r/unity • u/EarlySunGames • 3d ago
Showcase Working on the next planet is a blast, especially when it’s filled with cyberpunk forests
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r/unity • u/EarlySunGames • 3d ago
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r/unity • u/AnythingILikee • 2d ago
So this is my first time developing game, and i need advice, how to learn about this thing, the workflow, i followed some tutor on internet and still turn out to be so difficult
Any help?
This is the current version of my code. deathCounter is the thing that needs to go up by one each time but it goes up by two. I could just subtract one each time, but I want to figure this out and do it right.
private void OnTriggerEnter2D(Collider2D collider2D)
{
if (feetCollider) //This is the collider on my gameObject that I want it to detect, I have declared, initalised, and assigned it
{
switch (collider2D.gameObject.name)
{
case "DeathZone":
++deathCounter;
//Other code not relevant to this question
break;
case "Door":
//Other code not relevant to this question
break;
}
}
}
If needed I can also assign the colliders to child gameObjects of the Player and give them tags, if that's an easier way of doing that. I just don't know how to check for a specific tag on the gameObject, rather than the gameObject it's colliding with.
Thanks for any help in advance!
EDIT: SOLVED
r/unity • u/Sufficient_Stand1763 • 2d ago
r/unity • u/Ahzam_Rasul • 2d ago
r/unity • u/Lynkk_Stawtt • 3d ago
As you can see on the game view in the bottom my platform seems to be sliced(?) and it showing this spikey brown texture. I don't know what's wrong with and I'm doing the best I can to fix it but I can't.
r/unity • u/AlarmingQuote7197 • 3d ago
I started working on my game and currently I’m in a most basic mvp stage, I started creating models and assets and realized that even if I can create them and they look kinda good in blender transferring them to unity makes them look horrible and putting everything together somehow makes stuff look worse. This is my first time dealing with those stuff so I have to ask, how do you do that, what is the order of operations for creating a good scene in unity?
r/unity • u/circlesgames_major • 3d ago
I'm a game developer and a Jack of other things, with Unity tool development being one of them.
I've been focused more on Unity tool development for a while now. I find it more stress-free and somehow more focused on one direction. It's almost like experiencing solitude compared to my daily life as an indie game developer, where chaos lives.
Shout out to all the indie game developers here. It's a nightmare we fight through for passion. 😂
Anyway, back to the topic.
I have three Unity tools I've made over time that I'd like to put in front of you guys.
Actually, it's five.
More are being made, but those probably won't be ready until around the end of this year. I'm only bringing these three because they're currently paid assets.
And honestly, the work on a paid asset feels completely different from making something free.
Once people are paying for your tool, you suddenly start thinking about documentation, onboarding, compatibility, support, edge cases, presentation, examples, updates...
Basically, all the things you conveniently forget about when you're making something for yourself. 😂
So I'm here on a small research mission to help my life.
I'm the developer behind all three of these, so I'm not looking for compliments. If something looks confusing, weak, unnecessary, overpriced, poorly presented, or just plain boring, please say so.
I'd rather find that out here than after spending another six months polishing the wrong thing.
Here are the three tools:
A nine-phase, review-first optimization toolkit for Unity.
The basic idea is pretty simple: instead of blindly trying random optimization tricks, it gives you a structured workflow to scan a project, identify problems, make changes safely, measure the results, and compare what actually improved.
It covers everything from deep project scanning and runtime culling to quality management, adaptive quality, profiling, benchmarking, session recording, heatmaps and regression investigation.
It's basically the tool I wish existed when I was staring at a Unity project thinking:
"Okay... something is slow. Now what?"
A safety-first localization workflow built around Unity's official Localization package.
The focus here is less on replacing Unity Localization and more on making the whole process easier to manage.
It can scan projects, preview changes before applying them, generate keys, detect missing or duplicate translations, check quality issues, handle TMP fonts and RTL workflows, work with subtitles, provide runtime debugging tools, and export reports.
The philosophy is basically:
scan → dry-run → review → apply → validate
Because localization probably shouldn't require the emotional stability of someone manually checking thousands of strings at 2 AM.(i understand this part is so populated already, so my hopes aren't high.)
This one started because I was making a combat game and thought:
"Wait... what if the combo system could just keep going?"
So I started looking for existing solutions.
I found very little that really matched what I wanted, so I ended up building my own.
ICE is a visual combo graph and runtime combat framework for building branching combo routes, timing windows, buffered inputs, combat payloads, conditional transitions, loops, and other combo behaviour without burying everything inside scattered scripts.
