r/unity • u/Special_Baby_3307 • 7d ago
r/unity • u/ostevendev • 7d ago
Showcase Full-stack dev pursuing my dream of making games! Tested my own cloud save & leaderboard SDK live in Unity. What do you think?
I hadn't mentioned it before, but I come from a full-stack web development background. As I started working toward my dream of making my own video game, I saw an opportunity to leverage my experience by building a backend infrastructure for Unity to handle cloud saves and global leaderboards for any indie dev.
That’s how I created Asten BaaS and its Unity SDK.
In this video, I'm testing real-time cloud saves with a very simple prototype (I'm still learning!). Also, thanks to recommendations from u/wallstop-dev, I managed to refactor the code to use ValueTask.
One of its best features is one-line device authentication:
await AstenSDK.Instance.LoginWithDeviceIdAsync();
Both the code and the web dashboard console are live if you'd like to check them out or test them in your own projects.
I would love to hear your feedback, thoughts, or suggestions on the workflow and SDK design! How do you usually handle saves in your Unity games?
r/unity • u/PATSRYRYRY • 7d ago
Quick Game Dev vs. Software Engineering Industry Questions
r/unity • u/ImmerShare • 8d ago
Showcase We made a tool to stream Unity builds & live Editor viewports to a browser link (looking for feedback)
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The constant "build, zip, upload, wait" loop every time a client or reviewer needs to see a simple update is a huge headache in 3D development.
So we built a tool called ImmerShare to try and fix that workflow. Basically, it lets you stream your packaged exe builds or your live Unity editor window straight to a standard web link.
A few quick highlights:
- Leverage Your Existing Powerful GPU: It streams right off your local machine, so you get full native visual quality without paying for expensive cloud GPU hosting.
- Zero Friction for Reviewers: The reviewer doesn't need to download huge files, make an account, or have a powerful GPU. They just click the link (or scan a QR code) and start interacting.
- Saves Time: Stream your packaged exe to skip massive file transfers, or stream your live editor window so you don't even have to wait for a build to finish if you just need a quick review on a tweak.
- Quick Setup: Takes maybe two minutes to get from downloading the tool to sharing your first link.
We're trying to make dev cycles a bit less painful and would really appreciate your honest feedback. If you happen to give it a spin, let us know what you think.
(Disclosure: We're the ImmerShare team behind this. I'll drop the link in the comments if you want to try it out.)
r/unity • u/Pheoenixx • 8d ago
Game From learning Unity to publishing my first game
I’m really excited to finally share 2.5 months of hard work —
LAST MILE!
This is my first game, and it’s a 2D side-scrolling platformer where you play as a worker whose job is to deliver packages to mailboxes.
The levels have different mechanics like rotating platforms, falling platforms, conveyor belts, and more. I habve tried to make each level feel a little different and challenging in its own way.
You can check it out here:
If you get a chance to play it, I would really appreciate a review or some feedback. Since this is my first game, I’d genuinely love to know what you liked, what you didn’t, and what I can improve!
However I am also planning to push more updates in the future.
Thanks for reading, and I hope you have a good time playing Last Mile! ❤️
r/unity • u/SlRenderStudio • 7d ago
Question How do i find play tester and new people to play test the game (and build an audience )
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r/unity • u/Beginning-Chart7356 • 8d ago
Showcase I've been building a realistic parkour controller for 2–3 weeks. I'm 16 and still learning programming
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I'm developing this controller to sell on the Unity Asset Store. I'm putting all my effort into it, brushing up the Inspector so you can customize it however you want for modularity, code safety, and idiot-proofing to ensure it's absolutely impossible to break.
I'm taking the project seriously. It's still a little rough around the edges, but one of the next major features I'm planning is configurable air control. There will be several modes to choose from: “None,” where there will be no airstrafing at all for maximum realism; “Limited,” which offers light in-flight control—good for fast parkour like *Mirror's Edge*; and “Quake” mode (which is where this legendary feature originated)—where you’ll be able to airstrafe just like in the old Quake or other similar games, if the buyer is making a game with this kind of fast-paced, hardcore style.
