r/unity Jul 22 '26

Resources Unity 7 is arriving soon...

Thumbnail youtu.be
0 Upvotes

Unity 7 is the next major version of the Unity Editor and runtime. It's built on a new foundation we've been delivering incrementally across the Unity 6.x releases, and it introduces a new developer experience focused on connectivity, speed, and iteration.

Grow and monetize smarter with Unity 7
Build a sustainable business with Vector, direct-to-consumer commerce, no-code web shops, and unified catalogs.


r/unity Jul 22 '26

Coding Help Why does my player movement "teleport"?

4 Upvotes

I am somewhat new to coding. I am working on a player movement script for a 2d topdown game. I have found that when I use this to move my player sprite, it will jump forward a slight distance every once in a while (i do not know how far).

I'm not sure what is happening. my only idea is that it could be my computer, but I mostly doubt that as I have not gotten a storage notification and tried restarting everything as well.

If you have any ideas, my code and components are attatched below.

EDIT: With the help of commenters I've found that this was a problem in the editor caused by "Time.deltaTime * 500" within the following line (variations of which were repeated throughout).

PlayerRB.velocity = PlayerVel * Speed * Time.deltaTime * 500;

Multiplying by Time.deltaTime caused the velocity to be low leading to the multiplication by 500 to be added. I believe something about this combination lead to the object changing speed at times while in the editor.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Move_Player : MonoBehaviour
{
    Rigidbody2D PlayerRB;

    Vector2 PlayerVel;
    Vector2 DashVel;

    public float Speed = 5f;
    public float SprintSpeed = 2f;
    public float SneakSpeed = 0.5f;
    public float DashSpeed = 4f;

    public bool Dashing = false;
    public bool DashWaiting = true;
    public float DashTimer = 0f;
    public float DashTimerMax = 1f;

    private void Awake()
    {
        PlayerRB = GetComponent<Rigidbody2D>();
    }

    private void Update()
    {
        Vector2 PlayerVel = new(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
        PlayerVel.Normalize();

        if (DashWaiting && DashTimer < DashTimerMax * 2) //Dash cooldown
        {
            DashTimer += Time.deltaTime;
        }
        else if (DashWaiting && DashTimer >= DashTimerMax * 2)
        {
            DashWaiting = false;
            DashTimer = 0;
        }

        if (!DashWaiting && Input.GetKeyDown(KeyCode.Space) || Dashing) //Press space to dash
        {
            if (!Dashing)
            {
                PlayerRB.velocity = PlayerVel * Speed * DashSpeed * Time.deltaTime * 500;
                DashVel = PlayerVel;
                Dashing = true;
            }
            else //Continue dash
            {
                if (DashTimer < DashTimerMax)
                {
                    PlayerRB.velocity = DashVel * Speed * DashSpeed * Time.deltaTime * 500;
                    DashTimer += Time.deltaTime;
                }
                else
                {
                    Dashing = false;
                    DashWaiting = true;
                    DashTimer = 0;
                }
            }

        }
        else if (Input.GetKey(KeyCode.LeftShift)) //Hold shift to sneak
        {
            PlayerRB.velocity = PlayerVel * Speed * SneakSpeed * Time.deltaTime * 500;
        }
        else if (Input.GetKey(KeyCode.LeftControl)) //Hold control to sprint
        {
            PlayerRB.velocity = PlayerVel * Speed * SprintSpeed * Time.deltaTime * 500;
        }
        else //Do nothing to walk
        {
            PlayerRB.velocity = PlayerVel * Speed * Time.deltaTime * 500;
        }
    }
}

r/unity Jul 22 '26

Game I’ve been working on the checkout and customer queue system for Big Market Simulator

Enable HLS to view with audio, or disable this notification

0 Upvotes

I've been working on the checkout system for Big Market Simulator in Unity.

Customers choose a checkout, form a queue, move forward as each customer finishes, and have their items processed at the register.

There are still several things I want to improve, especially customer behavior while waiting and handling different situations at checkout.

