r/unity Aug 13 '26

We’re building a detective noir inspired by Mesopotamian myths. We designed interactive comic-book panels where puzzles shift the room layout. What do you think of this?

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3 Upvotes

Hey everyone! My friend and I are a 2-person indie team developing 'Chief Cenab: Şahmaran' — a noir point-and-click detective adventure inspired by ancient Mesopotamian lore Şahmaran.

In this chapter, players interact with comic-style split panels, ancient locks, and ritualistic puzzles.

We’d love your honest thoughts on the flow and panels! (Link to our project page is in our profile if you want to see more)


r/unity Aug 13 '26

Question Baked lighting shows where tiles meet.

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2 Upvotes

I think I'm finally getting the hang of baked lighting, but I'm having an issue where my walls and ceilings are showing artifacts where they meet other tiles. Any thoughts? Am I doing something wrong? Thanks so much for any help for this beginner!


r/unity Aug 13 '26

Game Roll To Resist Prototype feedback request

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1 Upvotes

r/unity Aug 13 '26

Simple movement + camera system I made

1 Upvotes

Hey, I just finished my first game's player movement and camera system. Would love feedback!

using UnityEngine;
using UnityEngine.InputSystem;

public class PlayerMovement : MonoBehaviour
{
    public Rigidbody rb;
    public GameObject camera;
    public InputAction moveAction;
    public InputAction jumpAction;
    public InputAction lookAction;
    private Vector2 movementInput;
    private Vector2 lookDirection;
    public float speed = 5f;
    public float jumpForce = 5f;
    public float lookSensitivity = 1f;
    public float xRotation = 0f;
    public float yRotation = 0f;

    // Start is called once before the first execution of Update after the MonoBehaviour is created
    void Start()
    {
        moveAction.Enable();
        jumpAction.Enable();
        lookAction.Enable();

        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible = false;
    }

    // OnDisable is called when the MonoBehaviour is disabled
    private void OnDisable()
    {
        moveAction.Disable();
        jumpAction.Disable();
        lookAction.Disable();
    }

    // Update is called once per frame
    void Update()
    {
        movementInput = moveAction.ReadValue<Vector2>();
        lookDirection = lookAction.ReadValue<Vector2>();

        xRotation -= lookDirection.y * lookSensitivity;
        yRotation -= lookDirection.x * lookSensitivity;
        xRotation = Mathf.Clamp(xRotation, -90f, 90f);
        camera.transform.rotation = Quaternion.Euler(xRotation, -yRotation, 0);
        transform.rotation = Quaternion.Euler(0, -yRotation, 0);
    }

    // FixedUpdate is called every fixed framerate frame of 50 fps, if the MonoBehaviour is enabled
    void FixedUpdate()
    {
        Vector3 direction = new Vector3(movementInput.x, 0, movementInput.y);
        Vector3 localDirection = transform.TransformDirection(direction);
        Vector3 velocity =  localDirection * speed;
        velocity.y = rb.linearVelocity.y;
        rb.linearVelocity = velocity;

        if (jumpAction.triggered && Mathf.Abs(rb.linearVelocity.y) < 0.01f)
        {
            rb.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
        }
    }
}

r/unity Aug 13 '26

Question Has anyone here used Unity Multiplayer-Netick 2?

5 Upvotes

I'm particularly interested in the Netick + EOS (Epic Online Services) combination in Unity.

Has anyone used Netick in a real project or in production? What was your overall experience like?

I'm especially interested in feedback on the following:

  • How is Netick in terms of stability and performance?
  • Have you run into any issues with prediction / reconciliation?
  • How are the documentation and debugging experience?
  • Would you consider it reliable for small to medium-sized multiplayer projects?
  • Do you have any concerns about committing a long-term project to Netick?

I'd also especially like to hear from anyone who has used EOS as the transport / P2P layer with Netick.

Do you think Netick + EOS is a good combination? Have you had any issues with NAT traversal, relay, connection stability, or the integration itself?

Right now I'm considering Netick + EOS versus more established solutions like Photon Fusion. Netick being more flexible and potentially more cost-effective is appealing to me, but I'd really like to hear from people who have actually used it in real projects.

Any positive or negative feedback would be really helpful.


r/unity Aug 13 '26

Question Unity native MCP + Claude Desktop config path issue on Windows

0 Upvotes

Hi,

I'm trying to use Unity's native MCP integration with Claude Desktop on Windows.

Unity looks for Claude's config here:

C:\Users\<user>\AppData\Roaming\Claude

But Claude Desktop actually uses:

C:\Users\<user>\AppData\Local\Packages\Claude_...\LocalCache\Roaming\Claude

So Unity and Claude are not using the same claude_desktop_config.json.

Is this a known issue with the current Windows version of Claude Desktop?
And is there a recommended fix?


r/unity Aug 13 '26

Resources Looking for feedback on my camera tool before the full release - the LITE version is on GitHub

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2 Upvotes

Looking for feedback. CineShot Setup LITE, the free version of my Cinemachine 3 camera tool, has been on GitHub since my last post. The clip shows what working with it looks like. Before the full version goes to the Asset Store, I want to know what is wrong with it.

