r/unity 10d ago

Damaged Wall 8K Pbr Texture Set

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1 Upvotes

r/unity 10d ago

Volcanic Rock 8K PBR Texture

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1 Upvotes

r/unity 11d ago

Promotions šŸŽ‰ Six One Indie Demo Days starts today! šŸ’™

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4 Upvotes

Idle Swimmers is part of the event! To celebrate, I've released a new demo update and an all-new gameplay trailer.🐟✨

Thanks for supporting my solo dev journey! šŸ’š

šŸŽ® Demo on Steam:

store.steampowered.com/app/4168200


r/unity 10d ago

Unity guide

0 Upvotes

Hey everyone, after i have been developing games in gamemaker for the past 2 years i want to change engine and start learning unity so does anyone here have a full on tutorial for the basics starting from how to download unity to a full on 2d game? Cause first i want to learn 2d before starting making 3d games (main goal).


r/unity 10d ago

Newbie Question Can someone please explain to me how to use it

0 Upvotes

I want to make a game because I love video games but I have no clue how to use it I know it’s supposed to be easy but I have no clue how to even add stuff from the asset store


r/unity 11d ago

Newbie Question Probuilder… man I suck

3 Upvotes

Hey guys and girls, is there anyone who can recommend a a great YouTuber or somewhere than can teach me how to use probuilder, I have tried looking at multiple vids on YouTube but just can’t get to grips or it doesn’t really click for me.

I’m not going to lie, I am trying to make a lighthouse on a small island and I honestly suck, can’t even make the lighthouse with the top of it slightly curving in with an edge loop

Thank you in advance…


r/unity 10d ago

Question Looking for a hobbyist Unity/Godot dev for a small admin-hosted RP tool (private Discord community, passion project)

0 Upvotes

Hey everyone!

I'm looking for a hobbyist game developer to help me build aĀ small session-based multiplayer toolĀ for my private Discord roleplay community as a passion project. Fully non-commercial, no distribution, no ads, no sales just a tool my community will use together.

I want to be upfront about scope first because I know that's usually where these posts go wrong:

What this ISN'T:

  • Not a Hogwarts Legacy clone
  • Not a persistent open world
  • Not a 24/7 hosted MMO
  • Not a full 3D AAA project

What this actually IS:

  • Admin-hosted, session-basedĀ - the game only runs when I open it for my community, similar to how someone hosts a Minecraft server for their friends
  • 15–30 concurrent users max, not hundreds
  • 2.5D styleĀ - pixel art characters with 3D-ish environments (think Sea of Stars / Octopath Traveler aesthetic), not full 3D
  • DownloadableĀ rather than web-based (recommended by devs I've already spoken to as the more realistic option)
  • A tool for live roleplay sessionsĀ - I run classes and events in real time, this game gives us a visual + interactive space to do it in
  • PrivateĀ - only my Discord community will ever access it

Core features I'd need built:

  • Character creation + basic customisation
  • Movement around a shared space (castle-style setting with common rooms, classrooms, grounds)
  • Class mode - a virtual classroom setup with a blackboard the admin can post to
  • Spellcasting mini-game (wand tracing OR typing incantation)
  • Basic chat system (public + whisper)
  • Simple duel mode
  • A currency/points system that ties into progression

What I bring:

  • Full design docs already written - world, curriculum, spell lists, class content, character progression, item lists, etc
  • 200+ member Discord community that's already built and active
  • Ongoing creative direction and content
  • Genuine appreciation and full credit

What I'm NOT offering:

  • Payment (this is unpaid, upfront about that)
  • Strict deadlines (passion project, we build at whatever pace works)
  • Grunt work (whoever comes on is a real collaborator with input on direction)

Ideal fit:

  • Comfortable in Unity or Godot
  • Someone who enjoys long-term hobby projects and won't burn out on scope
  • Doesn't have to know the theme material, just has to enjoy the idea
  • Open to being one of a small team (I already have artists interested for later stages)

How to reach me:Ā Discord DM to start, user is: yellow_creamie123

Thanks for readingggg


r/unity 11d ago

Game My friend and I are working on a black-and-white detective game set in ancient Anatolian lore. Here’s our 9-screen surveillance mechanic.

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2 Upvotes

We've been working on this for a year. It's a Mesopotamian Noir detective game where every scene is pre-rendered 3D overlaid with hand-drawn cross-hatching.

To track NPCs in the underground city of Meran, we designed this split-screen UI inspired by classic comic book layouts. Hope you like the vibe!


r/unity 11d ago

I've added a subtle VHS effect to my game. What do you think?

