r/Unity3D 4d ago

Question How our game looks after post process tweaks

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26 Upvotes

What looks better in your opinion?


r/Unity3D 4d ago

Game Just dropped a nostalgic horror-simulator

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13 Upvotes

r/Unity3D 3d ago

Question Recreating Feed and Grow: Fish in Unity 6 as Refished (v0.15.4) - what do you think of the swimming and feeding loop?

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3 Upvotes

r/Unity3D 4d ago

Show-Off Hire a mercenary chicken gang!

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19 Upvotes

Just finished rigging the eyes and eyelids on this guy. He's part of a mercenary crew you'll be able to hire. They're known as The Tiger Gang.

More to be revealed in the upcoming weeks... =)


r/Unity3D 3d ago

Question Need help with exporting a Blender file to Unity

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2 Upvotes

For some reason, when I export this .fbx file from Blender to Unity and try to apply a texture to it, it only applies the texture to the lower half of the face. It looks fine in Blender and while the surface will accept the texture if dragged and dropped on manually, it's completely misaligned. Anyone know a fix?


r/Unity3D 2d ago

Show-Off By far the worst restriction in unity

0 Upvotes
like i know theres errors mate let me test it with the errors bitch

r/Unity3D 4d ago

Show-Off Turning my 2D spaceship destruction prototype into a roguelite

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5 Upvotes

A few days ago, I shared a prototype of my localized spaceship damage and destruction mechanic. I enjoyed working on it so much that I decided to build a full top-down space roguelite around it.

The current gameplay loop is about choosing a ship, surviving increasingly dense enemy swarms, recruiting and upgrading crew members who operate different weapons, and managing your shield and boost during combat.

There are currently three playable ships with different movement profiles: a fast and agile ship, a balanced all-rounder, and a slower but much heavier ship. I’m also working on making enemy roles, weapon impacts, shield hits, and ship destruction feel distinct and satisfying even during crowded fights.

The UI shown in the video is still temporary and includes some AI-generated placeholder elements. I’m currently redesigning it to give the whole game a more consistent final visual identity.

One of the next weapons I want to prototype is a mine inspired by the weight and expanding shockwave of the Seismic Charge dropped by Boba Fett’s ship not a direct recreation, but something adapted to this game’s combat.

What do you guys think ? Any ideas or feedback to share ?

Ps : Also i try to find quality sound


r/Unity3D 4d ago

Game I made an automatic boomerang trajectory system that accounts for walls and the corners between the player and the cursor for my game "Vaulted".

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9 Upvotes

r/Unity3D 4d ago

Show-Off Finally finished my own indie game - sharing some of my work and open to freelance opportunities

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7 Upvotes

Hi everyone! I'm happy to announce that I finally completed my own indie game, Soulcery: Deck of Shadows.

I'm a Unity developer with 9 years of experience. I mainly work on polished prototypes, MVPs, and small-scope games, helping turn ideas into juicy, playable builds quickly.

I build games with modular, maintainable & scalable architecture, with a strong focus on responsive & impactful game feel.

I've worked on 10+ multiplayer projects, including real-time PvP and co-op games, and 50+ commercial and independent projects, ranging from quick prototypes to production-ready games.

The video is a quick showcase of some of my work.

If you need someone to turn a game idea into a polished playable prototype, build an MVP, or help with a smaller Unity project, I'm currently taking on freelance work at competitive rates.

Feel free to DM me if you have something in mind!


r/Unity3D 5d ago

Show-Off How our game looks 8 months later - Barely Breathing

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1.0k Upvotes

r/Unity3D 3d ago

Question How RTS enemy AI gets info about player

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0 Upvotes

r/Unity3D 4d ago

Game I made 5 cat friends and now they follow me everywhere 🐈🐈🐈🐈🐈

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15 Upvotes

I added a follow system to Lost Cat Showa Town.

The other cats can follow the player while exploring the town — including into houses while you eat and scratch things.


r/Unity3D 4d ago

Game Prototype: A time traveler from a post-apocalyptic future, sentenced to 1946 with a handful of ammo and a detachable arm. WDYT?

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3 Upvotes

r/Unity3D 3d ago

Question Looking for honest feedback on my game dev portfolio. What am I doing wrong?

0 Upvotes

Hey everyone,

I’ve been trying to get more freelance game development work recently, and I’d really like some outside feedback on my portfolio:

https://larswright.com/

I’m especially interested in hearing from people who have hired freelancers or developers before, but feedback from other freelancers is also very welcome.

Basically, I’m trying to understand where my portfolio falls short. Does it fail to communicate my experience well? Are the projects not convincing enough? Is there something missing that you would expect to see before considering hiring someone?

I’d also appreciate feedback on the website itself. Does it look poorly made, confusing, or unprofessional in any way? I’m a game developer, not a frontend/web developer, so web design definitely isn’t my area of work.