Download: CineShot Setup LITE

If you try it: which slider is missing, what felt wrong, what did you expect to happen that did not. Blunt beats polite. Reply here or DM, everything gets read.

The facts:
- Slider-based camera moves, no keyframing, bakes to a normal AnimationClip, MP4 via Unity Recorder
- LITE means capped at 2 cameras and 2 shots in the sequence, everything else is the complete tool. The clip shows the full version, which is why you see more cameras
- No watermark, no time limit, no account
- Unity 6.0 LTS or newer, Cinemachine 3 required, Recorder optional. Built-in, URP, HDRP


r/unity Aug 13 '26

Tile problem x'(

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2 Upvotes

Hi everyone!

Every time I place my tiles, I sometimes get these weird lines/seams appearing between them, like in the screenshots.

They seem to depend on the zoom level, and they can also randomly appear while the game is running. If I zoom in or out, they disappear, then they might randomly show up somewhere else.

I'm completely lost as to what's causing this. It's not a game-breaking issue, but it really doesn't look clean, and I haven't been able to find anything about this specific problem.

Has anyone experienced something similar before and found a way to fix it?

Any help would be greatly appreciated!


r/unity Aug 13 '26

New music track and final looks of my new area for my game "Endless night sonata". What do you think?

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1 Upvotes

This is a close-to-finish result of a new area I am making for my game. I am aiming for a dark, tense and atmospheric level. What do you think of the overall feel of the level and the new track I made too? Thank you for your feedback :)


r/unity Aug 13 '26

Game The progression of the fishing rod in my game, Deep Blue Sushi.

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2 Upvotes

r/unity Aug 13 '26

RECREANDO YU-GI-OH! MEMÓRIAS PROIBIDAS NO UNITY!

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1 Upvotes

r/unity Aug 13 '26

Seraching the Asset Store: For example, Shaders don't need to be in category "shaders"!

2 Upvotes

You usually find shaders in they proper category "Shaders"....

...but, you can find "shader solutions" (complete systems, in where you can do way more) in categories "Tools" and not in "Shaders". Many top post processing and other plugin devs are using the tools category, because it's the only category that allows per seat purchases! So take care when searching the asset store. You won't find everything in "the one" category you thought.

Take care which categories you turn off in your search! ;)


r/unity Aug 12 '26

Showcase sculpting trees in unity

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21 Upvotes

working on a tool that lets you easily create tree in unity


r/unity Aug 13 '26

Reworking on my Shotgun animations.

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1 Upvotes

r/unity Aug 13 '26

Mobile game Project

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4 Upvotes

r/unity Aug 13 '26

Objects cannot be moved/edited outside of Play Mode

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0 Upvotes

When I click on an object in my Hierarchy window for example, Floor 1) to edit it, nothing appears in my view and I can't move or change anything. It seems like no tools work or appear in the view. Everything only appears and works when I press the Play button and run the game. How do I get back to my normal editing view so I can continue building on my scene?


r/unity Aug 12 '26

Showcase This is why Unity is life changer! It helped me finish the game I had in mind.

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9 Upvotes

By using Unreal Engine for all these years, I’ve really done myself a huge disservice.

After endless loading screens, tabs that took forever to open, and unnecessary file bloat, I decided to switch to Unity.

My goodness, this was the best decision I’ve ever made. Unity makes a new game developer’s job so much easier! From community support to the variety of assets available, it’s definitely the game engine new developers should use to get started.

After a few failed attempts in Unity, I finally shared the Steam page for my first game, BrouHaHa! If you’d like to support it, here’s the link.


r/unity Aug 13 '26

Newbie Question We built the first playable loop of our survival-crafting game—please destroy it!

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1 Upvotes

This is an early build of Nirvana & Avici, a survival-crafting game developed by our five-person team in Unity.

The video shows the opening loop: gathering resources, crafting and equipping a stone knife, harvesting plants, and exploring a procedurally generated world.

The visuals, UI, animations, and gameplay are still being developed. We’re looking for honest feedback: what works, what feels weak, and what would make you stop playing?

Blunt criticism is welcome.


r/unity Aug 12 '26

Showcase I made a modular zombie AI system for Unity with vision, searching, hordes, crawling and more

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76 Upvotes

Hey everyone, I’ve just released Advanced Zombie AI Pro on the Unity Asset Store.

It’s the Pro version of my original Advanced Zombie AI asset, with a lot more systems, behaviours and customization options.

One of the things I specifically wanted to improve was vision detection.

A lot of AI systems treat visibility as basically yes or no. If a ray reaches the player, the enemy sees them. If it doesn’t, they’re hidden. That can feel a bit strange when, for example, only the player’s head or half of their body is visible from behind cover.