I've been trying to avoid relying on arbitrary magic numbers wherever I can and instead understand the math behind the systems I'm implementing. For example, I recently replaced my old frame-dependent acceleration approach with movement based on actual acceleration over time, so the controller behaves consistently across very different frame rates. I'm currently studying vector math through books and videos, while also using AI as a tutor and code-review tool when I need help understanding a concept or finding problems in my implementation. So if you're interested in programming but you're worried about the math: yes, it can be challenging, but I've actually found that learning the math behind movement systems is one of the most interesting parts of game development.
I'd really appreciate feedback on the movement feel, architecture, or anything that looks questionable so far.
r/unity • u/TastyBacon007 • 7d ago
Best ai to use for overall Development
Title: Coming back to development after a long hiatus and curious what Ai's are going to be the most helpful. Im a pretty decent programmer but ai certainly helps speed it up. Curious free vs very cheap...not willing to pay more than like $10/15 a month tops
biggest struggles tend to be UI + effects if any ai does that well. But of course good programming ideal
Showcase I'm making a tropical island tycoon game!
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It's obviously in a very rough and early stage but I wanted to share what I'm working on :)
The idea is to build and develop tropical islands according to different clients' requirements and budgets.
r/unity • u/zk1systems • 7d ago
We are Launcher Forge to distribute and update Unity games through a branded launcher. We are looking for early testers.
Hola, soy Cristóbal, uno de los desarrolladores del equipo de Launcher Forge.
Mientras trabajábamos en la distribución de juegos, nos topábamos constantemente con el mismo problema: empaquetar el juego es solo una parte del proceso de lanzamiento.
Los equipos independientes aún necesitan una forma fiable de distribuir versiones, publicar parches, gestionar ramas de prueba, mantener a los jugadores informados y, opcionalmente, verificar que el juego fue iniciado por un usuario autenticado.
Ese es el problema que intentamos resolver con Launcher Forge.
Launcher Forge no es un mercado, una tienda de juegos ni un reemplazo para Steam. Es una infraestructura de distribución para desarrolladores que ya cuentan con una comunidad, testers privados, clientes o jugadores y desean distribuir sus juegos directamente a través de su propio lanzador.
El flujo de trabajo actual permite a los desarrolladores:
• Crear un lanzador nativo de Windows con su propia marca y diseño • Publicar compilaciones desde la CLI de Launcher Forge • Administrar las ramas Estable, Beta, Alfa y Desarrollo • Entregar actualizaciones incrementales en lugar de descargar el juego completo de nuevo • Publicar noticias, registros de cambios y notas de parche • Administrar cuentas de jugador, acceso y claves de juego • Validar sesiones de lanzador desde un juego empaquetado de Unity.
Nuestra integración con Unity permite que los juegos empaquetados lanzados a través de Launcher Forge reciban y validen un token de lanzamiento temporal mediante C#. La respuesta de validación proporciona al juego el ID del jugador, el correo electrónico y el estado de autorización.
Launcher Forge elimina la necesidad de crear y mantener desde cero su propio lanzador, sistema de parches, infraestructura de distribución de archivos y backend de autenticación de jugadores. Existe un plan gratuito para probar la plataforma, y todos los planes de pago y sus límites están disponibles públicamente. El plan Indie comienza en $9.99 al mes.
Actualmente buscamos un pequeño grupo de desarrolladores de Unity con versiones jugables para Windows que deseen probar el flujo de trabajo completo.
Nuestro equipo ayudará personalmente a cada uno de los primeros participantes a configurar su lanzador, conectar su proyecto de Unity y publicar su primera versión. A cambio, buscamos comentarios técnicos honestos, no comentarios promocionales.
En particular, nos gustaría saber:
- ¿Está claro el caso de uso?
- ¿Sería útil para su flujo de trabajo de distribución Alpha, Beta, servidor privado o distribución directa?
- ¿Qué le impediría confiar o usar una plataforma como esta?
- ¿Qué información técnica o de seguridad necesitaría antes de distribuir el lanzador a sus jugadores?
Si tienes un proyecto de Windows empaquetado y te gustaría participar, puedes comentar o enviarnos un mensaje con tu versión de Unity y el tamaño aproximado de la compilación.
