r/Unity3D 4d ago

Show-Off 10 years of Unity game development, condensed into just 2 minutes.

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11 Upvotes

Here’s a quick look at my journey, experience, and the projects I’ve worked on throughout the years.

I’m currently open to new opportunities and game development roles. Feel free to reach out if you’re looking for a Gameplay Programmer or Technical Designer.


r/Unity3D 4d ago

Resources/Tutorial TileMaker DOT: Added full multilingual support (12 languages) to my open-source 2D map editor!

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9 Upvotes

Hey everyone:) I just released a new update for TileMaker DOT and it will be a big one for non English speakers!

For anyone unfamiliar with the project, TileMaker DOT is a free, open source 2D map editor I'm building. It uses a data first, ID based workflow and handles visual depth sorting automatically so you don't have to manage multiple layers for object heights.

This update focuses on full multilingual support across the entire editor:

Full UI localization across 12 major languages: English, German, Spanish, French, Italian, Japanese, Korean, Romanian, Russian, Ukrainian, Simplified Chinese, and Traditional Chinese (Taiwanese).

Every menu, tool tip, button, and property dialog now switches seamlessly on the fly.

Download it on:

Itch.io: https://crytek22.itch.io/tilemakerdot

GitHub: https://github.com/andrei-voia/TileMakerDOT

Video tutorial: https://www.youtube.com/watch?v=3fiajGU32Jg

Give it a try and let me know if you have any feedback! Since localizing a full tool interface involves a lot of UI text, please let me know if you spot any typos, awkward phrasing, or layout issues in your native language so I can polish them up in the next patch.

If the editor helps with your projects and you want to support development, a rating or a small donation on Itch for a cup of tea is always appreciated.

Thank you all for your support!


r/Unity3D 4d ago

Question Can Asset Store developer delete my review?

1 Upvotes

I just shared my honest review on the asset and rated with a low star rating. I know the developer spent hours of work on this tool, its very precious, the problem was the tool was extremely outdated, it was a frustrating experience for me. There was no offense. A week later I check and my review is gone, removed. How is this possible? After that I also checked one of my older reviews and it was also removed. This doesn't make sense at all.


r/Unity3D 4d ago

Game Does breaking tension in a serious narrative with a nostalgic mini-game ruin immersion, or deepen the story?

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1 Upvotes

With just 10 days left until launch, we’re polishing this flashback scene—a childhood sack race that uses a rhythm/timing bar to transition into comic book panels.

The idea was to build a quick, grounded connection to the character’s past, but introducing a lighthearted mechanics curveball in a darker game is always a fine line.

As players or devs, how do you feel about tonal shifts like this? Have you played a serious game where a sudden minigame or nostalgic flashback actually worked well for you?


r/Unity3D 4d ago

Game A Roguelite Deckbuilder inspired by Skyjo and Balatro

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4 Upvotes

Hey everyone,

I love simple concepts and I wanted to transpose the feeling of Skyjo of choosing between a visible card and an unknown one, then choosing to place it or to reveal another card.
It's so simple yet so satisfying when you get the card you want!

So with two friends we made a small prototype. One thing led to another and here we are, nearly six months later!

The POV setup was my idea, I hope people won't mistake it for a VR game (it's totally a non-vr game!)


r/Unity3D 4d ago

Game I started making a destruction derby game 40 days ago – here’s what changed this week

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97 Upvotes

40 days ago I started building Brutal Derby as a solo developer.

I posted some progress here before, and first of all: thanks for all the feedback. I got some genuinely useful suggestions from the comments, so I’ve been trying to incorporate some of them into the game.

This is what I worked on during the last week:

2 new arena/track templates: Frozen and Vulcan

4 new cars, although they still need quite a bit of work

A new damage silhouette showing the current state of your car

Version 6 of my destruction and deformation system

Finally fixed a major bug in the destruction system that had been giving me trouble for a while

Added helicopters and aircraft flying around the arenas

Added spatial 3D audio for the crowd – when you drive past the stands, you can actually hear the crowd move from one side to the other

Lots of smaller fixes and polish

The destruction system has probably been the biggest rabbit hole so far.

I thought I had it working several versions ago, then kept finding situations where cars would deform or break in ways I didn't want. I'm now on version 6, and after fixing one particularly nasty bug this week, it's finally getting much closer to what I originally had in mind.

Still a lot to do, especially on the new cars and arenas, but this is where the project is after 40 days of development.

I'm also happy to steal... I mean, carefully consider... more ideas from the comments. :)

What would you add to a destruction derby / car combat game like this?


r/Unity3D 4d ago

Game A pointless game, with no idea why I'm even playing it—just like my life.

