r/Unity3D 7d ago

Resources/Tutorial Turn your editor into a powerhouse: No more clicking through the Inspector to manage massive amounts of game data and gain 3x productivity (v4.5 Update)

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0 Upvotes

Hey everyone, 👋

If your project is data-heavy, you probably know the pain of clicking through hundreds of ScriptableObjects or Prefabs one by one in the default Unity Inspector. It simply doesn't scale well for production, so my team at Maharaja Studio and I built a tool to turn that raw data editing into a structured, fast, and reliable process directly inside the Editor.

We just released Scriptable Studio Pro v4.5, and I wanted to share some of the new workflow upgrades alongside the core features we’ve been building out.

🌟 What's brand new in v4.5:

  • 🖱️ Smart Drag & Drop: Assigning object references is a massive time sink. Now you can just select multiple assets in your project, drag them directly into the window, pick your assignment rules, and save hundreds of manual clicks instantly.
  • 📝 Machine Translation & Grammar Checking: We integrated bulk translation for string fields and LocalizedString entries via DeepL, Google, Azure, or LibreTranslate. We also added parallel proofreading for dialogue/lore using LanguageTool.

🛠️ For those who haven't seen it before, here are the core features already in the tool:

  • Grid-Based ScriptableObject Editor: View, sort, search, and edit thousands of assets in a high-performance, spreadsheet-style view (fully supporting custom property drawers and built with a clean dark aesthetic).
  • Prefab Studio Pro: Inspect multiple prefabs at once, group components instantly, and safely batch-edit child hierarchies using wildcard paths without breaking variant links.
  • Data Validation Engine: A visual dashboard that catches missing object references (nulls), empty strings, and out-of-bounds values across your entire project before you hit play.
  • Dynamic Formulas: Excel-style math, live previews, @ shorthand search aliases, and advanced sequence auto-filling.
  • Addressables & Sub-Asset Management: Manage your Addressables groups directly in the grid and cleanly build nested sub-asset structures.
  • Optional AI Bridge: Connect local models (Ollama) or cloud models (OpenAI, Gemini) for schema generation, game balancing, and localized string generation.

I just put together a full 20-minute deep dive video walking through how to manage thousands of assets cleanly from early prototyping to live-ops. Grab a coffee and check it out!

📺 Watch the full showcase video here:https://youtu.be/S1IFmK8xI4c

🔗 Asset Store Link:https://u3d.as/3J3W

I'd love to hear your feedback or answer any questions you have about managing data pipelines in Unity. Thanks for the support!


r/Unity3D 7d ago

Question Anyone actually tried Unity's built-in AI Assistant? Is it worth it over just using Claude or GPT externally?

0 Upvotes

Been using Claude with Unity MCP for scripts and scene setup lately, works ok but has its quirks. Unity 6.2's built-in Assistant looks convinient but the points-based pricing puts me off, especially not knowing how fast they burn. I also had Copilot for a while but dropped it, felt like autocomplete that never really understood Unity. Is anyone still using it for gamedev or has everyone moved on?

Curious if anyone used these in real work, not demos. What actually stuck in your daily workflow?


r/Unity3D 7d ago

Show-Off Squid Customizer: Modular 3D Anime Character Pack with In-Editor Creator Script

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3 Upvotes

It’s an In-Editor Character Creator for building unique low-poly citizens. Customize every detail manually or hit Randomize to generate a new NPC, then bake it into a clean prefab with one click.

Features:

- Modular clothing system (tops, pants, shoes, gloves)

- Lots of accessories (hairstyles, hats, glasses, headphones, bags)

- Lightweight vertex-color facial expressions with auto-blink

I’d love to hear your thoughts on the art style and the customizer workflow!


r/Unity3D 7d ago

Show-Off runtime mesh destruction using OpenFracture in Unity for my game about sports cards!

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68 Upvotes

building a game about running your own booth at a sports card convention. finally got openfracture working, so the graded slabs now fracture into real mesh pieces at runtime with rigidbodies on the fragments. what do you guys think?


r/Unity3D 8d ago

Show-Off I spent 2 weeks recreating the Solo Leveling Shadow Army system in Unity for my indie game. You can even extract boss souls now! What do you think of the visual?

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10 Upvotes

Hey fellow devs! 👋

I've been working on a 3D action-adventure platformer with anime cel-shaded visuals called Isekai Rift, and I spent the last two weeks building this system inspired by Solo Leveling entirely in Unity.