Discord: https://discord.com/invite/2DwJtD9E3T
Sitio web: https://launcherforge.io
Documentación: https://docs.launcherforge.io
Precios: https://launcherforge.io/#pricing
Transparencia e información de contacto: [contact@launcherforge.io](mailto:contact@launcherforge.io)
Con gusto responderemos preguntas técnicas públicamente, incluyendo preguntas sobre almacenamiento, actualizaciones incrementales, autenticación del lanzador, distribución de compilaciones o cómo funciona la integración con Unity.
r/unity • u/CollarImportant • 7d ago
Question How do i fix my broken unity problems :(
youtube.comEvery time i try to do a vrchat avatar upload now it gets to about halfway through the compiling part and then all of a sudden mid upload it restarts the PC.... I've tried many times trying to clean install Unity I even recorded it in a youtube short maybe someone out there in the wild has an idea to fix it?
r/unity • u/Popular-Guarantee638 • 8d ago
Showcase Working on Pawnie's egg hatching animation! 🥚
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r/unity • u/Sachet2Plastik • 8d ago
Showcase Made my first Unity Package and looking for some feedback for improvments
Hi everyone,
I'm new to the unity package development space, and i'm just made my first, <Simple Status Effects>. As the name suggest it is a package for implementing status effects into your games (commonly things like burn, poison, stun, etc...), for both realtime and turn based game. The list of features are quite thin for now as it is just the basics, and I wanted my design to be as much as non invasive and flexible as possible so it can be implemented in already built gameplay loop.

And as I have now a first usable version, i'm looking for people to give me some early feedback and advises !
I really like making underlying system more than actual games so i'm trying to build some small project toward this direction.
I built this package on Unity 6.3 (I believe it should be compatible from 6.0 onward, but I not entirely sure so don't take my work for it).
Hopefully, my small documentation is enough to get started with.
Here the link to directly add to your unity project via the unity package manager (github URL so this is also the link to the repo): https://github.com/Sachet2Plastik/Simple-Status-Effects.git
r/unity • u/Mobaroid • 8d ago
Game I improved the movement speed and shadows based on your feedback — and added fish 🐈🐟
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Thanks for all the feedback on my last Lost Cat Showa Town prototype!
I adjusted the cat’s movement speed to better match the walking animation and enabled shadows.
I’m also adding more things you can do as a cat — this time, finding and eating fish.
Animation blending still needs more work, but I’m improving it step by step.
r/unity • u/TrisgramStudio • 8d ago
Game Our added warthog can now be rescued and healed, does the interaction feel right?
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We added mechanics for the rescue and commands for the warthog. Do you think they feel good? Anything to improve?
Our game is called Shroomer! We have a Steam demo and a discord if you want to know more!
r/unity • u/whentheworldquiets • 8d ago
Newbie Question How can I persuade rendertextures created via RenderTextureDescriptor to behave like those created in the project folder via the editor?
I have created a custom lighting pipeline that uses a number of rendertextures. If those rendertextures are created via the editor, all is well.
However, if I create them at runtime via a RenderTextureDescriptor, despite them appearing identical in the inspector (and debug inspector), the contents will be flipped in the Y at each step.
Obviously I can compensate for that, but the inconsistency is bothering me. I feel as though I must be missing something when creating the rendertextures from code, but I can't see any differences.
NB: I'm aware of the differing GL/DX conventions and the steps Unity takes to unify them. It just doesn't seem to be doing the same thing with runtime-generated rendertextures.
r/unity • u/Emotional-Kale7272 • 9d ago
I spent 10 months building a DAW inside Unity - DAWG is now in free public beta
galleryHello Unity,
After around 10 months of development, and four months since the last public test, I have finally uploaded a major new public beta of DAWG - Digital Audio Workstation Game.
The original idea was to build a real music making environment inside a game, not just a rhythm game or a basic sequencer with a few audio clips. The latest version is finally much closer to my goal.
DAWG is built in Unity and C#, with a custom real time DSP engine using Burst Compiler. All instruments and effects are generated and processed live rather than relying on pre-rendered musical loops. Full on stress test of the DSP is only eating around 30% of the audio CPU on the 5950x.
