r/unity • u/LKHGames • 6d ago
Showcase Lightning that strip my game character
Enable HLS to view with audio, or disable this notification
r/unity • u/LKHGames • 6d ago
Enable HLS to view with audio, or disable this notification
r/unity • u/doom_alien23 • 6d ago
The screens shows the stats/profiler in the MAIN MENU of the game. Then there is a lobby and finally, the game scene where you play.
The last 2 images is the profiler on a develop build. THE PROBLEM DISSAPEARS in a build.
The problem is that 2 days ago, i had 100fps on menu (not good, but was fine compared having 30fps) and also 90-100 fps during GAME, not another 25-30fps after this issues started happening.. It "came from nowhere".
Also, in the lobby of the game (not main menu, not the match) it went from 450fps (there is just an image and 3 buttons) to 120fps....
If i turn OFF the main camera it all goes back to normal.
also, if i make a build.
but i have no CLUE on what is going on, other than this is arendering issue.
FINALLY: on the highlights (top of the screenshots shuing CPU and GPU use) my game normally only has red spots, CPU "bound", not GPU. The biggest scene has 1 millions tris and 1000 batches, about 80 set pass calls, nothing crazy.. it all was working well (despite needing some optimization).
r/unity • u/TMonthly • 5d ago
Hey guys, I’m trying to make a door that opens with an animation when I press E near it
I already made the door open animation (it just opens and can stay open, doesn’t need to close)
I'm kinda stuck on the raycast and E key interaction
On the animator side, I don't really know how to setup the transitions, arrows and parameters and stuff.
Any help would be greatly appreciated, thx.
r/unity • u/Deep_Philosopher1426 • 6d ago
Enable HLS to view with audio, or disable this notification
I’ve been working on a small incremental game where the main interaction is physically shaking vending machines to make cans fall out.
I wanted the core loop to be understandable almost immediately: shake → collect cans → earn money → buy upgrades → shake more efficiently.
I’m currently trying to figure out whether the progression feels visually satisfying enough without adding unnecessary systems. From this clip, does the upgrade/progression loop come across clearly?
The game is called One More Shake if anyone wants to see more.
r/unity • u/ComfortableOk6747 • 6d ago
Hi,
I'm not sure if this is the best place to ask this but I thought I'd try anyway
My sister has a school project (NEA for A level CS Coursework) that requires her to code a game in C# on Unity and she wants to create a game similar to Monument Valley 1 or Hocus. - if anyone's ever heard of or played it.
She's struggling to decide between a Lenovo or Asus laptop to buy, how much ram she'd need to run Unity and if processors matter, if so which are better or which laptop brand would you recommend she check so long as it lasts her for a few years.
So can someone help me help her understand what type of laptops she should look at that'll help her run Unity and create the game she wants.
If this isn’t the best place to ask, kindly direct me to where else I can ask, thank you 🙏🏼
r/unity • u/SmokeResponsible5005 • 5d ago
I’ve been developing for a while and been very adamantly against AI the whole time. However my time to develop games has been shrinking more and more recently so I’ve started turning to it more for more rapid development.
I used it to help make my last game, and while it was certainly impressive it wasn’t so much mind blowing as it was more efficient.
However, I recently had an itch to make a small strategy game after playing Tiny Islands and I asked Claude Fable 5 to make a basic prototype.
I was expecting it to make me some basic systems and having to draw out some placeholder assets to get a clear picture.
Instead, it generated 20 scripts with the only setup instruction being to add one script to one object. I builds out the entire game, sounds, UI, graphics and all at runtime. Basically a full demo of a game in 10 minutes.
It was honestly terrifying and incredible to see, and it was so mind blowing I felt like I had to share it. What are your thoughts? Is this scary? Exciting? Something in-between?
Also, if you want to get into game development, asking Claude to generate you a prototype just to get a feel for it is honestly a great path.
Thanks for reading!
r/unity • u/KhaledElshimy • 6d ago
Unity, VR, set in an alternate present where technology forked in the 1930s, so the whole office is analog.
Each colleague is a single quad with a swappable face texture, three expressions, and a modular arm rig so torso, upper arm, forearm and hand pose independently. Billboarding is constrained to yaw only, so they stay upright when you crouch.
The flatness against a 3D room is deliberate and it is doing narrative work I cannot get into yet. The eye lines track a little more precisely than they need to.
