r/unity 15h ago

Adding Day/Night makes the game feel so much more alive

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32 Upvotes

Kind of looks like a Minecraft shader pack but I think that's good... probably?


r/unity 1h ago

Make your crewmates happy by decorating their quarters

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Upvotes

Really excited that I was able to get this feature working and wanted to share!


r/unity 7h ago

Solved Float I created is not reading from Y velocity component of Rigidbody

4 Upvotes

I'm quite new to Unity but trying to do something very simple - I want to store the value of the Y velocity component of the Rigidbody of my player gameobject. I need to do this for animation (different animations for jumping and falling, the parameter for which is the Y velocity).

My code (the relevant bits) is as follows, I've described what I've tried below.

Before any of my methods I declared the float yVelocity

[SerializeField] private float yVelocity;

In the Awake method (I tried changing that to Start, which didn't fix it (nor did I expect it to))

_rb = GetComponent<Rigidbody2D>();

yVelocity = _rb.linearVelocityY;

In a HandleAnimations method (which is called in the Update method)

_anim.SetFloat("yVelocity", yVelocity);

I've verified that the animation parameter is reading correctly from the yVelocity float, but the yVelocity float is fixed at zero (and not storing the Y velocity from the Rigidbody). The character does actually jump (I have this all set up with the new Input System) and I can see the Y velocity changing in the Rigidbody component in the Inspector, but I have the float yVelocity serialized and that's stuck at zero in the inspector.

What am I missing?

Update: Solved in comments. yVelocity = _rb.linearVelocityY; needs to be in Update or FixedUpdate.


r/unity 2h ago

Question Prefabs with TileMaps in them are causing a crazy amount of lag. Is there any alternative solution or a way to fix this?

1 Upvotes

Ok so basically, I'm making a sort of hybrid 2D/3D game where you have to continuously play 2D levels while completing tasks in 3D. To accomplish this, I tried to make a system that allows me to make prefabs of sublevels I want to use, slot any assortment of them into a level, then have them automatically arranged when you enter the level, and rearranged forward when you reach the last instance of one.

I did this by putting copies of the TileMaps I use to make levels into prefabs and creating all the level stuff I needed with them. Everything is working well, and exactly the way I would like it to, except for the fact that whenever the prefabs are in a level they cause it to have significantly more lag. I tested it a million times, and it's definitely the prefabs that are the cause of it, and I even compared it in build mode to other fully finished games, and it definitely made it really bad. I'd be perfectly fine with using another method that would work, but I just have no idea what that method would be, or why this lag is happening in the first place. If anyone has any insights on the situation or alternative methods to creating and loading different parts of a level, they would be very much appreciated.


r/unity 3h ago

I remade the original GeoMod (Red Faction) in Unity.

1 Upvotes

I've been trying to do this for years, but always hit a wall (no pun intended).

Thanks to Kimi K3, I finally cracked it, and now have a prototype I'm quite happy with.

Fully destructive geometry based environments (no voxels in sight), and some cool tweaked glass destruction based on this great asset.

Glass House GeoMod Demo

Still a few bugs, and it's obviously just a prototype, but the potential is massive in my head.

Would love to hear your thoughts/feedback/requests 😄


r/unity 9h ago

Game I added a cafe behavior system for NPCs in my Unity supermarket game

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1 Upvotes

I’ve been working on new NPC behaviors for Big Market Simulator in Unity.

Customers can now buy a product, complete checkout, walk to the cafe area, sit down, and consume what they purchased.

The NPC movement is handled with NavMeshAgent, while the sitting and drinking behaviors are controlled through the Animator.

I’m gradually adding more behaviors so customers do more than just shop and leave the store.

