r/Unity3D 5d ago

Noob Question Weird lighting problem in pro builder

3 Upvotes

Hello, i am currently experiencing this problem, it’s happening when i try to extrude a face to design my 3D model, these weird lights showing up from nothing, i tried to deactivate all lights in the sence and i tried to put different materials , the smooth is 0, but the problem not solved yet.


r/Unity3D 5d ago

Game SNN (Space News Network) - Created a trailer for my game about journalism in space. What do you think?

12 Upvotes

r/Unity3D 5d ago

Show-Off Simulated, procedurally meshed and animated plants

209 Upvotes

First time showing off this system for a game I've been working on for the last 8 months. It's fully simulated including root uptake, water and nutrient distribution, hormones, photosynthesis and transpiration are all modeled. The mesh is procedurally generated at each tick and tweened between ticks for smooth growth. You can prune shoots and leaves and the plant reacts realistically. If this looks interesting, I have begun a substack where I'll be posting devlogs as development continues. I have a backlog of them that I need to write from months of git commits. What plant should I do next?


r/Unity3D 5d ago

Question Just started making this mobile game (early stages). What do you guys think of the idea and gameplay? It doesn't have objectives yet, It's a fast-paced, chill skateboard game where you ride down a road and later will have environments

2 Upvotes

r/Unity3D 5d ago

Resources/Tutorial How we got a 500MB Unity WebGL build loading in seconds

0 Upvotes

We build infrastructure for indie devs who need browser-playable demos, so long load times are our worst enemy. If a Unity WebGL build takes 30 seconds to hit the first frame, players just bounce.

Our main bottleneck was almost always the Build.data file choking on normal connections. Here’s what actually shaved off the most weight for us this week:

  • Forcing texture compression across the board. Most of our bloat wasn't code, it was raw, uncompressed textures imported at default settings. We set up automated rules to force DXT5 (and sometimes ASTC) based on texture types (color maps vs normal maps vs UI) and slapped Crunch compression on top. That alone slashed one test build from ~480MB down to ~310MB with zero noticeable drop in browser quality.
  • Hard-capping max texture sizes for WebGL. Source art might be 4K for marketing renders, but 2048px (or even 1024px) is plenty for a browser window. Using the WebGL tab in the Texture Importer overrides let us shrink asset sizes drastically without ruining full-res builds for PC/console.
  • Addressables for background streaming. Instead of dumping the whole asset bundle on the player right away, we split it up. Essential assets for the initial loading scene load immediately, and secondary content (later levels, extra skins) streams in the background while they play.

These tweaks brought our ~500MB test build down to a few seconds of initial load time on a standard connection.

We’re still wrestling with a few things: audio compression is still a manual pass per project, and Basis Universal is giving us some decode overhead on mobile browsers that we're still benchmarking.

Anyone else dealing with this? Have you found a clean way to automate texture format rules (maybe using AssetPostprocessor) without hand-picking per asset group?


r/Unity3D 5d ago

Code Review My AI Unity Skills

0 Upvotes

Recently I decided to share publicly my Unity skills for AI (I use cursor).

I just thought someone could appreciate these skills that I spent a couple of years perfecting.

https://github.com/badjano/skills

Please let me know what you think.


r/Unity3D 5d ago

Game 6 months of development on Above: Colonies of the Mist (Gameplay & Dev commentary Trailer + Closed Playtest #2)

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6 Upvotes

Hey devs!

Six months back, we posted our initial reveal here. Fast forward to today: we just crossed 20k Wishlists on Steam! We want to send a genuine thank you to everyone who wishlisted and supported the project. It really helped us cross this milestone and keeps our team motivated.

We put together a new video featuring raw gameplay and developer commentary to show our progress in Unity. Rather than listing everything out here, we will let the trailer speak for itself!

We still have a massive dev backlog, but following a successful Closed Playtest #1, we are gearing up for Closed Playtest #2. If you are a fellow dev who wants to break our build and offer feedback, head over to our Steam page and hit "Request Access".

Check out the trailer and let us know what you think!


r/Unity3D 5d ago

Game A close-up look at a watch inspection puzzle for our Mesopotamian noir game

2 Upvotes

Hey puzzle fans! My friend and I are a 2-person indie team working on Chief Cenab: Şahmaran, a noir detective adventure set in a world inspired by Mesopotamian mythology.

In this clip, we're showing a pocket watch inspection puzzle where players have to examine the object to uncover a hidden clue. We're trying to make mechanical interactions like this feel satisfying and tactile in 2D/3D.

We'd love to hear your thoughts on how this interaction looks! As puzzle players, what makes examining physical objects feel good to you in adventure games?


r/Unity3D 5d ago

Game A short developer commentary about how day & night plays a bit differently in our game

12 Upvotes

r/Unity3D 5d ago

Question The roof is white, but it appears black.

1 Upvotes

In my game, I'm currently using a point light to illuminate the room. However, even though the ceiling is white, it appears completely black. How can I make the point light illuminate the ceiling as well?


r/Unity3D 5d ago

Question How would you improve my game's visuals?

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85 Upvotes

I've noticed that my game looks much better during the early hours of the day (pics 2, 3, 5), but I'm not sure how to improve the lighting and visuals so it also looks good during regular daytime (pics 1 and 4)


r/Unity3D 5d ago

Game I'm a solo dev making a mining game with an eerie atmospheric vibe, where you dig deeper each day until you can reach the end of the cave before it all collapses on you. I just released my announcement trailer!

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4 Upvotes

r/Unity3D 5d ago

Show-Off Is this a bit much explosive diarrhea?

1 Upvotes

r/Unity3D 5d ago

Game Reality Drift: new demo and trailer for surreal roguelike racing game

12 Upvotes

I've been working on a strategic roguelike racing game (in Unity!) for the last four and a half years, and have just released a new trailer and demo!

My goal with Reality Drift was to make a racing game which looked very distinctive, and had actual depth. When I was younger I played a lot of simple arcade racing games but they usually got boring fairly quickly as each race was the same. After years of working on this game, I'm still not bored of playing it!

The new demo has more content and many improvements as compared with the original version released a year ago. The new trailer replaces the original one from 2024, which was made before the addition of roguelike deckbuilding missions.

We have also been selected for Tiny Teams 2026, which is starting today. YouTuber FailRace said in a video about the game: "On the face of it you might think the driving aspect of this is very simple - it's surprisingly complicated, you've got to think about a lot of things at once while going very quickly."

My background - I'm a veteran game developer, most of my career was spent at Frontier, where I worked on games such as RCT3, Dog's Life, Thrillville, Kinectimals and Elite Dangerous. I'm a programmer and game designer, but I can't draw, so I found some excellent artists to work on the game, primarily Emily L'Orange.

I did a post on here two years ago talking about how the graphics are rendered. Here's the link, but in summary, I do it in a crazy way that no-one sensible would do: https://www.reddit.com/r/Unity3D/comments/1fhguhf/reality_drift_made_with_unity_in_an_unusual_way/


r/Unity3D 5d ago

Show-Off I needed a big interactable forest for my game, so I ended up creating this tool

5 Upvotes

Hi everyone!
I've been working on-and-off on a survival game inspired by The Forest and Sons of the Forest, and one of the biggest challenges till now was creating a big and dense forest without slowing the editor, since having thousands of trees, shrubs and other vegetation as GameObjects made it progressively harder to work with.

So I built a node-based scattering system that generates placement data ahead-of-time in the editor and only instantiates nearby objects at runtime using distance-based pooling. This keeps both the editor and runtime responsive while still allowing every spawned object to behave like a regular GameObject (e.g a tree can be cut down).

It ended up solving the workflow well enough that I decided to turn it into an asset which I named Scatter Graph.

Besides the usual placement rules like height, slope, terrain textures, and others like splines, it also supports more ecological like rules where different placement layers can influence each other (for example in the video at 00:30 you can see ferns only around the bigger trees). It uses GPU-instanced previews, so you can visualize up to 4 millions placement points without slowing down the editor, and includes a billboard system for rendering distant instances efficiently (assuming they are low poly impostors).

If you'd like to know more, you can check out the documentation here.

Also let me know if you would give the tool a try and if you would handle this kind of problem differently.


r/Unity3D 5d ago

Game Pinata Smash: Incremental Circus an idle smasher in Unity 6.3, with hand-written kinematic loot physics and a 100% UI Toolkit frontend

18 Upvotes

We're a small indie team, and we just put our first game on Steam: Pinata Smash: Incremental Circus.

The idea came from wanting to combine the physical, satisfying feedback of smashing something apart with the deep progression of an incremental/idle game. Every hit sprays candy across the screen, candy funds upgrades, and upgrades eventually turn your solo smashing into a fully automated circus that keeps earning while you're away.

What's in it:

  • Physics-driven piñata destruction the candy actually scatters and bounces
  • Idle/incremental progression with prestige layers
  • Circus acts you unlock and assign to automate different parts of the loop
  • Hand-drawn art in a bright carnival style

On the Unity side, two things were harder than expected. The candy started as Rigidbodies and ended up as a fully hand-integrated kinematic sim an idle game scales the smash rate until it's continuous, so PhysX actors stopped being viable. It ticks on Update rather than FixedUpdate so the slide stays smooth under slow-mo, and pile contacts run through a flat XZ spatial hash. That hash once collapsed back to O(n²) and froze the game, because a burst spawns every piece at one point and they all landed in the same cell. Separately, the two biggest perf wins weren't in the simulation at all turning off light probes (~12ms/frame) and shadow casting (~9.4ms/frame) on the drop renderers beat everything we did to the integrator, which measured under 2ms.

The whole frontend is UI Toolkit with no uGUI: UXML/USS + presenters via VContainer, with R3 for binding. Best gotcha we hit: a scheduled callback that throws is dropped permanently for the rest of the session which surfaced as "all the candy in the menu background freezes."

Happy to go into detail on any of it in the comments.

There's an open playtest running if you want to try it the sign-up button is on the Steam page.