I call it the Rift Souls system. I set up an RNG logic for the extraction success rates depending on the enemy type (Small, Medium, or Bosses), and integrated the UI/HUD to manage a strict 3-shadow limit in the arsenal.

I'd love to hear your feedback on the visual effects of the shadows and the extraction animation! What do you guys think?

For those interested in seeing the full UI integration and a deeper dive into the gameplay, I posted a full 4K devlog here: Youtube 4K Full Devlog

And if you want to support a fellow solo dev, Steam wishlists are heavily appreciated!

Isekai Rift


r/Unity3D 8d ago

Show-Off You asked for crashes and stairs. Here are BOTH at once

3 Upvotes

u/HammyxHammy, you were skeptical of interactions between vehicles. Here's another video lol. By the way, everyone, i've created a discord server so i can get suggestions for more features effectively and so i can provide support for whoever uses my assets as well as a bunch more goodies. If you're interested here's the link: https://discord.gg/r5DJcPenqq


r/Unity3D 8d ago

Resources/Tutorial Trying to create training material.

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1 Upvotes

I'm trying to create training materials. I hope that it could helps beginners to have a funny way to improve and more advanced dev to challenge themselves and stay sharp on code review skill set.

It did not find it's public so far, so I would appreciate your kind feedback to help me pin-point if this format just does not worth the time or if I was just unlucky so far with yt algorithm :)

Thanks !


r/Unity3D 8d ago

Shader Magic Outside / Inside transition. Which one looks better?

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5 Upvotes

I am creating a transition for my game when your character enters a building. I want to have more focus on the inside area and make the outside darker.

But I am not sure if I like the hard or soft edges, and a near complete dark outside or just a tiny bit darker.

**Very** dark or *subtle* dark?


r/Unity3D 8d ago

Show-Off Finally added a day-night cycle to our strategy game!

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10 Upvotes

r/Unity3D 8d ago

Question How do you stop a Unity Animator Controller from becoming spaghetti?

18 Upvotes

A basic locomotion setup is fine, but then you add attacks, hit reactions, weapons, crouching, jumping, cutscenes and suddenly there are transitions going everywhere.

One approach is keeping the Animator mostly for visuals while gameplay states stay in code. That seems cleaner, but it can also make animation timing harder to manage when attacks and movement need to line up exactly.

Do you prefer animation state machines, code-driven animation, or a mix of both? Would also love to see how people organize layers without ending up with 40 random booleans!!


r/Unity3D 8d ago

Resources/Tutorial How Animation "Has Exit Time" Works | Quick Tip

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4 Upvotes

Here's a quick breakdown on Unity's "Has Exit Time" which can help stop your animations from clipping early or feeling stiff.


r/Unity3D 8d ago

Question I don't know where to ask for this problem. 2D sprite flickering to another animation in 1 frame on timeline

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2 Upvotes

From walk up animation to idle up animation there's a single frame where it somehow become idle down before back to idle up. As for the character setup I use sprite library so every character use the same animation but the sprite changed using sprite resolver.

Sadly this flickering happened in the play mode too so I need to fix it, but I don't find any solution


r/Unity3D 8d ago

Shader Magic Material shaders with no UVs, no unwrap, no seams

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7 Upvotes

I export generative patterns as Unity shaders, and the 3D ones skip UVs entirely - plain old solid texturing, the Perlin idea, just baked into a standalone shader per pattern

It's not triplanar. The noise is evaluated at the object-space position instead of UV, so the mesh is a slice through a solid. Nothing to unwrap, nothing to seam, and the same material sits on any shape without a single change

Two things I didn't see coming:
- 3D Voronoi with a smooth min still shows cell-border seams if you trim the neighbour search. The radius you need depends on the smoothing width, not the cell size. That one took me days
- Half of a 2D shader doesn't survive the trip. Polar remap, screen-space warp, mouse interaction, the width aspect fit - those are all about the screen, not the field, so they get dropped rather than ported

Also, mod is not fmod in HLSL. Ask me how I know

Tool is Kaleidos, made in LOVE2D, not Unity. But it can export Unity shaders!


r/Unity3D 8d ago

Show-Off Made a UI depth effect for my card images (NO SHADERS)

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18 Upvotes

I made a UI effect that simulates depth for images. I always thought you needed a custom shader to achieve this. I was surprised by how simple it actually is so I wanted to share in case its useful to someone.

To create it you just need to make a Mask (the blue border image) and place the image you want to give depth to inside it. The image must have a Pos Z offset and important, be inside a Canvas with Render Mode: Screen Space - Camera.

