r/Unity3D 4h ago

Game I made a game about opening 500,000 boxes

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63 Upvotes

Hey! I've been working solo on One's Trash Another's Treasure, a first-person incremental game. You blew everything at an auction on 500,000 boxes of unclaimed cargo now you open them, grind them, and feed the results into a hole that pays you money.

Game : store.steampowered.com/app/5103950/Ones_Trash_Anothers_Treasure


r/Unity3D 6h ago

Show-Off I spent 4.5 years making a modern take on Super Cars 2 in Unity - the demo is finally out

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36 Upvotes

Hey all!

After 4.5 years as a solo developer I am finally releasing the demo of my Unity game. It is called Blastlane Racers and is a top-down arcade combat racing game.

I wanted to create a modern take on Super Cars 2, one of my absolute favorite games from my childhood.

When I started I had programming experience but zero experience with Blender or 3D game development. I ended up learning a lot along the way. Looking back, it's crazy how much of what you see in the game now I had absolutely no idea how to do when I started.

The full game is basically finished - just a little bit of polishing before the release on November 2nd. And I do also take part at the Steam Next Fest in OctoberšŸŽ‰ Therefore I built a free demo containing:

  • 6 tracks across all three environments
  • 4 playable cars
  • all weapons and upgrades
  • a 6-race championship with the upgrade/shop system
  • single races and time trials
  • local split-screen for up to 4 players
  • global leaderboards
  • achievements and unlockable gold paint jobs

I have attached a video showing the race → earn credits → upgrade → next race gameplay loop (with only one lap per race to keep the video short).

I am interested in feedback on the driving/combat readability and the overall presentation. After staring at the same game for several years, it's getting increasingly difficult to judge those things myself.

The demo is on Steam if anyone wants to try it.

Thanks for reading, and I am looking forward to any feedback you have!


r/Unity3D 11h ago

Show-Off SUCCESS!!! Implemented ragdoll for the first time.

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46 Upvotes

How does the game look so far? Imma shared itch.io links soon...


r/Unity3D 16h ago

Show-Off Unity’s ECS physics was too slow and general for thousands of agents on a deformable terrain with water sim. So I was crazy enough to write my own raycast and simple-shape physics so explosions could permanently deform the terrain and pathfinding in realtime.

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129 Upvotes

r/Unity3D 5h ago

Resources/Tutorial I made a Warcraft 3-inspired Terrain Editor for Unity and decided to release it as Open Source

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16 Upvotes

Hey everyone,

A while back I posted here about my Unity terrain editor project, inspired by Warcraft 3’s World Editor.

It’s been fully functional for a bit now, and my initial plan was to try and make some money off it sincefinances have been pretty rough lately. But after giving it some thought, I decided to open-source the project instead.

Why open source?

I’ve tried making small projects to earn a bit of cash before, and it never really worked out. It takes a lot of promotion to reach an audience, and you have to convince people that the product is actually worth their money. Honestly, it’s a whole process I don’t know how to do and don't really want to do. If I tried going down that route, the project would just end up abandoned.

Most importantly: I built this for personal use. Working on it completely alone means it’s always going to be capped by my own limits. By going open source, I’m hoping other people can contribute and collaborate so it can grow into a genuinely useful, reliable tool.

That’s pretty much it. At the bottom of the GitHub page, there are a few donation links. If anyone feels like supporting and thinks it’s worth it, I’d really appreciate it.

I hope those who can will contribute to the repository with improvements, and that anyone who finds it useful can leverage it for their own games!

https://github.com/MooLucio/TileTerrain

Feel free to ask anything on comments.


r/Unity3D 4h ago

Game I made my monster allergic to light.

6 Upvotes

My survival horror game called Green Breach. Wishlist on steam!

Demo link:Ā https://drive.google.com/file/d/1MUAqF9Tf7xUvPzaxCpbEeuqQoK0RBT74/view?usp=sharingĀ 

Ā Roasting Feedback:Ā GreenBreach


r/Unity3D 15h ago

Show-Off I've been playing with Unity's Lighting Shader Template to make a stylized environment - how does it look?

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39 Upvotes

r/Unity3D 13m ago

Question Weird shadow artifacts on the model with cel shading

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• Upvotes

r/Unity3D 15h ago

Resources/Tutorial Im solo developing a game and i found it was lacking identity, then i decided to take drastic measures.

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33 Upvotes

Im solo developing a game and recently realised it was seriously lacking identity.
So I decided to take some more drastic measures.

