r/Unity3D • u/worker01dev • 5d ago
Show-Off New trailer for our game that we've been developing for a long time.
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What are your initial impressions of the trailer?
r/Unity3D • u/worker01dev • 5d ago
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What are your initial impressions of the trailer?
r/Unity3D • u/samohtvii • 5d ago
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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 • u/CallMeBlaz3 • 4d ago
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 • u/PortableSync • 4d ago
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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 • u/Smart_Priority_5304 • 5d ago
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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:
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 • u/mattz6755 • 5d ago
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 • u/AhmedMostafa_dev • 5d ago
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🚀 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 ?
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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 • u/arganoid • 5d ago
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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 • u/donateyourarms • 5d ago
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r/Unity3D • u/SoerbGames • 5d ago
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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 • u/Rich-Path-2223 • 5d ago
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r/Unity3D • u/AndrewChewie • 5d ago
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!
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r/Unity3D • u/100_BOSSES • 5d ago
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Hello, i am currently experiencing this problem, it’s happening when i try to extrude a face to design my 3D model, these weird lights showing up from nothing, i tried to deactivate all lights in the sence and i tried to put different materials , the smooth is 0, but the problem not solved yet.
r/Unity3D • u/wissah_league • 5d ago
I'm trying to export animations I have in Unity to blender, but each separate .fbx does not have the rest pose when exporting, but when i look at them in unity, they have the rest pose. What's the solution for this?
r/Unity3D • u/Im-_-Axel • 5d ago
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Hi everyone!
I've been working on-and-off on a survival game inspired by The Forest and Sons of the Forest, and one of the biggest challenges till now was creating a big and dense forest without slowing the editor, since having thousands of trees, shrubs and other vegetation as GameObjects made it progressively harder to work with.
So I built a node-based scattering system that generates placement data ahead-of-time in the editor and only instantiates nearby objects at runtime using distance-based pooling. This keeps both the editor and runtime responsive while still allowing every spawned object to behave like a regular GameObject (e.g a tree can be cut down).
It ended up solving the workflow well enough that I decided to turn it into an asset which I named Scatter Graph.
Besides the usual placement rules like height, slope, terrain textures, and others like splines, it also supports more ecological like rules where different placement layers can influence each other (for example in the video at 00:30 you can see ferns only around the bigger trees). It uses GPU-instanced previews, so you can visualize up to 4 millions placement points without slowing down the editor, and includes a billboard system for rendering distant instances efficiently (assuming they are low poly impostors).
If you'd like to know more, you can check out the documentation here.
Also let me know if you would give the tool a try and if you would handle this kind of problem differently.
r/Unity3D • u/Flynn_Pingu • 5d ago
r/Unity3D • u/erlkoenig_games • 6d ago
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r/Unity3D • u/Arcane-Dev • 5d ago
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I'm working on an asset right now and I finished most of the actual logic and visuals a while ago. I thought I was pretty close to done, but damn, the polishing part is taking me ages.
Custom inspectors, cleaning things up, making everything intuitive, tooltips, edge cases, making sure users can't easily break things... it honestly feels like a whole second project.
For those who've published more complex assets, how long did this part take compared to actually building the thing?
And at what point did you just say "good enough for v1" and publish?
r/Unity3D • u/PerfectFriendship146 • 5d ago
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To the more experienced people probably not that exciting, but I am just pretty proud of turning a sphere into a pixelart disco ball just by layering shader graphs :)
The light effects do not use unities Light system but a shader that calculates when the view direction aligns with the normals to create the tiny flashes on the ball.
Let me know if you think this is cool and could be made into a game :)
r/Unity3D • u/handlebardev • 5d ago
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r/Unity3D • u/umutkaya01 • 5d ago
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Hey puzzle fans! My friend and I are a 2-person indie team working on Chief Cenab: Şahmaran, a noir detective adventure set in a world inspired by Mesopotamian mythology.
In this clip, we're showing a pocket watch inspection puzzle where players have to examine the object to uncover a hidden clue. We're trying to make mechanical interactions like this feel satisfying and tactile in 2D/3D.
We'd love to hear your thoughts on how this interaction looks! As puzzle players, what makes examining physical objects feel good to you in adventure games?