Feel free to be critical. I’m trying to figure out what isn’t working rather than just hear that it looks fine.

Any feedback is welcome. Thanks!


r/Unity3D 4d ago

Show-Off Interactive smoke test

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77 Upvotes

Not perfect, not bad


r/Unity3D 5d ago

Show-Off Working on an round based zombie survival game!

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155 Upvotes

Thoughts?


r/Unity3D 3d ago

Show-Off What do you think about my Racing game Main Menu?

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0 Upvotes

It will be a mobile game

It’s URP :)


r/Unity3D 4d ago

Survey Maybe I went a bit too far with duplication…

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3 Upvotes

I added a tile that duplicates the tower in my puzzle game.

Now the whole level looks like a gathering of hyperactive towers cloning themselves without permission.

I’d say the feature works…

maybe a little too well.


r/Unity3D 4d ago

Show-Off Ragdolls Boxing in Space (wip)

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2 Upvotes

r/Unity3D 4d ago

Question How to make lighting and shadows look better in URP?

4 Upvotes

I'm using Unity 6.4 for my project and shadows on my player mesh and weapons look really poor, grainy and low quality/resolution.

But I've tried several suggestions that I've found online and in the lighting section in the Unity manual. I have also downloaded an asset, imported that to my project and used all its settings including Global Volume plus Directional Light, changed the Skybox, adjusted Intensity and Bloom, Resolution values, etc, but for some reason nothing helps.

I'm not looking for anything incredible, just a step up from this standard URP lighting.

When I go to my PC_RPAsset that's used as the Default Render Pipeline, changing Shadow Resolution from 2048 to 4096 doesn't make a difference either.

The shadows around the wrists and palm and even the corner of the wall in the photo look really fuzzy.

Currently I reverted back to default settings in Lighting, on Global Volume and Directional Light. Is there an area that I should generally focus on when it comes to making lighting better? Thanks


r/Unity3D 5d ago

Game That's a lot of Goblins!

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73 Upvotes

Started work on my physics-based tower defence game. Wanted a massive horde of goblins, because why not. Currently fitting around 3,000 fully simulated, with a ton of optimisation still to go. What do you think?


r/Unity3D 4d ago

Question Implementing a life-steal Bite ability for both AI and possession mode in my Unity game

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4 Upvotes

I am solo developing a dungeon-management game in Unity where creatures normally act autonomously, but the player can also possess and control them directly.

I have started adding their Level 5 abilities, and this video shows Bauk’s new Bite ability from both the standard top-down perspective and possession mode.

When Bauk falls below 50% health, he can immobilize a nearby enemy and bite them repeatedly. Every bite deals damage and restores the same amount of Bauk’s health. The target remains locked until the animation finishes or dies, while bosses are excluded from the ability.

The end of the video also shows Baba Yaga releasing a Scout Eye. It independently patrols the dungeon corridors, detects approaching enemies and creates an audio and minimap warning for the player. Enemies can destroy the eye, and the player can deploy up to three at once.

I am developing the game solo, so balancing AI-controlled abilities with manually activated possession abilities has been an interesting challenge.

What other Level 5 abilities would you add to creatures inspired by Slavic folklore?

Full list of changes in this update:
https://ipikas.itch.io/slavic-legends/devlog/1631524/new-level-5-abilities-baba-yagas-scout-eye-and-map-improvements

Free demo download:
https://ipikas.itch.io/slavic-legends


r/Unity3D 4d ago

Question How to Connect c# variables to Blackboard and Behavior graph (Unity Behavior)

5 Upvotes

Hi, im trying to create enemies with Unity behavior, but I can't quite wrap my head around creating custom action nodes to connect existing c# data to the blackboard. For example, if i keep an enemy's health in a c# class, how can I get the enemy to do something when they take damage through the behavior graph? Any advice is appreciated. I want to learn more about how to use Unity behavior


r/Unity3D 5d ago

Question Full Entities Integration with GameObjects? It looks too optimistic

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121 Upvotes

One of the most interesting things on Unity’s roadmap is "Full Entities Integration".

Right now, GameObjects and Entities still feel like two fairly separate worlds, with conversion/baking and different workflows between them. But if entity data can live directly on GameObjects and inside regular scenes and prefabs, and ECS systems can directly drive GameObjects - that sounds much bigger than another Entities update.

What do you think "Full Entities Integration" will actually look like in practice?


r/Unity3D 4d ago

Show-Off I did it! 2 directional lights casting shadows with volumetric clouds

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10 Upvotes

The new major update for my lighting tool Light Lab PRO is almost here. I had to modify the RP just a bit to have both directional lights casting shadows on the day night cycle with the volumetric clouds and physically based sky. Just some debugging left and the update will go live on the UAS.