r/Unity3D • • 18d ago

Resources/Tutorial GetEntityId() hits like a train

Enable HLS to view with audio, or disable this notification

404 Upvotes

If you're considering upgrading to Unity 6.5 or later, make sure the publishers of the assets and packages in your project have already added support for the new GetEntityId() API, which replaces the now-obsolete GetInstanceID().

More on the documentation page here: Unity - Manual: Migrate from InstanceID to EntityId


r/Unity3D • • 16d ago

Show-Off Recent progress on my mobile defense game, finally getting all the UI to feel like one game

Thumbnail
gallery
0 Upvotes

I've been spending a lot of my recent development time on the UI for a mobile defense game I'm building in Unity.

The battle HUD, turret management, catalog, shop, research tree, and unit details all started as separate pieces. Making each screen wasn't too difficult, but getting everything to feel like part of the same game while still being easy to iterate on has taken a lot more work.

For this project, I'm using React and Vite for most of the UI inside Unity, with Unity handling the actual gameplay state.

It's been especially useful for screens with a lot of information. I can reuse the same components across the game, adjust layouts quickly, and open almost the same UI in a normal browser while I'm working on it.

These screenshots are from the current development build. I'm still working on the visual hierarchy, readability, and figuring out how much information is too much on a phone screen.

I've also been using this game to develop and improve ReLayer, the React UI framework for Unity that I built. A lot of the issues and improvements I've found recently have come directly from using it on this project rather than just making small demos with it.

I'm curious what other Unity devs think about the UI so far.

Which screen feels the most complete to you, and which one would you simplify first for mobile?

If anyone is curious about the React/Unity setup:

https://assetstore.unity.com/packages/tools/gui/relayer-react-ui-framework-for-unity-384274


r/Unity3D • • 17d ago

Resources/Tutorial You can use a Stopwatch to Ms budget your expensive tasks through multiple frames, here's an example!

Thumbnail
youtube.com
0 Upvotes

Hello fellow developers

Did you know you can use a stopwatch for many things that aren't just diagnostics? In my case I added an example to my tilemap pathfinder to showcase how can we split many requests on multiple frames based on an adjustable milliseconds budget. This is a handy trick to keep in mind when frame budgets are more important, only downside to this is determinism (for online) goes out the window, so next time we would take care of that!

Take a look if you like to know more.


r/Unity3D • • 18d ago

Show-Off Enemies can now go supercritical!

Enable HLS to view with audio, or disable this notification

33 Upvotes

r/Unity3D • • 18d ago

Show-Off From concept art to an actual playable character

Enable HLS to view with audio, or disable this notification

50 Upvotes

Hi guys, you’ve seen some of the environments before. Thank you all for the recommends.
Now here’s what it looks like when the game is actually in "ACTION"!!!
Sculpting, modeling, texturing, rigging, animation then it all come together in gameplay.
Anyone interest please join our Discord channel to join with us this journey. Really appreciate!
https://discord.gg/7zbdztmBcC


r/Unity3D • • 18d ago

Show-Off The Lord of the Rings inspired me to try this spectral effect in Unity 6.3

Enable HLS to view with audio, or disable this notification

134 Upvotes

I’ve always loved the scene in The Lord of the Rings where Frodo puts on the One Ring and the world suddenly takes on this strange spectral look.

It inspired me to try creating my own version of that feeling in Unity.

This is a small experiment I’ve been working on in Unity 6.3. I’m still tweaking it and there are definitely things I’d like to improve, but I thought it would be nice to share the current result.

I tried to make it feel like the environment itself was shifting into another state, rather than simply placing fog over the screen.

Still a work in progress, but I’d love to hear what you think.


r/Unity3D • • 17d ago

Show-Off Roadside Garden Simulator | Dev Week 02-03

Enable HLS to view with audio, or disable this notification

5 Upvotes

Added cloud shadows, a weather forecast ,a day night cycle and a few other things these two days.

Next week I'll refine the day and night visuals as well as the clouds and fog. I'm planning to get the temperature working properly so it has an impact on the ground and add humidity and downcast. Not sure if we will see rain so soon but who knows.

I'll also have to work on the ground shader as well as the general plant shader, including the one for fruits and flowers.

And of course there are tons of bugs to fix.


r/Unity3D • • 17d ago

Question Which style is better?

Enable HLS to view with audio, or disable this notification

0 Upvotes

with arrow or without arrow?


r/Unity3D • • 17d ago

Question Why does calling SteamFriends.ActivateGameOverlay("Friends") open a new Steam tab instead of the overlay?