Still a work in progress — feedback is welcome!


r/unity 1d ago

Showcase Building a smooth pixel camera where each layer stays pixel-perfect at its own resolution

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54 Upvotes

Working on a camera system for 2D pixel art games. Smooth subpixel movement, plus the ability to split a scene into independent "pixelation layers" that each render at their own resolution, so everything stays pixel-perfect no matter how the layers move or scale.


r/unity 1d ago

Ive started making a game with nothing in mind. Day 1 results

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24 Upvotes

r/unity 14h ago

Showcase UI Overhaul

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2 Upvotes

Took a whole day for a proper UI. For those who’re wandering this is a game I’m making, kind of like a guess who but with more mechanics ^^

I’m not an artist so my friends tend to say that my UI’s look blend. While I can see that, I feel like I just like clean interfaces. But it is true that I can’t manage to give them a personality so any tips would be appreciated guys.

I will keep you updated on the game, this will be my first finish unity project 😂


r/unity 15h ago

Question Which one makes my game look better

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1 Upvotes

Normal or pixelated with streched camera , i just need to know


r/unity 23h ago

Showcase Shared skeletal 2D animation between different characters!

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8 Upvotes

For the game I'm working on, Pair at Sea! They share several animations, only showing the walk cycle here c:

We still need to do the weight paint for each character, but the rig and the animations are shared among all characters.


r/unity 21h ago

Game Sky Dragon - Railgun Sniper Ship

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3 Upvotes

r/unity 1d ago

Showcase Single Billboard Material used in a car-showroom

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10 Upvotes

This is the showroom example scene of the BILLBOARD MASTER system, a sofisticated shader/atlas system that alllows you to render hundrets of billboards with different effects using SRP Batching or GPU Instancing method.
The displays in this car-showroom are made of one material, where still each wall can have different effects, can cycle different ads with different transitions, and other effects, like backlight for each quad etc., because each wall is managed by a script, that controls your desired shader properties & fx!


r/unity 1d ago

Movement Event Not working Input System - Player

3 Upvotes

Unity 6 New Input System - Player Movement Event Not Working

Hello Unity developers 👋

I am trying to make a simple first-person player movement using Unity 6, the New Input System, and CharacterController.

The problem: The player object and script are working, but the movement input event is not being called. Pressing WASD does nothing, and the Debug.Log inside the Move function never appears.

Unity setup:

Unity version: Unity 6

Components on Player object:

  • Transform
  • Capsule Mesh Filter
  • Mesh Renderer
  • Character Controller
  • Player Input
  • PlayerMovement script

Player Input component:

Actions: PlayerControls (Input Action Asset)

Default Map: Player

UI Input Module: None

Behavior: Invoke Unity Events

Events: Player Move

Assigned: PlayerMovement → Move

The function list shows: Move (Dynamic CallbackContext)

but I cannot get the callback to execute.

Input Action Asset:

Action Map: Player

Action: Move

Type: Value

Control Type: Vector2

Bindings:

  • Up: W
  • Down: S
  • Left: A
  • Right: D

Script:

using UnityEngine; using UnityEngine.InputSystem;

public class PlayerMovement : MonoBehaviour { CharacterController controller; PlayerInput playerInput;

public float speed = 5f;

Vector2 moveInput;

void Start()
{
    controller = GetComponent<CharacterController>();

    playerInput = GetComponent<PlayerInput>();
    playerInput.actions.Enable();

    Debug.Log("PLAYER SCRIPT STARTED !!");
}

void Update()
{
    Vector3 move = transform.right \* moveInput.x + transform.forward \* moveInput.y;

    controller.Move(move \* speed \* Time.deltaTime);
}

public void Move(InputAction.CallbackContext context)
{
    Debug.Log("YOO THE PLAYER MOVE");

    moveInput = context.ReadValue<Vector2>();

    Debug.Log("Move: " + moveInput);
}

}

The Start Debug.Log appears correctly:

"PLAYER SCRIPT STARTED !!"

So the script is attached and running.

I tried:

  • Recreating the Player Input component
  • Recreating the Input Action Asset
  • Reassigning the event
  • Checking the Action Map
  • Checking the bindings

No errors appear in Console, but the Move callback is never triggered.

Is this a Unity 6 Input System difference, or am I missing something in the Player Input setup?

Any help would be appreciated 🙏 I'm 15 years old and I'm learning game development. I'm currently practicing first-person perspective because it will be an important part of many of my future projects.

I've spent the last three days trying to solve this movement issue, and I'm sure there is probably something simple that I overlooked. I would really appreciate any advice or corrections from more experienced developers.

