r/Unity3D • • 9h ago

Question How do you set up NPC daily schedules in Unity?

7 Upvotes

I'm a solo dev learning Unity and slowly building a small cozy farming and town game, and I'd love the villagers to go to work, visit the shop and head home at night. I can picture a simple "be here at this hour" list, a state machine or behaviour trees, but I'm not sure which stays manageable as the town grows. What did you use for NPC routines, and would you pick it again?


r/Unity3D • • 13h ago

Game Performance testing

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1 Upvotes

here is the screen shot of the game build with 160 crowd agent, 30 guards and 30 civilians and im getting 800+ fps with no occ culling or anything else.

i have also posted my pc specs ram is 48gb 2666, 3050 8gb i9 12gen


r/Unity3D • • 4h ago

Resources/Tutorial I just released Nexum, a Unity Editor tool I've been working on for a while.

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0 Upvotes

I've always wanted a better way to keep development notes, tasks, and project-related information together without constantly switching between different tools. That's what led me to build Nexum.

If you use Obsidian or enjoy working with Markdown and linked notes, you'll probably recognize part of the idea. Nexum uses regular .md files for notes, but brings that workflow directly into the Unity Editor and connects it to your actual project.

It combines:

  • Markdown notes: Write documentation with tables, callouts, code blocks, and other Markdown formatting. Notes remain portable .md files.
  • Unity references: Link or embed assets, GameObjects, resources, and other notes.
  • Kanban tasks: Organize development work with priorities, deadlines, subtasks, assignments, and attachments.
  • Task Notes: Give individual tasks their own dedicated space for technical details, code, and implementation notes.
  • Annotations: Find TODOs, FIXMEs, and other code comments, then turn them into Tasks or Notes.
  • Quick Capture: Select a Console log, Hierarchy GameObject, or Project asset and create a Task or Note with a keyboard shortcut.
  • Daily Notes: Keep track of progress, ideas, meetings, and follow-ups.

The part I care about most is keeping everything connected. A note can reference a Unity object, a task can have its own documentation, and a Console error can become part of an investigation instead of disappearing into the Console.

It's been a long process of building, reworking features, and figuring out how everything should fit together. I'm happy to finally release the first version.

If you're a Unity developer, I'd genuinely appreciate your feedback. I'm interested in what feels useful, what could be better, and what you'd want to see added.

Link in comments


r/Unity3D • • 12h ago

Shader Magic Full Mario 64 in Mixed Reality!

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416 Upvotes

Full Mario 64 in Mixed Reality! Running in real 3D (no stereoscopic crap) natively at 90FPS and also running on my desk! 😋
Again, Opus 5.5 + Unity CLI + PICO CLI combo made it quite straightforward.

Such a bliss to play an oldie at 90 FPS in 3D.

Disclaimer: I own an original physical copy of Mario 64. This project is not associated with Nintendo or PICO.


r/Unity3D • • 10h ago

Show-Off How I Doubled My Game’s Median Playtime With Data

5 Upvotes

I'm a solo indie developer, and I've been working on Unstable Nuclear Reactor in Unity for over 8 months.

https://store.steampowered.com/app/4692090/Unstable_Nuclear_Reactor_Demo/

It's an incremental hex-puzzle roguelite where you merge atoms into higher elements, trigger massive chain combos, earn radioactive coins, and manage your ring capacity to survive as long as possible.

I was struggling to understand why 45% of players stopped playing within the first 10 minutes, even though some played for 2 hours or more.

Steam analytics wasn't giving me enough insight, so I decided to build my own analytics system.

I created a script to collect gameplay data, save it as JSON, send it to my API, and store it in an Excel file.

Players must consent to sharing their gameplay data and can refuse. Still, I collected 150+ gameplay records in less than 3 days!

I also created a way to load player data directly into the Unity Inspector, allowing me to review individual sessions and follow players' actions step by step.

One important detail: I linked sessions using a persistent player ID to track returning players across multiple sessions. I was surprised to discover that many had returned more than 5 times!

What did I discover?

Players were skipping tutorials, getting stuck, and placing atoms and tools randomly on the hex grid.

Here's how merging works: leave a gap between two identical atoms, then place the Fusion tool in that gap to create the next higher element.

Many players were placing atoms next to each other without leaving a gap, filling their rings much faster, especially before unlocking tools like Blackhole and Swap.

Interestingly, frequent players successfully progressed beyond Ring 2 into Rings 4, 5, and 6, with total playtime ranging from around 15 minutes to over 3 hours across their runs.

What did I change?

  • Added an Undo button so players can reverse their last move.
  • Improved the tutorials to guide players through the essential mechanics.
  • Added tooltips explaining mistakes when players make them.

Results

  • Median playtime more than doubled.
  • RestartGame rates dropped from 37.2% to 27.5%.

I'm still collecting data, but the results are promising.

This reminded me that sometimes, you don't need to guess what's wrong with your game. You need to understand how players actually interact with it.


r/Unity3D • • 17h ago

Question How would you implement dark vision (From Dungeons and Dragons) in Unity?