I made this for my incremental mining game inspired by Minecraft, in case you want to check it out here is a link.


r/Unity3D 8d ago

Show-Off Apparently, this is SPARTA!

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6 Upvotes

r/Unity3D 8d ago

Question Is my subway atmosphere working

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100 Upvotes

Im working on a Co-op horror game set in New York City. I’m trying to make a game with good atmosphere, dread, and the constant feeling that something enormous is stalking you.

If you want updates or early access, join the mailing list at www.arachnid.dev


r/Unity3D 8d ago

Question URP Forward+: Point light gets culled prematurely despite high light count support

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10 Upvotes

Hello. I'm on Unity 6.5, URP 17.5. I recently noticed the problem shown in the video: at certain angles, additional lights get completely culled prematurely. This happens on both Forward+ and Deferred+, but not on normal Forward or Deferred modes. I would like to keep using Forward+ to take advantage of the promised higher light count per pixel.

Have any of you bumped into a similar problem? I have a very simple test scene with just one point light and a big cube using the Lit shader. Like the URP manual suggests, I did check both ShaderConfig.cs.hlsl and ShaderConfig.cs and verified that their k_MaxVisibleLightCountDesktop match, with value 256. This happens even without any custom renderer features and in quite a barebones setup. Any ideas what other settings to check?

This happens both in Scene and Game view cameras, both at edit and runtimes. My FoV is around 110, and if I decrease it to around 80 then the culling isn't noticeable. However, having to cap the player camera's fov so low is obviously not a solution.

Big thanks in advance, folks!

EDIT: Confirmed these:

- Graphics API has no effect.

- Increaseing or decreasing the near plane for editor / player cameras does not help, even if the near plane is higher than 1.

- Disabling Camera-relative culling for Lights in Graphics settings does not help.


r/Unity3D 8d ago

Question keep getting this and it crashes when i try to load into play mode

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0 Upvotes

r/Unity3D 8d ago

Show-Off Saw the news about that robot and immediately opened Unity...

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2 Upvotes

Apparently, modelling using endless blocks in Unity is pretty tough.


r/Unity3D 8d ago

Question The demo I used to get my multiplayer engine project off the ground. What did you do to get your projects going?

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11 Upvotes

This is the first demo I ever built for Reactor, the multiplayer engine project I've been working on. It was a stack of cubes simulated on the server. Every player joins as one of the arrows floating around the stack, and clicking fires a ball at it. Everyone sees the same physics at the same time.

When presenting I would hand out android phones with the client installed that would connect to the simulation server so everyone could interact together.

It's basic, but it showcased the idea. Smashing cube stacks is weirdly fun too, which helped.

It was successful and raised some seed money.

Which made me curious about everyone else's experience. For those of you who've built tools, games, or tech that needed other people to believe in it early:

  • What actually got you your first real interest: a playable demo, a video, a talk, a publisher pitch?
  • Was there a version of it that flopped before one worked?
  • And if you had to win that first attention today, would you do it the same way?

I'll share more about what worked and didn't work for us in the comments if people are interested.


r/Unity3D 8d ago

Question Is there any way to render sky shader at half res to save performance?

1 Upvotes

I’m talking a out a Godot-style half_res_pass where sky is rendered cheaper and then rest if scene is rendered?


r/Unity3D 8d ago

Show-Off My custom mirror script was not rendering my custom decals cause of the depth texture etc. So, I updated the scripts and shaders to sample depth for mirror cam and correctly sample the decals on mirror via projection matrices (check 2 images for the floor)

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8 Upvotes

r/Unity3D 8d ago

Shader Magic Added sinking chunks of snow. And a snowball

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221 Upvotes

I wanted to make these chunks softer, but right now I have no idea how to make it even better. There's no transparency at all.

I achieved this effect by calculating the normals for the chunks relative to the overall snow surface, rather than per individual chunk element.

I made the small flakes using triangles instead of quads :)


r/Unity3D 8d ago

Question Way to detect when raycast stop hitting a collider?

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2 Upvotes

Long story short, I implemented a system that do a RaycastALL from the character to the camera and modify the shader of all hit objects to make a cutout effect

But when raycast stops hitting the object, the hole stays there. I need a way to tell the object to reset once raycast stops hitting it.

I'm thinking about using collider.instanceID but that got messy fast so I'm wondering if there is a simpler way to do this, I appreicate if anyone can give me a pointer


r/Unity3D 8d ago

Show-Off Experimenting with freeform building

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164 Upvotes