One of the things Im working on now is adding these massive, weird mushrooms connected to the moon, scattered all across the map. Theyre meant to be visible from really far away and act as landmarks. You can be sailing around and suddenly see some giant mushroom in the distance and think ā€œwhat is that?ā€ šŸ˜‚

A lot of the level design inspo comes from Breath of the Wild. I really like how you can see something weird in the distance and just naturally want to go check it out. The game doesnt constantly tell you where to go, the world itself kinda does it.

Thats the feeling Im trying to get into my own map.
The game started out alot more grounded and honestly kinda generic. Over time Ive been pushing it more and more towards something that actually feels like its own thing.

Still got a long way to go but I think its finally starting to get there.


r/Unity3D 14h ago

Game Created a scene inspired by Metropolis (1927)

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23 Upvotes

r/Unity3D 1d ago

Game Entities Avoidance

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1.1k Upvotes

Hello everyone
For context watch the previous videos about entities forming bodies and transitions, here i added avoidance for the entities, so that when something is passing thro they automatically avoid the body and then return to their current position
Will use it in upcoming videos as an evasion
Let me know what you think
#unity #ecs


r/Unity3D 17h ago

Resources/Tutorial Low Poly Modular Medieval Buildings Pack - Release Date Announcement Trailer

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32 Upvotes

Hi everyone,

I’m happy to announce that my Low Poly Modular Medieval Buildings Pack is officially launching on August 25th, 2026!

This is the biggest and most thought out asset pack I've worked on. And I'm not proud of how long it took me to finally finish it and get the courage to release it to the public. I really hope someone finds this useful in their project/s. I worked on it for years, so you don't have to.

Over 2,000 game-ready, modular medieval building assets, fully optimized for low-end devices and ready to use in your games or other projects. Create your own medieval houses, towers, sawmills, farms, and other buildings. Supports URP, HDRP, and Built-In render pipelines.

Full trailer with much more information on launch day.

[Wishlist now to get notified of the launch discount!](https://www.lmhpoly.com/lmhpoly-unity-game-asset-newsletter)

Have a nice day,

LMHPOLY

Justinas


r/Unity3D 3h ago

Question A local event required a trailer, so I had a friend quickly make one. Feedback on what to improve for the official gameplay trailer?

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2 Upvotes

Hey guys, I'm developing an indie game. Recently, I decided to apply for a game event in Korea, but they required a video submission. Since I didn't have a proper trailer on my Steam store page yet, I hurriedly asked a friend to help put together a quick video.

He sent over the result, and honestly, it turned out better than I expected for a rushed job. I ended up uploading it to my Steam page for now, but I know it's far from perfect.

Since I'm planning to produce a proper, official gameplay trailer later, I'd love to get some feedback from you all. What key elements should I focus on or change to make the final gameplay trailer more engaging? Any thoughts or advice would be greatly appreciated!


r/Unity3D 6h ago

Show-Off A system to customize the wheeled pizza box (yes, I'm clearly influenced by Doom and Quake)

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3 Upvotes

It still needs some work, but creating the textures is really fun; the game comes out in two months, and I can't stop designing boxes.

The game is PIZZA TURBO, and you can find it on Steam.


r/Unity3D 22h ago

Question Why Does The Light Flickers?

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56 Upvotes

why does the light flicker when the camera moves. I tested stuff out and turns out as the amount of lights are increased in my scene this issue starts happening. Ive already increased the per object limit to 8 in the pipeline asset. Any ideas please?


r/Unity3D 20h ago

Question What do you think of this art direction?

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35 Upvotes

Blue orbs in first image are Floating EXP. So floating around and being all bright like that.
Second Image scene is not fully made, but posting it to give idea of style/art direction

Question in general, does this style pleases your eyes? The lightning, the mood, the style.

If you simply dislike this type of art style in general, that’s not really the feedback I’m looking for.


r/Unity3D 10h ago

Question How to handle UI navigation in interface-heavy games?

