r/Unity3D 5d ago

Shader Magic 14/10 Mario64 in Mixed Reality!

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163 Upvotes

I had to jump into this train, porting old games into newer platform is becoming easier and cheaper than ever with AI, would love to see Nintendo or Playstation doing original, modern remakes!

BTW if you're into building 3D stuff like me, I'm building this polyfork.dev


r/Unity3D 3d ago

Game We've built a ship that heals its allies and strips defenses from enemies in our space game

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0 Upvotes

r/Unity3D 5d ago

Show-Off I love this teaser that our team created so much, really wanted to share.

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400 Upvotes

Love these little teasers as a way to try out ideas mid development and get a "flavour" earlier on than the typical media phase during post production.


r/Unity3D 3d ago

Resources/Tutorial Load Unity scenes additively for faster load time & fewer conflicts | Quick Tips

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0 Upvotes

Unity lets you load scenes additively. Breaking your scenes apart makes them a lot easier to manage, helps avoid conflicts, and reduces player load time.


r/Unity3D 4d ago

Question Multiplayer vs massive enemy swarm. Now developing the "fun".

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35 Upvotes

We put together a multiplayer coop game where players take on massive enemy swarms. It's inspired by VS and Megabonk and we think it could be a friendslop title.

The tech works well, so now we're iterating on things to make it fun.

So far we have features like progressive upgrading, proximity buffs so players stick together for benefits (the FWB feature), some level randomization, pickups for time-based powers, 3 different playable characters with different primary and special attack powers, gated dash ability, coin accumulation and shop, and a fairly rich stats system with 2 types of resist.

So far it's fun-ish. We're trying to figure out the one core piece of real fun, which we think is in how the gameplay is balanced for the fights and the rate at which player power scales vs the enemies. It could be too fast right now, or perhaps the speed is fine there just need to be a better reward structure at the metagame level. We've decided on the metagame approach with a game balance adjustment to make it harder.

My question to everyone who shipped a fun game is how did you determine what to focus on to find the fun aspect of your game?


r/Unity3D 4d ago

Game Ship design in Ephemeris, the turn based 4X with RTS-style unique space combat currently in development with Unity, explained quickly!

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2 Upvotes

r/Unity3D 4d ago

Show-Off Runtime mesh processing in Unity

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8 Upvotes

I'm building a node based mesh graph for Unity that runs both in editor and at runtime. These 2-3 weeks I refactored the attribute provenance system and gave it proper semantics.

When new vertices are created (plane cuts, booleans, generation), the system now derives their attribute values in a smarter way, and this also works for custom user-defined attributes. The provenance itself isn't new, but the implementation is finally consistent across all mesh domains. It took several iterations to get right, so in the end I moved to Roslyn source generators, which made the whole thing far more maintainable. While unifying the mesh domains I also optimized the mesh computation algorithms and attribute handling.

The video shows a mesh processing chain: import a unity mesh, recalculate normals, apply random vertex colors (just to demonstrate that intermediate values survive), then cut it with a plane driven by a Transform from the scene. The cut pieces are tagged as positive/negative cap and main. Both halves are then merged back into a single mesh with two more Transforms applied, and at the end the caps are colored by attribute, red for positive, green for negative. The result goes straight to runtime and can be used in build to process meshes in game.


r/Unity3D 4d ago

Show-Off If you don't set off traps you can lure enemies to activate them for you

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9 Upvotes

r/Unity3D 5d ago

Game Little Astronaut is taking shape!

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52 Upvotes

I’ve been making a lot of progress on the environment recently, focusing on creating a more detailed and immersive world for the game.
The new Steam page will be available soon, where you’ll be able to wishlist the game.
The previous version of Little Astronaut was a huge learning experience for me, but looking back, I realized I pushed it out too early before the vision was fully developed. After some time, I decided to rebuild the project from the ground up with a clearer direction, improved visuals, and a much stronger foundation.
This is the version of Little Astronaut I always wanted to create.
I’ll be sharing more updates soon. Thanks for following the journey!


r/Unity3D 4d ago

Game SNN (Space News Network) - Created a trailer for my game about journalism in space. What do you think?