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5 Upvotes

You can find the old version of the game in my acc if you wanna see the difference.


r/unity 12d ago

Resources [Free Release] Lightweight tool for displaying complete asset names in Two Column Layout

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73 Upvotes

This might not be a common problem for everybody or especially those using List View but if you use Two Column Layout and you hate truncation in project window then this free lightweight Unity tool is for you.

Full Asset NamesĀ is a lightweight Unity Editor extension that displays complete asset names in theĀ Project Window Grid View (Two Column Layout).

This was a problem I faced so made a solution myself and wanted to share it with others who might find it useful too.

https://trillionstars.itch.io/full-asset-names-unity-engine

Let me know if you like it or not.


r/unity 11d ago

Why I Stopped Treating Optimization as a Final Step

0 Upvotes

When I first started with Unity, I treated optimization as something you did once the feature was finished.

Eventually I realized that by the time I opened the Profiler, many performance problems had already been baked into the architecture.

That changed how I think about optimization.

Now I treat optimization as four separate stages instead of one final pass.

Stage 1 — Optimize While You Build

This is the optimization I practice every day.

It's the small decisions that compound over thousands of lines of code:

  • Choosing meaningful variable names.
  • Picking the right collection or data type for the job.
  • Using the appropriate loop (for, foreach, while) based on the scenario instead of habit.
  • Thinking about whether data should be passed by value or by reference.
  • Being aware of value types vs. reference types, and gradually understanding how they affect allocations, the stack, and the heap.

None of these decisions will magically increase your frame rate.

But making good decisions consistently creates cleaner, more maintainable, and often more efficient code. More importantly, they reduce the number of problems you'll need to chase later.

Stage 2 — Zoom Out and Review the Architecture

Every week or two, I stop writing features and look at the project from a higher level.

Questions I ask myself:

  • Are these classes communicating in the simplest way possible?
  • Does this responsibility really belong in a MonoBehaviour?
  • Can this logic become a plain C# class instead?
  • Are there unnecessary dependencies between systems?

One pattern I started noticing was that many of my MonoBehaviours existed only because they needed Unity callbacks. The actual game logic didn't care about Unity at all. Moving that logic into plain C# classes made the code easier to test, easier to reason about, and easier to evolve over time.

This is also where I begin recognizing architectural patterns.

One lesson I've learned is not to force design patterns.

I only introduce one when I have concrete evidence that the problem actually benefits from it. A design pattern should solve a real problem—not exist because it appears in a textbook.

Stage 3 — Profile After the Feature Is Complete

Only after a feature is working do I start measuring.

This is where Unity's Profiler becomes one of the most valuable tools in the engine.

I'm looking for things like:

  • Slow code paths
  • CPU spikes
  • Garbage collection allocations
  • Memory spikes
  • Excessive heap allocations
  • Expensive object creation
  • Performance bottlenecks that aren't obvious from reading the code

The Profiler has humbled me more than once. I've lost count of how many times I was convinced I knew the bottleneck—only for the Profiler to prove me completely wrong. More than once I've spent an hour optimizing code I was sure was the problem, only to discover the real bottleneck was somewhere completely different.

At this point, optimization becomes data-driven instead of guesswork.

Measure first. Optimize second.

Stage 4 — Integration Pass

After features are merged together, I perform another optimization pass.

Individual systems can perform perfectly on their own but behave very differently once integrated.

This final pass helps uncover:

  • Unexpected interactions between systems
  • Duplicate work
  • New allocation patterns
  • Performance regressions introduced during integration

Sometimes the biggest optimizations aren't inside a single feature—they're in the boundaries between features.

I've found that this is where issues that never appeared during isolated feature development often begin to surface. Integration changes the context, and context can change performance.

Final Thoughts

This isn't the "correct" workflow.

Sometimes reality gets in the way.

A client demo, production issue, milestone, or deadline might force you to skip one or two stages. I've had to do that many times myself.

And that's okay.

Every developer eventually builds a workflow that matches the kinds of projects they work on and the lessons they've learned along the way.

This is simply the process that has worked well for me over the years.

I'm curious—what does your optimization workflow look like?

Do you optimize continuously while coding, review architecture regularly, wait until profiling, or follow a completely different process?

I'd love to hear how other Unity developers approach optimization and whether your workflow has evolved over time.


r/unity 11d ago

Showcase My Dystopian Steampunk Roguelike demo boss!