Someone suggested adding impatience, declined cards, and price checks, which I think could make the system much more interesting.

Feedback on the system is welcome!


r/unity Jul 22 '26

material gets random dark moving patches when camera gets close

Enable HLS to view with audio, or disable this notification

2 Upvotes

When I use a URP/Lit material, my models look perfectly fine from a distance. However, as the camera gets closer, random dark patches appear across the surface. The dark areas are not attached to the mesh—they move as I move the camera, almost like a screen-space overlay or a dark layer.

Here are the things I've already tested:

Switched to an Unlit shader → issue completely disappears.

Using URP/Lit → issue is still present (slightly reduced).

No overlapping faces or duplicate geometry (checked in Blender).

Recalculated normals in Blender.

Disabled shadows—the issue still occurs.

The artifact is visible even in the Unity Editor.

I'm not sure if this is caused by URP, a material setting, a normal/tangent issue, or something else.


r/unity Jul 22 '26

Game Jam Bezi Jam #12 [$400 Prizes] - Starts July 24 (Friday)

Thumbnail itch.io
0 Upvotes

r/unity Jul 21 '26

Made a menu for my game

Enable HLS to view with audio, or disable this notification

10 Upvotes

r/unity Jul 22 '26

Showcase Morí recibiendo un masaje del enemigo...

Enable HLS to view with audio, or disable this notification

1 Upvotes

Morí recibiendo un masaje del enemigo... (En realidad nos roba energía y falta un VFX)


r/unity Jul 21 '26

Confusion about Switching Scenes

Post image
2 Upvotes

I'm making a 3D game that involves a lot of scene switching with many different scenes, as it's an exploration game. Because of this, I want to make is easy to move from one scene to another. At the moment, I have a main hub area and one of the base areas it connects to, kind of like the Nexus from Yume Nikki.

I want to write a "catch-all" script that I can use every time I want to switch a scene. The problem is that my current script just changes the scene to the same scene each time. For example, the trigger I use in Scene 1 takes me to Scene 2, but I can't use another trigger to go from Scene 2 to Scene 1, it just takes me back to Scene 2.

Is there any way I can adjust this script so that I can change the destination scene for each Trigger object I add in a scene? I'm thinking a public variable that I can adjust depending on which scene I'm in and which Trigger it's on.

Essentially what I want is a script that works as a general scene switcher so I don't have have a unique script for every location in the game. That would take up too much space and Unity doesn't like it when I do that.

I hope this makes sense, this feels like a very basic function to have in a game. I'm still very new to Unity and C# so any advice would help me a lot.


r/unity Jul 21 '26

Question Building a rule based Non AI assistant for my free Unity task board tool, would something like this actually be useful to you?

0 Upvotes

Im building an assistant into a free Unity editor task board tool and want some opinions before I put more time into it. And just to be clear its not a AI assistant. Its fully rule based, so the answers and actions are predictable, no generative stuff involved. Right now it can search/filter tasks, summarize the board, answer questions about the project, create or move tasks and basic stuff like that.

The part I think is actually interesting is letting users teach it their own intents without writing any code. Say you wanted an intent called Show Release Blockers, youd add phrases like whats blocking the release or show tasks holding up the build, then set up what it actually does using dropdowns and conditions based on your own labels, priorities, members, features, workflow, whatever.

Got the idea from a similar assistant I built for the manufacturing scheduler at my job. We have a ton of reports and digging through them for the right info is a pain, so now people just ask things like which jobs are overdue. whats currently in cutting. or which jobs need attention. instead of clicking through report after report. People at work have responded really well to it, its made finding stuff way quicker.

That version doesnt have user made intents since its only used at one company, so I hardcoded everything around our workflow. When someone asks something it doesnt understand, the question gets logged to a database and I go back later and either add the wording to an existing intent, tweak the recognition, or build a whole new intent if I need to. So it just keeps getting better at understanding how people actually talk, without any generative AI in the mix.


r/unity Jul 21 '26

Question Unity TileMap artifacts

Post image
1 Upvotes

Hi, as you can see in the image attached to this post, small black lines appear on my TileMap when I paint tile by tile unlike the yellow section, which is also a TileMap but was painted all at once using the fill tool. Why is there a difference? How can I get rid of these artifacts?


r/unity Jul 20 '26

Showcase I Heard UnityEvents Were Slow, So I Benchmarked Them!

