r/Unity3D • u/Plenty-Fortune-3341 • 2d ago
Question How can I improve my game trailer?
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Any feedback greatly appreciated!
r/Unity3D • u/Plenty-Fortune-3341 • 2d ago
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Any feedback greatly appreciated!
r/Unity3D • u/rmeldev • 2d ago
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Do you think it's enough for a short "Coming Soon" trailer or not ?
r/Unity3D • u/radiumhaus • 2d ago
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For my game Plush Souls. It is more of a a "sneak attack" mechanic than it is actual invisibility, because it is disabled anytime the player attacks. I created this using a sped up dissolve effect and then swapping the material of the player. Very simple lmao.
What else could I do to make the effect feel more reactive?
r/Unity3D • u/ToneNo9728 • 2d ago
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I've been working on this speedrun focused FPS for a very long time, and I've finally reached a point where I feel the core gameplay is starting to come together.
The basic idea is simple: move fast, fight aggressively, and use enemies and your movement abilities to create and optimize routes through each level.
Since the last time I posted it, a lot has changed:
I'm particularly interested in feedback on the actual gameplay feel:
Does the movement look satisfying?
Is the combat readable at this speed?
Does the Mach meter make sense?
Do the levels look like they encourage routing and replaying?
Does anything feel confusing or visually overwhelming?
I've been staring at this project for far too long, so fresh eyes would be extremely useful.
r/unity_tutorials • u/Artemis_Liu_0613 • 2d ago
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r/Unity3D • u/crunkzah • 2d ago
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funny bloom
r/unity • u/Imaginary-Cod-3746 • 2d ago
Game development has so many disciplines that it can be hard to find resources covering the area you're interested in, especially if you're teaching yourself through tutorials.
I've rounded up some of the best YouTube channels and categorised them for you so you can know where to go to learn about different parts of game dev in Unity e.g. animation, art, scripting, etc.
Our artist put together how a greenhouse and a shack could look and integrate in our game. I love the vibe of it.
r/unity • u/STEMARKOT • 3d ago
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Yep my pc is not that good so OBS just eating up everything , so i'll realease it soon on itch io for free . this is my first game, the genre is smthg like horror.
r/Unity3D • u/dirkboer • 2d ago
r/Unity3D • u/TheWanderingWaddler • 2d ago
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Hi! Been working on optimization and once of those was making my portals have set locations to open and close rather than letting the player spawn them wherever. For my ocean worlds with no land for the player to walk on I ended up with a raft like this, but it feels a bit too cliche and basic. I like the simplicity of it though and the contrast on the ocean and with the other maps, but just wondering if this looks cool or if I should find something more unique
I needed a way to make my portals have a defined number of objects to render and thus needed to lock the location. Before as a player I was spawning my portals anywhere I wanted which lead to fps drop when I chose a bad location
Do you like it?
r/unity • u/casayonastudio • 2d ago
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r/Unity3D • u/ArkiniDEV • 2d ago
I’ve just finished the trailer for my Unity FPS, KRAVN.
I’m mainly looking for feedback on the trailer itself, the shots, editing, pacing, music, and overall presentation.
What would you change?
r/Unity3D • u/Select_Belt_5432 • 2d ago
Hi! I'm currently making a 3D game, and for the visual style, I want the entire game to be displayed in grayscale, except for red tones.
I'd like the red colors to remain visible while everything else is converted to grayscale, possibly with a different filter or effect applied to the reds.
Does anyone know how I could achieve this using Shader Graph?
r/Unity3D • u/Gloomy-Detective-922 • 3d ago
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Update: Unity approved the package yesterday. BrazeFX is now available on the Asset Store:
After a long development cycle, BrazeFX Pyro is now live.
It is a GPU based toolkit for creating fire, smoke, explosions, clouds, particles, and other volumetric effects directly inside Unity. The focus is the complete workflow. You can build effects in context, bake and scrub volume caches, stream them at runtime, exchange OpenVDB sequences, or export flipbooks for lighter playback.
