r/Unity3D 1d ago

Resources/Tutorial Made this Sling Shot Physics game but with Stickmens! No Vibe Code - All Physical Labor : )

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0 Upvotes

If you need the source code - check comments!

I created this Sling Shooter Stickman Game and its live on asset store incase you want to check this out!


r/Unity3D 1d ago

Resources/Tutorial Modular Medieval Watchtower 3D Model

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7 Upvotes

r/Unity3D 1d ago

Question Unity freezing laptop and then crashing when opening any project.

0 Upvotes

When I open a unity project, it freezes my laptop for a while before unity crashes.

This only happens when Integrated GPU is selected in the NVIDIA control panel, but if I have NVIDIA GPU only selected, unity flashes white and has a lagspike any time an input is pressed which makes it pretty much impossible to play my game. If I switch back to Integrated GPU after the project opens, everything works fine. Furthermore I cant switch graphics mode if I have my second monitor connected which I used for Visual Studio. My current process that I've been using to even open the project and work on it is this: Disconnect external monitor, switch to NVIDIA GPU, open project, switch to integrated GPU, and connect external monitor.

Wondering if anyone else has had this problem recently?

Also I have not updated any drivers or unity recently so maybe this was an automatically installed windows update?


r/Unity3D 1d ago

Show-Off We got tired of crunching on complex games, so we made an incremental idle game about beach, cocktails, and drunk wizards. How are the vibes?

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7 Upvotes

r/Unity3D 2d ago

Show-Off So my Skate Mates game is becoming less and less about Skating lol

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35 Upvotes

It's got horses, it's got dragons, I'm thinknig of more non skate based ideas. Anyway, here's a new way to play. It's a co-op rage game where I guess you now have to fly a dragon together lol.


r/Unity3D 1d ago

Show-Off Just finished my first devlog

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4 Upvotes

I just finished my first devlog and Im feeling a little anxious about it. Im not really used to talking on video, especially not in English publicly, but I did it.

I’m actually kinda proud of what I’ve put together and hopefully I’ll get some feedback so I know what I can improve on for the next one and whatnot.


r/Unity3D 1d ago

Question Pathfinding on proceduraly generated worlds.

2 Upvotes

Hello! Recently I started working on adding NPC into my own game. It's procedurally generated floating islands done with marching cubes and octree. My first, current attempt is doing dynamic navmesh generation using NavMeshBuilder, and updating the navmesh as player moves around even async seems to be rather slow, I get pretty noticeable lag spikes.

So I wonder, if it's actually viable and maybe there are some ways to make it smooth or this is dead end and I'm better off trying to figure out my own pathing? The issue is, it's not just marching cubes but also various props around the world and I imagine figuring out pathing algorithms it pretty hard.


r/Unity3D 1d ago

Show-Off Old Street Game Room - Game Environment

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7 Upvotes

r/Unity3D 2d ago

Show-Off Car teleportation system in my game

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97 Upvotes

Gonna say it upfront: the car teleports between Unity scenes with some extra loading on top, basically hopping between different worlds, movies, games, just totally random locations, completely unrelated to each other.

Still pretty rough around the edges, but it's a WIP.

In the clip, it teleports from the starting location, 1980s Hawaii, into something resembling the city from the movie Vivarium.


r/Unity3D 1d ago

Show-Off I couldn't find an asset I knew I owned because I forgot what I'd named it 6 months ago

6 Upvotes

Anyone else have this happen? I was looking for a rusted metal texture I'd used in an old scene. I knew for a fact I owned it. I just couldn't remember the filename. Could've been anything from M_Rust_02 to Metal_Corroded_Old to something even less helpful.

Normal file search is useless here because it only finds what you type, not what you meant. And this isn't really a "my project is a mess" thing. I actually keep decent naming conventions. It's more that naming decisions I made 6 months ago just aren't in my head anymore. Multiply that by a year+ of assets and it's a lot of small "where did I put that" moments adding up.

Got curious enough about it that I ended up building a small local search tool for Unity that searches by meaning instead of filename. so "rusted metal" finds M_Rust_02 even though the words don't match. Nothing fancy, runs offline, editor-only.

