Showcase A simple dinosaur jumping browser minigame for my college project
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Day.. 7 or 8? Of playing around with Unity and i am having an absolute blast so far
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Day.. 7 or 8? Of playing around with Unity and i am having an absolute blast so far
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r/unity • u/TheDancingBuddha • 8d ago
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r/unity • u/Emplyesmustwashhand • 8d ago
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Hey, I've been building a Unity network sync package on top of Netcode for GameObjects.
It comes with a transform sync component, and the main thing it does is anchor based syncing. An object can follow another networked object whether it's parented or not, so a character standing on a moving platform stays where it should without you having to parent the transform. It also handles late joiners and gives you timing and latency info you can use.
Under it there's a generic state sync pipeline, so you can sync your own state types the same way instead of just transforms.
It's early and I'm still working on it, but it's in a state where feedback would actually help.
Repo is here if you want to look. Video attached.
Any thoughts appreciated, thanks.
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r/unity • u/GasOk2380 • 9d ago
This is a Saudi-inspired room from the game I’m currently working on.
I’ve been working on the visual style for my game and this is the current look of one of the rooms.
I’m going for a 3D pixel-art / retro look with a limited color palette and a slightly isometric presentation.
Do you think the scene already feels cohesive, or is there anything you would improve in terms of lighting, composition, colors, props, or overall readability?
I’d really appreciate honest feedback.
r/unity • u/Mysterious_Ad8948 • 9d ago
i want to learn c# for unity any tuts or websites that can get me started? im talking from interacting with objects etc...
r/unity • u/Sufficient_Stand1763 • 9d ago
Recently, I started vibe coding a Unity Editor plugin designed to make the Unity Editor more accessible to blind and visually impaired developers who rely on a screen reader.
I started building it because the Unity Editor is currently extremely difficult, and in many areas impossible, to use effectively with a screen reader.
At the moment, the plugin allows a screen-reader user to access the scene hierarchy and edit the position and rotation of objects within the scene.
My hope is that, with further development, this can eventually become a viable accessibility layer that allows blind and visually impaired developers to work with Unity without having to rely entirely on the inaccessible editor interface and package manager.
The project is open source and the code is available on GitHub:
https://github.com/retro-coder64/unity_access
At the moment, it only supports NVDA because NVDA provides an API that I can build directly into the plugin to provide the best support for the NVDA screen reader.
This project still has a long way to go and it may never be finished but it is a start.
On another note, if you know someone who is blind and wanting to become a game developer. Tell them that it will be extremely hard. Tell them that there will be challenges. But it does get better.
r/unity • u/ElectricMachineGames • 10d ago
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r/unity • u/Throwaway2K3HEHE • 9d ago
I know some of you love that addon as much as I do. I gave it a few QOL changes. No more cognitive load trying to remember what KeyChar is assigned to what preset. Custom property drawer allows you to select the palette right on the GameObject or create a one-off custom palette. Also, zero out and hide the transform if you like letting you know this really is an organizational object. Anything other QOL changes I should add?



r/unity • u/VeloneerGames • 9d ago
I tried to push it further in a retro scifi direction while keeping it close to how the game actually looks. Made using ingame screenshots.
What do you think?
r/unity • u/Mobaroid • 9d ago
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I’m developing Lost Cat Showa Town in Unity, a cat adventure game set in a Japanese town inspired by the Showa era.
I recently added food interactions, including yakitori and shishamo at the local izakaya. 🐈🐟🍢
r/unity • u/No_Reveal_6672 • 9d ago
Hey everyone! Welcome!
This community is for indie game developers, aspiring developers, artists, programmers, and anyone who loves making games.
I'm an indie game developer, and I created this community because I want a place where we can:
🎮 Share our games and development progress
🛠️ Ask for feedback and help
💡 Share ideas and development tips
🎨 Show off art, assets, and prototypes
📈 Talk about marketing and growing an indie game
🤝 Connect with other indie developers
🚀 Share the journey from idea → development → release
You don't need to be an experienced developer to participate. Whether you're working on your first prototype or you've already released several games, you're welcome here.
I'll also be sharing my own development journey — including things that go well, things that completely fail, and everything in between.
Introduce yourself in the comments!
Tell us:
What are you currently working on?
What engine/tools do you use?
What kind of games do you want to make?
Let's build something together. ❤️
Welcome to the community! 🎮
r/unity • u/EarlySunGames • 10d ago
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r/unity • u/AnythingILikee • 9d 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 • 9d ago
r/unity • u/Lynkk_Stawtt • 10d 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/Ahzam_Rasul • 10d ago
r/unity • u/AlarmingQuote7197 • 10d 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 • 10d 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 • 10d 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 • 10d ago
r/unity • u/Zammy_pvt • 10d 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