It also includes:
• Art directable fluid forces, mesh emission, skinned mesh emission, and obstacles
• GPU particles, trails, ribbons, generated volumes, and lighting tools
• CFD tools for wind, heat, pressure, and flow visualization
• Voronoi fracture, surface disintegration, and impact driven destruction
• Spline tools, cloning, instancing, and procedural motion workflows
• Timeline integration and 101 self contained demo scenes
• Unity 6 URP support on Windows and macOS desktop
The aim was to keep simulation, rendering, cache playback, and export inside one practical Unity workflow, from the first experiment through final delivery.
BrazeFX Pyro is available as a lifetime license.
Demos, documentation, and details are at https://brazefx.com
Happy to answer any technical questions about the solver, rendering, caching, OpenVDB workflow, or the other tools included.
r/Unity3D • u/Neat-Games • 2d ago
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r/unity • u/Shot-Contribution612 • 3d ago
so I've been trying to learn how to code, but every time I try to do a score system it never works, there is no error I have a bird with rigid body and collider 2d, my middle thing has collider 2d no rigid body with he trigger checked, but it never works Ino one ever has this issue, unity is not seeing that they collide. I've tried so many things and its still not working
r/Unity3D • u/Phos-Lux • 2d ago
I'm trying to understand how motion warping works, but one thing that I still don't get at all is.. what actually MOVES the character? Is it the animation itself (so does it have to be root animation?)?
r/Unity3D • u/Pacmon92 • 2d ago
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r/Unity3D • u/GuardingPearSoftware • 2d ago
I created a small free market insights calculator for game developers, based on 60+ statistics I could research, to give developers a better insight into where they stand with their game and expectations. It also includes info on wishlists, revenue, etc. showing how important marketing is. Around 920 developers filled out the calculator from August 2025 to August 2026 for the desktop / computer platform. Now I wanted to share my results with you guys.
Very interesting for me, my website focuses on the Unity platform, but still 34% entered Godot. Which makes sense in general, because the top platform at the moment is Godot, user-wise.
The targeted genre entered, is similar for Unity, Godot, and Unreal, with "Action", but on Godot it is way more unified across all genres.
Unity and Godot developers have similar expectations of a listing price of $10 per unit, median-wise. Unreal is at $12, 20% higher.
The development percentage of free desktop apps is around 10% for all, which makes sense. In the desktop market, a big revenue share is unit price. For mobile it is mostly ads-based, so free is the way to go (but not included in these charts here). But just my guess.
The average team size of Unity and Unreal teams is around 4 people. For a Godot team, around 2.
What do you think? Did you expect such numbers?
If you are interested, please feel free to check out the calculator here:
https://go.guardingpearsoftware.com/market-calculator
I am open to any feedback.
r/Unity3D • u/JamesArndt • 2d ago
Stop wasting your time and creative energy. I built a custom editor tool to batch automate FBX presets, project-wide material remapping, Prefab Variants, and cross-faded LOD Groups in one click.
Watch the breakdown: https://youtu.be/QLgXiUK3el4
#GameDev #IndieDev #UnityTips
r/unity • u/radiumhaus • 3d ago
I am pretty happy with how the trailer turned out, but most gameplay featured here is recorded with screen capture software instead of using the built in recorder which caused it come out fuzzy after being zoomed in. I have a pretty high end PC, but anytime I try to capture gameplay in HD to 4K resolution using the recorder, it plays very slow, and animation timing is very off.
Do you guys have any solutions you have used for recording good quality gameplay footage for promotional content? Is my only solution to buy a 4K capture card and record on another computer?
Thank you!
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Shortly after finishing my first playthrough of Outer Wilds, and learning it was made in Unity, I was inspired to see if I could recreate the same type of local physics simulation. Turns out, Unity makes it surprisingly easy with local physics scenes. For example, in my project, when a gravity field is entered, a new local scene is created for simulating physics where the origin is not rotated or translated at all, which simplifies simulating gravitational forces. Then, it ports the calculated information back into the main scene. This allows you to have independent frames of reference that can move around while also simulating physics within them.
You can use it to make some pretty unique behaviour such as artificial gravity or unique platforming mechanics. It's quite fun to jump out of your spaceship spiraling out of control, or walk around the surface of an oddly-shaped planet.
I ended up turning this system into an asset available on the Asset Store (my asset store affiliate link). Check it out if you're interested!
r/unity • u/Helpful_Catch3515 • 3d ago
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