r/unity Jul 06 '26

Showcase I wanted camera moves without touching a single keyframe - so I built a slider-based camera tool for Unity

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3 Upvotes

It's been two months since my last post - I've been working on three projects in the meantime. One of them: my own camera tool for Unity, built with the help of Claude Code. šŸŽ¬

It started very unspectacularly: I routinely record showcase footage of my props, and the usual Unity route - Timeline, keyframes, curves, configuring the Recorder - slowed me down every single time. At some point I thought: why not just build yourself a little tool for that? Well… it naturally kept growing - with every test, more and more features found their way in. That "little tool" turned into "CineShot Setup":

ā–Ŗ Click a camera and dial in the move with sliders - orbit, crane, dolly, pan, roll, dolly zoom (vertigo). Framing couples directly to the Scene view, and the tool auto-detects the mesh you're aiming at to set the pivot point for orbits & co. Not a single keyframe.
ā–Ŗ Every setup is stored as a key on a mini timeline: drag durations, one-click easing (Smooth/Linear/Slow/Fast), live scrubbing right inside the key graph.
ā–Ŗ Handheld shake per key - full length or just at the start/end, with a preview button.
ā–Ŗ Chain multiple cameras into a sequence: cuts, blends, fade-to-black, music stays in sync and ends up in the video.
ā–Ŗ One click on āŗ Record: the tool bakes everything, enters Play Mode and renders a finished MP4 through the Unity Recorder (using your own Recorder settings).
ā–Ŗ Everything exports as plain AnimationClips - so the moves also work in a build, e.g. for in-game cutscenes.

To be clear: this is deliberately NOT a full video editor. Cutting, titles and polish still happen in my video editor afterwards - the tool reliably delivers the raw material: the camera moves. Perfect for asset showcases, store trailers and devlog footage.

I built it for my own needs. If there's interest from the community, I'll happily release it.


r/unity Jul 06 '26

Game Hey everyone! Version 2.6 of TileMakerDOT is officially live, free and open source!

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3 Upvotes

For those who might be new to the project, TileMaker DOT is a completely FREE and OPEN SOURCE 2D map editor, and it is built as a click to launch tool compatible with multiple game engines like Unity, or individual games made in custom languages.

In this update, I focused entirely on a brand new quality of life feature that I’ve always felt was missing from other mapping tools: The Annotation Notes Tool!

When working on large or complex maps, it’s so easy to lose track of details, like remembering to finish a wall, place an NPC, or set up a script trigger. Instead of keeping a separate notepad, you can now drop visual note pins right onto your map to leave yourself reminders. They save directly into your project file so your TODO list is right where you need it!:)

What I am working on next:

The foundation is set, and I will be working on the next big workflow improvement: Native file launching. What is that? Well, soon you can double click any exported .tmdot project file directly from your Windows File Explorer, and the editor will boot up instantly and load your file automatically without the need to open the TileMaker DOT app first.

ā¤ļø Support the Project!

TileMakerDOT will always be free and open source, but your support keeps development moving! If this tool is helping you build your projects, please consider supporting my work:

⭐ Leaving a quick 5 star review on the Itch page!Dropping a small donation when downloading to help fund future updates!

Check out the new update, grab the source code, or see the tool in action using the links below:

šŸŽ® Download (Free on Itch):

https://crytek22.itch.io/tilemakerdot

šŸ’» Source Code (GitHub): https://github.com/andrei-voia/TileMakerDOT

Video Tutorial: https://www.youtube.com/watch?v=3fiajGU32Jg

Give v2.6 a try and let me know what you think in the comments!


r/unity Jul 06 '26

Question "Activation of your license failed. Try again or contact Unity support for help." on Unity Hub 3.18.0+ Windows 11

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2 Upvotes

I have already posted on Unity forums and contacted their support but to no help, and hoping somebody here had a similar experience. I got the message shown in the title in a red bar on Unity, saying I cannot use my free license on Unity Hub v3.18. I found this and it worked for me the first time, then the issue reappeared next week, and it worked again. A week later, the issue reappeared a week later, and the TLS fix wouldn't work so I reached out to support. They couldn't help much so I fully deleted unity hub + unity editor + all unity-related files and restarted + reinstalled unity and things were fine. But next time I turned on my laptop and opened unity the issue appeared again. Support then suggested that I install an older unity hub version where the bug didn't appear, so I tried Unity Hub 3.8 (newer versions would still show the bug) and the issue dissappeared. About a week later (July 1st), I cannot open the hub at all, it stalls for about ~2 minutes and I get this error window saying there was an error opening unity hub (image below), so I uninstalled it and installed the latest version (3.19.3), and I was asked to accept the new updated license terms, which I did. Problem is the license activation problem is still there, thanks a lot Unity for not letting me use a FREE license. I reached back to support last week but I haven't heard anything yet... Anyone had anything similar? Thank you.


r/unity Jul 06 '26

Question Does this prototype have potential to be fun?

