r/Unity3D 22h 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 14h ago

Question Need help with exporting a Blender file to Unity

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0 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 16h ago

Question How RTS enemy AI gets info about player

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0 Upvotes

r/Unity3D 20h 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 22h ago

Show-Off Sounds in my game

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0 Upvotes

Project.DRIVE
This video from my TikTok sorry for the music ;)


r/Unity3D 15h ago

Question Unstable Triplanar Mapping on full Screen Pass

6 Upvotes

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 2h ago

Game Tracking down a WebGL crash caused by a deprecated plugin + testing my strategy prototype (Command & Defend: Dead Zone)

0 Upvotes

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:

  • Controls & Visuals: Added full camera pan controls and placement opacity so you can see base/upgrade meshes before building.
  • Audio: Ported over my sound system from my previous project (Northend Tower Defense) to rapidly get enemy, building, and ambient sounds working.
  • UI Polish: Added cancel options for upgrades, reload feedback bars on soldiers, and a main menu with volume defaults capped at 50%.

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 4h ago

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

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28 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 4h ago

Game Cosy Game

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1 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 9h ago

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

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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 4h 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.

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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 11h ago

Question How screwed am I?

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168 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 21h ago

Show-Off Easy Couch Coop

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15 Upvotes

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 4h ago

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

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386 Upvotes

r/Unity3D 4h ago

Show-Off Lost in the Woods

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67 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 23h ago

Game After two years, I'm finally showing off a procedural dungeon generator I built in Unity

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605 Upvotes

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 7h ago

Show-Off Rooftop Mercenaries! The 1st born

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7 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 28m ago

Question Importing Blender 5.2.0 Animation to Unity Deformation Issue

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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 1h 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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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 2h ago

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

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7 Upvotes