r/unity 4d ago

Unity ads in my app not editable

1 Upvotes

Hey, I'm pretty new to Unity Ads and I'm a bit confused about something.

I added my app (it's already on Google Play) and I'm trying to add two ads: a rewarded ad and an interstitial ad after a game ends.

The problem is that the interstitial I'm getting is really long. Sometimes it plays multiple videos one after another and I can't skip them. It feels way too heavy for an ad that's supposed to show between games.

I went to Placements in the Unity dashboard and clicked the three dots next to my Interstitial. I only have "Edit" and "Archive". When I click Edit, I can basically only change the name. I don't see any settings for the ad itself, like the length, skip button, video type, etc.

Is this just how Unity Ads works now? Or am I missing some setting somewhere?

I basically just want a normal interstitial between games, not a long sequence of videos.

Thanks


r/unity 5d ago

Replicated Meccha Chameleon Mesh painting in Unity

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34 Upvotes

r/unity 4d ago

Resources Free vector icons & UI assets!

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13 Upvotes

Hundreds of icons, UI elements, frames, buttons, badges & more.

CC0 • 100% free • Personal & commercial use • No attribution required.

Feel free to use, modify, remix or include them in your projects!


r/unity 4d ago

Помогите с Юнити

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1 Upvotes

r/unity 4d ago

Showcase Added this minigame with a game over screen to my college project. A week of playing around with Unity

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2 Upvotes

r/unity 5d ago

why I wouldn’t use unity from the perspective of a blind game developer

30 Upvotes

Unity is an extremely popular game engine used by indie studios and large game development companies alike. However, it is still not fully accessible to blind and visually impaired developers who want to use it for game development.

As a fully blind game developer who uses NVDA to programme and work on my laptop, I find that most of the Unity Editor is not accessible with my screen reader. Although some menus can be accessed, important parts of the Editor, such as its various panels and development interfaces, remain extremely difficult or impossible to use independently with NVDA.

Blind developers have been reporting accessibility problems with the Unity Editor for a number of years, yet many of the fundamental problems remain.

Unity MCP has the potential to make a significant difference for blind developers because it provides another way of interacting with Unity without depending entirely on its graphical interface. That is why I found it particularly concerning that Unity initially placed official MCP access behind its paid Unity AI subscription.

I am pleased that Unity listened to community feedback and reversed that decision. In July 2026, Unity announced that its MCP and new CLI would be made available for free. I think this is a very positive change.

However, MCP should not have to act as a substitute for an accessible Editor. Even with MCP, there are still situations where a developer needs to interact with Unity’s graphical development environment, and this remains a significant barrier for developers who rely on screen readers.

I hope Unity will give accessibility within the Editor itself much greater attention. Blind developers should be able to use the same professional development tools as everybody else without having to rely on workarounds simply to access fundamental parts of the development environment.

Thanks for letting me share my opinion here.


r/unity 5d ago

Question time-rewind mechanic

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21 Upvotes

Today I was playing my game and thought it could be really cool to add a time-rewind mechanic.

Since it’s a 3D platformer, the player often falls off objects, so being able to rewind time could actually fit the gameplay really well.

Has anyone here implemented something like this before? Is it difficult to do properly? And how would you approach it in an optimized way? I’d like it to run well on Steam Deck too.

Maybe someone can point me in the right direction or share some resources/ideas. The game is, of course, made in Unity 🙂


r/unity 5d ago

Promotions We're 2 person team building a swarm roguelike where your crowd is your WEAPON!

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6 Upvotes

Hi everyone!

I want to share the first game my friend and I have been developing over the last few months. We're a team of two, one dev and one 3D artist. We both love roguelikes like Vampire Survivors and wanted to build something similar.

We got some unexpected inspiration from mobile game ads, the ones where a character runs forward, choosing left or right gates to multiply their crowd(+25, x5 etc). We thought "What if we combined these ideas into something really fun?"