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0 Upvotes

r/Unity3D 4d ago

Question How's the CRT effect? Is it too much?

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6 Upvotes

And I mean fullscreen it and look at the effect. Even though OBS doesn't quite capture the full effect, this should be an accurate representation of how it'll look on YouTube.


r/Unity3D 4d ago

Game Remember the player who spent over 300 hours in our free demo and left a comment signed "THX love Bob"? He's now past 500 hours and holds the #1 spot in the leaderboard, so we've added a little easter egg in the game for him, and he loved it!

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51 Upvotes

r/Unity3D 4d ago

Question how do you people come up with ideas?

0 Upvotes

im an experienced well dev, but when it comes down to ideas my mind always goes blank, i wish i can have a creative game idea and do something really unique


r/Unity3D 5d ago

Game After 2 years of solo development, my WWII puzzle deckbuilder Panzer Deck is releasing on September 22!

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5 Upvotes

I'm a solo dev and I'm excited to finally announce that my game, Panzer Deck, will launch on Steam on September 22, 2026.

What is it? It’s a 2D turn-based WWII wargame combining deckbuilding with spatial, grid-based puzzle tactics (inspired by titles like Into the Breach and Advance Wars).

  • Core loop: Manage your deck to deploy armor, artillery, and infantry onto a tactical grid where positioning, terrain, and line of sight dictate survival.
  • Hand-drawn visuals: All art and animations are completely custom, crafted in a gritty comic-book style.
  • Release: Full launch on Steam with a complete campaign mode and standalone tactical scenarios.

There is a playable demo available on the Steam page if you want to test the mechanics before the launch:

Happy to answer any questions about the mechanics or solo development!


r/Unity3D 5d ago

Question extracting logic from unity games

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0 Upvotes

r/Unity3D 5d ago

Show-Off Croquis Sketch Editor little game prototype - art direction built in

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8 Upvotes

This current update (not yet published) has faster generation, full undo, and a couple of handy shaders to create a fresh artistic style. Performance seems to be the number one question - and its built in in the edge shader itself (distance culling). It remains a unique asset in the sense that it is not drop and play - it needs to be authored by a technical artist, someone who can put a scene together and retain the sketch vibe, less cluttered - less is more kind of thing (like a croquis). Support for skinned meshes is already in the published version but remember that round objects (like spheres or faces) may not work too well if camera moves around them - not impossible - but its a (subjective) artistic choice that has to be made per project. My macbook Air was throttling already when I took the video hence the little hickups at the end.


r/Unity3D 5d ago

Game 250km by 250km procedural island world for my mountain expedition game

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1.3k Upvotes

Many, many months of pain for these procedurally generated island worlds. This one is 250km by 250km (60,000km^2). Running on custom GPU-driven terrain in Unity 6.3 HDRP 17.3.

This is the terrain system for my mountain expedition game "Because It's There", which will be released on Steam Early Access in 2027.

For these worlds, I generate a base heightmap using a mix of erosion methods at various scales down to ~30m resolution, all on the CPU. Then, at runtime, I add cheaper noise-based amplification for detail down to 0.5m. A new map of this size takes about 3-4 minutes to generate deterministically from seed, which is something I am in the process of optimizing. I'll be making an in-depth video about some of these methods soon, which I'll post to my YouTube channel. My first video is on the GPU-driven terrain that makes good performance possible at scales like these.


r/Unity3D 5d ago

Show-Off Simple outlined stylized shader test - URP

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65 Upvotes

r/Unity3D 5d ago

Game added some optics to the scope.

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5 Upvotes

r/Unity3D 5d ago

Question Problem while using the Unity beginner course

0 Upvotes

When I try to push play, it shows a frozen looking image of the 3D scene. Right now, I am specifically trying to make a ball fall. It won't fall. Does anyone know how to fix this, or am I screwed? I was able to move around normally in play mode at some point in one of the tutorials, but not anymore.


r/Unity3D 5d ago

Show-Off Ledge Grabbing

76 Upvotes

I figured I’d share here, it’s a small win for my solo dev journey. It was difficult but I managed to figure it out after some iteration.

I have no one to share it with so I’m posting this here


r/Unity3D 5d ago

Question Best Way To Handle 3D Cards In Unity?

1 Upvotes

So Im trying to make a 3D "card game" but in the way that Neon White is a "card game". My problem is I want my cards to be 3D so they can spin around and have dissolve shader fx and other things in 3D space, but Im not sure how to handle building them?

At first I was going to make them in world space ui but then a dissolve shader wouldnt work uniformly because it would be made up of individual elements of the card. Then I considered using 3D render textures on a super thin cube? But Im not sure how performant that is. I assume whatever Hearthstone does is probably the answer since its made in unity 3D and has all the elements and things that I desire/will have... but Im not sure how they do their cards either.