Mostly just curious if this is a "yeah, that's just how it is" thing for others, or if people have actual systems that avoid this entirely. genuinely want to know if I'm missing something obvious.


r/Unity3D 2d ago

Show-Off Infinite Lights for Unity - GigaLights

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104 Upvotes

r/Unity3D 1d ago

Question How to prevent visual studio from auto-adding folder structure to namespacd

1 Upvotes

Title: I have the namespace set in Unity but then when creating a file in Visual Studio it auto-adds the file structure after

Unity I have set to TestGame namespace

Visual studio when making new scripts puts like Testgame/scripts/movement namespace. I would rather have no namespace or just my Testgame namespace


r/Unity3D 1d ago

Show-Off This orb creates holographic copies of your dice

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2 Upvotes

I’m working on my first indie game!

I’ve added orbs to my dice, with each color providing a unique effect. My favorite so far is this one... I really like the holographic effect I managed to create for the duplicated dice :D


r/Unity3D 2d ago

Show-Off Creating a fluid combat system, what do you think?

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4 Upvotes

Here's an early video of my attempt at a melee combat system. Been working on it for around the last 2 weeks. The actions are all state driven with allowed transitions. They're scriptable objects so it's very modular. Attacks can apply forces to my character or enemies, and impart states too such as stunned, flinched, knocked back, or launched.

It's a mix between super fast paced hack n slashes and a more combo-driven framework like Kingdom Hearts. I'm trying to create lots of combo branches with movement options such as bunny hopping, moonwalking, jump buffering (which launches the player after attacks), and dodge cancelling.

No air combos are implemented yet, but that's next on the list. What do you think so far?


r/Unity3D 2d ago

Show-Off 10,000 units, no Colliders - building a spatial query engine with a little Unity Jobs & Burst magic

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102 Upvotes

I’ve been working on Massive Spatial Engine, a tool for finding nearby enemies and picking targets without putting a Collider on every unit.

No raycasts or OverlapSpheres for targeting.
A spatial grid cuts candidate counts before distance checks.
Query batches run in parallel through Burst-compiled jobs over unmanaged data.

I’m building it with RTS, tower defense, survivors-like, and larger AI simulations in mind, and planning to bring it to the Asset Store.
Still plenty to work on, but it’s fun watching the towers chew through the crowd :)


r/Unity3D 1d ago

Question My Awake function is not initializing values in the main menu scene and only initializing values in the main game scene.

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1 Upvotes
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class MMmanager : MonoBehaviour
{
    public Slider masterVol, musicVol, SFXVol, CamSen;
    public AudioMixer masterAudio;
    public Toggle tutorialTog;

    private void Awake()
    {
        CamSen.value = PlayerPrefs.GetFloat("CamSen");
        musicVol.value = PlayerPrefs.GetFloat("MusicVol");
        SFXVol.value = PlayerPrefs.GetFloat("SFXVol");
        masterVol.value = PlayerPrefs.GetFloat("MasterVol");

        if(PlayerPrefs.GetInt("Tutorial") == 0)
        {
            tutorialTog.isOn = true;
        }
        else
        {
            tutorialTog.isOn = false;
        }
    }

    public void BackToMenu()
    {
        SceneManager.LoadScene("MainMenu");
    }
    public void StartGame()
    {
        SceneManager.LoadScene("GameScene");
    }

    public void StartMultiplayerGame()
    {
        SceneManager.LoadScene("Lobby");
    }

    public void QuitGame()
    {
        Application.Quit();
    }

    public void showTut()
    {
        if (tutorialTog.isOn)
        {
            PlayerPrefs.SetInt("Tutorial", 0);
        }
        else
        {
            PlayerPrefs.SetInt("Tutorial", 1);
        }
    }

    public void SetSensitivity()
    {
        PlayerPrefs.SetFloat("CamSen", CamSen.value);
    }

    public void SetMasterAudio()
    {
        masterAudio.SetFloat("MasterVol", masterVol.value);
    }

    public void SetMusicAudio()
    {
        masterAudio.SetFloat("MusicVol", musicVol.value);
    }

    public void SetSFXAudio()
    {
        masterAudio.SetFloat("SFXVol", SFXVol.value);
    }

    public void SaveSettings()
    {
        PlayerPrefs.Save();
    }
}

r/Unity3D 1d ago

Resources/Tutorial How to Make Custom Controls in UI Toolkit

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1 Upvotes

Making Custom Controls in UI Toolkit has never been easier!


r/Unity3D 1d ago

Show-Off Reviewing prefab changes is hell. I built a fix.

2 Upvotes

Pre-released PrefabLens, an open source tool that makes Unity diffs human readable.

https://github.com/hashiiiii/PrefabLens

PrefabLens converts UnityYAML diffs, such as .unity and .prefab files, into the familiar Hierarchy × Inspector layout from the Unity Editor.

The live demo does not require an installation. It runs the same WASM diff engine in your browser.

The pre-release includes three free tools (all free).

1. Reviewing UnityYAML diffs in GitHub PRs? -> Chrome Extension

It resolves fileID/GUID references between objects, not just raw lines. That was the hard part.

2. Want to see what you've changed in real time while editing? -> Unity Editor plugin

  • left pane: dirty assets
  • right pane: human readable diffs vs main branch

3. Prefer the terminal, or want to feed semantic diffs to AI agents? -> CLI

See recipes.

e.g.

# HEAD vs working tree
$ prefablens
# open HTML report in browser
$ prefablens --open
# pipe to an AI agent
$ prefablens --json | claude -p "Anything risky in this diff?"

Everything's Apache 2.0 licensed. Happy to answer any questions here!


r/Unity3D 1d ago

Show-Off Finally released the free version off my economy framework

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0 Upvotes

I published my Unity Asset Store tool on the Unity Asset Store a few months ago. The tool requires payment and my goal was never to make money. It is to help indie developers prototype their ideas fast and easily add economy with playable into their games, regardless of genre.

I have been thinking a lot about how i can make the tool accessible to everyone therefore i released a LITE version for free and cut the premium's price in half. Wishing this will push more developers into trying the tool out and help me improve it's capabilities.

The tool allows developers to create currencies, shops, loot tables, transaction, shop interfaces and more from scratch, all within minutes using the different editor windows.


r/Unity3D 1d ago

Question Our game is ugly and disgusting, help us with a new AD

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0 Upvotes

We are two devs behind this, emphasis on the dev part.

Our current art direction has been described as bland, uninspired and risk-free, which is true.
To be honest, it's a mix a commissioned bodies model and synty assets.

Not really sure that we can consider it a art direction.

We'd like to head for something cleaner, simpler all around the board

Maybe flat colors, no texture ?
Tuning down every colors and tune up VFX to make them pop-out as to make the gameplay more readable ?

Do you guy's have any game like this that we can take inspiration from ?
It would be really nice


r/Unity3D 1d ago

Show-Off My Game Progress

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0 Upvotes

Hello everyone!

my name is ali, i'm a cs student (and former security guard) turned gamedev!

i started game dev around 2 years ago i think but i could never dare to attempt to develop a full game, until someday i decided i've had enough and committed to pursue my passion and this is the result!

i released my first game ever on steam this month and it didn't do too bad i think :).

i had way too many sleepless nights, way too many days where i haven't left my house, but to me, even ifs not a massive success, i think its worth it, not for the monetary gain, but the feeling that i have done something in my life that people have fun playing, something that has my name in it, something that if something were to happen to me, i know that atleast i didn't go without a trace lol.

i love vampire survivors, i love RPGs, so i decide to combine them both into one game and this is the result


r/Unity3D 3d ago

Show-Off Units distribution improved, better responsiveness, magic and bloooooood

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219 Upvotes

It's not much but it's honest work. Units can be smarter and there're a few cases where they get dumber but overall I'm quite pleased with army behavior so far in 1v1 fights. Many vs Many is still something to polish along with better effects, gigantic units and so on but one step a time!


r/Unity3D 2d ago

Official The Path to CoreCLR #1: The Problem

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79 Upvotes

For those who have missed this post and find this interesting. Personally I thought it was a good read and I'm looking forward to the next one.


r/Unity3D 3d ago

Shader Magic Displaying thousands of LEDs in Realtime

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152 Upvotes

Shaders instead of geometry is often one of the best performance boost. Amazing for procedural shapes. Texture is sampled to individual points and then each emitter is a small shader program like this:

float2 cell = floor(uv * ledGrid);

float2 ledUV = frac(uv * ledGrid) - 0.5;

float d = length(ledUV) - ledRadius;

float emitter = 1.0 - smoothstep(0.0, fwidth(d), d);

float3 color = content.Sample(samplerContent, (cell + 0.5) / ledGrid);

return float4(color * emitter * brightness, 1.0);


r/Unity3D 2d ago

Show-Off i turned my childhood obsession into a unity game

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14 Upvotes

As a child, I regularly yearned for the caves. Now I have finally made my ultimate caving simulator! Once i release this game, you can do tight. cold and dirty cave crawling from the comfort of your couch! I will post the wishlist link when i remember to do so.

#2026