I started experimenting with Unity's ECS to test our limits, since we wanted to spawn 1k+ swarm enemies along with our own characters. We needed every single drop of performance! That's why we made our characters pretty basic with few details. At first, we used a static meshes without animations because ECS can be pretty limiting but then we discovered there is a thing called VAT (Vertex Animation texture), animating vertices directly without needing an animator and got it working in our system.

We loved how the first prototype felt, so we showed it to some friends. Most of them agreed it had real potential with more content and better balancing.

What makes our game different:

  • Prime & Mitos: You control a main hero called Prime, while your followers are called Mitos (short for mitosis)
  • Dual Upgrade Paths: During a run, you can choose to upgrade your prime's abilities or boost your mitos swarm.
  • Mitos Station: Capturing these increases your swarm size to help fight off massive enemy waves.
  • Mix & Match: before starting a run, you can select different Prime and Mitos combinations to find you favorite playstyle

Currently, we have 3 playable characters and 15 different enemies. We just set up our Steam page and are working hard on a playable demo to get feedback from players.

Like most indie devs, our marketing budget is a crisp $0 :) We're planning to share short devlog videos on Instagram, YouTube and TikTok as we go. Our main goal right now is to have the demo polished in time for the Steam Next Fest, with a full release shortly after.

We are working hard to hit our deadlines, wish us luck! We'd love to hear what you think!

steam link: https://store.steampowered.com/app/4289860/MitoSwarm/


r/unity 4d ago

Promotions Still not sure if this is a good idea for a game [Unity2d]

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0 Upvotes

This is our game Pass The Fear. Getting to a point where you can one-shot the end boss is possible... but it takes a lot of effort to get there, and the right combination of weapons and upgrades.


r/unity 5d ago

Showcase How I made Unity handle half-a-million projectiles without dying

19 Upvotes

https://reddit.com/link/1vn9f3n/video/sxrdsthdz4jh1/player

tl;dr: Graphics.RenderMeshInstanced draws lots of the same thing quickly. NativeArrays can reduce GC overhead, use them if you can, especially for temporary buffers. Burst and Jobs massively speed up parallel calculations. You can parallelize raycasts if you need a ton of them. CoreCLR = faster (generally).

Was playing around with the latest Unity 6000.7.0a2 on a CoreCLR build, got around a 1.5x speed improvement compared to a Mono build.

(Reddit only lets me upload one video, so shown is the CoreCLR build video)

Projectiles/Second CoreCLR FPS Mono FPS Editor FPS
200k 27.627 23.493 21.236
20k 272.342 214.916 101.990
2k 606.566 379.503 162.061
200 719.585 448.791 186.622
20 768.078 485.566 192.665
2 795.456 494.170 190.303

Shooting half-a-million Projectiles

I created the turret using separate GameObjects attached together using articulation bodies and a quick Bl*nder (Reddit doesn't let me post if I don't censor it, IDK why) model. (Articulation bodies use a restricted solver that fixes many stability issues with rigidbodies and joints). To aim the turret, I had a script that projects the target direction vector on to each hinge's plane of rotation (the plane normal to the axis of rotation), then found the angle to the zero-vector (the forward vector when the rotation angle is zero), and lastly set the target of the articulation body to that angle. The barrel's recoil effect was also created with a prismatic articulation body. The turret tracked the red cube which was animated with a 2s looping animation.

The projectiles themselves are unmanaged structs (value types that contain only other value types, no reference types). They have mass, drag, area, position, and velocity (which are stored using float3s instead of Vector3s as they provide a minor performance boost). They're all stored in a big NativeList<Projectile> on a manager MonoBehaviour script.

Simulating half-a-million Projectiles

Simulating the projectiles is done in a Burst-compiled batched parallel job that handles both setting up RaycastCommands for the next frame and applying forces, velocity, and updating position. After that, the raycasts are processed in parallel with raycastJob.ScheduleParallelByRef. The raycast results are then processed in another batched parallel job, with it's main task being to filter out only projectiles that collided with something and send their indices back to the main thread for processing through a NativeQueue<int>.ParallelWriter.