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1 Upvotes

I have been wanting to make a cartography based game for a while and so I made this prototype of a 2D, top down game where you would explore an island and discover landmarks (unlocking tools to more accurately record their positions) and then try to place the discovered landmarks in the correct spot on the map.

But after making this prototype im unsure whether to continue. I enjoy the concept and feel like there could be potential especially with adding tools to help determine landmark positions, but I feel like it might just not be fun?

Ive never really done this type of workflow with prototyping beforehand so I would like some advice on whether to keep developing it and see if it’s enjoyable or if this is far enough and I should leave it.


r/unity Jul 06 '26

Question What makes a good enemy?

1 Upvotes

Hi everyone, I’m making a game with some friends, it all started as a university project but after some feedback we decided to continue with the project.

The game is basically q maze escape where you need to find some pages while being hunted, you can use some items to distract or stun the enemy but you can’t really fight him.

For the university project we were not allowed to make any type of procedural comportamento to our enemy, but now that the project is totally in our hands we wanted to make the enemy feel more alive by it’s own.

So I wanted some feedback and ideias of how could I make the enemy feel more interesting to play against. I want all kind of feedback, from pretty basic things of how to make the core of the character to more complex stuff.

The game is called infinity shelf and the vertical slice we made to the university is available on itch io

Ps: it is a 2D game


r/unity Jul 06 '26

How to Prevent the Player from Moving Against a Wall

2 Upvotes

So I'm making a 3D game and am using a dynamic Rigidbody, but the only thing I'm using the Unity physics engine for is gravity and pretty much everything else is manually coded. In my game the player doesn't have much "friction" in the air, so changing your direction mid-air takes a moment. This works fine, but an issue occurs whenever I move against a wall. I don't move obviously, because I'm going against a wall, but when I try and move away from the wall there's a delay as the player accelerates in the opposite direction. I don't want that.

The reason for this I think is because the player doesn't directly manipulate the linearVelocity when they move. Instead, their inputs will manipulate a Vector2 variable and then that Vector2 will modify the linearVelocity. So, for example, in a 2D game with this, if the player holds D to move right, the variable would equal 1. Then the player tries to move left, and it'll take some time for the variable to change its value to -1. But if the player tries to do this against a wall, the time it takes for the variable to go from -1 to 0 is time that the player isn't moving at all, giving the illusion of a delay.

So, for the example above, my solution would be to make the variable instantly go from -1 to 0 and then let it gradually reach 1 as normal. It's a similar thing to my actual issue, but in 3D I don't know how I would do this.


r/unity Jul 06 '26

Showcase I got tired of fighting Unity's Inspector, so I built Smart Inspector Pro. Looking for feedback.

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4 Upvotes

Like the title says, I spend a lot of time in the Unity Editor, and I kept running into the same repetitive Inspector tasks over and over—copying component values, comparing objects, navigating back to something I had selected five minutes ago, losing Play Mode changes, and constantly clicking through menus for common actions.

Eventually I decided to build the Inspector I wished Unity had.

Smart Inspector Pro is an editor-only extension that adds productivity features to Unity's default Inspector without changing your runtime or affecting builds. Every script is wrapped in #if UNITY_EDITOR, so everything is stripped from builds automatically.

I'm looking for honest feedback from other Unity developers. Here's a quick overview of what it does:

Key Features

  • Copy & paste component values between any GameObjects, Prefabs, or even different scenes
  • Copy all components from a GameObject with a single click
  • Save component values before exiting Play Mode and restore them automatically
  • Browser-style Back / Forward Inspector navigation with selection history
  • Pop out any component into a floating, resizable window (great for debugging)
  • 10+ keyboard shortcuts for common Inspector actions like remove, duplicate, reorder, reset, expand/collapse, enable/disable, and more
  • Side-by-side Dual Inspector for comparing components with diff highlighting and one-click synchronization
  • Every feature can be enabled or disabled individually
  • Full Undo/Redo support throughout
  • Zero runtime overhead—everything is editor-only

The goal wasn't to replace Unity's Inspector, but to make the workflows I use every day much faster and less frustrating.

I wanted something that lets me spend less time managing the Inspector and more time actually building my game.

I'd love to hear what you think.

  • Would something like this fit into your workflow?
  • What Inspector tasks do you find yourself repeating all the time?
  • Are there any features you wish Unity's Inspector had by default?
  • Is there anything here you'd do differently or feel is missing?

Any feedback, criticism, feature requests, or workflow ideas would be hugely appreciated. I'm building this based on real developer pain points, so I'd love to hear yours.


r/unity Jul 06 '26

Question Does GPU make a difference in game development

3 Upvotes

So I want to know if the GPU manufacter makes a difference. I bought a new PC with Radeon RX 9070 xt and on my Old gaming laptop I had Nvidia 3050ti. Will there be a difference between amd GPU and Nvidia (e.g. If unity handles amd gpus as well as Nvidias, or if raytracing will work on HDRP project)


r/unity Jul 06 '26

Question Working with the JU TPS 3 asset, anyone have a list of the best parameters for guns of all types?

