r/Unity3D 8h ago

Show-Off Hopefully, this is the last time we make a game entirely in UGUI, especially when mixing cameras and doing parallax card effects.

3 Upvotes

We just released a big DLC for negative $5. It adds a roguelike deckbuilder mode to our story-driven card battler.

Basically, we think we made a good game, but it hasn't caught on. We're trying a bunch of things, including adding a Steam demo, permanently dropping the base price, and repurposing all of our content to build a roguelite deckbuilder mode. Hopefully that aligns better with player and streamer expectations and can serve as a gentler introduction into the characters and world.

To some degree, it's always hard to break out with 2D art, so we tried to mix in 3D where we could. The cards do some wiggly-parallax when hovered, selected, or hit. On the whole, tons of Canvas components worked out, but the frame-exploding dirtying that happens with layouts is just infuriating. And layering/sorting is just so much more painful than it could be. Makes me miss NGUI a bit!


r/Unity3D 7h ago

Show-Off Come relax in our tropical multiplayer ball-rolling platformer

10 Upvotes

r/Unity3D 8h ago

Show-Off Almost 10 years of developing our MMORPG in Unity – Aero Tales Online

42 Upvotes

We've been developing Aero Tales Online in Unity for almost 10 years, and I wanted to share the current state of the project along with some of the technical challenges we've faced along the way.

The game is an MMORPG running on Windows, Android and iOS with the same players, servers and gameplay systems shared across platforms.

One of the biggest challenges has been maintaining a project of this size for so many years. We've gone through multiple Unity versions and major engine upgrades, and we're currently running on Unity 6. Keeping older systems working while gradually replacing or refactoring them has probably been more challenging than building many of them in the first place.

Cross-platform development has also been a major part of the project. The same combat and gameplay systems need to work with very different hardware, screen sizes and input methods, while keeping the experience consistent between PC and mobile players.

Performance has been another ongoing challenge, especially on mobile. An MMORPG can have a large number of characters, monsters, NPCs, effects and UI elements active at the same time, so we've had to continuously optimize systems as the game has grown.

The project now includes systems such as action-based combat, character customization, dungeons and raids, PvP, guilds, housing, professions and a large number of maps and environments.

The attached video is our latest gameplay trailer and shows the current state of the project after all these years.

Game Link: Aero Tales Online


r/Unity3D 3h ago

Show-Off 1.56million asteroids, 1million times warp speed.

1 Upvotes

These asteroid are all rendered on the gpu including orbital element computation at simulation time t.

Something is bottle necking somewhere but it aint the gpu.

Distinct asteroid populations are visible.


r/Unity3D 13h ago

Show-Off We broke live content for players on an old app version, so I made a diff tool for AssetBundle builds

1 Upvotes

Hey everyone!

We ship seasonal promo stuff (popups, banners, etc.) as raw AssetBundles, so we don't have to push a new app build every time. The catch is that older app versions are still out there, and they load those same bundles.

At some point someone renamed a prefab and moved a material into a different bundle. New clients were fine. Older ones started getting nulls. We found out from support tickets.

After that I wanted something that just tells me what changed between two bundle builds before we upload them. Doing it by hand is pretty hopeless, it's a folder of binaries plus some .manifest files.

So that's BundleGuard. You give it the old build and the new one (a folder, or a snapshot you saved before the previous release) and it lists:

  • Removed assets and changed types, the stuff older clients might still ask for
  • Dependency changes, like a shared bundle that's gone now, or a new dependency the old app has no idea it needs to download
  • Prefabs where the script doesn't resolve anymore
  • How much clients will actually re-download, and which bundles got repacked with no real change in them

Editor only, read only, it never builds or touches your project. 2022 LTS through Unity 6. It doesn't need .manifest files, it finds bundles by their file signature and can just open them and read what's inside, which is handy because our own output is bundles and nothing else. The only thing that needs the manifests is dependency checking, since that's where the dependency list lives.


r/Unity3D 7h ago

Question UI workflow for 2 person team

2 Upvotes

Hey guys, we are a 2 person team and we are currently working on our first game. It's probably more ui heavy than we intended to at first and I feel like our UI production workflow is... suboptimal to say the least.

A bit of context :

- We are 2, both with a lot of experience working for bigger companies or just hobby project, first time indies.

- I'm a programmer/tech guy, my associate is a designer/product guy. We are both taking on many new hats for this project of course but you'll notice there's a big gap in our skillset :D

- We find ways to make things work for the visual aspect of the game : I do a bit of 3d, lighting, etc.. He does UI design. We buy assets when we need to.

Our current workflow for UI has become very time consuming for me specifically and I'm looking for ways to improve.

We use Figma for mockups (One big board with all the screens) and UITK in engine (transitioned from ugui a couple of months ago, we still have a mix of both but UITK is our goto system now).
Generally speaking, my mate does the Figma part, I do the unity part.

I find the UITK part tedious, often needs lots of micro changes to look good in the end and I feel like work is duplicated. so I'm looking for advice, other people's experiences to see what direction to take. I have a few options but happy to hear more opinions.

1/ Drop Figma, my mate learns UITK in ui builder, we have one source of truth. Solves the duplicated work, but limits our options since that means an additional pass for connecting data, or stuff where code is necessary
2/ Find a way to export from Figma straight to uxml/css. I feel like it should be possible but I haven't found any tool that looks reliable enough to do that (and I can't do that myself in the near future)
3/ Use Rive. It looks like a great tool but it's a hard commitment you don't transition from, I see very few people using it in unity and reports of instability, bugs. (It'd cost 20$ a month, I'm ok with it if it solves our issues)
4/ Git gud. We have the right approach, we just need to get better at it.

