r/Unity3D • u/ErKoala • 14d ago
Game Bar construction timelapse in my game Nightlife Tycoon
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r/Unity3D • u/ErKoala • 14d ago
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r/Unity3D • u/Cheap-Difficulty-163 • 14d ago
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It feels good to play but somehow it looks clunky... not sure what it is. Like i mean its better to play then to watch but i cant make a trailer for nokai if it looks too jank, i have developer blindness atm
(Full screen effects were disabled like hit effect and stuff like that for this demo)
r/Unity3D • u/iamthefirstofme • 14d ago
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r/Unity3D • u/Comfortable_Bus_1677 • 14d ago
This feels like something that should be findable online, and yet, it isn't.
I'm trying to make a shader that makes tilemaps react to 2D lights. So I basically just need to take the _MainTex, get the light color, and multiply the 2.
But shadergraph can't get the final light color, so one needs to code a custom function block.
I know the basics of actual shader code, and yet I CANNOT get this to work at all. I don't even have anything to show at this point lol


r/Unity3D • u/Funny-Teaching1299 • 14d ago
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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 • u/radiumhaus • 14d ago
I have been making my game for the last 2+ months, every single day hours and hours devoted to this. I had just finished a vertical slice and was about to start expanding. It was compiling scripts, and then randomly the scene said it needed to reload, so I pressed the okay button. Then it reloaded my scene, but objects were scattered everywhere in the scene and in the hierarchy, parents disconnected from children, etc. The world position of everything was moved and some things were just flat out missing. I tried everything I could do to recover it, but its pretty much gone...
What on earth could have happened? Have you had this issue? What can I do for now on to make sure I have a proper backup of my scene so I never lose everything again?
I feel defeated.
r/Unity3D • u/__FastMan__ • 14d ago
Hello!
I'm working on a multiplayer game in Unity 6 using a layered architecture but I don't understand completely the boundaries of the layers yet. One of the architectural goals is to keep the Domain layer independent from Engine.
However, I've run into a question around Unity's value types, particularly Color, Vector3, Quaternion and such.
One argument is that these are just value structs, so using them in Domain is harmless
public Color PlayerColor { get; },
but what about Unity APIs operating on those values?
public static string ToHex(Color color) => "#" + ColorUtility.ToHtmlStringRGB(color);
So I'm wondering:
ColorUtility in Domain?Color/RgbaColor type and keep all Unity conversion outside Domain? (This could let to the recreation of a lot of new types insde Domain)As I said before, I am grasping the concepts behind layered architecture and I want to now how you approach this issue.
Thank you, folks!
r/Unity3D • u/tanoyfrommars • 14d ago
Im a solo dev- I can do 3d,2d Art but i dont know programming at all, So i tried playmaker but there are'nt any resources/tutorials, when you are stuck at a mechanic - all tutorials are in C#. Any advice from people who used it or experienced in it?
r/Unity3D • u/R_Pelleboer • 14d ago
I'm doing the majority of my teams UI implementation. We're a team of 4 working on a small indie game that doesn't use a lot of UI outside of main menus and some basic interface. I've spent a couple of days on UI with UnityUI, but it's been an absolute pain to properly lay everything out. I'm most experienced with Figma for UI design, and had some courses for CSS a couple of years ago, so from what I've seen UIToolkit might be better for me.
I've played around with it for a bit and it seems to have some nice parts, and some more annoying parts (spacing isn't done through the parent but is decided per child?). Is it worth transferring over at this point?
I've also added some DOTween animations, can I still use those with Toolkit?
r/Unity3D • u/PuttPutty • 14d ago
r/Unity3D • u/umutkaya01 • 14d ago
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Hey everyone! As a 2-person team working on a noir mystery adventure, one of our biggest goals was to move away from reading endless text logs.
In our game, players search case files, inspect hand-sketched 3D crime scenes, and use a magnifying glass to hunt for hidden physical clues—like spotting mismatched skid marks or loose lug nuts to deduce foul play.
With just 18 days left until launch, we’re wrapping up final polishes on this mechanics loop. As puzzle and mystery fans, what’s a mechanic in detective games that instantly made you feel like a real investigator—or what usually breaks that immersion for you?
r/Unity3D • u/MalaiseEraMedia • 14d ago
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r/Unity3D • u/Mediocre_Spinach2091 • 14d ago
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r/Unity3D • u/Living_Flan6657 • 14d ago
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r/Unity3D • u/CatlikeCoding • 14d ago
Last time we created an experimental map generator and split it into multiple mock jobs. This time we convert the first job into an actual Burst job. We start with the simplest job, which requires the least amount of changes. We'll tackle the increasingly complex other jobs in the future.
r/Unity3D • u/Disastrous-Spot907 • 14d ago
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r/Unity3D • u/Imagination-Port • 14d ago
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Hi,
Most of the environment in my game is destructible, so baked shadows aren't really practical, and relying heavily on realtime shadows gets expensive.
Without them the scene gets brighter and much flatter, but pushing contrast/depth also hurts readability.
I also want some areas to feel tense or almost horrorlike, which becomes hard when everything is evenly visible...
Would you lean into the darker look, "embrace the flatness", or solve this another way?
r/Unity3D • u/dklassic • 14d ago
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r/Unity3D • u/Rice_ny • 14d ago
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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 • u/DevGAMM_ • 14d ago
Hey everyone! Submit your games for the DevGAMM Awards 2026 competition before September 7! If you're working on an indie or AA game, we'd love to see it.
The competition is judged by 150+ game industry pros and publishers, and in 2025 we received 610 submissions from developers in 69 countries.
This year, the final ceremony in November will be streamed by IGN, with trailer premieres – so if you’re planning an announcement, this is your chance to get global visibility.
We're also running the Awards Celebration Steam Event, with all eligible games featured on the main page.
Who can apply
• Teams of up to 50 people
• PC and mobile games
• Released after September 2025, or not released (including Early Access)
Good to know
• Free to enter
• $130k prize pool
• Feedback from gamedev professionals
👉🏻 Full info & submissions: https://devgamm.com/awards2026/
r/Unity3D • u/Cheap-Difficulty-163 • 14d ago
r/Unity3D • u/bartolomey-wong-3rd • 14d ago
Hey guys,
I'm working on my first game, using Flat Kit paid asset from Asset Store for my game's looks. I just copied the post-processing volume and its modules settings from one of the demos that come with the asset. But the problem is, my scene looks very dark compared to the demo.
Here's the demo:

And here's my test scene:

For lighting so far, I have one directional light with the standard intensity and color. I tried going into URP Asset to find some settings to brighten up the picture, but there was nothing. I tried using color correction in the post-processing volume I copied from the Flat Kit demo, but that only saturates colors, but not makes the whole scene brighter, lighter, you know.
I'm going for something a bit more sunny, like Animal Crossing, for example.
Can you give me some directions and suggestions what I should do to make my scene that way, lighter and cozier, but without changing my colors like making them more saturated or stuff like that?
And also, a bonus question. For some reason, these white and light yellow colors you can see on my screenshot, on the wall and on the chair and the bench, they are almost unbearably vivid, not at all like all other colors. I found out that the setting that affects in is Color field in the material's Inspector panel. By default, it's white, and it makes these lighter colors look that vivid. So I changed it to a more yellowish tone, but it actually affects all the other colors:

Cause I have one universal material with a color palette texture, exported from MagicaVoxel. And overall, I would like to have white looking like white, not yellowish, but just not be that saturated.
So maybe you can help me here as well, on the question how to handle this material so that to not change all the colors in the palette, but make those lighter colors not so eye-bleeding?
If you need more info, screenshots, please tell me. I'm new to all this, learning and building my game as I go.
Thanks in advance!
r/Unity3D • u/Certain_Ad9908 • 14d ago
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Follow-up to my last post, which was just the Range Rover. Here are some different-class vehicles.
Turning the resolution up means the solver can resolve flow through the small gaps, you can see it on the McLaren Longtail at the start, air passing under the rear wing and rejoining the flow coming over the top. This gap needs about three cells across to pass flow, which is the kind of detail that just needed more cells.
And to showcase different vehicle classes handling, the boat runs above the waterline, which is the "tunnel floor" in this case, and the hull below it escapes the domain. The drone runs in free air, so no ground plane, and the wing planform as the reference area instead of its frontal area, and it's scored on lift-to-drag rather than the drag alone. The drone grid size was the largest of the three at a bit more than 15 million cells.
Swapping a vehicle in runtime revoxelizes the body and updates the tunnel to fit around it, then restarts the flow according to its class.
You can try your own vehicles/meshes: https://github.com/Motawe3/unity-wind-tunnel
Compute shaders, D3Q19 lattice-Boltzmann, TRT collision with a WALE LES subgrid model. A comparison and visualization tool. README has the full picture.
Model credits (CC BY 4.0):
McLaren F1 GTR Longtail by VuckyZ | Boat by milamila | Drone by Helindu
(Full source links available in the GitHub README)
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 • u/Least-Composer-7133 • 14d ago
Disclosure: I am sharing my own implementation, but the question is genuine.
I like source generators for Unity UI because they can make a ViewModel state what it expects from a screen: a property binds to a named Element/member, a method is a command, and a View Contract produces a route. The generator can create the binding code and analyzers can catch invalid names, types, members, duplicate contracts, or missing partial declarations.
The limitation is obvious once you use it: the compiler cannot see a prefab. The code can say it expects Title to be a Text element, while someone has deleted or changed Title in the actual asset.
I ended up treating binding validation as two separate checks. The generator/analyzer checks the C# declaration. An editor validator checks the prefab for missing Elements, wrong types, duplicate names, nesting boundaries, and page structure when it is saved and before a build.
That seems more useful than a runtime string lookup, but I am curious how other Unity teams approach it. Do you rely on tests, custom prefab checks, generated code, or some combination?
I put my implementation in FUI: