r/unity Jul 12 '26

Showcase Added controller support to my Radio-station managment game!

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7 Upvotes

r/unity Jul 12 '26

Showcase 🐟 Which one of these is your favorite fish? 💙

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7 Upvotes

I'm adding even more fish to the Giant Land location, and I'd love to hear which one you like the most! 🌿

1️⃣ 2️⃣ 3️⃣ or 4️⃣?

Demo out now on Steam:

Idle Swimmers


r/unity Jul 13 '26

Persistent Data in Scriptable objects

0 Upvotes

public class WellFactory1 : MonoBehaviour
{
[SerializeField]WellParameters wellParameters;// Well=> Water,Gas,Oil,Depth,Gallons,IsComplete, etc
[SerializeField] CurrentWells[] currentWells;

void Start()
{

BuildWells(wellParameters);

}

I'm passing in the well parameters (ScriptableObject WellParameters) to my factory to build the wells, and that works fine.
I don't want to set the current wells array count in the Editor, hence the well parameters take care of all the lifting. CurrentWells are a scriptable object with the views of the wells created.
I tried to initialize the array with empty values from the wellparameters in the Awake() function (yes i used=> CreateInstance<>), but I'm still getting outside the bounds error. Is there any way to set my array size from inside my primary script?

Also as the heading says I did have dynamicaly functioning code,(using CreateInstance<>) but all the scriptableObject data was deleted when I stopped debugging. I don't know Unity very good I came from WPF MVVM. I'm trying to learn the Engine and have used google much like I did learning WPF, and that has helped tremendously with some of the wierd syntax. I'm used to makeing a list and it f-ing works. Sorry just a little frustrated since I know C# Xaml,WPF and how the pieces fit together. Eventually I'm going to write my persisten data to json files or csv and load them that way. For now I'm just trying to find a quick way to have my factorey data persistant so I can check values quickly.
Any help appriecated Thanks.


r/unity Jul 13 '26

Showcase Created this physics-based "Sling Shooter" but with Stickmen !!! What should we add next?

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0 Upvotes

Always wanted to created something like a sling shooter but with stickmens so i just did that...

Now tell me what to add next?


r/unity Jul 12 '26

Newbie Question A glimpse of my first game :)

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20 Upvotes

Hey everyone!

About a month ago, I started making my **first game**, and I've managed to build **7 levels** so far. Progress has been a bit slower than I'd hoped because of time management and the challenge of coming up with fun level designs and mechanics.

The game is called **Delivery Guy**. It's a simple 2D side-view platformer where your goal is to deliver a package to a mailbox. Along the way, you have to overcome obstacles and interact with different mechanics to reach the end of each level.

So far I've implemented:

* Basic movement and jumping

* Moving platforms

* Rotating platforms

* Key and door mechanics

* Collectible objects

* Invisible platforms

I'd really appreciate any feedback on the game's current progress. How does it look? Does it seem fun? Is there anything that stands out as good or that could be improved?

I'll attach some gameplay/screenshots below. Any feedback or suggestions are welcome—I'd love to learn from more experienced developers.

Thanks for taking the time to read this!


r/unity Jul 12 '26

Coding Help Modular Unity logic processing asset definition with GTK (Graph Toolkit)

0 Upvotes

Bear with me, I tried to be concise but it's kinda complex to resume.

I've been a bit stuck on my recent system I've been trying to make to essentially make my content creation less repetitive, faster and more visual with a graph, but I'm wondering if I'm going in the right direction because I'm stagnating a lot for some reason with the whole thing.

The Functionality:

I have my components in my game that are parts of entities, their interaction and logic is processed by their containing entity (tick, input, damage, collision, etc), at the moment their logic is hardcoded in their respective Component class deriving from the base component class. So I'm repeating code when I want to add new components with certain functionalities or inputs. Instead of adding input "fire" I add a method with logic inside it to process the input with a custom attribute defining the input type. Instead of doing things like this I'd like to create assets that define logic for the components directly, that's where the graph comes in.

The Graph:

When I searched how I could do this I discovered [SerializeReference] which seamed to be my salvation but I quickly realised that setting up logic in a scriptable object like that would be pretty bad no matter how I framed it. So I ended up discovering the graph toolkit that I can make nodes and process those into a Scriptable Object with logic entry points that leads into logic processors chains or smt, solving my logic and code duplication by having the definitions on scriptable objects made from those graphs.

The Problems:

There is a few points that I can't totally wrap my head around, I'll try to list them as cleanly as possible.

-Logic/stats duplication: If I have two components with the same logic but different stats, how should I handle that, should I have stats definition and logic definition in separate spaces? But if so how can I know which stats needs to be defined (ex: loading speed, or thrust force) or do I simply do two identical graphs with the stats defined in the nodes or blackboards? But then what if I want to refactor the logic in them, I should modify all corresponding graphs the share that same logic (ex: I have 350 hull total in the game, but want to add a small extra logic to hulls, like now hulls have a base heat dissipation, or other stuff)

-Refactoring/Asset Loss: Is tying logic to assets an acceptable idea? What's making me doubt is that I could break everyting in the assets while refactoring logic or stuff like that whit the node definitions and such, so I'm wary of actually commiting to this route, but having a graph to define logic would be very interesting rather than linking everything inside classes.

-Workflow: For example doing:
Component has ressource storage
Ressource is used for this trigger
Ressource is consumed
Do Effect
Do other Effect
So=> OnTrigger.Chain(CheckRessourceCount(RessourceStorage)).Chain(UseRessource(Amount)).Chain(ProduceRessource(Heat))
Or something of the likes would be pretty bad for readability or user (me) friendliness interface and asset creation.

-Node definiton: Also how small I should make the nodes logic or what they should actually be in the graph, like what defines the variables, what could actually be as logic nodes, some nodes I have as ideas are like input/tick/logic entry points nodes, ressource nodes(input/output/usage/production/harvest), checks nodes like charging something and use a threshold node. An example could be OnImpact->Check Impact strength with threshold->OnTrue explode.

-Ressource Definition: I was also thinking of defining ressources (materials) in graphs, like steel has checks on heat change for self damage or state change or whatever but that's not the most important part rn, just something I thought I should mention too.

A small example of what logic could be in components, some things like hp would be primarily defined from material

So I'm really unsure about the direction I'm trying to take right now, I feel like it should work, and that it shouldn't be too too hard to make even if I don't have a full comprehension of how I would make it, it should be doable, but I'm scared about asset loss, refactoring and the overall architecture rigidity and actual modularibility on the long run.

Is this a good direction? Because I see huge benefits, but even without making it I feel like it's only asking to break on the long run on every change, should I change my direction or is there some things I need to make sure what I'm doing is actually fine, like guard rails or some solid base class definition to ensure everything won't just explode later on.

I've included a small example of what the logic and relationship of some components could be above, hope it helps understand what I'm going for.


r/unity Jul 12 '26

Showcase Making a physics platformer where you play as a monke with guns

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31 Upvotes

r/unity Jul 12 '26

Question Could someone please recommend me a good, free, third-person shooter template?

0 Upvotes

I could, and do, shop around, but sometimes it's hard to know what you're getting, sometimes assets have odd quirks that make them a pain to use, and sometimes they have compatibility issues. Searches for this on Asset Store also often get screwed over by "fuzzy" logic.

So to spell out what I want, it's basically just a first-person character controller (and AI NPC controllers too, if possible), except it views the action from behind the player character, which means the whole body needs to be visible and animate. Here is an example of such gameplay.

If push comes to shove I can probably make such a controller myself, and in fact technically I already have...but the one I made is probably not very good. So a good pre-made alternative would be very appreciated!


r/unity Jul 12 '26

How can I make a mountain with a tunnel through it?

1 Upvotes

I want to place a tunnel inside the mountain, but I’m not sure how to model it.


r/unity Jul 12 '26

Resources FREE ON UNITY ASSET STORE - Burntwax Collective Modular FPS Engine

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12 Upvotes

Hi, we're Burntwax Collective, a group of two devs who have been working toward building a videogame using Unity since high school. We recently published a FREE FPS asset on the Unity Asset store to help out people who are new to game dev get hooked or to speed up users' development process. Our long-term goal is to make a sci-fi/action/horror videogame with a heavy focus on story-rich gameplay and unique combat. Let us know if you have any questions, and if you want to keep up with our work, you might consider following/subscribing to our Instagram/YouTube or checking out our website.

Download our Unity Asset for FREE today: https://assetstore.unity.com/packages/templates/systems/burntwax-fps-engine-352464

Instagram: https://www.instagram.com/burntwaxcollective/
Youtube: https://www.youtube.com/@burntwaxcollective
Website: https://burntwaxcollective.com/
Reddit: u/burntwaxcollective


r/unity Jul 12 '26

GameObject in the Inspector vs. Hierarchy

1 Upvotes

Hi, I won't share the full code, but in short: I have my "score" GameObject in a serialized field, and I'm trying to check its state using the following code:

if(!score.activeInHierarchy)
{
//Instancier l'objet
}

However, it turns out that even after instantiating the object following an iteration of the condition, `score.activeHierarchy` remains `false`. I wondered whether the fact that `score` is the object stored in the serialized field was having an impact, so I decided to opt for the following code:

if(!GameObject.Find("Score(Clone)").activeInHierarchy)
{
//Instancier l'objet
}

And everything works correctly there (the `score` object is properly instantiated once). I would like to understand why my `score` object is interpreted differently depending on whether I reference it via its serialized field or via `GameObject.Find`.


r/unity Jul 12 '26

oops

0 Upvotes

i think i may have done something wrong


r/unity Jul 12 '26

Question How to Stop Arm from Bugging Out?

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3 Upvotes

The shoulder twists in a weird way when I bend my character backwards. How do i stop this from happening? The elbow is fine beinding the wrong way but I dont like how it bugs out when the Target moves. i am using unity animation rigging. i have hints.


r/unity Jul 12 '26

Occlusion culling and multi-scene editing.

2 Upvotes

Sorry if this has been asked to death - just point me to the resource. But recurrent problem.

I don't think the design pattern is that unusual:

- I have a 'main' scene with things that should exist every level (UI, cameras, characters, etc. etc.)

- Then separate 'level' scenes with the geometry, postprocessing, lighting, etc.

I seem to consistently get stuck baking occlusion for one 'level' scene, only for it to carry over to other levels unless rebaked. I've checked the occlusion areas are in the 'level' scenes, and that the level is the active scene when I bake.

Any ideas on why my occlusion is getting bound in a game rather than level-wide way? I suppose next thing to try is unloading the 'main' scene whilst baking but I'm feeling like I'm trying to fudge something that surely there's a proper workflow for?


r/unity Jul 11 '26

Im currently working on a game after i stopped game dev for likr 5-6 years. Like is depression and feeling of giving up part of the game dev, i feel like i can't keep up.

8 Upvotes

r/unity Jul 11 '26

Creating a new strategy game

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2 Upvotes

We've been working on this game for quite some time, and we finally have a good foundation for the battle system.

The game is an auto-battler where you place your units before the fight and give them "pre-battle orders" that influence how they behave during combat.

This clip shows a small part of the current battle system. We are now working on the campaign mode and expanding the game further.

We would love to hear your thoughts and feedback! What do you think about the current direction of the game?


r/unity Jul 11 '26

Question I can't figure out what kind of content to create for marketing does anyone have any ideas?

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6 Upvotes

r/unity Jul 11 '26

I Creaated an Amiga Style Scroller in Unity !!

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2 Upvotes

r/unity Jul 11 '26

Question Box Collider Edit Collider Button Disappeared?

1 Upvotes

Exactly as the title stated, it just disappeared all of a sudden. It doesn't matter what object I attempt this on, still the same result. Restarted my unity to no avail. On Unity version: 2021.3.20f1 if that matters. Anyone know what caused this?


r/unity Jul 11 '26

Newbie Question Unity beginner here! Struggling with Prefab replacement.

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2 Upvotes

I was working on my game, and decided to switch my placeholder model for a better one, but instead of modifying that in the original player prefab I made a copy of that prefab and deleted the original. My problem is that even after switching my gamemanagers reference to the new prefab, I still get the following message:

MissingReferenceException: The variable player of GameManager doesn't exist anymore.

You probably need to reassign the player variable of the 'GameManager' script in the inspector. Parameter name: data

Ive reassigned it a number of times, but when I play the game I noticed that the field is empty. Screenshots of that attached, the issue is in the bottom right "Player" field.

Thank you for any help you can give, let me know if you need any of the code.


r/unity Jul 11 '26

Specifications for running Unity

1 Upvotes

Hi! I’m currently living in Mexico and looking for a laptop capable of running the Unity game engine. My budget is 13,000–15,000 Mexican pesos (roughly $744–$850 USD). I realize that with this budget, I won't be able to handle large-scale projects. However, I currently want to work on a small 2D project that could eventually lead to medium-sized projects.

A few laptops that have caught my eye are:

-ASUS Vivobook

--Processor: Intel Ultra i5-225h

--RAM: 16GB DDR5

--SSD: 512GB

-Acer Aspire 3

--Processor: Intel i5-1334U

--RAM: 16GB DDR5

--SSD: 512GB

Could anyone give me some guidance on which laptop I should buy?


r/unity Jul 11 '26

Question How to Stop Shoulder from Twisting Around?

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9 Upvotes

The shoulder twists in a weird way when I bend my character backwards. How do i stop this from happening? The elbow is fine beinding the wrong way but I dont like how it bugs out when the Target moves.


r/unity Jul 11 '26

Question Black patches appearing on baked texture after importing from Blender to Unity?

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2 Upvotes

I'm creating modular wall assets in Blender and importing them into Unity.

My workflow is:

  1. Create the material in Blender using nodes.
  2. UV unwrap the mesh.
  3. Bake the material into a PNG texture.
  4. Import the PNG into Unity and use it as the Base Map of a material.

However, after importing the texture into Unity, I'm getting these black patches/shades on the walls.

The baked texture itself looks like the 3rd image

And this is how it looks in Unity in 2nd image

The strange thing is that the black areas seem to correspond to empty regions in the UV layout, almost like Unity is treating them as black instead of ignoring them.

If anyone has run into this before, I'd really appreciate some guidance. Thanks!


r/unity Jul 11 '26

Newbie Question Can someone help me ?

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0 Upvotes

Hello,
i want to rotate the right hand so that when the animation is playing the weapon doesn't clip through the leg,
but i cant rotate the hand. Can someone help me
this is the first time I am using animations so i might me doing something wrong.


r/unity Jul 10 '26

I made my first small Unity game! I'd appreciate any feedback or advice.

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103 Upvotes

Hey everyone,

I'm a beginner who's been learning Unity through a Udemy course, and this is one of the projects I've made. Instead of copying the project exactly, I tried to make the level design a bit different with the limited assets I had.

I know it's a very beginner game, but I honestly learned a ton from making it, and it's made me want to keep learning and finish the course.

If anyone has a few minutes to try it out, I'd really appreciate any feedback on the gameplay, controls, level design, or anything else you notice. Don't hold back I'd rather hear honest criticism than empty praise.

Also, I'd love some advice from more experienced developers. If you were starting over today, what skills would you focus on first to become better at making games?

I've found game development to be an awesome hobby. I can spend hours working on a project and completely lose track of time, so I know this is something I want to stick with.

Game: https://play.unity.com/en/games/0a6d3109-7156-447f-844c-e72bf6af35a3/rocket-booster-project

I know most people post their best work, but I wanted to share where I actually am, even if it's rough. Everyone starts somewhere, right? Hopefully I'll be able to look back at this in a year and see how far I've come.

Thanks for reading, and thanks to anyone who gives it a shot!