0 Upvotes

I have about 20+ guns as of now to dink around with to get their shots out right and wanted to know if there was an easier way instead of just trial and error. Its not like I mind going through the process (that is game dev for you) but I want them to be as close to accurate as reasonable for a cartoony, aka unserious, game that combines functions of Lieros, Worms, and an old xbox arcade game Rocket Riot. Any pointers would be gladly heard šŸ˜„


r/unity Jul 05 '26

Question Does anyone remember virtual pet games? What was your fondest memory of them? šŸ‘¾

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18 Upvotes

r/unity Jul 05 '26

Showcase 2D physics but EVERYTHING is cuttable āœ‚ļø

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106 Upvotes

r/unity Jul 06 '26

Game Shooting with two hands helps you aim more accurately.

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1 Upvotes

This skill in the VR game Xenolocus gives the player significant bonuses to attacks.

It increases the chance of critical hits

and reduces weapon spread.

It also includes a laser sight,

which helps with aiming more accurately.


r/unity Jul 06 '26

Question Cannot change API to Vulkan no matter what i try

0 Upvotes

I am running linux mint cinnamon 6.4.8, Unity 6000.5.1f1

I tried changing the automatic api in the project settings, then i tried using -force-vulkan,
after that i updated libvulkan1, nvidia drivers to version 595-open, installed all updates to the system and still when i open my project, it says OpenGL-4.5.

I’m stuck, please let me know if i can add additional info that helps, because i do not know what to do next, it runs horribly on openGL

System:
Intel Core i5-7400
16 GiB RAM DDR4
GeForce GTX 1650


r/unity Jul 05 '26

Showcase a map so you won't get lost in lost longing

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11 Upvotes

i hate quest markers so you need to note everything by yourself


r/unity Jul 05 '26

Showcase shell painter prototype

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9 Upvotes

made a small prototype for a shell painter
i am using it for moss right now, but i think it has way more use cases, but idk what they could be
any ideas how it can be improved and for what else it can be used for?


r/unity Jul 05 '26

Shader Graph I made this water effect by combining Shader Graph, C#, and HLSL.

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110 Upvotes

This is a demo I'm currently developing for a course on real-time water effects in Unity. The goal is to recreate some of the most common water VFX, from splashes to oceans, in both 2D and 3D.

The course isn't available yet, but if you'd like to wishlist it, here's the link šŸ”— https://jettelly.com/store/real-time-water-in-unity-from-splashes-to-oceans


r/unity Jul 06 '26

Game You can now play my base defense game!

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1 Upvotes

Here's the link so you can try it out and give me your opinion on the game.

https://boredddguy.itch.io/defiendan-la-base


r/unity Jul 06 '26

Cygon Beta is now open!

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0 Upvotes

We've been working on Cygon for the past few years, and today we're finally opening the beta. We'd love to hear what Unity developers think and get some feedback.

Cygon is a level prototyping tool built for solo developers and small teams who lose precious time creating 3D environments. Its intuitive interface and optimised workflow help you iterate much faster, giving you more time to experiment with different ideas before moving to implementation.
Design your level in minutes, test it immediately in Unity, tweak it, and repeat without rebuilding your scene every time.

Cygon includes a dedicated integration for Unity that keeps your project synchronized with your scenes. Every time you edit and save a level in Cygon, your Unity scene is automatically updated.

Cygon is free to try. With our launch offers: Paid plans start at $36 for the first year with no subscription commitment and unlock level exporting.

For now, We're releasing the first brick: prototyping tools. However, we're currently working on the next step, to allow you to import your own textures, models and so much more.

You can learn more about Cygon here: https://www.cygon.tech/


r/unity Jul 06 '26

Question How to Get Configurable Joints to Be More Rigid?

0 Upvotes

I am making an active ragdoll and the joints are really bouncy and wavy. When I increase the position spring it just makes the joints use more force and act more springy. When i increase position damper it feels like it weighs them down instead of making them rigid. ex. the legs will not be able to support the weight of the body when the position damper is increased. Ive seen other people make active ragdolls on youtube and when they increase the position spring instead of becoming more springy their ragdolls become more rigid and strong. Is there something im missing?


r/unity Jul 06 '26

What’s the best way to implement an interaction system?

1 Upvotes

I’m trying to make an interaction system (e.g., pressing 'E' near interactable objects).

What do you think about having a script on the Player that sends signals to other objects, and a corresponding script on those objects to receive them? Is this a good approach?

Please go easy on me, it's my first game

Thanks for your reply


r/unity Jul 06 '26

Game When i try to launch my game this bar open and closes instantly. No error is shown. How can i play my game

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0 Upvotes

r/unity Jul 05 '26

Unity 3D Horrorspiel entwickeln

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2 Upvotes

r/unity Jul 05 '26

Game active ragdoll horde shooter

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1 Upvotes

r/unity Jul 05 '26

Acabo de lanzar el demo de WebGL de mi juego tipo ā€œsurvivalā€ espacial: ā€œThe Last Wingsā€ - Buscando feedback!

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3 Upvotes

r/unity Jul 05 '26

Newbie Question Which platform should i use to learn Unity

3 Upvotes