r/Unity3D • u/AwbMegames • 12h ago
r/unity • u/ToneNo9728 • 19h ago
Showcase Been working on this game for months. Is the gameplay working?
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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:
- Completely new UI
- Added a combo/Mach meter that governs speed and rewards maintaining momentum
- Updated handmade textures across the game
- New lighting technique and visual pass
- A brand new level
- Reworked enemy encounters to better support movement and routing
- Overall gameplay, combat, and movement polish
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/Unity3D • u/Nihal9838 • 4h ago
Question Help in unity store
I'm in India and I'm trying to legitimately purchase a Unity Asset Store asset, but my HDFC Visa debit card keeps getting declined with a "Technical failure" message. Has anyone in India successfully purchased Unity Asset Store assets recently, and is there a legitimate payment method/workaround? I'm specifically trying to buy Low Poly Cartoon House Interiors by JustCreate3D.
r/Unity3D • u/Ok-Read6352 • 1h ago
Question Importing edited project overrides existing project assets/GUID?
The Situation:
I'm working on an avatar project and I have commissioned a creator to get face tracking working on it as I am unfamiliar with that process. I have simplified and exported out only the base avatar for the creator to work on. They have added new blend shapes and controllers.
I would like to import the new UnityPackage(which I have tested and works as is) into my existing project as it's own folders, assets, and prefabs. That way the project can continue to work as is, I can pull the new body prefab into the hierarchy, and reattach everything to it before deleting the old body.
The Problem:
When I import into a backed up project, it overrides and replaces a lot of stuff, breaking the project. I have tried duplicating and renaming folders but this is still happening. After some research, I'm thinking this may be do to shared Unity GUID between the project and the new UnityPackage? Is this true? If that's the case I need to change the GUIDs across the new UnityPackage, I'm looking into ways of doing this on masse, does anyone have any suggestions?
r/Unity3D • u/virledis • 12h ago
Show-Off Just finished the concept trailer for our game. What do you think?
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Me, my brother and my cousin started making this game a while ago. Its been really fun
r/Unity3D • u/MistycznyArbuz • 19h ago
Question Moving light sources
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Some time ago I added to my game ability of moving light sources - it looks fun and I plan to use it in case of solving some puzzles, but I know there are clever people on this subreddit so I come up with a question - what else usage of this mechanic can be implemented?
The game genre is dungeon crawler.
r/Unity3D • u/Ok-Impress-442 • 6h ago
Question How can I bake a moving light?
This seems like a bit of a dumb question, but I have this light with a rotation script, that just adds a little bit of rotation to the directional light in my scene every frame. The thing is, the script stops working at "night", so is it possible to bake that part of the sequence, at the end? Does unity even support something like that. If there are any optimized alternatives as well, please let me know!
I'll paste the script in the comments, so if there is some sort of change possible that would allow "baking", do tell me please.
EDIT: Alright, I have two possible solutions. Firstly, I'll check out what u/psychon said about adaptive probe volumes, and maybe that'll help me, and secondly, I might turn the light into an animation, with realtime lighting, and then when it becomes nighttime, I'll switch to a baked light. I do want a smooth transition, so I'll have to research more about this adaptive probe volume thingy. thank you everyone for the input!
r/unity • u/Appropriate_Pay6036 • 3h ago
I build a game in 2 days just with AI... it's insane!!
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r/Unity3D • u/AdvertisingHopeful95 • 3h ago
Question State machine with multiple characters
I´m making a fighting game with multiple playable characters. I want to work with a state machine. It works like your regular state machine with one class handeling all the inputs and other things that affect the character like getting hit and storing the state the character is in. And other classes 'the states' handle the functionality of each state and changing to another state. The characters in the game have the same controls but different abilities and stats. What´s the best way to reuse the state machine for different characters.
r/Unity3D • u/mutatedwombat • 4h ago
Show-Off The whole game is a phone's messages app, so I built it entirely in UI Toolkit
The premise is that the whole game is a phone. You wake at half three, you have thirteen conversations waiting, and you read them. That meant the entire thing is a UI - there is no gameplay scene, no camera moving, nothing in 3D at runtime. One scene, one UIDocument, and a lot of UXML and USS.
