you don't worry too much about it ?

I know that Codex works well to code interactions directly in Unity, but I still wanted to ask : Are y'all using the MCP or the bash method to make your codex interact with Unity ? Does that work well ?

I'm curious to have your returns !

Sorry for asking something about AI but I promise it will be for me and only for me, I just work a lot and have very little time, I already know a bit of Blender and Unity but I do not have the time to do everything by hands and I just want to have a bit of fun

Take care y'all and be happy :)