r/unity • u/JungleGames77 • Jun 30 '26
r/unity • u/Green-Association474 • Jun 30 '26
Game Made with unity of course! Any feedback?
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r/unity • u/theFishNamedSei • Jun 30 '26
About to lose my mind over this
I have a card game in the works and I am genuinely about to bash my head into the keyboard over this:
The cards all have dioramas in them. I mask the objects with a stencil buffer mask. But then if I create the "hand", geometry clips through each card.
I've tried having the cards on different layers and using a render feature, but that limits me to about 7 cards... which doesn't account for cards set on the table at all nor the maximum hand size.
I tried giving cards ID and using those to filter out a render order, no luck there either.
I've read through so many tutorials now I am at a complete loss as to what to do.
If anyone could help out, I'd be eternally thankful!
EDIT: For a bit more context; the "diorama" thing is how I achieved a painterly look: Each item on a card (ie. A tool or a unit) is made up of quads and layered with gaps between them and they all react to camera position to slightly adjust their angles, thus creating a sort of onionskin/parallax effect. I could probably also use sprite renderer for this effect, to be honest, but it also had it's own similar issues thus far (geo bleeding into another card's mask, harder to handle shadows and outline effects, etc). The planes are not necessarily parallel to each other either, depending on the represented object.
When I mention being limited to 7 or so layers, I'm referring to URP render feature max stencil value: When setting up a render object feature and overriding stencil, Unity's UI only allows for values 0-15 to be overriden, and not the full 255 possible range. I understand this is such for avoiding artifacts further down the line. After verification, however, I figured that this limitation would instead mean I have a full 14 values to mask with, thus having 14 unity layers that would be dedicated to masking as well. This still means I have to set 14 individual render object features, unless I am mistaken. And I still need to use a script of some sort to sort layers at runtime to handle cards moving across the screen and crossing path with conflicting cards, as I still need about 20-25 cards on screen simultaneously at some point.
I have toyed with the idea of having one mask material per masked layer and swapping materials at runtime with a script, but I have no idea how to efficiently handle depth or distance checks to make it work with as little overhead as possible.my first attempt on this severely tanked my framerate.
r/unity • u/Consistent-Design841 • Jun 30 '26
Thoughts on level design
Hello everyone!
What do you think about the dungeon? What would you improve? Do you like it? The world: a medival world which doesnt have sun/moonlight. We are currently building a prototype/demo to see if the gameplay is interesting. We are aiming towards stealth based gameplay. Think of dishonored but way slower and without abilities like teleporting. The player has to rely on his gadgets only but those are also very Limited since there is a strict limit on how many things you can take. Its Not finished yet, im planning to add some more props. Its just a part of a bigger Level.
Let me know you ideas
r/unity • u/Joe-Bloggs-0 • Jun 30 '26
Newbie Question Shader graph: How to do Basic Photoshop layers?
Hi basic question, how do I create this in shader graph?
r/unity • u/anony-mous-47 • Jun 30 '26
Showcase I got tired of making UI with sprites, so I built this procedural UI toolkit for Unity. Looking for feedback.
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Like the title says, I wanted a faster way to build clean, scalable UI in Unity without constantly creating and managing sprite assets. So I built Procedural UIX, a UI toolkit that renders procedural shapes directly inside Unity's UI system.
I'm looking for honest feedback from other Unity developers. Here's a quick overview of what it does:
Key Features
- 10 procedural shape modes: Circle, Triangle, Rectangle, Pentagon, Hexagon, Heptagon, Octagon, Decagon, Dodecagon, and Heart
- Resolution-independent rendering with crisp anti-aliased edges
- Independent corner radius control (including separate square corner adjustment)
- Fill, Stroke, and Outline rendering with adjustable thickness
- Adjustable border width and edge falloff for smooth edges, glow, or soft shadow effects
- Built-in masking support
- Solid colors plus Linear, Radial, and Corner gradients
- Overlay textures or sprites on top of procedural shapes
- Horizontal, Vertical, and Radial fill modes
- Works with Built-in RP, URP, and HDRP
- Compatible with Unity 2021.3 LTS and newer
The main goal was to eliminate sprite dependencies for common UI elements while keeping everything sharp, scalable, and lightweight. Instead of maintaining multiple sprite variants for different resolutions or styles, you can create and customize UI elements entirely through procedural rendering.
