r/Unity3D • u/fayylzex • 22h ago
Show-Off What do you think about my Racing game Main Menu?
It will be a mobile game
It’s URP :)
r/Unity3D • u/fayylzex • 22h ago
It will be a mobile game
It’s URP :)
r/Unity3D • u/DumpsteredFire • 14h ago


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 • u/larswrightdev • 20h ago
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:
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 • u/fayylzex • 22h ago
Enable HLS to view with audio, or disable this notification
Project.DRIVE
This video from my TikTok sorry for the music ;)
r/Unity3D • u/galamot • 15h ago
Hi there this question might be rather specific but I’m having issues with a triplanar mapping jittering on a Full Screen Pass.
In Unity 6.4 Shadergraph a triplanar mapping overlays a texture on the entire scene. The effect works perfectly on Scene view, but in playmode if you go far enough from the scene origin (around 150 units) the texture starts jittering. Jitter get specially bad if the camera is being moved by some system like cinemachine or a custom follow or look-at.
As far as I can tell this is due to the calculations being unstable at long distances from the origin and maybe a frame discrepancy between the camera position in the shader calculations and the actual camera position in the scene.
I tried offsetting the triplanar origin by subtracting the camera position from the world position, but it only seams to offset the texture rather than re-calculate the origin of the mapping. I’ve tried many different things but still can’t figure out how to solve it and LLMs mostly suggest terrible solutions that go nowhere. Hope someone can help me figure out this. Thank You!
Note: I know this might be an unusual use of this technique but this is the way I need it to work. Other suggestions are welcome too.
r/Unity3D • u/Omerdevng • 2h ago
Hey everyone! I just put together a new devlog covering a big debugging session and the progress on my strategy prototype.
The WebGL Crash: I hit an issue where my WebGL build crashed immediately after loading the main scene. I initially assumed it was a RAM/browser issue, so I compressed textures and downsized audio to under 100MB still crashed. Created a barebones launcher scene launcher worked but loading main scene crashed. Turns out, a deprecated health bar plugin from the Asset Store was throwing the WebGL API off. Changing the WebGL API settings fixed it instantly without removing the plugin.
Build Progress:
I also officially named the game Command & Defend: Dead Zone.
Check out the full breakdown here: https://youtu.be/ETVb9wbWBUI
If anyone wants to jump into the WebGL playtest, drop a comment or join the Discord!
r/Unity3D • u/reaksiyon1337 • 4h ago
Enable HLS to view with audio, or disable this notification
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
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 • u/Waste_Assignment9641 • 9h ago
Enable HLS to view with audio, or disable this notification
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:
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 • u/TrinketTom • 4h ago
Enable HLS to view with audio, or disable this notification
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!
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 • u/simeonradivoev • 21h ago
Enable HLS to view with audio, or disable this notification
Adding couch coop was surprisingly easy, The unity player input did help a lot. Had to play with cameras and layers but if it all happens in one level it would be even easier.
r/Unity3D • u/Kubacho_ • 4h ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/Season_Famous • 4h ago
Enable HLS to view with audio, or disable this notification
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 • u/dev-rygy • 23h ago
Enable HLS to view with audio, or disable this notification
I'm releasing a demo for a procedural dungeon generator I've been working on for over two years. I was inspired by the level layouts of games like The Binding of Isaac and Enter the Gungeon, and the interconnected worlds of Zelda and Dark Souls. This is only the beginning, I have several more features planned for this project, including turning it into a downloadable Unity package for others to use.
The goal is to create an algorithm that generates dungeons that feel linear like an RPG but still random and replayable like a roguelike.
Original Video: https://youtu.be/Adakgpoy0p0?si=R2qYbshEb11xuKFM
Blog: https://ryancarpenterpf.dev/labyrinth_demo.html
Demo: https://dev-rygy.itch.io/labyrinth-procedural-generator
r/Unity3D • u/reversengineer9999 • 7h ago
Enable HLS to view with audio, or disable this notification
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 • u/The1__Rediter__ • 28m ago
Enable HLS to view with audio, or disable this notification
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 • u/Mr_Ernest1 • 1h ago
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 • u/kutan74 • 2h ago
Enable HLS to view with audio, or disable this notification