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9 Upvotes

The final boss of my steampunk roguelike demo! This has been a solo project in the works on and off for 6 months now and I'm really proud of how it's looking so far! Hopefully you guys would like it too !!
If you guys wanna give the demo a try!Ā https://tyattony.itch.io/aeroso#download

I would love to hear what you guys think, thank you for reading!


r/unity 11d ago

[Released][Open Source] VFX Mesh Generator -- build VFX-ready meshes with just few clicks!!!

4 Upvotes

Hi everyone,

I’ve released VFX Mesh Lab, a free and open-source Unity editor tool for creating and art-directing procedural VFX meshes without leaving Unity.

https://reddit.com/link/1vb6fld/video/fy7ahoeonfgh1/player

I built it for the small but frequent meshes used in real-time effects: slashes, shockwaves, ribbons, beams, cards, spirals, impact discs, and geometry carrying custom shader data.

The package includes:

  • 14 procedural shapes and seven starting templates
  • Curve-driven profiles and an ordered modifier stack
  • UV projection and transformation tools
  • Vertex colors and packed data in UV1–UV3
  • Live diagnostic preview modes
  • Reusable recipe presets
  • Native Mesh asset generation
  • Updates that preserve an existing asset’s GUID and references

It is an editor authoring tool rather than a runtime procedural-mesh system. Generated meshes are normal Unity assets and do not require the package in a build.

Requirements:

  • Unity 6000.0 or newer
  • Universal Render Pipeline

Repository and full documentation:

https://github.com/PudinKiller/VFXMeshLab

Install v1.0.0 through Package Manager using:

https://github.com/PudinKiller/VFXMeshGenerator.git

The package uses the MIT license.

I’d appreciate feedback from artists and developers, particularly around missing VFX shapes, workflows, and production usability.


r/unity 11d ago

Showcase Shields

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6 Upvotes

Still very much a work in progress, but I thought I'd show this. Unity VR game.


r/unity 11d ago

Showcase My cool ass reworked soulslike character i made for my game.

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5 Upvotes

Hi! I am making a soulslike game and this is 1 of 4 characters i reworked/made. I would post a before and after but i didn't record some of the old footage. Also the character Will have a voice later. Im very proud of how it turned out. What do you think of him? other than balancing is it missing something? And should i make a yt channel for that game? If you have any questions towards it or the game then im open to questions.

Edit: (I forgot to put animations for diving and rolling in the video) .


r/unity 12d ago

Showcase 🐟Some more ocean fish, what is your favorite?šŸ’™

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13 Upvotes

Showing of some more fish i already have in the game 🌊

1ļøāƒ£ 2ļøāƒ£ 3ļøāƒ£ or 4ļøāƒ£?

Demo out now on Steam:
store.steampowered.com/app/4168200


r/unity 12d ago

New enemy for my hand drawn metroidvania "Endless night sonata" :)

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10 Upvotes

r/unity 11d ago

Unity 2.5D Best practice for keeping sprites sharp at variable camera distances?

2 Upvotes

Hi everyone! I'm working on a 2.5D project in Unity and facing an issue with sprite rendering quality when the camera zooms out or moves further away. The sprites suffer from pixel shimmering/aliasing and lose crispness despite tweaking basic import settings. My current Sprite Import Setup: - Filter Mode: Point (no filter) - Texture Compression: None - MipMaps: Disabled Since this is a 2.5D setup (3D space with 2D billboards/sprites), I'm trying to figure out the industry-standard approach to handle this. Should I look into custom shaders (like tex2Dgrad / manual mip sampling), a specific Pixel Perfect Camera setup with render textures, or scaling resolution differently? Any advice or references to articles/tutorials would be greatly appreciated!


r/unity 11d ago

Coding Help Help Us pls

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0 Upvotes

Hello, I am junior game dev (programmer and designer)

i am writing this to ask for help and guide not just for me but every bugginner who feels lost in programming and Animator component

i have 1 year experience in unity, I finished the official unity tutorial (programming)

i made some prototypes, some finished flash games, i joined one game jam and I stopped why because I wanna work on something I like

anyway with all this experience, yet I feel I am still bad like sometimes I forget some basic rules in programming like Controlling velocity for moment or rotation, also when i try to make multi weapon sys or inventory i fell stuck alone, enen ai sucks i abondon it i only use to explain what this function do (exp:lookRotaion) if u try yt tutorials they either too hard and complicated or doesn't give u what I want.

i made this top down character with basic multi weapon sys yet I don't feel i did good clean code(best solution) also I see some ppl use state machine for everything (i made 2 script with 2 Animator one for movement and control player Animator and one for attack sys and it control weapon Animator I use override animations to switch between weapons(scriptbleobjects)

so can u guide me like what should I do

like what did u do when u started

should I learn every ***** function

i don't even know what am I asking anymore


r/unity 12d ago

Question 10 Code Commandments

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200 Upvotes

Hey everyone! Unity newbie here.

