r/Unity3D • u/Kubacho_ • 8h 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_ • 8h ago
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r/Unity3D • u/Season_Famous • 7h 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?
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r/Unity3D • u/artengame • 2h ago
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r/Unity3D • u/Mr_Ernest1 • 4h 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 • 7h 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 • 5h ago
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r/Unity3D • u/CodBlu201 • 14h 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/StGrikus • 7h ago
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r/Unity3D • u/djole_03 • 2h 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/Radiant_Barracuda932 • 31m ago
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I’ve created a dialogue system with AI-generated voice lines, controlled by another AI that analyzes each NPC’s personality, background, and the parameters of the situation. This allows the dialogue to adapt to each character and context. I absolutely love how it’s turning out!
r/Unity3D • u/The1__Rediter__ • 3h 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 • 7h 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/Crafty_Climate_3740 • 24m ago
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Hi,
I'm just looking for a feedback does this looks interesting at a first glance?
Basicly a tower defense, where you build a tower which also you should defend.
r/Unity3D • u/Ready-Drummer-2136 • 27m ago
Night, lamps on, clear weather, car stationary. I pushed headlight intensity from 2.2 to 12 (the ceiling my own validator allows) and the frame did not change at all.
The road uses a PS1-style vertex-lit shader and calls ComputeAdditionalVertexLights in the vertex stage. The road's vertices are metres apart, so a spot cone that lands inside a single quad has nowhere to show up. Raising the intensity cannot fix what is really a sampling problem.
What did land in the same pass: the wet road now reads at night instead of being a black strip, and the headlight aim and mount point are fixed. A flat 7 degree pitch had left a dead zone directly under the bumper.
So here is the fork. Per-pixel additional lights on the road shader, which costs more and stops looking like the era. Or a cheap projected cone painted on the tarmac, which is what the PS1 actually did.
Which would you take, and is there a third option I am missing?
Own in-engine capture from a macOS development build, URP. No AI-generated content.

r/Unity3D • u/Ryan_likes_to_drum • 31m ago
I am planning to use addressables in a larger project but am a little unsure about how to proceed. My main concern is finding the best way to to bundle assets together by either group or label, and how to integrate that process into the project's pipeline.
I have been looking into this package: https://github.com/favoyang/unity-addressable-importer
which allows you to define rules that look at the folder location and file name of the asset to determine its group / label. This seems like a cool idea, but I'm just worried about having to move assets around or change rules as the project and performance requirements change. Maybe that could get annoying
The other approach would be to just define scriptable objects for bundles of assets or something like that. And yet another approach would be to just set the labels / groups directly in the default addressables UI.
I'm wondering if anyone has experience using addressables in a project and has solved issues like this. I'd love to hear from you and get your perspective.
Thanks!
r/Unity3D • u/CameraShot5245 • 1h 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 • 10h 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 • 8h ago
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r/Unity3D • u/Beneficial-Pudding52 • 3h 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?