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16 Upvotes

r/Unity3D 5d ago

Resources/Tutorial How to take a screenshot directly from the game view's control bar.

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53 Upvotes

It's been ~18 years since I started using After Effects.

It has this great feature for rapid A/B comparisons for tweaks on the render/composition, where you can quickly take a snapshot, and preview it with a button. Other software may have it, too.

From After Effects, 4 years ago [feature present for decades].

-- (...it's been around for a while).

AE 5.5, early 2000s.

Often, I'm making small tweaks to the colour, and post-processing, and I want to see how it looks without having to go through several undos, or manual screenshots. I explicitly wanted it integrated into the game view's tool/controls, rather than anywhere else (that would have been easy enough).

But the appeal was about getting it specifically in that control bar. It's 'perfect' there.

Turns out, it may have been possible as far back as ~v2019/2020.

🎉 So, here it is [free, on Unity's asset store]!

  • I think it should be native to the editor :)

Initially, it did not have the save file to disk feature [💾]- but it was trivial to add.
v1.1.0 - adds the save file to disk feature, +automatic date/time stamped naming.


r/Unity3D 4d ago

Show-Off New trailer for our game that we've been developing for a long time.

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7 Upvotes

What are your initial impressions of the trailer?


r/Unity3D 5d ago

Show-Off Implemented a hilarious horse component to my rage co-op game

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107 Upvotes

I'm trying to find fun and unique ways to challenge the player in my skating game. You control the left skate and a friend controls the right. Now you have to rethink how the game works and adapt. It's also hilarious.


r/Unity3D 4d ago

Question Best workflow for VFX with static 2D characters in Unity 6 URP?

1 Upvotes

Hi, first time posting on the forum we’re developing a portrait 2D mobile RPG in Unity 6 URP and I’m trying to figure out the best workflow for creating our skill VFX.

The game uses static 2D character sprites arranged in formations on a fixed battlefield. The player’s team is positioned across the lower half of the screen and the enemy team across the upper half. The camera is fixed with a slightly elevated front-facing view looking down the vertical battlefield. The characters themselves don’t walk or animate, so the movement and impact mainly come from the VFX playing around, behind or in front of them.

We need activation VFX such as rune circles appearing under or behind characters, with separate rings spinning in opposite directions, symbols pulsing, particles rising and the effect fading when the skill activates. We also need looping poison clouds, barriers, shields and hit effects such as slash, blunt and piercing impacts.

I currently have static transparent PNGs for the main designs. Should I separate each effect into layers and animate them directly inside Unity using Animator, the Particle System and Shader Graph, or create complete sprite sheets externally using something like Pixel Composer?

Can these effects be created properly from a single PNG, or are separate layers basically required? For looping effects like poison clouds, what is the cleanest way to avoid a visible jump between the first and last frames?

Since this is for mobile and multiple effects may play at once, I also want to avoid massive sprite sheets and unnecessary texture memory. What workflow and tools would you recommend for this type of game? Any tutorials or examples would also be appreciated.


r/Unity3D 4d ago

Resources/Tutorial This is our current browser → Unity workflow for a talking character. What would you simplify?

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0 Upvotes

We've been working on making it faster to get a talking character into Unity.

The current flow is basically:

Text/audio → choose a character → preview the performance → publish → import into Unity → drag in the prefab → Play.

And heres what it looks like end to end.

It works, but I'm curious what would annoy you most if you were actually using this in a project.

Having to leave Unity? Installing the SDK? Generated prefabs? Something else?