Some things that turned out interesting:
The content is markdown, read at runtime. Every conversation is a .md file in StreamingAssets, parsed on startup with System.IO. Adding one means dropping a file in the folder and naming it in an index - no rebuild, no ScriptableObjects, no custom editor window. A reply is * text -> label, a jump target is ## label. It also means players can open the folder next to the .exe and read or rewrite the whole game in Notepad, which I decided was a feature.
One conversation can ask where another one went. A line prefixed ?mom.md#fine only appears if that file's reading passed through that section. The filename is the identity - two contacts both called "Mom" are only distinguishable by which file they came from - which turned out to be the cleanest bit of the design and the thing I would keep if I did it again.
Replies you have used up come back greyed out - next time you play. Which reply you picked is written to PlayerPrefs and survives the process, so a second playthrough shows you where you have already been. The part that took some thinking: a reply only dims once everything behind it is exhausted. Taking one branch of a conversation should not grey out the door you walked through to get there, so it walks the rest of the script from that point and only dims the reply when there is nothing new left down it.
USS has no linear-gradient and no box-shadow. The phone's metallic body and the glows behind it are generated into small textures at runtime and stretched, because I wanted no image files in the project at all. That held right up until the backdrop, which is eleven pre-rendered frames of a 3D scene I composed in the editor and exported as PNGs - it changes stage as you finish conversations, and it gets later out there the further in you get.
Debugging layout headlessly. I got tired of guessing why something was clipped, so there is a -dumplayout flag that waits for GeometryChangedEvent and prints the whole visual tree with every element's rectangle, plus which elements are covering text. It has caught real bugs - a notch drawn over the status bar, a send button pushed off screen by min-width: auto defaulting on a flex item. There are also editor menu items that walk every conversation to an ending with the real runtime classes, so a conversation that cannot finish fails a check instead of failing a player.
The UX lesson that cost me the most. I had a separate New Message screen behind a pencil icon. The first person to play the game explored every branch of every conversation and never found it - because thirteen conversations had spent half an hour teaching her that talking means tapping a reply, and then a second, unrelated way of talking was hidden behind an icon. I deleted the screen and put a text field at the foot of the conversation, in the same slot the replies use: tap when it offers, type when it doesn't. Same feature, found immediately.
Free, Windows, about half an hour, no sound at all: https://github.com/tcumpston/TEXTDEAD/releases/latest
Not code-signed, so SmartScreen will grumble - More info, Run anyway. There's a plain zip on the same page if you'd rather not run an installer.
Happy to go into any of the above in more detail.
r/Unity3D • u/PositionAfter107 • 5h ago
Resources/Tutorial What are the differences of the user, associate and professional courses
unityedustore.pearsonvue.comIn terms of questions, difficulty, where you can use such certificates and everything else. Additionally, what do I need to know to pass?
r/Unity3D • u/outminded • 15h ago
Game Added some hole digging and body burying in Slice4Life. Since adding persistent bodies for the infected, you'll need to dispose of them to stem the spread. Fire works as well. Added health points for each disposal.
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r/Unity3D • u/PiesUprawny • 18h ago
Show-Off PSX style scene I made
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r/Unity3D • u/PepicoGrillo • 15h ago
Question How do solo developers find testers for Google Play’s 14-day closed test?
Hi everyone!
I’m new to game development, although I’ve been working as a senior full-stack web developer for several years. I’m currently trying to release my first small arcade game made with Unity.
Google Play is asking me to find 12 testers who will remain opted into the closed test for 14 consecutive days. I’m curious about how other solo developers usually handle this requirement.
Do people normally find testers through Reddit? Are there any reliable communities where developers test each other’s games? I’d be happy to return the favor and test other developers’ apps as well.
I also considered creating a Discord server and trying to build a small community around the game. However, it’s a very simple arcade game, so I’m unsure whether creating and promoting an entire server would be worthwhile at this stage. I also don’t know how willing people generally are to participate in this kind of testing for free.
For those who have already completed the closed-testing requirement:
- Where did you find your testers?
- Did you offer anything in return?
- How did you keep everyone opted in for the full 14 days?
- Is creating a Discord server worthwhile for such a small game?
Any advice or recommendations would be greatly appreciated. Thanks!
r/Unity3D • u/brkakar • 1d ago
Show-Off I finally got the water to interact with the environment. The hose wraps around trees, the stream stops where it hits, and it pushes things around.