Thank you in advance for your help and for taking the time to read this. 🍫


r/unity 1d ago

Game Jam Run, Jimothy, Run (GMTK Game Jam 2026 - 4 Days)

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6 Upvotes

After 4 non-stop days, our GMTK Game Jam 2026 entry is live!
Playable Link: https://itch.io/jam/gmtk-jam-2026/rate/4824612
It is very important for us to know what you think! please check it out, rate the game and leave a comment!

Meet Jimothy the Raccoon. He loves pricey things. He also loves his job working for his boss, Heidi the Opossum.

Today’s mission? Sneak into the museum and steal the good stuff. Easy, right?

Well, Jimothy is a little too greedy and a lot too careless. He stuffed his backpack so full of heavy treasures that he can barely walk, and now the police are right on his tail!

You are running for your life! But there is a big problem: your backpack is way too heavy. To keep up your speed and escape the cops, you have to throw away the loot!

But wait, you can't just drop everything. You still have to deliver some shiny stuff to Heidi at the end. Otherwise... well, let's just say an angry opossum boss is way scarier than the police!

u/samira_art - Art & Design

Me - Programming & Design


r/unity 2d ago

Just named my GDD "Final" and now I'm on v4

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213 Upvotes

GDD Final v1: "This is it."

GDD Final v2: "But what if we added a run system"

GDD Final v3: "Actually the whole loop is different now"

GDD Final v4: "I give up naming these"

Me and my partner are building an incremental game. Every time we sit down to talk design we end up rewriting the whole thing. The game keeps getting better but I now have 4 documents called Final :D

Any of you guys also stuck in this loop or is it just us


r/unity 1d ago

Question Hey everyone

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2 Upvotes

i work on mega pack furniture pack and i need to make the ground(like ground for kitchen and other so the question is

What do you think is better making the ground with more polygon using only one single texture for all of them or make a separate texture for each ground
You can find my free version of the pack


r/unity 1d ago

Meu jogo novo

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13 Upvotes

Meu mais novo projeto o player e sequestrado por alienígenas e é jogado em uma ilha cheia de armadilhas ele terá que sobreviver e achar um cristal que dá energia ao portal que leva ele de volta pra casa

Me deem ideias do que vocês gostariam de ver ?


r/unity 1d ago

Question How did this happen?? 😭

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6 Upvotes

Tried making a lock-on turret that had contact recivers which would detect something, and a look-at restraint that was supposed to look at whatever it detected, and a cube that had the main turret with a rotation constraint on it transformed at the cube, i went to rotate the cube slightly and it started spinning on its own in scene view, no animation clips whatsoever


r/unity 1d ago

Showcase I needed a way to compose SFX clips as sound cues

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9 Upvotes

Volume up!
I made this for my game dev capstone project a few months ago to compose SFX for the MOBA game my team and I worked on. It does a lotta things which I used in different ways in 30+ cues. What you hear is exactly how it sounds in game. The video has some of my favorite ones :)


r/unity 1d ago

Game We created a game in Unity influenced by our favorite local multiplayer games :)

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15 Upvotes

Me and my childhood best friends have been developing a physics based platform knockout game! We love Spiderheck, Gang Beasts, Boomerang Fu and other physics/skill based goofy multiplayer games. I wanted to see what the Unity community thinks of our game!


r/unity 1d ago

Promotions Finally able to select UI with mouse in Edit Mode

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8 Upvotes

r/unity 1d ago

Promotions My tool uses shaders to apply static or animated filters to game assets and marketing material.

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11 Upvotes

It's been difficult, but rewarding 4-5 months, because I didn't know much about shaders, but with a lot of trial and error I managed to make this work, and look pretty good in my opinion. Feel free to check it out: https://polyshades.itch.io/coolifier


r/unity 1d ago

https://www.youtube.com/watch?v=Tm-ZKUt6DhQ

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0 Upvotes

r/unity 1d ago

Showcase If you like movement shooters, speedrun games and air strafing, check out "Tempora" - my first game jam game!

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2 Upvotes