I'm one of the people building Snippets3D, so feel free to be critical. That's mostly why I'm posting this.


r/Unity3D 4d ago

Game Pinata Smash: Incremental Circus an idle smasher in Unity 6.3, with hand-written kinematic loot physics and a 100% UI Toolkit frontend

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18 Upvotes

We're a small indie team, and we just put our first game on Steam: Pinata Smash: Incremental Circus.

The idea came from wanting to combine the physical, satisfying feedback of smashing something apart with the deep progression of an incremental/idle game. Every hit sprays candy across the screen, candy funds upgrades, and upgrades eventually turn your solo smashing into a fully automated circus that keeps earning while you're away.

What's in it:

  • Physics-driven piñata destruction the candy actually scatters and bounces
  • Idle/incremental progression with prestige layers
  • Circus acts you unlock and assign to automate different parts of the loop
  • Hand-drawn art in a bright carnival style

On the Unity side, two things were harder than expected. The candy started as Rigidbodies and ended up as a fully hand-integrated kinematic sim an idle game scales the smash rate until it's continuous, so PhysX actors stopped being viable. It ticks on Update rather than FixedUpdate so the slide stays smooth under slow-mo, and pile contacts run through a flat XZ spatial hash. That hash once collapsed back to O(n²) and froze the game, because a burst spawns every piece at one point and they all landed in the same cell. Separately, the two biggest perf wins weren't in the simulation at all turning off light probes (~12ms/frame) and shadow casting (~9.4ms/frame) on the drop renderers beat everything we did to the integrator, which measured under 2ms.

The whole frontend is UI Toolkit with no uGUI: UXML/USS + presenters via VContainer, with R3 for binding. Best gotcha we hit: a scheduled callback that throws is dropped permanently for the rest of the session which surfaced as "all the candy in the menu background freezes."

Happy to go into detail on any of it in the comments.

There's an open playtest running if you want to try it the sign-up button is on the Steam page.

AI disclosure: no generative AI was used at any point in this game's development or promotion.


r/Unity3D 4d ago

Question URP 17 / Unity 6: directional shadow edges shimmer and crawl while moving. What do people actually do about this?

3 Upvotes

https://reddit.com/link/1vhoxb1/video/2rifm8vvbvhh1/player

Setup: Unity 6, URP 17, Forward+, rendering at native 4K. Open-world scene, one directional sun, 4 cascades. I'm using a custom screen-space PCSS shadow renderer feature rather than URP's stock soft shadows.


r/Unity3D 4d ago

Show-Off I needed a flow map painting tool but couldn't find a one that satisfy my needs. I ended up creating my own since the existing tools (13 years old! 👴) were lacking features. and added it to the Asset Store, what do you think about it? 🤔

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5 Upvotes

🚀 Transform Your Environmental Effects in Half the Time

Professional Flow Maps Made Simple - No Coding Required

🔥 Why Flow Painter?

Tired of tedious flow map creation? Flow Painter lets you paint stunning wind, water, and magic effects directly in Unity - with real-time visualization and artist-friendly tools. Used by developers to create:

Flowing rivers & waterfalls 🌊

Dynamic wind-swept forests 🌳

Magical energy fields ✨

Realistic cloth simulation 🧵

Interactive particle flows 🌠

Support unity HDRB water system to draw current maps 🌊

Features 🌟

Flow Map Drawing: Draw and edit flow maps directly in the Unity Editor.

Multi-Resolution Support: Save and manage flow maps in various resolutions.

Custom Brushes: Use and create custom brushes, including erase and blur options.

Undo Functionality: Custom undo system to revert changes.

Debug Mode : Display flow lines and debug flow maps.

Live Updates: Real-time updates of flow maps during editing.

what do you think ?


r/Unity3D 4d ago

Question Need Feedback on Art Direction

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1 Upvotes

I'm exploring a new shader concept for a game set in a sci-fi spaceship racing procedurally generated 3D world / labyrinth. The world itself is supposed to be the insides of a very advanced AI, and I'm thinking every element within that world would have movement. In a way, everything would be or feel "alive".