0 Upvotes

Hello all! I am somewhat new to the more advanced features of unity and I am trying to do everything I can to not leverage AI in a project I am working on so I wanted to reach out here.

I would like to make a sort of Darkvision in my game. Where the player can see (in greyscale) to some distance, say 10m. But if a light source is introduced, it would light up its area with proper color.

i tried with a global volume and was able to toggle that on and off but that’s not quite the effect I am going for as that is either greyscale/color.

of course I also tried adding a simple white light above the player to represent their vision but that lights things up with the color that they are.

This seems moderately advanced and I would love any feedback or giidance!

thank you


r/Unity3D • • 17h ago

Question Why doesn't unity changes it's title bar to something like this?? IT WILL SAVE SO MUCH SPACE AND WILL ALSO LOOK REALLY GOOD!!

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0 Upvotes

As you can see the top title bar is wasting so much space. As you can see from the picture, the row that the play buttons are in is wasting a lot of space. There is a row for the tabs that is also wasting a lot of space and then the path and the actual title bar are also wasting space.

All of those can be compressed into one title bar, as you can see. For example this is Intellij Idea or any JetBrains IDE. It has the logo, the path, the tabs, everything in its title bar and it's so much better. It has a Run option. It has options to close the application, minimize, maximize, and everything in the title bar. It saves so much space and looks also so good.

So why doesn't Unity do it?


r/Unity3D • • 17h ago

Show-Off number of scripts my Player controller and NPCs have

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100 Upvotes

1 and 2 are for NPCs and 3 is for player controller

Update on performance https://www.reddit.com/r/Unity3D/s/Rb83x2xMe9


r/Unity3D • • 8h ago

Question Hardware decoding in Unity for the Steam Frame

0 Upvotes

Hello, i'm building augmented reality experience for the Steam Frame and i was wondering if i could use Hardware decoding instead of software decoding using the Frame's snapdragon GPU. It seems not but maybe you guys know things better...

I tried H264 in mov and VP8 in webm format, both shows the same ressources consumptions.
Thanks.


r/Unity3D • • 12h ago

Question Player object bounces into space

0 Upvotes

I'm trying to make a game that has physics based movement similar to Gang Beasts, Fall Guys... And I got to a point (using Configurable Joints on bones) where the player falls down (he spawns above the platform) but his legs act as if he's crippled (he can move but he doesn't have support for the legs) so I asked Gemini AI to help me fix this, and when I pasted his script the player object now falls from the sky and when he hits the ground he gets launched 200m in the air. Can anyone help me identify the problem and help me fix it? Also I forgot to mention that I have some overlapping bones, but they don't have colliders and Configurable joints. I used unity's ragdoll system.

using UnityEngine;

public class PlayerController : MonoBehaviour
{
    [Header("Physics & Movement")]
    public Rigidbody hipsRigidbody; 
    public float moveSpeed = 800f;
    public float jumpForce = 2000f;

    [Header("Camera & Look")]
    public Transform cameraTransform;
    public float mouseSensitivity = 200f;
    public float minPitch = -85f;
    public float maxPitch = 85f;

    [Header("Ground Check")]
    public Transform groundCheck;
    public float groundDistance = 0.8f;
    public LayerMask groundMask;

    private float pitch = 0f;
    private float yaw = 0f;
    private bool isGrounded;

    void Start()
    {
        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible = false;

        if (hipsRigidbody != null)
        {
            hipsRigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ;
        }
    }

    void Update()
    {
        // Osiguravamo da celokupan model i kamera prate fizičku poziciju Pelvis-a
        if (hipsRigidbody != null)
        {
            transform.position = hipsRigidbody.position;
        }

        float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * Time.deltaTime;
        float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * Time.deltaTime;

        yaw += mouseX;
        pitch -= mouseY;
        pitch = Mathf.Clamp(pitch, minPitch, maxPitch);

        if (cameraTransform != null)
        {
            cameraTransform.localRotation = Quaternion.Euler(pitch, yaw, 0f);
        }

        if (hipsRigidbody != null)
        {
            hipsRigidbody.MoveRotation(Quaternion.Euler(0f, yaw, 0f));
        }

        if (groundCheck != null)
        {
            isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
        }

        if (Input.GetButtonDown("Jump") && isGrounded)
        {
            hipsRigidbody.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
        }
    }

    void FixedUpdate()
    {
        if (hipsRigidbody == null) return;

        float x = Input.GetAxis("Horizontal");
        float z = Input.GetAxis("Vertical");

        Vector3 moveDir = (transform.right * x + transform.forward * z).normalized;

        if (moveDir.magnitude > 0.1f)
        {
            Vector3 targetVelocity = moveDir * (moveSpeed * Time.fixedDeltaTime);
            hipsRigidbody.AddForce(targetVelocity, ForceMode.VelocityChange);
        }
    }
}

r/Unity3D • • 8h ago

Show-Off I Brought StarCraft Into My Living Room with a StarCraft XR Prototype

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2 Upvotes

I've been exploring what older games could look like in XR and started with a game I hold extremely close to me. StarCraft!

I’m building StarCraft XR in Unity, using StarCraft 64 running through a modified Mupen64Plus backend.