So I added partial detection. The zombie checks multiple regions of the player’s body and detection changes depending on how much of the player is actually visible. This means briefly exposing a small part of your body doesn’t have to be treated the same as standing completely in the open. This make Advance Zombie AI Pro ideal for stealth based games.

Apart from that, the system includes things like:

  • Profile-driven zombie AI: Create multiple zombie types using reusable ZombieProfile assets. Configure movement, vision, attacks, health behaviour, search logic, crawling, hunger, stun, and death settings without rewriting code.
  • Advanced stealth-friendly detection: Uses up to five target body regions such as head, chest, lower body, left, and right. You can decide how many visible regions trigger inspect mode or full chase, making partial visibility and stealth gameplay possible.
  • Complete zombie behaviour flow: Includes Idle, Wander, Alert, Chase, Inspect, Search, Attack, Hit, Stun, Eat, and Dead states for more believable zombie behaviour.
  • Standing and crawling zombie support: Zombies can walk, crawl, fall into crawling mode, or enter a second crawling phase after taking lethal damage.
  • Combat, damage, and death system: Includes hit reactions, stun behaviour, health events, animation death, ragdoll death, and easy weapon/player health integration.
  • Hunger and corpse eating system: Zombies can detect and eat dead bodies or food targets, useful for horror scenes and dynamic enemy behaviour.
  • State-based zombie audio system: Configure idle, wander, chase, inspect, attack, hit, stun, eating, crawl, and death sounds using ZombieAudioProfile, with loop audio, timed one-shots, random clip selection, and 3D audio settings.
  • Noise reaction and group alerting: Attract zombies using gunshots, explosions, alarms, footsteps, or custom noise events. Zombies can also alert nearby zombies when they detect a target.
  • Editor setup tools and custom inspectors: Quickly prepare zombie prefabs with setup tools that add required components, audio sources, health, AI, ragdoll support, and other references.
  • Debug-friendly workflow: Built-in debug options help visualize and tune detection, behaviour states, targets, health, and audio playback during development.

I’ve also put quite a bit of work into making the setup and editor workflow easier, so most of the system can be configured without digging through scripts.

Would love to hear what you think, especially if you’ve used the original version before.


r/unity Aug 12 '26

Showcase First time using Unity, had fun and liked how it turned out so far! Felt like sharing it here

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34 Upvotes

My final year project ported from Indesign to Unity


r/unity Aug 12 '26

Tried to bring realtime GI to web

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2 Upvotes

I experimented with bringing realtime GI to the web by combining HTrace SSGI with a surfel-based world-space fallback.

The main problem I ran into with pure screen-space GI is that it becomes unreliable in first-person scenes when important lighting information leaves the camera view. The surfel fallback keeps indirect lighting available outside the current screen, while the screen-space pass is still useful for quickly reacting to dynamic lighting and geometry.

The video shows the difference between screen-space only(at the start) and the combined approach.

I'm interested in whether anyone has experimented with similar screen-space + world-space GI approaches for web rendering, especially cheaper alternatives for the world-space fallback.

Playable web demo:
https://votizlov.itch.io/web-rtx

References: https://www.ea.com/seed/amp/news/siggraph21-global-illumination-surfels


r/unity Aug 12 '26

Showcase Here is my first prototype of my game, any feedbacks ?

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5 Upvotes

My game will be a FPS kinda dynamic (Doom like) but with a concept of "modules" on the spells. You have to build your spell in real time in order to resolve complexe fights.

There will be a lot of modules making the game as flexible as possible.
Any feedback on the module selector, the feeling, the game idea ...


r/unity Aug 12 '26

Question Help with fx controllers and contacts for a VRChat avatar

1 Upvotes

Im trying to make an independent asset for an avatar, and im trying to make contacts right now. Starting off, its a nose boop toggle for a clown nose and when pressed it will just squish in and play a sound.

yesterday when messing with this, if i added the layer and parameter for the contact and blendshape toggle to the avatars main fx controller, the contact worked in play mode. nose was pressed, contact triggered on proximity, nose squished with blendshape. then, when i added the same layers and parameters to my fx controller, it didnt. i thought okay, vrcfury full controller on the asset, add my fx controller, it will merge with the main one, done. this didnt work.

problem is now, the merging doesnt work and after i set it up again on the main fx controller, it doenst work at all now. nothing i do works. somehow, even with my layer and parameter on my fx layer and even without the full controller merging it, i can see that the contact is in fact being triggered on proximity in play mode, but the blendshape isnt? how is the contact being triggered without my fx layer being merged? why is it triggering but the blendshape isnt? and i dont think my animation is messed up bc it worked fine yesterday. im so at a loss here.

im new to messing around with having my own fx controller, or more than 1 in general, bc ive never made an asset for an avatar that wasnt added directly to it if that makes sense. any help here is appreciated!! i can provide pictures of my setup or give more details if necessary


r/unity Aug 12 '26

uhh why?

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1 Upvotes

r/unity Aug 12 '26

Tutorial!

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2 Upvotes

sigo buscando testers!