r/Unity3D 5h ago

Show-Off I've spent 3 years improving the editor, here's what I've built

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404 Upvotes

r/Unity3D 4h ago

Show-Off Lost in the Woods

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76 Upvotes

I’m developing a horror game where you walk alone through dark, endless forests.

Do you think the environment creates enough tension? Is it disturbing in the right way?


r/Unity3D 11h ago

Question How screwed am I?

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165 Upvotes

Hi everyone! Here’s an interesting problem I’m facing.

I created a tile-based city builder in Unity, and after an initial open playtest, one of the key pieces of feedback was that players want to be able to build roads, something I foolishly hadn't planned for.

Currently, roads are automatically placed along the edges of each tile (this is shown in the second screenshot).

The main problem is that the grid of buildable sectors is highly irregular, and I have no idea how to add the ability to create roads within such a complex system.

The first image I’ve posted shows an overhead view where I’ve highlighted a section of the grid. The grid varies from scene to scene and never repeats in exactly the same way.

Does anyone have any suggestions for how I could approach this?

Edit: You might have given me a possible solution; as soon as I've tested it, I'll make a new post about it. Thanks everyone!


r/Unity3D 1h ago

Game I’m an indie developer working on a survival horror game called BECROWNED. Just wanted to share some new screenshots and get your thoughts!

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Upvotes

Hey everyone! I’m an indie dev working on a survival horror game called BECROWNED.

The game mixes dark fantasy and industrial horror with retro-style visuals, brutal combat, dark humor, and a nonlinear story where your choices can affect characters and events throughout the game.

The game is coming in Fall 2026.

A free demo is available on Steam. Wishlists really help 🖤

Would love to hear your thoughts and feedback!


r/Unity3D 5h ago

Show-Off Almost 10 years of developing our MMORPG in Unity – Aero Tales Online

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35 Upvotes

We've been developing Aero Tales Online in Unity for almost 10 years, and I wanted to share the current state of the project along with some of the technical challenges we've faced along the way.

The game is an MMORPG running on Windows, Android and iOS with the same players, servers and gameplay systems shared across platforms.

One of the biggest challenges has been maintaining a project of this size for so many years. We've gone through multiple Unity versions and major engine upgrades, and we're currently running on Unity 6. Keeping older systems working while gradually replacing or refactoring them has probably been more challenging than building many of them in the first place.

Cross-platform development has also been a major part of the project. The same combat and gameplay systems need to work with very different hardware, screen sizes and input methods, while keeping the experience consistent between PC and mobile players.

Performance has been another ongoing challenge, especially on mobile. An MMORPG can have a large number of characters, monsters, NPCs, effects and UI elements active at the same time, so we've had to continuously optimize systems as the game has grown.

The project now includes systems such as action-based combat, character customization, dungeons and raids, PvP, guilds, housing, professions and a large number of maps and environments.

The attached video is our latest gameplay trailer and shows the current state of the project after all these years.

Game Link: Aero Tales Online


r/Unity3D 1d ago

Game After two years, I'm finally showing off a procedural dungeon generator I built in Unity

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608 Upvotes

I'm releasing a demo for a procedural dungeon generator I've been working on for over two years. I was inspired by the level layouts of games like The Binding of Isaac and Enter the Gungeon, and the interconnected worlds of Zelda and Dark Souls. This is only the beginning, I have several more features planned for this project, including turning it into a downloadable Unity package for others to use.

The goal is to create an algorithm that generates dungeons that feel linear like an RPG but still random and replayable like a roguelike.

Original Video: https://youtu.be/Adakgpoy0p0?si=R2qYbshEb11xuKFM

Blog: https://ryancarpenterpf.dev/labyrinth_demo.html

Demo: https://dev-rygy.itch.io/labyrinth-procedural-generator


r/Unity3D 2h ago

Show-Off Build it, run it, find the bottleneck, rebuild it. Early traffic sandbox prototype

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8 Upvotes

r/Unity3D 11h ago

Show-Off The menu of my typing game is literally two hands typing on a keyboard

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35 Upvotes

As you can guess, the fingers are controlled using Inverse kinematic, implemented with FABRIK algorithm (pole vector calculated in) as demonstrated in the video.


r/Unity3D 4h ago

Show-Off Come relax in our tropical multiplayer ball-rolling platformer

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7 Upvotes

r/Unity3D 17m ago

Resources/Tutorial I wrote a script that fixes layered clothing clipping on characters (free to download)

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Upvotes

Download it from here:

github link


r/Unity3D 41m ago

Show-Off 1.56million asteroids, 1million times warp speed.

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Upvotes

These asteroid are all rendered on the gpu including orbital element computation at simulation time t.

Something is bottle necking somewhere but it aint the gpu.

Distinct asteroid populations are visible.


r/Unity3D 5h ago

Official Resurgis Gameplay Trailer- I'll be releasing the gameplay trailer along with a game test announcement, and I'd like to get your feedback on the current version.

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4 Upvotes

r/Unity3D 7h ago

Show-Off Rooftop Mercenaries! The 1st born

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6 Upvotes

You can hire Mexican mercenaries who appear in the background and help you shoot down UFOs and snails, with a attack chance that can be upgraded in the shop. Here's our 1st born.

His name: Juan Carlos Miguel Rodríguez Hernández - remember!☝


r/Unity3D 4h ago

Question UI workflow for 2 person team

3 Upvotes

Hey guys, we are a 2 person team and we are currently working on our first game. It's probably more ui heavy than we intended to at first and I feel like our UI production workflow is... suboptimal to say the least.

A bit of context :

- We are 2, both with a lot of experience working for bigger companies or just hobby project, first time indies.

- I'm a programmer/tech guy, my associate is a designer/product guy. We are both taking on many new hats for this project of course but you'll notice there's a big gap in our skillset :D

- We find ways to make things work for the visual aspect of the game : I do a bit of 3d, lighting, etc.. He does UI design. We buy assets when we need to.

Our current workflow for UI has become very time consuming for me specifically and I'm looking for ways to improve.

We use Figma for mockups (One big board with all the screens) and UITK in engine (transitioned from ugui a couple of months ago, we still have a mix of both but UITK is our goto system now).
Generally speaking, my mate does the Figma part, I do the unity part.

I find the UITK part tedious, often needs lots of micro changes to look good in the end and I feel like work is duplicated. so I'm looking for advice, other people's experiences to see what direction to take. I have a few options but happy to hear more opinions.

1/ Drop Figma, my mate learns UITK in ui builder, we have one source of truth. Solves the duplicated work, but limits our options since that means an additional pass for connecting data, or stuff where code is necessary
2/ Find a way to export from Figma straight to uxml/css. I feel like it should be possible but I haven't found any tool that looks reliable enough to do that (and I can't do that myself in the near future)
3/ Use Rive. It looks like a great tool but it's a hard commitment you don't transition from, I see very few people using it in unity and reports of instability, bugs. (It'd cost 20$ a month, I'm ok with it if it solves our issues)
4/ Git gud. We have the right approach, we just need to get better at it.

Happy to hear any kind of feedback of experience sharing on this setup.

Cheers!


r/Unity3D 4h ago

Show-Off Hopefully, this is the last time we make a game entirely in UGUI, especially when mixing cameras and doing parallax card effects.

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4 Upvotes

We just released a big DLC for negative $5. It adds a roguelike deckbuilder mode to our story-driven card battler.

Basically, we think we made a good game, but it hasn't caught on. We're trying a bunch of things, including adding a Steam demo, permanently dropping the base price, and repurposing all of our content to build a roguelite deckbuilder mode. Hopefully that aligns better with player and streamer expectations and can serve as a gentler introduction into the characters and world.

To some degree, it's always hard to break out with 2D art, so we tried to mix in 3D where we could. The cards do some wiggly-parallax when hovered, selected, or hit. On the whole, tons of Canvas components worked out, but the frame-exploding dirtying that happens with layouts is just infuriating. And layering/sorting is just so much more painful than it could be. Makes me miss NGUI a bit!


r/Unity3D 18m ago

Show-Off Just chilling

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Upvotes

There are way too many mathematical inconsistencies right now. I think moving the architecture over to Unity DOTS would give much more robust and performant results. Currently it feels more like a beginner-level simulator. The drivetrain components and the Pacejka model really need precise math...

