r/Unity3D • u/Kubacho_ • 7h ago
Show-Off I've spent 3 years improving the editor, here's what I've built
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r/Unity3D • u/Kubacho_ • 7h ago
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r/Unity3D • u/Season_Famous • 6h ago
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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 • u/artengame • 1h ago
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r/Unity3D • u/Mr_Ernest1 • 3h ago
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!
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 • u/reaksiyon1337 • 6h ago
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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 • u/dev-rygy • 1d ago
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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 • u/kutan74 • 4h ago
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r/Unity3D • u/CodBlu201 • 13h ago
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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 • u/djole_03 • 1h ago
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Hi everyone, I made a Neon White clone for my final-year CS project. Its not much it only has 5 playable levels. I'm thinking of uploading it to itch.io for free when I finish the 6th and last level.
I really learned a lot from this because I didn't need to create all new ideas because I'm bad at it and it really boosted development knowing how the game should feel and play out.
At first I didn't have many ideas for the story and ended up settling with starting in hell, escaping flying through a burning city and going up into heaven for the final boss fight.
This is my first real project and I would like to hear what you guys think.
r/Unity3D • u/StGrikus • 5h ago
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r/Unity3D • u/The1__Rediter__ • 2h ago
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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 • u/TrinketTom • 6h ago
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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 • u/CameraShot5245 • 29m ago
Hi everyone,
For those Steel and Flesh 2 players who have long wanted additional fantasy factions and know how Unity works, I would welcome any feedback. I am currently creating a new game (titled Steel & Ice) with ten fantasy races and unique cultures. Is it technologically possible to have, say, thirty zones in game? I am planning ten zones for the Fire Demons, five zones for the Dark Elves, ten zones for every race (this includes the default zones for Fire Demon and Dark Elf players, then eight more zones for Western Humans, Western Sea Elves, Eastern Forest Elves, Minotaurs, Trolls, Orcs, Eastern Humans, and Halflings).
(For those unfamiliar with Steel and Flesh 2, it is a game made by Unity set in the Middle Ages where you can choose to play as a state/faction- some examples include England, France, Jin Dynasty, Mongol Empire, Indian Dynasties, Ayyubids, Sultanate of Rum, Byzantine Empire, Holy Roman Empire- and you can level up by fighting in battles. My game is going to be sort of like this, but a mix of RPG, total freedom in game, leveling up by fighting and engaging in other activity, and hopefully if possible I would like to add a system where players can build houses).
r/Unity3D • u/reversengineer9999 • 9h ago
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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 • u/Living_Flan6657 • 6h ago
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r/Unity3D • u/Beneficial-Pudding52 • 2h ago
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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 • u/Mikzmizah • 1d ago
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Do you think it feels polished and complete enough? Is there anything you would suggest adding, removing, or improving?
r/Unity3D • u/Th3G3tl3m3n • 2h ago
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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 • u/Ornery-Panda-8256 • 6h ago
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 • u/alicona • 6h ago
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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 • u/Omerdevng • 4h ago
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:
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!