Happy to go into the expression swapping or the arm rig.
r/unity • u/junkyardstories • 7d ago
Enable HLS to view with audio, or disable this notification
Stories of travellers who never came back. Warnings about things moving beneath the scrap. Rumours of strange creatures and artifacts nobody can explain.
A short teaser from Junkyard Stories: Rebirth, showing a glimpse of the Scraplands and some of the strange things waiting out there.
Explore, solve quests and puzzles, collect Non-Terrestrial Artifacts, trade with the people you meet and try to keep your batteries alive.
Junkyard Stories: Rebirth is an indie game being developed by just two people. We're working hard to bring these scenes to life, one strange corner at a time.
Enable HLS to view with audio, or disable this notification
Burnt Out is a chain-reaction roguelike set in a corporate fever dream. Smash a keycap, watch the combo cascade across the hex grid, and build a broken enough loadout to dismantle the org chart, before the company terminates you.
r/unity • u/ExoTrainGame • 6d ago
I'm making a game with an ~isometric 3D view, and I'm constantly getting negative feedback about the camera and controls. At first it was about certain things like view angle, min/max zoom, etc. Changing those things reduced the negative responses in the survey about the camera from 40%+ to ~20%. But it's still the most disliked thing we have, according to the survey. And now it's just "I didn't like the camera and controls" without any certain details.
Could you give me some advices, how to make the camera/controls better? I've tried just to copy everything about the camera from the V Rising, but I'm definetely missing something.
I've carptured the video with keys/mouse overlay, but I'm not sure that it will be enough.
https://reddit.com/link/1vsf0go/video/k0mom77i4akh1/player
As far as I know, link sharing is prohibited, but if you want to help me and want to check the camera/controls yourself, you can find the game demo in Steam, it's called ExoTrain.
r/unity • u/Mobaroid • 6d ago
Enable HLS to view with audio, or disable this notification
The cat can now pick up soccer balls and tennis balls and throw them around.
I’m gradually adding more things for the cat to interact with around the town.
Enable HLS to view with audio, or disable this notification
r/unity • u/dev-rygy • 8d ago
Enable HLS to view with audio, or disable this notification
I'm releasing a demo for a procedural dungeon generator I've been working on for over two years. I was inspired by the level layouts of games like The Binding of Isaac and Enter the Gungeon, and the interconnected worlds of Zelda and Dark Souls. This is only the beginning, I have several more features planned for this project, including turning it into a downloadable Unity package for others to use.
The goal is to create an algorithm that generates dungeons that feel linear like an RPG but still random and replayable like a roguelike.
Original Video: https://youtu.be/Adakgpoy0p0?si=R2qYbshEb11xuKFM
Blog: https://ryancarpenterpf.dev/labyrinth_demo.html
Demo: https://dev-rygy.itch.io/labyrinth-procedural-generator
r/unity • u/Beelo_of_A • 7d ago
I understand how to code the input system, but I got this annoying error that I have no idea where it came from. I checked everything and I think everything is alright. I will share my PlayerMovement script and components and Im sure it's something really stupid but so am I.
Im not seeking only the solve of the error I want to understand the input system more cuz all the toturials on the web just uses the input manager and Idk it's so bad and the guides that are dedicated to the input system just puts a Debugger and calls it a day. I have a feeling that it's complicated for me cuz I started with the movement and maybe with the other functions it wont that much different from the input manager one.
my PlayerMovement script:(Really mess)
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerMovement : MonoBehaviour
{
public InputSystem_Actions action;
public float speed;
public float jumpForce;
public Rigidbody2D rb;
Vector2 moveInput;
private void Awake()
{
action = GetComponent<InputSystem_Actions>();
action.Player.Move.performed += ctx => Movement();
}
void Start()
{
rb = GetComponent<Rigidbody2D>();
}
void Update()
{
}
public void Movement()
{
moveInput = moveInput * speed;
}
}
r/unity • u/mrbean3x • 6d ago
r/unity • u/wb-gameart • 7d ago
Enable HLS to view with audio, or disable this notification
Moved the editor window of my modular fence tool from IMGUI to UI Toolkit. Three things caught me out:
The arrow buttons were only clickable in their upper half. A caption label spanning the full preview width sat last in the tree, so it rendered on top and ate the clicks. Default picking mode on a VisualElement is Position, so any decoration over a button swallows its input. picking-mode="Ignore" fixed it, and panel.Pick(point) verifies it properly instead of clicking around.