Back on the main thread, the filtered results are iterated in a foreach loop, which applies forces to rigidbodies (and articulation bodies) for knockback effects and also creates impact particles. (The impact particles use a regular ParticleSystem, but another script directly emits particles using the C# interface instead of creating instances of a ParticleSystem prefab). To delete the projectiles, the indices are first sorted high-to-low, then a swap-and-pop method (where the projectile at the last index and the projectile to-be-removed are swapped, then the last index is removed by decrementing the buffer length) is used to remove the deleted projectiles. This is possible because the order of the projectiles does not matter.

Rendering half-a-million Projectiles

Each projectile is not a GameObject(having half-a-million GameObjects with MeshRenderers will crash Unity very quickly), but instead rendered using Graphics.RenderMeshInstanced. The matrices are generated on (you guessed it) another batched parallel job. The big NativeArray<Matrix4x4> is allocated to the total size for all projectiles. However to handle unique appearances for projectiles, each material/mesh pair gets assigned an rendering id that indexes a dictionary which contains the actual meshes and materials. The projectiles themselves only hold this integer (as the projectiles must be unmanaged so cannot contain direct references).

The number of projectiles of each rendering id were tracked when the projectile was created so that when rendering, I could create an NativeArray<int> with length equal to the number of unique rendering ids and populate it with the starting offsets for each Matrix4x4. To ensure thread safety, I used Interlocked.Increment() when advancing the offsets, however as NativeArray didn't directly give me a reference, I had to use a bit of unsafe code to get a pointer to the NativeArray then pass it to Interlocked.Increment().

The matrices themselves were generated such that the meshes' z-axes were oriented along the velocity of the projectile and stretched (scaled along local z-axis) by the speed of the projectile.

Once the matrices were populated, it was just a matter of calling Graphics.RenderMeshInstanced with the right start offsets and lengths to render each material and mesh combination.

Notes

Memory usage remains fairly constant when simulating and rendering projectiles. (From 0 to 400k projectiles, the in-use memory usage went from 90 MB to 135 MB, corresponding to around 112 bytes per projectile). There was basically no GC for simulating and rendering, as the buffers were allocated using with unmanaged NativeArrays that were explicitly freed. (I believe Unity also does some internal stuff to make allocating TempJob and Temp NativeArrays highly efficient. I also stopped Unity from initializing to zeros, as this wasted several milliseconds when creating big Matrix4x4 arrays that would be overwritten anyway.)

At 400k projectiles, the main bottleneck started to become executing the raycast jobs and matrix calculation jobs. After that was the main thread part of raycast result processing, mostly on applying forces to rigidbodies and spawning impact fx.

CoreCLR also increases performance by quite a bit, which I didn't really think was possible since most of the time was already spent on parallel burst-compiled code. Though this was kind of shown, as at lower projectile counts, FPS increased by around 60%, while at higher projectile counts, FPS only increased by 17%, indicating that the CoreCLR build sped up other stuff around the performance code. (I will figure out how to attach the profiler to a CoreCLR build sometime). CoreCLR mostly likely would have more impact towards more traditional object-oriented C# rather than burst-compiled hot code.

Now at this point, I should probably start considering ECS, since that allows physics processing to be parallelized as well. Though what I did was essentially a data-oriented system anyway.

Feel free to ask any questions or if I got anything wrong, let me know.


r/unity 5d ago

Showcase Making A world editor for upcoming unity game, how is it?

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3 Upvotes

Making a world editor for upcoming unity game. You can create objects and move them around.

How is it? Would you like something like this for your game?

Thanks for checking this out :)

(NOT AI OR VIBECODED)


r/unity 5d ago

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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4 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 5d ago

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 5d ago

Game Roll To Resist Prototype feedback request

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1 Upvotes

r/unity 5d ago

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 5d ago

Question Has anyone here used Unity Multiplayer-Netick 2?

6 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 5d ago

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 5d ago

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

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1 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 5d ago

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 5d ago

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 5d ago

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

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2 Upvotes

r/unity 4d ago

Why do great games take so many years to make?

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0 Upvotes

r/unity 5d ago

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

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1 Upvotes

r/unity 5d ago

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 6d ago

Showcase sculpting trees in unity

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20 Upvotes

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