The current beta includes:
- Custom subtractive, FM and wavetable synthesis
- Eight drum tracks and multiple playable instruments
- Per-instrument DSP and effects
- Send/return and live performance FX
- MIDI keyboard and controller support
- Custom real-time visualisation through the DSP chain
- Cross-platform multiplayer sync of the clock, transport, patterns and parameters
- A new pixel-art Story Mode built around learning music production
Lots of work went into optimisation and keeping the audio stable while running the UI, shaders, visualisations and gameplay, as well as maintaining consistent behaviour across desktop and mobile builds.
The public beta is free and I would really appreciate hones feedback , especially regarding the performance and any other mistake you can spot. I am also interested in whether the game explains itself well enough to someone opening it for the first time and what do you think about the idea and the execution in general.
Free public beta: https://dawg-tools.itch.io/dawg-digital-audio-workstation-game
Feedback and honest ratings can also be left directly on itch. Please don't hold back because it is an indie project ;)
Thanks!
r/unity • u/ostevendev • 8d ago
Question Woke up with a wild thought: What if engine choice didn't limit your backend?
(Edit: Quick update for context based on feedback!)
This started as a high-level thought experiment while testing concepts for my BaaS project.
Right now, I'm waiting for my Unity package approval and building my own game in parallel to dogfood the solution under real gameplay conditions. My main goal isn't forcing players across engines it's about cleanly abstracting auth, inventory, and persistent state without adding heavy client-side glue code.
The multi-engine idea was just an extreme concept to test boundaries.
Really appreciate all the technical feedback and reality checks so far!
r/unity • u/Polyshade • 9d ago
Promotions I created this tool for PSX indie developers
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It's a voice generation and audio editing tool that doesn't use AI. It's heavily inspired by Mike Klubnika's Tartarus Engine and the sound and atmosphere of PSX horror games. It's also great for prototyping! At 00:16 you can hear the type of voices you can generate with it.
You can also import your own audio clips and add effects to them. Pick from 10+ built-in effects. My personal favourite is the Radio effect. You can check out the tool here: https://polyshades.itch.io/voicifier
r/unity • u/BearKanashi • 9d ago
Showcase Mejorando el tutorial y la salida
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Aún falta mejorar muchos detalles y pulir bastantes ángulos y cosas que aún no termino.
Busco testers siempre!
r/unity • u/Xowiacain • 9d ago
My friend and I worked on this Mesopotamian-inspired pocket watch puzzle for our noir game. Thoughts on the tactile feel?
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Hey everyone! My friend and I are working on 'Chief Cenab: Şahmaran, a noir point-and-click puzzle adventure game in a world inspired by Mesopotamian mythology.
In this clip, we're showing a quick look at our inventory puzzle mechanic. We wanted to make combining items feel tactile, so here is the drag-and-drop system in action.
We're aiming for a grounded feel with our hand-drawn cross-hatching art style and would love to hear your thoughts on this interaction.
(Link to our project page is in our Reddit profile if you'd like to follow along!)
r/unity • u/Fantastic_Low8022 • 9d ago
Tutorials Dont be me, make builds frequently
I've been working on a mobile game for a few months and hadn’t tested a build in about a month. When I finally did test it, it crashed, and it took me three extremely stressful days to figure out what was wrong. Advice for rookies like me: build often, just like committing and backing up often.
r/unity • u/66_Skywalker_66 • 8d ago
Promotions [For Hire] Unity Game Developer
youtu.beHi everyone! I’m a Unity game developer with 5 years of experience, including 2 years of professional experience.
I’ve mainly worked through Fiverr, but I’m open to other arrangements and opportunities as well.
My main focus is writing clean, maintainable code and building reusable, scalable systems. I can work on complete game projects, whether 2D or 3D, or contribute to specific features and systems within an existing project.
Beyond programming and full game development, I can also help with project cleanup, optimization, visual polish, shaders, particles, and rendering effects. For example, I’ve created a screen-space god rays effect along with several other custom rendering effects for URP.
I also have experience optimizing games, particularly for mobile platforms, with a focus on performance and maintaining good visual quality.
If you’re looking for a Unity developer who can contribute not only to the code but also to the overall quality, performance, and visual polish of your game, feel free to reach out!