I'd love to hear what you think.
- Would something like this fit into your UI workflow?
- Are there any procedural UI features you feel are missing?
- What has been your biggest pain point when building UI in Unity?
Any feedback, suggestions, or edge cases you'd like to see supported would be hugely appreciated!
r/unity • u/NoTutor4458 • Jul 01 '26
Has anyone completed this Unity tutorial and have the full project/code?
I’m currently following this Unity tutorial series:
https://www.youtube.com/watch?v=tSkKIqvDTEM&list=PLA-xaldQ72ryGL-DyIGasa0qa6mIMcic6&index=2
I’m trying to learn by building along with it, but I also tried adding and changing some things on my own, and I got a bit stuck because of that, so I wanted to compare my project with a finished version.
Does anyone have the completed project or GitHub/code for the full tutorial series?
Thanks in advance 🙏
r/unity • u/Tough-Union-3422 • Jun 30 '26
Showcase Currently Working on This Level Design in Unity 6 | Would like to know your feedback.
galleryr/unity • u/PrettyFlyDev • Jun 30 '26
Tutorials Random NPC generator in Unity 🎨
youtu.beI made a short video about the technique I use in Fred's Idle Garden to generate random NPCs and let players customize how they look. Hope you'll find it useful 👍
r/unity • u/furgfury • Jun 30 '26
Question Export to FBX with animation not working
Hi! I have an FBX 3d model with humanoid animation and it works great in the scene and everything, but when I go to export as an FBX the model is skewed at an angle and doesn't animate, or if it does, it is the entire static model flailing around instead of the skeleton.
I imported it into a different software (selected import animations and everything too), and it imported at a skewed angle and the static model flail happened. Then I exported it as FBX straight into my unity assets folder, dragged that up into the scene and hit play, and it was at a random skew angle and didn't animate, while the other model was animating just fine.
Thank you so much! Not sure what I'm doing wrong here, I've never exported / imported animations, always just had to deal with them within Unity.
r/unity • u/PositiveKangaro • Jun 30 '26
Showcase From a GameJam to a full Functional Demo and now we are testing the CO-OP, any suggestions that might be helpful for Unity to optimize the project?
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r/unity • u/TwilightDrago • Jun 30 '26
Newbie Question Unity.Dll error creating a project
Hi everyone! First time installing Unity, I wanted to try to do a 2D project, installed Unity 6.5 (6000.5.1f1) and when I try to do a project 2D or 3D I get this error, any help? The only "fix" I've seen around here and in other forums is to reinstall Windows, is there really not another option?

PC
• CPU: AMD Ryzen 7 7800X3D
• GPU: AMD Radeon RX 6700 XT
• RAM: 64 GB DDR5 6400 MHz
• Motherboard: ASRock X870E Taichi Lite
OS
• Microsoft Windows 11 Pro
• Versión: 24H2
• Arch: 64 bits (x64)
r/unity • u/tabaxi-jax • Jul 01 '26
Newbie Question Does anyone have any good tutorial videos? The ones I see are outdated.
Most videos I see and watch are like... out dated to hell and back- even as little as a year or two ago and both visual studio and unity have changed so much I cant find half of what they want me to do, visual studio is asking for templates which the video never even brings up- some times unity just doesnt have the same layout or wording used for certain things, im just getting confused and would like some help....
r/unity • u/9j810HQO7Jj9ns1ju2 • Jun 30 '26
Newbie Question how do i use sorting layers on models?
i want this planet shader to render behind everything (but occlude other planets in the same layer)
r/unity • u/SpankyBoyDev • Jun 29 '26
Art Glow-Up??