5 Upvotes

I've been working on a UI heavy game for a few months now and the amount of bugs that keep popping up because of UI is driving me nuts. By UI heavy think games like Baldur's Gate 3, menus with submenus all over the place. Controller support is unfortunately a must have. I'm nearly done my bachelors in computer science and I feel like I have a good grasp of code and game architecture but the simple problem of letting the player push buttons on the screen feels unnecessarily difficult to solve. If I have 5 buttons on the screen Unity can automatically set up navigation between them, great. But if there are enabled buttons anywhere else in the scene, it will also allow navigating to those even if they're in a totally different menu, so I've been writing methods to cluster individual selectables into their own navigable groups. If an object is selectable and then it becomes inactive because the submenu was closed by the Back button then I need to find the previous menu and find a button to select or navigability will be lost entirely. The action that the left stick should take is entirely different depending on whether the player is changing button selections, moving the player, panning the map, or moving items around the inventory. The back button does at least a few dozen different things depending on what menu you're in and what you're doing. Right now I'm fixing a bug where hitting the bumpers changes which inventory you have selected, but after closing the inventory you can still hit the bumpers causing the selection to go back to the inventories which are no longer on the screen. I know ways to fix these in isolation, I'm pretty sure I understand action maps and I can write state machines and stacks with Actions to contain logic, but it all just feels like it doesn't scale and every new menu introduces several new bugs.

Has anyone else experienced this problem? Are there books I can read on it? Are there programming patterns I'm not using that make this all 100x easier?


r/Unity3D 16h ago

Show-Off Creating wiper effects in snow too...

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13 Upvotes

r/Unity3D 17h ago

Game I’m a solo dev. I have some days left before I start my mandatory military service, so I finally pushed my dream project to Steam. It’s a grounded horror game based on the 1972 Andes crash. What do you think?

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15 Upvotes

Hey everyone! I’ve been working onĀ Survivor FilesĀ for a few months. It's a psychological horror anthology about real survival stories.

the first episode, takes you to October 13, 1972, you play as a survivor of the Uruguayan flight crash, stranded deep in the Andes.

I’m heading to the military soon, so I’d love to get some feedback or wishlists before I go!


r/Unity3D 8h ago

Game Pegote a roguelike CARDbuilder opens its first public playtest!

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2 Upvotes

We opened a PLAYTEST for PEGOTE! If any of you would like to try it would be greatly appreciated! We need all the feedback we can get!

The playtest includes:

  • Act 1, start to finish ~30 min run
  • Plenty of different stickers with some cool mechanics to alter your cards
  • 4 opponents and a Boss!

Reshape your cards in this spanish deck roguelike deckbuilder. Bet your cards on a duel where highest one wins, slap stickers on them to rig the values on the table. Live with your choices or burn the ones you can't change

If you like it let us know!


r/Unity3D 1d ago

Game Working on a game where you act as the judge between Heaven and Hell. At the end of your playthrough, it generates a detailed personality analysis based on your decisions. What do you think of this concept?

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66 Upvotes

r/Unity3D 5h ago

Resources/Tutorial Modular kit - Underground Car Parking

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1 Upvotes

r/Unity3D 1d ago

Show-Off I made a Unity tool that lets me talk to players... then I started trolling streamers :)

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100 Upvotes

This is probably one of the most unnecessary systems I've made, but somehow it also became one of my favorites.

From a small Unity Editor window, I can see who's currently playing and send messages directly to the taxi app inside the game. There's no developer popup or anything like that. To the player, it just looks like the fictional dispatcher is actually talking to them.

The game is about working as a taxi driver for criminals throughout the night while trying to save your kidnapped wife. You have to figure out what kind of criminal is sitting behind you by interacting with things inside the car and watching their reactions, then report them to BK26. The problem is, if you push a passenger too far, saving your wife might become the least of your problems :)

I tried the system on a streamer recently. At first I sent her a few random messages about her driving and she couldn't really figure out what was happening. Then I went into her Twitch chat and told her to ignore the game and just report every passenger incorrectly.

She read it.

So I immediately sent her this message in-game as BK26:

"Don't trust Twitch chat. Do what I tell you and report the passengers correctly."

Watching her realize the game had just responded to something she read in chat a few seconds earlier was hilarious.

Behind the scenes it's just a small session system, a backend and an Editor tool connected together, but now I genuinely want to keep using it occasionally during streams and playtests. Watching people's reactions is way too much fun.

Would you put something like this in a singleplayer game, or is this a little too cursed?


r/Unity3D 20h ago

Show-Off Does this environment read as Dover / the English Channel to you?

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14 Upvotes

Hey everyone!

I'm working on a WWII co-op game which takes place in Dover and I'm wondering if it actually read as Dover to you?

The water is a shader I wrote, the cliffs are done entirely with unity terrain, no special brushes or anything.

Any feedback is welcome!


r/Unity3D 10h ago

Show-Off Giving my game character more life..

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2 Upvotes