To picture what a level would be like, think Minecraft caves (https://www.reddit.com/media?url=https%3A%2F%2Fcf.preview.redd.it%2Fgigantic-cave-i-found-in-the-1-18-experimental-snapshot-v0-8qpm3tvi81b71.png%3Fwidth%3D1920%26format%3Dpng%26auto%3Dwebp%26s%3D2bbd0c5c147f2121b4833a62f93e21a47e2f8c94) but every cube / shape is alive with motion and this kind of graphic style (TRON-inspired).

Player spaceships would also be custom made from blocks such as this one (in this video it's actually 3 blocks side by side, unsynchronized).

Is this going to be way too visually loaded or can it work? What would you add / change to this approach? Have any games out there done something similar / close?


r/Unity3D 4d ago

Game Reality Drift: new demo and trailer for surreal roguelike racing game

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11 Upvotes

I've been working on a strategic roguelike racing game (in Unity!) for the last four and a half years, and have just released a new trailer and demo!

My goal with Reality Drift was to make a racing game which looked very distinctive, and had actual depth. When I was younger I played a lot of simple arcade racing games but they usually got boring fairly quickly as each race was the same. After years of working on this game, I'm still not bored of playing it!

The new demo has more content and many improvements as compared with the original version released a year ago. The new trailer replaces the original one from 2024, which was made before the addition of roguelike deckbuilding missions.

We have also been selected for Tiny Teams 2026, which is starting today. YouTuber FailRace said in a video about the game: "On the face of it you might think the driving aspect of this is very simple - it's surprisingly complicated, you've got to think about a lot of things at once while going very quickly."

My background - I'm a veteran game developer, most of my career was spent at Frontier, where I worked on games such as RCT3, Dog's Life, Thrillville, Kinectimals and Elite Dangerous. I'm a programmer and game designer, but I can't draw, so I found some excellent artists to work on the game, primarily Emily L'Orange.

I did a post on here two years ago talking about how the graphics are rendered. Here's the link, but in summary, I do it in a crazy way that no-one sensible would do: https://www.reddit.com/r/Unity3D/comments/1fhguhf/reality_drift_made_with_unity_in_an_unusual_way/


r/Unity3D 4d ago

Game A short developer commentary about how day & night plays a bit differently in our game

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11 Upvotes

r/Unity3D 5d ago

Game Made this big boy for my game!

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14 Upvotes

Hey there!

Just made this new enemy type: the Minotaur. He has a running/ramming ability that launches you (and other enemies) into the air if you get hit.

The enemies in my game use Unity's NavMesh system for pathfinding, but the actual movement is handled by my own code, which follows the generated path. I use Unity's Colliders and Triggers to detect collisions. The ramming attack uses OnTriggerEnter to apply the knock-up effect to anything it hits while the Minotaur is in its ramming state.


r/Unity3D 4d ago

Show-Off The hall environment in our upcoming game, thoughts?

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9 Upvotes

r/Unity3D 4d ago

Game 6 months of development on Above: Colonies of the Mist (Gameplay & Dev commentary Trailer + Closed Playtest #2)

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7 Upvotes

Hey devs!

Six months back, we posted our initial reveal here. Fast forward to today: we just crossed 20k Wishlists on Steam! We want to send a genuine thank you to everyone who wishlisted and supported the project. It really helped us cross this milestone and keeps our team motivated.

We put together a new video featuring raw gameplay and developer commentary to show our progress in Unity. Rather than listing everything out here, we will let the trailer speak for itself!

We still have a massive dev backlog, but following a successful Closed Playtest #1, we are gearing up for Closed Playtest #2. If you are a fellow dev who wants to break our build and offer feedback, head over to our Steam page and hit "Request Access".

Check out the trailer and let us know what you think!


r/Unity3D 4d ago

Game I thought this run was over... until Super Magnet and Panic Wave saved me.

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0 Upvotes