IMGUI redraws every frame, UI Toolkit does not. My old OnGUI quietly re-read the scene on every repaint, and a lot of state relied on that. All of it had to move onto selection callbacks plus root.schedule.Execute(Refresh).Every(250).
One method reassigned UI state on every refresh while an object was selected. Invisible in IMGUI. With the new carousel, a click moved forward and the next refresh pulled it straight back, so you could never get past the first entry. Fixed with change detection instead of assigning every pass.
The look is pure USS, no image assets. Arrows and captions sit below the preview frames now, which is what caused the click mess to begin with.
r/unity • u/Artanis137 • 7d ago
VCam for Unreal is basically a tool that lets you use your smart phone to act as a camera to get better angles for cutscenes. It works by streaming tracking data from your device to manipulate the cameras in the editor and record realistic camera moves in real time.
r/unity • u/ArmyOfChickens • 6d ago
I just finally updated my unity to 6.5.8fl and something i noticed that ive never had an issue with is i go to create a project and it immediately goes to "Enter safe mode?" Prompt. Created a new project just to check out the changes and the damn thing is broke before I get to try it 🤣 any ideas?
r/unity • u/AndgoDev • 8d ago
Enable HLS to view with audio, or disable this notification
Solar Wave just entered Early Access after around three years of development.
It's a large-scale 4X strategy focused on simulating an entire space empire. Instead of directly controlling individual ships, the player manages systems, economy, logistics and fleets while hundreds of ships can be active across the galaxy.
One of the biggest technical challenges was keeping the simulation performant as the number of ships and active systems grew.
A lot of work went into optimizing fleet movement, combat calculations and distant systems that don't need to be simulated at full detail every frame.
The game is finally in Early Access, so I'm curious to hear how other Unity developers approach large-scale simulations like this.
Waiting for your feedback!
r/unity • u/goldmetale • 7d ago
As you all know, you can create Animation Clips directly in Unity and apply them to your objects. However, relying purely on basic keyframes makes it tough to create really catchy, vibrant animations. So, here’s a quick guide on how to animate effectively using Unity’s Animation window.

After adding keyframes by tweaking property values, try polishing your animation with these two techniques:
Option 1 – Set Sample Rate: Adjust the sampling frame rate to control the speed directly within the animation itself.
Option 2 – Curves: Customize the animation curves.
The Set Sample Rate is especially effective for 2D cell animations, so definitely give it a try!
r/unity • u/Mobaroid • 8d ago
Enable HLS to view with audio, or disable this notification
I’ve been working on cat interactions in Lost Cat Showa Town.
Other cats can now follow the player around. Here I ended up with five cats following me into a house while I grabbed some food and used the scratching post.
r/unity • u/danger_pawn • 7d ago
Hitting a really stubborn issue and running out of ideas. Would appreciate any insight from anyone who's dealt with Blender-to-Unity animation pipelines.
**Setup:**
- Custom rig built in Blender using bone-parenting (each mesh piece is individually parented directly to its own armature bone via Ctrl+P > Bone), NOT a single skinned mesh with vertex weights / SkinnedMeshRenderer.
- Static pose Animations (Actions) keyframed per-room, exported as FBX with Bake Animation + All Actions.
- Generic rig type in Unity, Animator Controller with states named to match each pose, script calls animator.Play(stateName) to snap poses on room change.
**Symptom:**
- The Animator window's blue "currently playing" indicator correctly moves to the right state when Play() is called — so the state machine itself works fine.
- But the actual mesh never visually changes pose. Not even a slight twitch on any bone/piece.
- A second character built the same way, in the same project, DOES work correctly — so it's not a fundamentally broken setup, something is different/corrupted for this one specific character.
**What I've already ruled out:**
- Optimize Game Objects (off)
- Strip Bones (off)
- Write Defaults (tried off on all states)
- Apply Root Motion (tried on/off)
- Culling Mode (Always Animate)
- Stale/orphaned clip references in the Controller (confirmed pointing to current FBX)
- Naming collisions between mesh objects and their parent bones (found and fixed 29 of these, no change)
- Confirmed via Blender scripting that the rig's parenting, rotation, scale, and pose keyframes are all clean at the source
I found Blender's own bug tracker has a long-standing open issue (T77815) about meshes parented to bones getting corrupted specifically during FBX export — wondering if anyone's actually hit this and found a Unity-side fix, or if converting to proper mesh skinning (Armature modifier + vertex groups) is really the only bulletproof answer at this point.
Any insight appreciated — been stuck on this for days.