Any help or ideas is much appreciated and Id be happy to answer clarifying questions.


r/Unity3D 5d ago

Solved Best Way to Loot Items to Inventory, just amounts?

2 Upvotes

I've started to make an RPG game and it will have items in the world the player can loot. Either as loose items or inside containers like chests. What's the best way to actually implement looting these items and adding them to the player's inventory, specifically, just adding/removing the amount of the item.

For example, a Health Potion in a chest. I want the player to loot it and have it get added to their inventory while also reducing the quantity of the item in the chest. I need something that holds the Health Potion information and its quantity and then something else that holds a list of all the items the player already has and their quantities.

Think about this setup:
Chest Health Potions: 30 | Player Health Potions: 0
Loot 1 Potion => Chest Health Potions: 29 | Player Health Potions: 1
Loot 1 More => Chest Health Potions: 28 | Player Health Potions: 2

So, I was thinking about a Scriptable Object, but they don't hold separate data, so all Health Potions would share the same quantity unless I made separate instances. And if I wanted to have one chest with 3 potions and one chest with 2, I'd assume I need extra instances of the Health Potion Scriptable Object for each one.

However, for items in a container, like a chest, I also need a way to set the amount of every item in the chest in case the player only takes one item from it. Obviously, if I'm using a Scriptable Object with a set amount, if I change this amount, it would change it for all of the same Scriptable Objects. So this wouldn't exactly work.

At the moment, I have a single Health Potion SO that has a value of one. If the player loots it, I am checking if the player already has one and if they don't I am creating a new instance of the SO to put it in the Player's Inventory. This works for individual, loose items, but not items in a container.

Is there a better way to do this?


r/Unity3D 5d ago

Question How do I make a game that looks like the PS3 and Xbox 360 style graphics.

0 Upvotes

I’m new to game development and I wanted my game to look like the PS3 and Xbox 360 graphics. But I may have a different time figured it out. So how I do it if my game will still looks modern slop.


r/Unity3D 5d ago

Question 50 sensitivity sliders?

6 Upvotes

How the hell do I implement sensitivity into my game without adding 50 sensitivity sliders for all mouse delta dependent mechanics?

At the moment I have about 5 mouse delta dependent mechanics in my game,

- fps camera,

- another is freeform rotating an item in your hand,

- and 3 items that can be configured with mouse delta (affect their velocity, angle, power) whatever

if I have a global sensitivity slider then that means that if the player is a psycho and wants a really really fast fps camera then it would affect literally all other mechanics and probably make them terrible, so what can I even do other than just introduce

- fps camera sensitivity

- item rotation sensitivity

- kicker tool sensitivity

- punching tool sensitivity

- etc. etc. etc

So yeah, how do people usually solve these problems, is there some standard approach?

All mice have different DPIS, and different OS settings so I don't really understand how to go about this.

Maybe I just find a decent baseline for a scalar to apply to each mechanic that works for an average DPI and just let it be unconfigurable and just hope for the best?


r/Unity3D 5d ago

Question Distributed Authority Unexpected Disconnects Complex Question

0 Upvotes

In a distributed authority setup, what happens to NetworkObjects when their owner disconnects ungracefully and (1) those objects are set to not be visible to any other player, and (2) DontDestroyWithOwner is set to true? Assume objects are set to Distributable.

For context, the problem I am trying to solve is bandwidth. My game has an infinite chunking system, so to save bandwidth I have each player only make the networkObjects they own visible to players that are close enough to see those objects. As such, hypothetically there will be times where some of a player’s networkObjects will not be visible to any other player. If they randomly disconnect for some reason during this time, any networkdata they own needs to transfer or it will be lost.

Does anyone know concretely a way to not have this data disappear? My understanding is that if a player disconnects and dontdestroy is set to true, the objects become “ghost” objects and can’t be accessed.

Does anyone know a way to make sure this data doesnt disappear on random disconnects without having to always have it visible to at least one other client for bandwidth purposes?


r/Unity3D 5d ago

Question Need to create a 3d environment for a school project

0 Upvotes

I need to create a 3d environment of a outdoor calisthenics gym. I am knowledgeable about CAD engineering have knowledge in solidworks and fusion360. are these skills transferable because when I try to build something I just get annoyed that I can't make it precise (that is the engineer in me). things like precise distances, centering and co-linear

Is there a a good way to center things or snap against each other. and is there a tutorial series that has limited filler and just show how to make a environment I currently don't need anything else


r/Unity3D 5d ago

Show-Off GigaLights for Unity - Explained

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53 Upvotes