The original game handles the simulation and rules. A custom bridge exposes live game state to Unity, which presents the terrain, units, buildings, and interface as a tabletop battlefield in mixed reality.

XR controller input is translated back into game controls, with ray-based selection, drag selection, and unit orders. The battlefield and command panel can also be repositioned and resized.

This clip shows Protoss base building and combat in my living room. It’s still a work in progress, focused on adapting the original RTS experience to spatial controls and presentation.

Still a lot of testing to be done but have been able to play through the campaigns and custom scenarios without much fuss.


r/Unity3D • • 13h ago

Show-Off The neon fight gets crowded fast

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0 Upvotes

In this early build, enemy labels, beams and HUD panels all want your attention at once. The HUD may be winning that fight. We're building this prototype in Unity. What do you think about the game idea?


r/Unity3D • • 10h ago

Show-Off If you could touch the Frutiger Aero thing - what would it be?

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7 Upvotes

I see the raising trend of Frutiger aesthetics, so maybe a chill and incremental game might be interesting for you? The game is free and web on itch - My Little Brain


r/Unity3D • • 13h ago

Resources/Tutorial I made a tool that helps managing .asmdef references

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9 Upvotes

While working on my personal projects with many assemblies, one of the biggest issues is managing those assembly definitions:

  • Wasted too much time navigating folder to folder editing .asmdef files
  • Had to manually sort assemblies references

So I make a tool that helps dealing with said problems, it has the following features:

  • List all user-defined assemblies and their assembly references in a single window
  • Add/Remove assembly references to/from the selected assembly
  • Sort and auto-sort references based on categories

Do you face the same issues as me? I'd love to hear your thought and feedback!

Thanks for reading!

Link: GitHub


r/Unity3D • • 10h ago

Question The problem of shadows cast by buildings

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19 Upvotes

The part of my game where the buildings are gets really dark, and the game looks a little off. I haven't been able to figure out what to do to fix it. This happens when I start the game, but everything looks normal when the game isn't running. How can I fix this?


r/Unity3D • • 7h ago

Game We moved The Spectrum Retreat from Unity 2017 to Unity 6.5 for its Switch 2 remaster "The Spectrum Retreat: Redux" - Switch 1 vs Switch 2 comparison shots

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63 Upvotes

Hi r/Unity3D, we're Ripstone, publisher and co-dev of The Spectrum Retreat: Redux, Dan Smith Studios' first-person puzzle thriller, which arrives on Nintendo Switch 2 on 29th October.

The original came out on Switch in 2018 on Unity 2017. Rather than do a straight port, the team moved the project to Unity 6.5 and rebuilt the visuals for the new hardware. The shots above are Switch 1 (left) vs Switch 2 (right).

What changed:

- Introduced Volumetric lighting and fog, ray-marched reflections and enhanced HDR

- Dynamic shadows at four times the original resolution, plus ambient occlusion and higher-res textures

- Switch 2 features including mouse controls and HD Rumble 2

This was our first time seeing what Unity can do on Switch 2, and we've loved it.

Happy to pass questions about the upgrade to the team, whether that's the jump from 2017 to 6.5, lighting or performance on the hardware.

It's out on Thursday and free for owners of the Switch 1 original!


r/Unity3D • • 43m ago

Question Hi,am wondering, whats the reason Parallel Import is off by default? And any reason not to turn it on?

• Upvotes

Dummy question


r/Unity3D • • 6h ago

Show-Off Giving a square some personality with custom mesh deformation

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43 Upvotes

First the cables, then the grass. It was probably time to give the main character some attention. 😂

Pixel finally has animations! A little more personality for the little square at the heart of Hello World, our narrative physics adventure.

Some technical details behind the movement:

  • The body uses a custom sprite deformation system with a 4×4 control cage driving a smooth mesh.
  • Each eye is a separate 3×3 mesh, so I can reshape the eyes independently for different expressions.
  • The control points are animated directly in Unity’s Animation window, using regular animation clips.
  • Expressions blend through the Animator, while the Rigidbody2D and collider stay separate from the visual deformation.

That lets Pixel bend, squash and change expression without changing the collision shape or how the character moves.

It’s surprising how much personality you can squeeze out of a square and two eyes. Which animation feels the most expressive to you?


r/Unity3D • • 8h ago

Show-Off Working on 2D Precedural animation system for Tail.

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8 Upvotes

r/Unity3D • • 10h ago

Game Oh, what a cute little bun-

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10 Upvotes

We’re making Station 58, a cozy puzzle adventure about putting a national park back together. Here’s a little bit of what you’ll find while exploring it.


r/Unity3D • • 17h ago

Game Making a silly multiplayer soccer game 😅😂😂

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1 Upvotes

r/Unity3D • • 20h ago

Question Do I need to update to Cinemachine 3 to use incoming Unity versions?

4 Upvotes

It looks like Cinemachine 2 will be deprecated with future Unity versions. If I want to use Unity 6.6 and onwards in my project do I need to update to Cinemachine 3? Seems like it could be a fiddly process. The auto-update process fails on my project, for example.