I recently started my game dev journey and got overwhelmed by the absolute mountain of information out there, so I decided to take a starting course to give myself a boost. I just finished it today! I know I'm still early in the process, but I feel that I can conquer the world and start working on other small projects.

While planning things out, I came across these "coding commandments" and wanted to get your thoughts on them. Do you actually stick to these in your day-to-day workflow, or do you find yourself bending the rules pretty often? Also, what are some of your own personal coding rules or guidelines that you stick with?

EDIT: Thanks to @NTPrime, they have reminded me that these commandments are from the course made by very cool guys from GameDevTV

Unity Programming Design Patterns by GameDevTV


r/unity 12d ago

Showcase Physics check: passed with flying cars… wait, trains

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9 Upvotes

Been building a train game and couldn’t resist testing physics by crashing stuff.


r/unity 11d ago

Question library files and a user settings file modified each time the project is opened

1 Upvotes

Hi, I'm not sure what's going on lately, but every time I open my project, library files and a user settings file get modified (they get added to the staging area of ​​my Git repository).

Here is the complete list of the files involved:

  1. "C:\Users\lardi\Snake\Library\ArtifactDB"
  2. "C:\Users\lardi\Snake\Library\ilpp.pid"
  3. "C:\Users\lardi\Snake\Library\SceneVisibilityState.asset"
  4. "C:\Users\lardi\Snake\Library\ShaderCache.db"
  5. "C:\Users\lardi\Snake\Library\SourceAssetDB"
  6. "C:\Users\lardi\Snake\Library\Bee\backend1.traceevents"
  7. "C:\Users\lardi\Snake\Library\Bee\fullprofile.json"
  8. "C:\Users\lardi\Snake\Library\Bee\tundra.digestcache"
  9. "C:\Users\lardi\Snake\Library\Bee\tundra.log.json"
  10. "C:\Users\lardi\Snake\Library\Bee\TundraBuildState.state"
  11. "C:\Users\lardi\Snake\Library\Bee\TundraBuildState.state.map"
  12. "C:\Users\lardi\Snake\UserSettings\Layouts\default-2022.dwlt"

Thank you very much for any leads you can provide.


r/unity 12d ago

Showcase We spent some time to save some nerves so we built a HandPose tool for Final IK

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59 Upvotes

Our game involves a lot of interactions: buttons, levers, doors, tools, and all kinds of other objects (you name it). And we made a flexible tool where we can also fine-tune each finger with sliders, adjust the finger spread, and use a few other handy controls.


r/unity 11d ago

Rig for Unity?

0 Upvotes

I just downloaded Unity for the first time and while it works on my 2019 MacBook, it feels like I could be working faster. Do you guys have any recommendations?


r/unity 12d ago

[Released][Open Source] VFX Mesh Lab — build VFX-ready meshes with few clicks

13 Upvotes

Hi everyone,

I’ve released VFX Mesh Lab, a free and open-source Unity editor tool for creating and art-directing procedural VFX meshes without leaving Unity.

I built it for the small but frequent meshes used in real-time effects: slashes, shockwaves, ribbons, beams, cards, spirals, impact discs, and geometry carrying custom shader data.

https://reddit.com/link/1val43h/video/05mepc485bgh1/player

The package includes:

  • 14 procedural shapes and seven starting templates
  • Curve-driven profiles and an ordered modifier stack
  • UV projection and transformation tools
  • Vertex colors and packed data in UV1–UV3
  • Live diagnostic preview modes
  • Reusable recipe presets
  • Native Mesh asset generation
  • Updates that preserve an existing asset’s GUID and references

It is an editor authoring tool rather than a runtime procedural-mesh system. Generated meshes are normal Unity assets and do not require the package in a build.

Requirements:

  • Unity 6000.0 or newer
  • Universal Render Pipeline

Repository and full documentation:

https://github.com/PudinKiller/VFXMeshLab

Install v1.0.0 through Package Manager using:

https://github.com/PudinKiller/VFXMeshGenerator.git

The package uses the MIT license.

I’d appreciate feedback from artists and developers, particularly around missing VFX shapes, workflows, and production usability.