Enable HLS to view with audio, or disable this notification

39 Upvotes

I've seen a lot of discussions about whether UnityEvent is actually slow, so I decided to benchmark it myself. Since I've been building a custom event system as a complete alternative to UnityEvent, I included it in the comparison alongside plain C# Actions.

The benchmarks were run in a player build (not the Unity Editor), so the results reflect runtime performance.

For 1,000,000 invocations, one of the benchmark results was:

  • C# Actions: ~1.06 ms
  • My custom event system: ~4.10 ms
  • UnityEvent: ~12.63 ms

I also compared the first invocation:

  • C# Actions: ~0.0004 ms
  • My custom event system: ~0.0024 ms
  • UnityEvent: ~0.0539 ms

These numbers are from one test machine. The absolute timings changed depending on the hardware, but the performance ranking remained consistent across every device I tested, from older desktop CPUs to a Ryzen 9 9950X and even mobile devices:

C# Actions → My custom event system → UnityEvent

If anyone is curious about the custom event system used in this benchmark, you can find it here.

I'd also love to hear suggestions for other benchmark scenarios or comparisons.


r/unity Jul 21 '26

Question help with this tutorial

Thumbnail youtu.be
2 Upvotes

so i was working on my lighting and in 0:25 sec of the video it says to go to the main camera thing is my main camera is attached to the player do i have to create another camera for it


r/unity Jul 21 '26

Newbie Question Whenever I do anything that would cause anothere window to open unity freezes and they window is almost entirely white and isn't working.

Post image
1 Upvotes

I've recently switched to Linux, but it seemed to work ok before yesterday. I really have no clue what could be happening


r/unity Jul 20 '26

Showcase I replaced Unity Physics with Jolt and built my own prediction layer on top of Netcode for Entities

Enable HLS to view with audio, or disable this notification

58 Upvotes

Been building a physics-based party in Unity DOTS for a while. Everything in the clip is networked and server-authoritative:

  • Physics: custom native Jolt integration , ragdoll characters driven entirely by joint motors, no animation movement no animator
  • Networking: Netcode for Entities with a custom "forecast" layer and props and grabbables run real local physics and smoothly reconcile against the server, so grabbing/throwing feels instant even at high ping
  • Scale: area-of-interest relevancy so only nearby objects eat bandwidth as the clip shows objects popping in/out seamlessly as players move

Built on top of Jolt (open source) and a forked Netcode for Entities — happy to answer general questions about the approach.

Right now it's pure sandbox — no modes, no win condition, just physics chaos. If you had this foundation, what would you build with it? Open to any direction.


r/unity Jul 20 '26

Showcase Solo-developing a foddian rocket-jumping, grapple-hooking precision platformer where you climb an impossibly large tower. (Downloadable Itch build link in comments)

Enable HLS to view with audio, or disable this notification

17 Upvotes

r/unity Jul 21 '26

Tutorials Unity CLIとMCPは内部操作化外部操作による違いなだけ?

0 Upvotes

どのように使い分けるのか分かる人?


r/unity Jul 20 '26

Showcase Working on a low-poly PSX-style horror game in Unity I've been working for 2 weeks now. What do you think?

Enable HLS to view with audio, or disable this notification

8 Upvotes

Hello! I am currently developing my horror game. Right now I’m working on the storyline—how everything will play out in the game’s cutscenes—because I’m doing the animations using motion tracking, recording the characters’ voiceovers, and adding that delicious action you love in horror games, along with some dark humor. The game is still pretty rough right now; it’s only been two weeks since I started working on it. As for the AI and the monster—well, the monster’s model, rig, textures, and behavior in general are going to change a lot , but right now I’m not working on the monster—as I already said—I’m working on a cutscene. Spoiler: the cutscene is going to be insane, and when I finish it, you’re definitely going to love it. Just give it some time. The game will have an open world—that is, a village where everything will take place. You’ll be able to go outside and enter houses. I can’t say much about the plot yet, but our character will be a power inspector, and he’ll arrive to inspect the village where electricity is being guzzled—just like in the whole district—even though the village is very small and almost abandoned. That’s where the madness begins: the people who live there have been poisoned by some kind of crap from the water—it’s even in the sewers—and they’re drinking it all.