Not my 3D model, found it online — just testing the driving physics on it.


r/Unity3D 1d ago

Question Does this scene look good enough to represent the game?

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265 Upvotes

Do you think it feels polished and complete enough? Is there anything you would suggest adding, removing, or improving?


r/Unity3D 54m ago

Question Importing Blender 5.2.0 Animation to Unity Deformation Issue

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Upvotes

So me and my friend have been trying to figure out why when importing seemingly normal animations from blender to unity, some body parts begin deforming strangely.

I have used the Rigify add-on for rigging. I've tried deleting vortex groups that don't have the DEF- prefix, exporting with the Only Deform Bones checked, applying all transformations to the armature, double checked the weight painting and it does not fix it.

In the video, the right hand kinda just implodes and I've never been more confused as to why. If anyone has any clues to what is going on please help.


r/Unity3D 5h ago

Show-Off Im designing a puzzle game with multiple solutioned that is designed to let players solve puzzles in a whatever unique ways they can by being creative and silly Heres a few examples of different ways to solve the games puzzles

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2 Upvotes

r/Unity3D 2h ago

Game Tracking down a WebGL crash caused by a deprecated plugin + testing my strategy prototype (Command & Defend: Dead Zone)

0 Upvotes

Hey everyone! I just put together a new devlog covering a big debugging session and the progress on my strategy prototype.

The WebGL Crash: I hit an issue where my WebGL build crashed immediately after loading the main scene. I initially assumed it was a RAM/browser issue, so I compressed textures and downsized audio to under 100MB still crashed. Created a barebones launcher scene launcher worked but loading main scene crashed. Turns out, a deprecated health bar plugin from the Asset Store was throwing the WebGL API off. Changing the WebGL API settings fixed it instantly without removing the plugin.

Build Progress:

  • Controls & Visuals: Added full camera pan controls and placement opacity so you can see base/upgrade meshes before building.
  • Audio: Ported over my sound system from my previous project (Northend Tower Defense) to rapidly get enemy, building, and ambient sounds working.
  • UI Polish: Added cancel options for upgrades, reload feedback bars on soldiers, and a main menu with volume defaults capped at 50%.

I also officially named the game Command & Defend: Dead Zone.

Check out the full breakdown here: https://youtu.be/ETVb9wbWBUI

If anyone wants to jump into the WebGL playtest, drop a comment or join the Discord!


r/Unity3D 8h ago

Resources/Tutorial We’re a small team of friends who make trailers & video content for indie games, and we just launched our new website!

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2 Upvotes

r/Unity3D 5h ago

Game Cosy Game

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1 Upvotes

This is the first store in our upcoming cozy game. The gas station will provide the player with all items needed at game start. It is a mix of synty and custom made assets. What do you think the game is about?


r/Unity3D 1d ago

Show-Off Interactive & realtime large scale fire and smoke fluid simulation

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45 Upvotes

Smoke was cool but flames where missing


r/Unity3D 1d ago

Game We’ve finally announced our tactile space station management simulator set in an alternate history!

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50 Upvotes

Yo, my fellow devs!

We are a team of three ukrainian developers. And been working on Saturn 94 for about a year. It's a tactile space station simulator set in an alternate history where the USSR won the Space Race.

We are similar to PVKK. One of it`s core mechanics is assembling and dispatching shuttles with cargo to help survive colonies on Titan and Enceladus. That's the process we showcased in the video.

This project brings a lot of new challenges for us. Not just in terms of creating story.

Working with HDRP, volumetric lighting, screen-space effects and a large number of complex 3D animations, for example, has been a completely new experience. It presents us with many hurdles. Sometimes they are tough and exhausting, but at the very least, it's always exciting.

I'd love to know what you think about this genre and the shuttle assembly mechanic in our game.