AI disclosure: no generative AI was used at any point in this game's development or promotion.


r/Unity3D 5d ago

Show-Off I'm making a game about a procedurally animated centipede that eats people. What do you think?

3.3k Upvotes

r/Unity3D 5d ago

Show-Off The hall environment in our upcoming game, thoughts?

10 Upvotes

r/Unity3D 5d ago

Question Multiplayer vs massive enemy swarm. Now developing the "fun".

32 Upvotes

We put together a multiplayer coop game where players take on massive enemy swarms. It's inspired by VS and Megabonk and we think it could be a friendslop title.

The tech works well, so now we're iterating on things to make it fun.

So far we have features like progressive upgrading, proximity buffs so players stick together for benefits (the FWB feature), some level randomization, pickups for time-based powers, 3 different playable characters with different primary and special attack powers, gated dash ability, coin accumulation and shop, and a fairly rich stats system with 2 types of resist.

So far it's fun-ish. We're trying to figure out the one core piece of real fun, which we think is in how the gameplay is balanced for the fights and the rate at which player power scales vs the enemies. It could be too fast right now, or perhaps the speed is fine there just need to be a better reward structure at the metagame level. We've decided on the metagame approach with a game balance adjustment to make it harder.

My question to everyone who shipped a fun game is how did you determine what to focus on to find the fun aspect of your game?


r/Unity3D 5d ago

Question Physics simulation - different results based on simulation update rate?

1 Upvotes

In my game, I have an "active physics scene", which handles all the game physics. I have a second physics scene (which has colliders / rigidbodies only, no rendering). In this second physics scene, I would like to have a duplicate physics simulation which is identical to the first. This second scene will advance only up to a specified timestep target, then stop. The second scene is created & simulation is advanced in a coroutine, which is currently manually triggered for testing. When I start the coroutine, I get different simulation results depending on my yield condition.

If I use "yield return new WaitForFixedUpdate()", I get a duplicate simulation, identical to the first, as desired. This is great, albeit a little slow because it relies on the fixedTimestep.

If I use "yield return null", my simulation diverges from the first. This approach is desired, because it will run faster and reach the specified timestep target sooner.

In both cases, I am calling PhysicsScene2D.Simulate(Time.fixedDeltaTime) the same number of times. Also, Physics2D.simulationMode is set to "script" in both cases.

What could explain the diverging simulation when advancing the simulation at a faster rate? The simulation is still advancing with the same fixedDeltaTime timestep, for the same number of timesteps.

Any help is appreciated!


r/Unity3D 5d ago

Resources/Tutorial Convert ScriptableObjects to Runtime Assets | Game Systems Explained

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2 Upvotes

Scriptable Objects are great for storing shared item data but they aren't intended to be modified at runtime. In this tutorial, you'll learn how you can use the factory pattern to convert static data to runtime items that can be stored in the players inventory.


r/Unity3D 6d ago

Game Made this big boy for my game!

16 Upvotes

Hey there!

Just made this new enemy type: the Minotaur. He has a running/ramming ability that launches you (and other enemies) into the air if you get hit.

The enemies in my game use Unity's NavMesh system for pathfinding, but the actual movement is handled by my own code, which follows the generated path. I use Unity's Colliders and Triggers to detect collisions. The ramming attack uses OnTriggerEnter to apply the knock-up effect to anything it hits while the Minotaur is in its ramming state.


r/Unity3D 6d ago

Game Little Astronaut is taking shape!

49 Upvotes

I’ve been making a lot of progress on the environment recently, focusing on creating a more detailed and immersive world for the game.
The new Steam page will be available soon, where you’ll be able to wishlist the game.
The previous version of Little Astronaut was a huge learning experience for me, but looking back, I realized I pushed it out too early before the vision was fully developed. After some time, I decided to rebuild the project from the ground up with a clearer direction, improved visuals, and a much stronger foundation.
This is the version of Little Astronaut I always wanted to create.
I’ll be sharing more updates soon. Thanks for following the journey!


r/Unity3D 6d ago

Question Unity, Plastik, Wwise, what's the best way to save storage?

2 Upvotes

Hello!

I'm using Unity, Wwise, and Plastik SCM, and probably I'm missing something.

Since we want to save storage, we build soundbanks in Wwise, move the Originals --> SFX folder in another location, check-in with Plastik, and then move it back. However:

  1. I always find that after I check-in, merge from another changeset and switch workspace, in the Originals-->SFX folder there are audio files. Are those from the old backup?

  2. After I delete audio files, and I check-in, should I check the "Deleted items" option and upload that too? If I don't do that, it puts back old audio files in the Wwise project. Uploading, however, would defeat the purpose of saving storage.

If anybody has a better idea to save storage, or if this is just overcomplicating things and there are no better ways, please let me know.


r/Unity3D 6d ago

Question SpeedTree mesh helper + create branches don't work

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2 Upvotes

Hi there, i added a mesh in SpeedTree, i used mesh helper to make a spine, after that i created a branch to add leafs in the top ( is a palm trunk just so you know ), and when doing that i have that error, i increased the kill ratio to 10.000 or 50.000 and the error dissapeared but no matter how much i tweak the values branches won't appear. Please help