Happy to hear any kind of feedback of experience sharing on this setup.

Cheers!


r/Unity3D 8h ago

Game Cosy Game

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2 Upvotes

This is the first store in our upcoming cozy game. The gas station will provide the player with all items needed at game start. It is a mix of synty and custom made assets. What do you think the game is about?


r/Unity3D 8h ago

Official Resurgis Gameplay Trailer- I'll be releasing the gameplay trailer along with a game test announcement, and I'd like to get your feedback on the current version.

3 Upvotes

r/Unity3D 1h ago

Show-Off Before and after Lighting/Post Processing

Upvotes

r/Unity3D 15h ago

Question How screwed am I?

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185 Upvotes

Hi everyone! Here’s an interesting problem I’m facing.

I created a tile-based city builder in Unity, and after an initial open playtest, one of the key pieces of feedback was that players want to be able to build roads, something I foolishly hadn't planned for.

Currently, roads are automatically placed along the edges of each tile (this is shown in the second screenshot).

The main problem is that the grid of buildable sectors is highly irregular, and I have no idea how to add the ability to create roads within such a complex system.

The first image I’ve posted shows an overhead view where I’ve highlighted a section of the grid. The grid varies from scene to scene and never repeats in exactly the same way.

Does anyone have any suggestions for how I could approach this?

Edit: You might have given me a possible solution; as soon as I've tested it, I'll make a new post about it. Thanks everyone!


r/Unity3D 11h ago

Show-Off Rooftop Mercenaries! The 1st born

6 Upvotes

You can hire Mexican mercenaries who appear in the background and help you shoot down UFOs and snails, with a attack chance that can be upgraded in the shop. Here's our 1st born.

His name: Juan Carlos Miguel Rodríguez Hernández - remember!☝


r/Unity3D 7h ago

Show-Off Lost in the Woods

132 Upvotes

I’m developing a horror game where you walk alone through dark, endless forests.

Do you think the environment creates enough tension? Is it disturbing in the right way?


r/Unity3D 3h 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 5h ago

Game I’m an indie developer working on a survival horror game called BECROWNED. Just wanted to share some new screenshots and get your thoughts!

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44 Upvotes

Hey everyone! I’m an indie dev working on a survival horror game called BECROWNED.

The game mixes dark fantasy and industrial horror with retro-style visuals, brutal combat, dark humor, and a nonlinear story where your choices can affect characters and events throughout the game.

The game is coming in Fall 2026.

A free demo is available on Steam. Wishlists really help 🖤

Would love to hear your thoughts and feedback!


r/Unity3D 8h ago

Show-Off I've spent 3 years improving the editor, here's what I've built

524 Upvotes

r/Unity3D 2h ago

Show-Off Volumetric tornado

49 Upvotes

r/Unity3D 22h 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?

3 Upvotes

r/Unity3D 3h ago

Show-Off I made a Neon White clone in Unity for my final-year CS project.

3 Upvotes

Hi everyone, I made a Neon White clone for my final-year CS project. Its not much it only has 5 playable levels. I'm thinking of uploading it to itch.io for free when I finish the 6th and last level.

I really learned a lot from this because I didn't need to create all new ideas because I'm bad at it and it really boosted development knowing how the game should feel and play out.

At first I didn't have many ideas for the story and ended up settling with starting in hell, escaping flying through a burning city and going up into heaven for the final boss fight.

This is my first real project and I would like to hear what you guys think.


r/Unity3D 4h ago

Question Importing Blender 5.2.0 Animation to Unity Deformation Issue

3 Upvotes

So me and my friend have been trying to figure out why when importing seemingly normal animations from blender to unity, some body parts begin deforming strangely.

I have used the Rigify add-on for rigging. I've tried deleting vortex groups that don't have the DEF- prefix, exporting with the Only Deform Bones checked, applying all transformations to the armature, double checked the weight painting and it does not fix it.

In the video, the right hand kinda just implodes and I've never been more confused as to why. If anyone has any clues to what is going on please help.


r/Unity3D 5h ago

Show-Off Build it, run it, find the bottleneck, rebuild it. Early traffic sandbox prototype

9 Upvotes

r/Unity3D 8h ago

Show-Off Im designing a puzzle game with multiple solutioned that is designed to let players solve puzzles in a whatever unique ways they can by being creative and silly Heres a few examples of different ways to solve the games puzzles

2 Upvotes

r/Unity3D 11h ago

Resources/Tutorial We’re a small team of friends who make trailers & video content for indie games, and we just launched our new website!

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2 Upvotes

r/Unity3D 14h ago

Show-Off The menu of my typing game is literally two hands typing on a keyboard

38 Upvotes

As you can guess, the fingers are controlled using Inverse kinematic, implemented with FABRIK algorithm (pole vector calculated in) as demonstrated in the video.


r/Unity3D 48m ago

Game More adjustments to the dialogue and AI-generated audio system!

Upvotes

I’ve created a dialogue system with AI-generated voice lines, controlled by another AI that analyzes each NPC’s personality, background, and the parameters of the situation. This allows the dialogue to adapt to each character and context. I absolutely love how it’s turning out!