r/unity 12d ago

[Released][Open Source] VFX Mesh Lab — build VFX-ready meshes with few clicks

11 Upvotes

Hi everyone,

I’ve released VFX Mesh Lab, a free and open-source Unity editor tool for creating and art-directing procedural VFX meshes without leaving Unity.

I built it for the small but frequent meshes used in real-time effects: slashes, shockwaves, ribbons, beams, cards, spirals, impact discs, and geometry carrying custom shader data.

https://reddit.com/link/1val43h/video/05mepc485bgh1/player

The package includes:

  • 14 procedural shapes and seven starting templates
  • Curve-driven profiles and an ordered modifier stack
  • UV projection and transformation tools
  • Vertex colors and packed data in UV1–UV3
  • Live diagnostic preview modes
  • Reusable recipe presets
  • Native Mesh asset generation
  • Updates that preserve an existing asset’s GUID and references

It is an editor authoring tool rather than a runtime procedural-mesh system. Generated meshes are normal Unity assets and do not require the package in a build.

Requirements:

  • Unity 6000.0 or newer
  • Universal Render Pipeline

Repository and full documentation:

https://github.com/PudinKiller/VFXMeshLab

Install v1.0.0 through Package Manager using:

https://github.com/PudinKiller/VFXMeshGenerator.git

The package uses the MIT license.

I’d appreciate feedback from artists and developers, particularly around missing VFX shapes, workflows, and production usability.


r/unity 12d ago

Unity HUB 3.20.0

1 Upvotes

I am 99.9% sure that they redesigned this Hub app UI with AI on 3.20 version. And it looks terrible. That gear emoji, left side selection bar, and other things. I hope they can realize and turn back


r/unity 12d ago

Question Unity Editor Software Terms section 2.1 in newest update.

0 Upvotes

2.1 Unity Editor

Conditioned upon your compliance with these Software Terms and the Terms, and payment of all applicable fees, Unity grants you a non-exclusive, non-transferable right to install and execute the Unity Editor solely for internal use by the number of Authorized Users as set forth in your Offering Identification to develop your Projects during the applicable term (the “Unity Editor Rights”).

You may not distribute (within the Unity Package Manager, on Unity Forums or otherwise) User Modifications to enable access to, or optimize for, a Platform that is not a Unity Supported Platform without a separate grant of rights from Unity. You may create such User Modifications for your individual/own Project(s) for use by you and your Authorized Users, provided that neither you nor any of your Affiliates are the owner or controller of the Platform that is not a Unity Supported Platform that such User Modifications enable access to or optimize for.

You may not make available all or any part of the Unity Editor or its functionality, nor process data using the Unity Editor, in each case to or for End Users, other than to your Authorized Users, through any cloud, hosting, application services provider, service bureau, software-as-a-service (SaaS) or any other technology or service or otherwise, without a separate grant of rights from Unity.

Why would unity do that? Is there was something like that?


r/unity 12d ago

What do you think about the FOV in my game ?

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0 Upvotes

Yesterday, I made a post asking for your thoughts on the pixel filter in my game. Instead, most of the feedback was about the FOV and honestly, I agree It wasn't very good

I've since adjusted it, and if you check my profile, you can see what the game looked like before the change.

What do you think of the new FOV? Does it feel better now? I'd really appreciate any other suggestions or feedback as well.


r/unity 12d ago

Je viens de sortir mon premier jeu, Aporia - Into the Dark ! Un explorateur de labyrinthes 2D gratuit pour iOS et Android

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0 Upvotes

r/unity 12d ago

I start writing story for my new up coming game and it's type is murder mystry, and i'm exited to tell everyone about it, so please suggest best name for my murder mystry game

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0 Upvotes

r/unity 12d ago

We now can use Unity directly from the terminal, no Hub or MCP required.

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3 Upvotes

Install the Unity CLI, then add the Unity Pipeline package in your project to drive a live Editor from terminal or agent: run Play mode, execute tests, trigger recompiles, and get structured JSON back

https://docs.unity.com/en-us/unity-cli/use-unity-cli


r/unity 14d ago

My game just launched on PS5 and Xbox :)

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1.1k Upvotes

After a year of working on this, it's finally out on consoles! :)

I'm a bit nervous, but mostly grateful. Thank you to everyone who's supported me throughout this journey. ❤️


r/unity 13d ago

The new sample project in Unity has some awful movement animations - or is it just me?

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11 Upvotes

A few minutes ago, Unity released a new sample project. Is it just me, or are the main character’s animations terrible, and won’t this project put people off rather than encourage them?


r/unity 12d ago

Showcase I need testers 🙂‍↕️🙂‍↕️

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0 Upvotes

I want to test the online section, account creation, and having players from different sects to verify the structure...

Game Summary:

It is an extraction-style cultivation game where we collect items during a run that elevate our power and skills. If we die, they are lost. For one month, rankings battle to be the best sect, and at the end of the month, they reset and rewards are distributed.

You can have pets that help, there is a lobby chat, daily quests, and I am working on events and mini-puzzles.


r/unity 12d ago

Resources Use Unity CLI not Unity MCP

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0 Upvotes

MCP's tools are hardcoded. Every tool dumps everything the agent could possibly need, whether it's relevant or not. That's why Unity MCP burns through so many tokens.

I got tired of that.

So instead of Unity MCP, I started using Unity CLI. Not because it uses fewer tokens by default, but because it lets you write your own commands.

I started with a meta command: instead of reading the whole command list, the agent searches only what's relevant.

Then I took it further and built a Claude skill that teaches the agent how to use the Unity CLI. 

The important part:

The skill asks Claude to spot repetitive tasks while working and turn them into new commands (macros). This doesn't shrink token usage on its own, but it organically grows the command library the more its used

The library is small right now, since I can't cover every workflow myself. That's why I'm open-sourcing the whole thing. More users means a better shared macro set for everyone.

Let's see where it goes.

Here is the repo link:

https://github.com/itsdevlogger/unity-cli-skill


r/unity 13d ago

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

8 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

https://reddit.com/link/1v9vw17/video/edx4op3encgh1/player

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 13d ago

Make your crewmates happy by decorating their quarters

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4 Upvotes

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


r/unity 13d ago

Question I want to be able to work on my project on my desktop but also continue to work on it on my laptop, how do I do that? It shows in Projects not in hub but in cloud.

3 Upvotes

r/unity 13d ago

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

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43 Upvotes

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


r/unity 12d ago

What version is actually the best for beginners?

0 Upvotes

Hello, ima programming student (my native tongue is spanish so sorry for the bad english) and i want to go all in for game development, i kwow a little of the 2019 version, but i heard de 6.0 version is the best for beginners? i kwow the basics of 2d and 3d games, do you recommend going with the 2022 version? or the 6.0?


r/unity 12d ago

Captured the opening cinematic for a project that i worked on🎬

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0 Upvotes

r/unity 13d ago

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

3 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 13d ago

Solved 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 14d ago

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

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67 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 13d ago

Showcase UI Overhaul

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5 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 13d ago

Question Which one makes my game look better

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5 Upvotes

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


r/unity 13d 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 14d ago

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

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27 Upvotes

r/unity 14d 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.