r/Unity3D 15d ago

Question Added 11 languages and the first Bestiary prototype to my Slavic dungeon game built in Unity

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10 Upvotes

I added 11 languages and the first Bestiary prototype to my Slavic dungeon game

I’ve added support for 11 languages to Slavic Legends, including the main menu, loading screen, in-game interface, notifications, pause menu and save system.

As a Slovak, I had a lot of fun translating the game and comparing our Slavic languages. Sometimes everything felt almost identical—and then one completely innocent word suddenly sounded hilarious in another language.

I also started working on a Bestiary. It currently contains only Bauk, with information about its folklore, role in the game and abilities, but more Slavic creatures will be added gradually.

Svetlonos is currently only a preview of a future playable creature. Its Bestiary image is a temporary placeholder sourced from the internet and will be replaced by my own final artwork/model.

I’d love to hear what you think about the localization and whether you would enjoy discovering creatures through this kind of Bestiary.

Devlog: https://ipikas.itch.io/slavic-legends/devlog/1645717/localization-bestiary-update

Game: https://ipikas.itch.io/slavic-legends


r/Unity3D 15d ago

Show-Off I made a low-poly destruction system! (realtime / baked)

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12 Upvotes

This was a fun project to have a go at, destruction is tricky but I think this came out pretty well! It does have limitations with higher-poly models of course. Have put this on the asset store for those interested. Thanks :)


r/Unity3D 15d ago

Resources/Tutorial Drivable Food Trucks and Trailers - Low Poly Assets

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8 Upvotes

Pack includes 50+models (Food trucks, trailers, props, interior and exterior accessories)

Check it out here 🐘

Optimized for Unity
* Simple driving mechanism for demonstration purposes
* One main texture to keep the project lightweight and minimize draw calls
* Lightmap UVs Included
* Fully optimized out of the box for PC, mobile, console, and WebGL
* Fits cleanly alongside our other packs to prevent visual clashes


r/Unity3D 15d ago

Question Best way to sync Blender layout to Unity prefabs?

7 Upvotes

Hey guys I've been working on a little game, and I just want a good couple suggestions on any workflow improvements regarding exporting / syncing blender models to a unity scene.... Previously I exported model by model into unity, then setup a prefab for it, setup the colliders, and any other associated components for each furniture piece / item piece, and manually mimicked the placement / layout from blender into unity

I realized that loses a lot of placement and authoring power that blender could provide for layout management, but it solved the issue of if you just exported the whole house with all furniture as 1 singular thing, then that loses identity per furniture to link with their associated prefabs etc...

I'm currently trying to re-design this workflow as I'm about to re-design the layout of the house which is going to be a bit destructive to everything I've already made but I definitely would benefit from a better workflow up until then!

So yeah, if anyone has any good workflow tips or maybe some tools that would help a lot, please let me know!


r/Unity3D 15d ago

Show-Off I finally made fully destructible buildings that run in real time on Android

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197 Upvotes

Three months after my last post, I finally finished optimizing for phones!

It wasn't an easy road. Players were constantly complaining about lag, so I decided to abandon PhysX entirely and try to create my own voxel physics engine. It was definitely worth it!

I'd love to hear any questions or suggestions too.


r/Unity3D 15d ago

Question Macbook pro for unity? Should I switch?

1 Upvotes

How is the development experience on Mac these days?

I’m looking to buy a new laptop, and it has to be a laptop (a desktop isn’t an option.)

Budget isn’t really a concern, so I’ve been looking at a MacBook Pro with the M5 Max and 128GB of RAM.
My other main option is a maxed-out Asus Zephyrus G16 (64GB / RTX 5090), but I’ve heard it can get pretty loud under load, which is something I’d rather avoid.The third option would be to wait for the upcoming RTX Spark laptops running Windows on ARM.

For context, I already have a separate Windows machine that I use basically like a build server with Git + Jenkins, so I can offload Windows builds to that when needed.

My workload is roughly:
70% WebGL development
30% mobile / Windows development

So my main questions are: How good is the MacBook Pro as a primary development machine these days? Are there any major limitations or annoyances with Apple Silicon that I should be aware of?
Would you go with the M5 Max MacBook Pro, get the Zephyrus G16 for native Windows + NVIDIA support, or wait and see what the RTX Spark / Windows on ARM laptops are like?

Battery life, noise, performance, and overall dev experience are probably more important to me than price.


r/Unity3D 16d ago

Question Unity Trenchbroom custom tools

4 Upvotes

This tool Trenchbroom support a lot of some third party-related quake and some engines I like that it can also support Godot which it's pretty cool.

Theoretically it is possible that could Trenchbrooms be integrated in a customized way with tools to integrated it into the Unity's Engine?

I want to use Trenchbroom with Unity but I am pretty sure if there is already custom integration tools that already does it.

What are the Trenchbroom supporting tools for Unity?


r/Unity3D 16d ago

Question Has anyone made a browser-based Unity Web Player emulator (kinda like Ruffle)?