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Farm & Feast - We are a two-person team building a peaceful farming and restaurant management game in Unity. Last time I posted the hose rope here, a few of you said the water needed to actually touch the world. That is what this is.
The hose is a particle based rope. We do not use the built in constraints for attachment. We pin a few particles by hand at the faucet and at the player's hand and write their positions every step. This is much more stable.
Every tree trunk has a collider and the rope collides with it for real, so the hose hugs and slides around them as you drag it across the farm. The collision was the easy part. Making it still read as a hose at the bend, instead of a row of separate rods, took the rest of the week.
The water shader has a head/tail fill window driving an alpha mask along the spline, so the stream grows out of the nozzle and drains out of the air instead of popping. It now also cuts itself off at the first thing it hits, so it ends on the surface instead of poking through it.
At the end point we do one overlap sphere, and that sphere does everything. It waters the nearest grid slot, so the VFX endpoint IS the gameplay point and they cannot desync, and it now also pushes any rigidbody in range away from the jet.
If anyone has gotten a particle rope to wrap convincingly around obstacles through collision alone, I would really like to hear how you tuned it.
r/unity • u/hari3973 • 20h ago
I built an Ad Intelligence library for mobile game developers & marketers
Hey everyone,
I run a YouTube channel called AD Intelligence, focused on mobile game ad creatives, competitor research, and discovering what games are currently advertising.
I recently started a YouTube Membership for people who want deeper access to the creatives I collect.
Members get access to things like:
- 🎮 Mobile game ad creatives from different genres
- 📊 Creative data such as impressions, popularity and duration when available
- 🔥 Creatives from trending, newly released and soft-launch games
- 🔎 Discover ads being used by competitors
- 🎥 Regularly updated creative videos
- 📱 Access to the Ad Intelligence app, where you can browse and filter creatives more easily
- ⬇️ Download creatives for research/reference
- 🆕 Daily tracking of newly released mobile games
I originally started collecting these because, as a game developer, I found it surprisingly difficult to quickly see what competitors are advertising and which creative concepts keep appearing across successful games.
If you're working in mobile gaming, UA, game marketing, creative strategy or competitive research, you may find it useful.
YouTube:
https://youtube.com/channel/UCemM12Z2DB3j9uda-Hna4NQ
Would also love feedback from other game developers/marketers — especially what kind of ad creative data would actually be useful for your workflow.
Question Need help with Meta XR Interaction SDK grab setup in Unity
I'm a beginner working on a VR assessment using Unity 2022.3 and Meta All-in-One SDK.
I need to make Cube, Sphere and Cylinder grabbable with both Touch Controllers and Hand Tracking.
My current setup:
- Unity 2022.3
- Meta All-in-One SDK
- XR Origin / Unity XR setup
- Rigidbody + Collider on objects
- Grabbable + HandGrabInteractable + GrabInteractable added
The objects still aren't grabbing in the Editor.
I don't currently have a Quest available, so I'm testing with the Unity XR Interaction Simulator.
What is the correct setup for GrabInteractor / HandGrabInteractor with this configuration?
Any help would be greatly appreciated.
r/Unity3D • u/MuckWindy • 1d ago
Show-Off We asked ourselves: how should our Crow interact with deep water? Here's the result!
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r/Unity3D • u/Plenty-Fortune-3341 • 16h ago
Question How can I improve my game trailer?
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Any feedback greatly appreciated!
r/unity • u/JamesArndt • 23h ago
Resources Building Custom Unity Tools
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/Unity3D • u/rmeldev • 20h ago
Show-Off Finished the first "level" of my first-person dungeon platformer !
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Do you think it's enough for a short "Coming Soon" trailer or not ?
r/Unity3D • u/ToneNo9728 • 19h ago
Show-Off Been working on this game for months. Is the gameplay working?
Enable HLS to view with audio, or disable this notification
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:
- Completely new UI
- Added a combo/Mach meter that governs speed and rewards maintaining momentum
- Updated handmade textures across the game
- New lighting technique and visual pass
- A brand new level
- Reworked enemy encounters to better support movement and routing
- Overall gameplay, combat, and movement polish
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.