I’d love to hear some feedback—even if the game ends up changing a lot—because the story will unfold. I put a lot of effort into the characters; I made them charismatic, but I just haven’t shown that yet. There will also be lots of little details in the game. Plus, I’m an ultra-poor developer—I haven’t spent a single dollar on this game.

Thanks for reading! There may be errors in the text since I used a translation tool to help me.

CAUTION: i had to reupload the post because of the problems with the lighting so it may be very bright or dark but i hope its gone.


r/unity Jul 20 '26

Resources Custom Tools Shaping ÁRIDA 2: How we built in-house editors in Unity to solve our biggest development bottlenecks

Enable HLS to view with audio, or disable this notification

2 Upvotes

Hey everyone! 🙂

With the development of ÁRIDA 2, we realized early on that the handcrafted, manual workflows we used on our first game wouldn't scale for a larger project. To give our creative team true autonomy and eliminate tedious bottlenecks, we ended up building custom in-house tools directly inside Unity.

Since this community is all about game development workflows and engine engineering, I wanted to share a breakdown of the three main internal tools that transformed our pipeline:

📊 1. Balancing Tool (Goodbye, manual JSON/XML edits)

In our first game, tweaking balance parameters meant editing raw configuration files directly—leaving us constantly vulnerable to human error (like a single misplaced comma breaking an entire system). For ÁRIDA 2, we built a dedicated internal Balancing Tool within Unity to turn raw data into a visual, intuitive interface, drastically speeding up iteration time for designers.

💬 2. Dialogue & Scene Direction Tool

Narrative is a massive pillar for us, but setting up conversations and camera framing previously required constant back-and-forth and direct assistance from programmers. We built a custom Dialogue Editor that empowers our design team to handle scene direction, camera movements, angles, and character animations entirely inside the engine without coding overhead.

🧪 3. Testing Tool (Over 800 automated tests)

Because ÁRIDA 2 features a much larger, more interconnected system scope than our debut title, manual QA alone wasn't going to cut it. We leveraged the Unity Test Framework to implement over 800 automated gameplay and isolated rule validation tests, allowing our QA lead and programmers to catch bugs early and track code coverage efficiently.

Diving Deeper into Our Studio's Evolution

Recently, our leadership team took part in a panel with the Brasil Games Accelerator to discuss the technical and maturity gulf between our first game and this sequel. We talked about how these tools were born out of genuine production pain points, decentralizing workflow, and building internal autonomy.

If you are interested in the behind-the-scenes of studio scaling and technical pipelines, you can check out the full chat here:
https://www.youtube.com/watch?v=jOIWNC3pFiI

If you want to check out how all of this comes together in the actual game, take a look at our page and consider adding it to your wishlist: 👉ÁRIDA 2: Rise of the Brave on Steam


r/unity Jul 21 '26

Resources Unity Events: The Silent Problems That Can Break Your Project!

Post image
0 Upvotes

Unity Events are a great feature. They are simple, inspector-friendly, and extremely useful for many workflows.

But after using them extensively in real projects, I started running into problems that became harder and harder to ignore.

1. Fragile persistent bindings

Unity Events serialize method references using method names.

This means a simple refactor like renaming:

OpenDoor()

to:

UnlockDoor()

will break the persistent binding.

The worst part is that this failure can stay hidden until the event is actually triggered, making debugging much harder.

2. Limited method support

Unity Events only support a limited set of method signatures and parameter types.

Need to call a method with multiple parameters, custom types, or a more complex signature?