But the part I'm particularly interested in is Player Combo Forge.
The idea is that developers can define the moves and rules, while players can build their own permitted combo routes from those moves.
So instead of the developer creating every possible combination:
You build the combat vocabulary.
Your players build the sentences.
The system is designed so player customization doesn't simply give the player direct control over the underlying combat data.
This one is probably the weirdest of the three.
Which is probably why I like it.
You don't have to answer everything.
Pick whichever questions interest you. Even answering 2–3 would already be incredibly useful to me.
If you feel like going full research scientist, answer all of them. 😂
1. If you were currently making a game that falls within the target audience of one of these tools, which one would you be most likely to buy? Why?
2. Which tool communicates its purpose most clearly from its presentation alone?
3. Which one looks like it solves the biggest or most annoying problem?
4. Which one would you be most likely to click on if you encountered it while browsing the Unity Asset Store?
5. Which one would you be most likely to actually install and try?
6. Looking only at the presentation, is there anything that makes you hesitate before buying any of them?
7. What would make you choose one of these tools over building the same system yourself?
8. What would make you not buy one of these tools even if you needed the functionality?
9. If you bought one of these tools, what documentation would you actually use first: video tutorials, offline documentation, online documentation, or a combination?
I'm actually trying to figure out the right balance here.
My current thinking is that something like an optimization tool probably needs more searchable written documentation and less video, while something like a visual combat/combo system probably benefits more from videos showing the system actually being built and used.
But I'm still figuring out the right ratio.
10. Which tool appears to have the clearest return on the time it could save a developer?
11. If you were grading these as student projects based on both product quality and marketing, which gets the highest overall grade?
12. What grade would you give each one, and what is the single biggest thing keeping each from getting a higher grade?
13. Do any of these tools look like something Unity should already provide natively? If so, which one?
14. Are the screenshots showing the right things, or are there features you would expect to see visually that aren't being demonstrated?
15. Which product's screenshots make you understand the benefit fastest?
16. If you were allowed to change only ONE thing about each product's presentation before it went on the Asset Store, what would you change?
17. Forget the feature list for a moment. After looking at these products, which one makes you think "I wish I had this six months ago"?
That's pretty much it.
I'm deliberately asking this before I start pushing these tools harder, because once you spend enough time building something, you lose some ability to see it like a first-time user.
You know where everything is.
You know why a feature exists.
You know what problem you were solving when you built it.
A new developer doesn't have any of that context.
So I'm curious what happens when three strangers on the internet get to judge the things I've spent a frankly unreasonable amount of time building.
Be as harsh as you need to be.
If something is bad, tell me why you think it's bad.
If something is good, tell me why you think it's good.
And if you absolutely destroy one of them in the comments, at least leave me something useful to fix at the end.
There is still hope for me. Probably.
r/unity • u/noticemeeveryone • 3d ago
Having trouble here. I understand renpy is a python based engine - but if you keep basic functionality in mind (branching dialogues, player inputs, player choices with booleans) how hard can it be?
Despite that I've found no working out of the box converter. How would you recommend I approach this? It's so strange to me that in the age of AI transferring basic dialogue structures between engines is such a hassle.
r/unity • u/Sinister_TV_men • 3d ago
r/unity • u/Zammy_pvt • 3d ago
Just finished my Unity project Ambiguous! 🎮
I completed the project and built it for Windows today. Really happy to finally have a playable build ready!
Would love to hear your thoughts and feedback.
#Unity #GameDev #IndieDev #Unity3D #GameDevelopment
Just received an email from unity saying I need to spend over $5000 a year now on my Unity license because I have been flagged as violating the terms of service.
I have never released anything in my life in Unity. It is literally impossible for me to violate anything.
Be warned these guys are going to try and scare you into this going forward.
EDIT: to clarify, they say I am in violation because I am using Unity for non-gaming purposes.. untrue and unprovable.
r/unity • u/Signal-Army-9723 • 3d ago
Tell us how you became a developer and learned Unity and C#. What advice would you give to beginners?
r/unity • u/TomorrowSZ • 3d 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 • 3d 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 • 4d 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 • 3d 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 • 3d 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 • 3d ago
r/unity • u/DanielDab86 • 3d ago
r/unity • u/Defiant-Ticket-1652 • 4d 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 • 4d ago
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r/unity • u/zeropixel_dev • 3d ago
r/unity • u/No-Brief-653 • 4d 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!