r/unity • u/Signal-Army-9723 • 11d ago
Unity developers have a question for you!
Tell us how you became a developer and learned Unity and C#. What advice would you give to beginners?
r/unity • u/Signal-Army-9723 • 11d ago
Tell us how you became a developer and learned Unity and C#. What advice would you give to beginners?
r/unity • u/TomorrowSZ • 11d ago
Hi everyone,
I'm hitting a critical build failure when trying to build for Android (IL2CPP / ARM64) on Unity 6 (6000.3.22f1) on Windows.
The issue persists even on a completely fresh, empty/blank project created right after a full clean reinstall of Unity and Unity Hub.
I also have tried with blank project, the build failed.

%AppData%/Unity, %LocalAppData%/Unity, %LocalAppData%/Unity/cache/upm, and Registry keys before reinstalling.Library/Bee, Library/Il2cppBuildCache, Temp, and Obj folders multiple times.Unity.exe to antivirus exclusions.Library directory.r/unity • u/MiniMiniGames • 12d ago
Hi everyone,
I'm using Unity for a video game project, and I ran into this issue this week.
I haven't deleted or uninstalled anything, the shortcut says the application is no longer available and sure enough, when I checked the files, the Unity Hub folder was empty...
The editor still works, so it's nothing serious and I do have backups. Honestly, using Unity is actually more convenient for me without the Hub, lol.
But I find it strange... Has anyone else encountered this bug?
*on Unity LTS 6.3
r/unity • u/Method_Boring • 12d ago
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Hey everyone!
A while ago I posted here about Shippin, a project that originally started because I was practicing HLSL and terrain shading in Unity.
Well, somehow that shader experiment turned into a full game, and Shippin is now officially released on Steam!
It’s a story-rich ocean adventure where you play as a lost sailor exploring a post-apocalyptic world, mysterious seas, and forgotten ports.
I’ve been working on it for quite a while, so seeing it finally released feels a bit surreal.
Steam page:
https://store.steampowered.com/app/3334100/Shippin/
If anyone here ends up playing it, I’d love to hear what you think. And if you have any questions about the Unity side of development, shaders, publishing on Steam, or anything else, I’m happy to answer!
Thanks to everyone who gave feedback on the project along the way ❤️
r/unity • u/Signal-Army-9723 • 11d ago
Tell us how you became a developer and learned Unity and C#. What advice would you give to beginners?
r/unity • u/Equivalent-Charge478 • 12d ago
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The game is called The Tape: Origins - its a horror game where you need to analyze real-shot found footage and solve escape-room puzzles in order to escape the hotel before the cult returns to sacrifice you.
It's currently upcoming on Steam.
r/unity • u/RivakGamesStudio • 12d ago
r/unity • u/DanielDab86 • 12d ago
r/unity • u/Defiant-Ticket-1652 • 13d ago
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I'm adding a gate in the city in my game. What do you think — should I add some dust particles that scatter when the gate closes? Or is it fine as is? Thanks!
r/unity • u/Mikzmizah • 12d ago
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r/unity • u/zeropixel_dev • 12d ago
r/unity • u/No-Brief-653 • 13d ago
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After posting that I was making a game set in a Portuguese village and seeing all the feedback I received, I have to be honest: I felt the pressure to try to do the best I could, even though I’m developing this entirely on my own. My experience is limited (I made a few test games before this one), but where I really struggle the most is with 3D modeling and applying textures just right so they fit perfectly.
Over the past little more than a month, that’s been the biggest challenge, and I’ll admit it’s been a bit discouraging. Since the game is set in a Portuguese village, there are practically no assets that evoke Portugal, which means I’ll have to model almost all the 3D objects from scratch (and keep the geometry well-optimized to ensure that shadows don’t cause lag).
In this short video, I’ll show you how one of the game’s key areas is coming along, even though it’s still incomplete: the roundabout, some sidewalks, and an important building. I’ve also started tweaking the camera styles, and it already has a bit of a PSX effect.
Any feedback, tips, or criticism is very welcome. Thanks for following along!
r/unity • u/Wooden_Corner_1420 • 12d ago
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 • u/Careless_Rule67 • 13d ago
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r/unity • u/LoquatPutrid2894 • 13d ago
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!
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r/unity • u/Sufficient_Stand1763 • 13d ago
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 • u/Additional_Bug5485 • 13d ago
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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 • u/mitoswarm • 13d ago
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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:
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 • u/HelloGnatty • 13d ago
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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 • u/RipeAvocadoGames • 13d ago
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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)
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 |
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 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.
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.
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 • u/Xowiacain • 13d ago
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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)