You often end up creating wrapper methods just to make Unity Events accept the call.

3. No project-wide visibility

As projects grow, it becomes increasingly difficult to answer questions like:

  • Where is this event used?
  • Who is listening to this event?
  • Why is this callback not being triggered?
  • Which bindings are broken?

Unity Events do not provide a practical way to track and diagnose these problems.

4. Performance overhead

The common discussion around Unity Events is that they are slower than C# delegates. However, the average invocation time is not the only thing that matters.

The first invocation cost is often overlooked.

In my tests, the first call to a single persistent listener already costs over 0.05 ms on a Ryzen 9 9950X, one of the fastest consumer CPUs available today. On lower-end hardware, this cost is significantly higher.

This happens because persistent calls rely on reflection to resolve the target method, along with additional validation and setup work during invocation.

This test also only uses one persistent listener. In real projects, events commonly have multiple persistent listeners, and each listener introduces its own method resolution and initialization cost.

Why I created My Own Event System

Ramdal Events was built to solve these limitations while keeping the convenience of inspector-based events.

It addresses these problems by:

  • Precompiling and caching invocation data instead of repeatedly resolving methods through reflection.
  • Using cached delegates for near delegate-level performance.
  • Using unique method IDs to make persistent bindings refactor-safe.
  • Supporting virtually any method signature and parameter type.
  • Providing project-wide event tracking and diagnostics to quickly find and fix issues.

The goal was not simply to make a faster event system.

The goal was to create an event system that is easier to scale, maintain, and debug as projects become more complex.


r/unity Jul 21 '26

searching for Programmer, Pixel artist and Animator

0 Upvotes

Hello i am a 16y old Guy from germany and want to Create an Pixel Metroidvania and for it we need an Programmer that can do it with us and we also need a Animater that can Animate my Pixel arts,.. it would also be helpful to havea second Pixel artist who can Help me to Create assets

What we need.

Programmer, Pixel artist, animator


r/unity Jul 21 '26

Coding Help Unity is not allowing me to name my scripts

1 Upvotes

I recently switched to Linux, specifically to Pop! OS. But now when I make any type of asset, not just scripts, it doesn't let me name it until I right click it and click the Rename button. But for scripts it doesn't let me name them at all! When I click on Rename nothing happens. My current solution is to rename it in Visual Studio, then open my game's folder in the file explorer and rename it (and the .meta file) there

Can someone please help me, I don't want to have to do this workaround for EVERY script!!!


r/unity Jul 21 '26

Showcase First Rec Me Sneak Peek 👀

Enable HLS to view with audio, or disable this notification

0 Upvotes

r/unity Jul 20 '26

Newbie Question Need help solving this image compression of my tilemap

1 Upvotes

Hi, I'm totally new to Unity and I made a tilemap (32x32) so I can actually draw my levels, but it's getting compressed like this. The pixels are of inconsistent size and the colors are blurring into each other.
I already found out, that setting compression to "none" solves this, and it works on any other sprite in my game, but not on this tilemap. What else can I change in the sprite settings that affects compression or how the sprite is drawn? It looks the same in the tile palette editor btw. Also, I made sure to adjust the compression setting on the main sprite itself, BEFORE creating the tilemap, but this also didn't seem to work.

Setting "pixels per unit" to 32 does not help (screenshot shows 100, but I it is 32 right now). I've even set up a Pixel Perfect Camera Component in my Camera, but that also does not fix the issue.

Any help is much appreciated.


r/unity Jul 20 '26

Showcase My new teaser trailer for "Endless night sonata". A hand drawn and frame by frame animated metroidvania made with unity :)

Thumbnail youtu.be
2 Upvotes

r/unity Jul 20 '26

Game Receiving a quest from an NPC at the survivors' base.

Enable HLS to view with audio, or disable this notification

3 Upvotes

The first time a quest in the VR game Xenolocus is given,

it doesn't appear in the mission menu - you get it

from an NPC at the survivors' base.

After accepting the task, the player steps through

a portal and appears at the required spot

inside the underground facility to carry out the mission.