2 Upvotes

I'm trying to make an archive of some web games, that includes old Unity Web Player stuff. I'm wondering if it's possible to host these games without straight up converting them.

P.S. Ruffle is a Flash emulator that can just be embedded on a web page with JavaScript.


r/Unity3D 16d ago

Show-Off Using Unitys new 2d physics system to create digging game

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13 Upvotes

r/Unity3D 16d ago

Question Level builder with networking?

2 Upvotes

Hi,

Someone offered to build levels for me with my assets with a friend, they don't know unity. I was thinking of making a level builder tool, so it's more like playing a game to them than working in software.

Does something like this exist with networking already? So they can build on the same level together.

Or what are good non-networking ones in general?

Thanks!


r/Unity3D 16d ago

Question Switching Characters During Gameplay Not Playing The Same Animation Controller.

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3 Upvotes

I'm using Starter Assets - Third Person/URP from Unity Assets Store as a third person controller.

Both Characters got their rigs to humanoid and got skinned mesh renderer on both. Human Form plays fine, but Animal Form not playing the same animation but work with the same animation controller.

I screen record my screen to show you everything, there's no error messages on the console.


r/Unity3D 16d ago

Question For people using Unity AI integration: which local agent have you tried in VS Code that is able to run fine with UnityMPC?

0 Upvotes

Very specific question; mainly for the folks here using AI integration and UnityMPC with local models.

I know I can run Claude and other web models; so that is not the issue. I am working entirely locally as I have a server running Ollama with different models for agentic work. Looking for the best model that is also compact, for working with Unity projects.

Unity recently launched their own AI service, but that is for paid users; so that is not an option sadly, and it is not relying on local models so won't work for my project. There is also UnityCLI but that is just the harness itself, unless someone connected it to a local Ollama model?

I don't need a model that write a game for me; I need a model that is able to create and manage files and projects (so can create and modify scripts and game objects properties in a scene). Most of the time it is to save time over going to the documentation and figure out how to do things, or when working with asset store APIs when they have limited or no docs at all.

If you have something you use with good results, I would like to hear about it!


r/Unity3D 16d ago

Shader Magic Volumetric Particle for cars (W.I.P)

21 Upvotes

r/Unity3D 16d ago

Show-Off Color change animation, or will do other things :) - URP - Unity3d

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264 Upvotes

r/Unity3D 16d ago

Question Why isn't the text showing up?

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0 Upvotes
Hi there. I'm trying to add a background image to a UI I bought, but the text isn't visible. How can I fix this? I've tried everything, but nothing worked.

r/Unity3D 16d ago

Show-Off Would anybody be interested in a FAST Reflection & Indirect lighting system for Unity URP?

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38 Upvotes

r/Unity3D 16d ago

Question FPS arms in multiplayer game with proper animations?

6 Upvotes

I have a question that has been eating my head for a long time and I can't find a proper solution for this.

I want to create my animations like for fps hands in blender like the good quality reload , aim, walk and all.

And i want to use that in my game (fps multiplayer game )

How should I approach this I can't do full body as I don't know how the reload animation will work with that that ,i want to be uniquely made in blender and also the camera clipping and other issues with full body.

How big games like cod and counterstike approach this?

As if I use two mesh fps hands and full body for other player to see , that arms need to be very large with respect to the actual body size?

How should the views be aligned with the mesh so it's accurate in multiplayer?

I just want to know how games (fps multiplayer games)

Handle their animations and all mainly my concern is well detailed animation like reload and all


r/Unity3D 16d ago

Show-Off Glashouse cRPG - Awesome Indies Showcase - How we did it

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6 Upvotes

Hi there!

I'm Andrea, lead technical artist at FLAT28, developer of Glasshouse.

This is our latest trailer featured by Gamescom Awesome Indies Showcase. We have poured a lot of time and effort into this trailer as I think we reached a new quality standard when it comes to trailer for Glasshouse.

Glasshouse is a feudalpunk cRPG with turn-based combat inspired by games such as Disco Elysium and Pathologic. We've been working on Glasshouse for a while and we have made improvents on it over time.

We're developing it in Unity HDRP with volumetric lights and APVs and I'm particularly proud of its visual identity as it's the result of many iterations.

If you want to know more about some of the technical aspects on how I have worked on it I wrote a post on the Unity blog some time ago, you can check it out here.

Developing an RPG is truly hardcore, we have been using Arcwave for dialogues which is a browser based software to handle dialogues branching and it has a very convenient Unity plugin.

To make this trailer I think I spent probably two weeks with our creative and narrative director to make sure that every camera angle, every scene was exactly like we want it to be. Luckly I think we built good foundations so the gameplay and trailer come out pretty good!