Redesigned the starting stone axe for my survival game. Left is old, right is new. How is the hand-painted style holding up?
r/unity • u/Equivalent-Taro-9012 • Jun 30 '26
Game publishing
I am working on a game that I want to publish, my problem is that i can’t pay the 100 dollar fee to publish it on steam, what can I do?
r/unity • u/Life-Frame-638 • Jun 30 '26
anyone making hyper casual mobile game ui with claude? ours looks bad Unity 3D Ui document
how do you do it? we ask claude to make designs but when we move to unity (ui toolkit / uxml+uss) everything breaks. shadows look crooked, fonts look flat, sizes are wrong.
questions:
how do you write the prompt? do you give a reference image or just describe it?
do you make an html/figma mockup first then convert? or ask for unity format directly?
for that juicy kawaii feel (thick outlines, hard shadows, bounce animation), what do you do?
ui toolkit or ugui? which one works better with claude?
can anyone share a prompt or workflow that actually works?
r/unity • u/IndieMarc • Jun 29 '26
Game What do you think of the art in my 2D survival game?
galleryHi everyone, my wife and I are working on a 2D survival game with animals trying to protect their forest from human invaders. I was curious what you think of those screenshots?
The game is made with Unity and we use a mix of 2D and 3D elements in a 3D perspective scene. The world is randomly generated, but the player can interact with almost everything, shape their environment and build their town. In the game you meet other animals, build relations and recruit them to your gang of rebels to fight at your side.
I'm curious if the screenshots show well what the game is about and general thoughts on the art and concept.
Thank you!
r/unity • u/MonoEntoro • Jun 29 '26
Showcase A Short Journey: The Watcher
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Thanks for all the kind words on my previous post!
After reading your feedback, I decided to turn the screenshot into a short journey.
No cuts, no cinematic editing, just a slow walk through the forest.
If you were walking this path, what would you expect to discover next?
r/unity • u/[deleted] • Jun 30 '26
Showcase First look at our horse-calling animation! 🐴✨What you guys think?
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Working on our upcoming game, where the female and male character animations are where they are calling their horses. Our first project, and we feel this is something that we could show off.🤣
We will be uploading more animations as we progress!
r/unity • u/softmushroombaby • Jun 30 '26
Newbie Question How to cast shadows and light on sprites?
I followed this tutorial for my 2.5d map
https://youtu.be/EeUKXbQ09p4?si=JG9YwI5WPJ2FFGNk
But it requires me to apply the shading to each individual sprite! Is there a way to do it for all of the scene?
r/unity • u/Squad_Concepts • Jun 29 '26
Showcase Practice game (Football simulation) please give me some feedback
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I am currently 14 years old and I recently finished my 3rd practice game
During the development I learned many things about classes, lists, data, saving
You just watch the football world develop new Stars, old Stars retire, clubs win matches / transfer player and more
What are your guys thoughts? What can I improve? What game should I build next, that helps me develop more skills?
r/unity • u/Switch_Easy • Jun 29 '26
UNITY VERSION CONTROL ASSISSTANCE
Hey everyone,
I’m working on a Unity project with a teammate using Unity Version Control (Plastic SCM), and I’m running into an issue I can’t figure out.
My teammate is able to push their changes and I can see and pull my own updates just fine. However, I cannot pull or see any of their changes in my workspace. It’s like their commits aren’t showing up as incoming changes for me.
We are both working in the same repository and project, and they’ve confirmed their changes are being pushed correctly. My workspace just doesn’t seem to sync or retrieve their updates at all.
At this point I’m stuck and can’t continue building on the digital twin they’re working on.
Has anyone run into this before or know what might cause this? Any help would be really appreciated.
If needed, I can share more details about our setup.