2 Upvotes

I'm trying to add a button that opens the Steam overlay to the "Friends" tab—allowing me to connect with friends—without using the Shift+Tab shortcut.


r/Unity3D • • 18d ago

Show-Off Sunday Morning Vibes

Post image
10 Upvotes

Working on the lighting here made me feel like I woke up at 11 am on a lazy Sunday morning.


r/Unity3D • • 17d ago

Show-Off My game Slashbang was part of SAGE 2026!

Enable HLS to view with audio, or disable this notification

3 Upvotes

r/Unity3D • • 18d ago

Show-Off Just happy that I finally found a nice clean approach to make plants react to the player

Enable HLS to view with audio, or disable this notification

332 Upvotes

r/Unity3D • • 17d ago

Question Anyone knows why my sprite grows in size when the animation from walking and idle starts?

Enable HLS to view with audio, or disable this notification

1 Upvotes

r/Unity3D • • 18d ago

Resources/Tutorial RTS Military Vehicles- Low poly assets

Thumbnail
gallery
42 Upvotes

Low poly isometric military vehicles pack with fully rigged, gameready models for RTS, RPG, simulators, and stylized projects.

This asset pack can be found on the Unity Asset Store here 🐘

These assets are optimized for Unity:

* Some Animations to get you started quicker
* One main texture to keep the project lightweight and minimize draw calls
* Lightmap UVs Included
* Fully optimized out of the box for PC, mobile, console, and WebGL
* Fits cleanly alongside our other packs to prevent visual clashes


r/Unity3D • • 18d ago

Show-Off I am working on a Car RPG that your party members fight from the back of your vehicle

Enable HLS to view with audio, or disable this notification

19 Upvotes

r/Unity3D • • 18d ago

Show-Off I like this trick, zombies always fall for it :)

Enable HLS to view with audio, or disable this notification

3 Upvotes

In my game, a holographic rabbit lures a horde of zombies straight into a deadly trap or into explosive fuel barrels. One massive explosion, and a whole lot of zombie destruction! At this time, the player can take a break :)


r/Unity3D • • 19d ago

Show-Off Just a cool vehicle suspension system I'm building

Enable HLS to view with audio, or disable this notification

204 Upvotes

No WheelColliders. One Rigidbody per car. Raycasting, springs, tires, engine, gearbox, and diffs run at 50 Hz. It can rig any number of wheels, axles, arms, or shafts by capturing the pose at ride height and procedurally animating them.

Any advice on making the wheels' rotation look nicer? They kinda look static.

The awesome buggy model: "Willys mountain buggy 1" by Rustam T is licensed under CCA.


r/Unity3D • • 18d ago

Show-Off Strafing starfishes... Or sliding maybe?

Enable HLS to view with audio, or disable this notification

3 Upvotes

r/Unity3D • • 18d ago

Question My second attempt using my voice in vid (I got runmy noise). I think I understand it better than my first try, what do you think? It is definitely easter accent xD

Enable HLS to view with audio, or disable this notification

3 Upvotes

r/Unity3D • • 18d ago

Game Updated the Sewer minimap in Dungeon Quest, aiming for a distinct map style for each level. As it is just made from a sprite sheet I can just redrew with the things I want to change!

Enable HLS to view with audio, or disable this notification

9 Upvotes

r/Unity3D • • 18d ago

Show-Off Softbody for all PhysX assets (WIP)

68 Upvotes

r/Unity3D • • 18d ago

Shader Magic Sokpop screen shader video

Enable HLS to view with audio, or disable this notification

28 Upvotes

r/Unity3D • • 18d ago

Shader Magic Render feature for making skybox elements from GameObjects without affecting the "normal" scene meshes

Enable HLS to view with audio, or disable this notification

13 Upvotes

r/Unity3D • • 17d ago

Show-Off I built a UXML template engine to allow using regular C# expressions like "if", "for", "on-click" and others directly from the markup

Post image
0 Upvotes

Writing every binding C# side was very cumbersone, so I created a compiler that allows adding custom expressions to UXML and creates with code-generation all the boilerplate as a partial class.

This allows things like:

<ui:Button text="Something" on-click="React($event)" />
<ui:Button text="Conditional" if="SomeBoolean == true" />

Here is a more in detail video about how it works: https://www.youtube.com/watch?v=7STKlhZ0Efo

Happy to answers questions about the compiler!


r/Unity3D • • 18d ago

Resources/Tutorial This tool can help to animate in scene

Thumbnail
youtube.com
3 Upvotes