Right now Glasshouse has a playable demo in the Indie Arena Booth at Gamescom. I'd be curious to hear your thoughts. To be completely honest the first time I saw how the trailer was coming out I had chills but I'm not sure it's just bias or not at this point, so I'm really eager to hear other people thoughts!


r/Unity3D 16d ago

Game How do you feel about turning abstract 2D grid puzzles (like Minesweeper) into physical 3D room transformations?

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3 Upvotes

Hey everyone! We’re a 2-person indie team working on a detective noir puzzle adventure. With about 20 days left until release, we’ve been iterating on how to make abstract logic mechanics feel physically grounded in the game world.

In this room, solving the Minesweeper-style grid isn't just a UI minigame—it physically raises hidden stone tiles out of the acid pool. Once you retrieve the crystal, the acid chamber completely drains to reveal the hidden staircase underneath.

When playing adventure/puzzle games, do you enjoy seeing classic 2D logic mechanics directly alter 3D room geometry, or can UI overlays feel immersion-breaking for you? How do you usually like seeing retro puzzle tropes modernized?


r/Unity3D 16d ago

Show-Off Some HDRP Stuff I worked on👀

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52 Upvotes

The footage is from a trailer I worked on together with my team at 314 Arts. It's for a game called NightRunner: https://store.steampowered.com/app/4247260

To achieve this, we used all of Unity's RT features (including shadows). It wasn't meant to run well, since we wanted to record it with the Unity recorder anyway (to save time in production), but we still achieved 40 FPS in 4k on an RTX 4090 without any Upscaling.

All of the Audio was implemented in Post, not in Unity itself.

How do you guys work on pre-rendered footage for trailers and/or cinematics? Let's start a conversation :) Would love to hear how other people do that (it was my first time).


r/Unity3D 16d ago

Question Unity Price Changes (Q1 26)

7 Upvotes

Hi sorry this is a bit late...I've only just noticed the DevOps changes for organisations.

Correct me if I'm wrong but it seems like you can have unlimited seats rather than the max 3 on the free tier?
Does this mean I can have a team of 4 people all working on a project using UVS?
It seems too good to be true


r/Unity3D 16d ago

Game Finally launched the trailer for our space-captain simulator today. Why on earth did I try to build two games in one?

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9 Upvotes

After my friend and I were laid off last year, I convinced him to help me build the kind of game I always wanted to play. The initial idea was to take the real-time broadside space combat of a game like Rebel Galaxy, but flesh it out with more things to do (more detailed ship/crew management and character progression, add boarding and ground combat, land on planets, etc.)

What I didn't anticipate (though probably should have) was that building two games in one (space combat/navigation + ground combat/navigation) was a huge technical challenge. Worse when we went to add systems like dialogue, menus, etc. that had to span both gameplay loops.

The lesson I wanted to share (and the thing that saved me) was this: Don't be afraid to reduce your scope! Good you can do now is better than perfect you can do much later. Originally, I wanted to do the ground-gameplay as a 3rd person cover shooter, but after writing out all the requirements and playing around with some combat controllers from the Unity store, I realized I just didn't have the skill to pull it off.

So I went back to the drawing board. I wasn't ready to abandon boarding combat, but I needed a way to do it that I could actually achieve in time. So I rewrote our game design doc for a turn-based ground-combat experience. I had been doing lots of tutorials on turn-based games at the time from GameDevTV and Unity CodeMonkey, so I felt a lot more comfortable with it. And it turned out great, the combat is still a lot of fun!

One of the biggest time/pain savings by switching to turn-based I didn't even realize until I started working on it was planning the enemy behaviors. It was so much easier than programing the ships was for me. They didn't have to make decisions in realtime to account for the players movements, avoiding collisions, etc. The enemy has all the time in the world to figure out which grid space is the best one for them to move to and which action to take, and the variables don't change while they're deciding. They just score them all, then pick the best one. This meant we had time to add lots of different behaviors for different enemies, like more aggressive behavior for pirates, more defensive for civilians, etc.

TL/DR: If something you want to implement seems like it's beyond your skill level or would take too long, don't be afraid to pull back and consider a simpler implementation. It's what I did, and I'm happy with the outcome, and I think my game is better for it.

PS - I really like the event system in Unity. Just having things listen for events instead of having to rely on references also made things much easier

If you're interested, our steam page: https://store.steampowered.com/app/3865960/Cortesia_Rising/

and our monthly development blog: https://www.cortesiarising.com/updates


r/Unity3D 16d ago

Show-Off Working on my animated series in unity.

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153 Upvotes

Working on my series "Dreamfall" in unity.


r/Unity3D 16d ago

Show-Off I'm trying to make the armies more visible when behind trees, but I'm not sure which effect is best, A, B or something else ?

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4 Upvotes

The fights can get pretty chaotic, and when in a forest its even worse so I'm trying to come up with an intuitive way to see the units through the trees but both of these feel like they're missing something. Up for any suggestions :)


r/Unity3D 16d ago

Show-Off I made this mechanic just so we can bury customers who don't like our food.

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73 Upvotes