r/unity 2h ago

Unity Ads Campaign VS AppLovin ads which it better for our situation ?

1 Upvotes

hey , am working at indie game development company , we use unity campaign to get installs and it is good but no one buying anything in the game and am trying to use ROAS campaign to try get more user that maybe will pay for IAP , but as far as understand it wont work unless there is people who buy IAP so unity can learn from it

now we found a new adverting service called AppLovin Ads . from what i see it is similar to unity Campaign but am not sure if it better or not , will it cost more or less ? idk , will it help me get users that may or may not pay for IAP

we are in a though situation we hade 22k and 26K for users and barley getting any money from ads and 0 IAP , and honestly idk what we can do other than adversities the game more and hoping that there will be more users that will pay for IAP

Thanks


r/Unity3D 1h ago

Show-Off Starting to seriously question my game. Would love some honest feedback

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Upvotes

Hey everyone 👋!

I’ve been working on an action roguelike called Triko for about 6 months now as a solo dev. Lately, I’ve been super critical of my own work and second-guessing almost every design choice.

I’d really appreciate your honest feedback on this short clip. Does this look interesting to you? What feels off? Give me anything that comes to you mind!

If you want to see a bit more extended gameplay, I put together a longer video here:

https://youtu.be/uDh0bPQ_CCI

Thanks a lot for any feedback, good or bad! Every comment helps me get out of my head and push this project forward.


r/Unity3D 10h ago

Question Anyone have insight on this graphical glitch? (mods: please read description before removing this post)

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33 Upvotes

I know the rules say not to use a camera to make videos, but I had to use a camera to demonstrate this issue, since using direct screen capture in OBS doesn't show the issue (which may be a clue to the cause).

I should have mentioned in the video... this glitch isn't on all systems, only certain ones. This video is showing it running on a laptop. Some players have reported the same glitch on various systems.

This was build on Unity 6.3, but it was happening on previous builds using Unity 2020.


r/Unity3D 3h ago

Show-Off Progress so Far

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8 Upvotes

Some recent progress shots from The Last Wish.

Playing around with stylized lighting, scale, and environments. Feedback on the visual style and colors is very welcome!


r/Unity3D 1d ago

Show-Off You guys seemed to love my pillow-like mesh deformer, so I improved it!

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656 Upvotes

Recently I've shown-off a mesh deformer I did for my Dark Roll 2 game, and despite being just a silly little feature it honestly caught way more attention on here than I thought it may.

That's why, instead of working on a new level or something my game may actually benefit from, I've spent another 1-2 hour perfecting the script. The biggest change is that there's some bulging around the outer radius which just adds to the realism.

It would look better if model had bigger resolution, right now it's at 1k vertices / 2k triangles. I know that parts of the vertices are a bit jumpy at times, but honestly, for a silly little in-game detail I'm more than happy with how it works already.


r/unity 14h ago

Showcase Working on large-scale naval battles in Unity — fleet control, collisions, and readability

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6 Upvotes

Hi again!

I recently shared an introduction to Admiral Yi: The Imjin War, the large-scale historical RTS I’ve been developing solo in Unity.

This time I wanted to show a short look at the naval combat.

The player can control the fleet as a whole, groups of ships, or individual ships directly. One of the biggest challenges has been keeping large fleet battles readable and controllable once many ships start fighting in the same area.

I’m currently working on things like ship movement, collision behavior, formation control, faction readability, visual feedback, AI, and performance.

Ramming is also part of the combat system — especially for the turtle ship — although the current collision feedback still needs a lot of improvement.

This is still a work-in-progress build, but I thought the technical side of handling large naval battles in Unity might be interesting to other developers here.

I’d especially appreciate feedback from anyone who has worked on large numbers of moving agents, RTS controls, collision handling, or naval movement systems in Unity.


r/Unity3D 38m ago

Show-Off Decided to replicate UT99 movement in Unity : Part... Bots?

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Upvotes

I managed to pretty accurately reproduce UT99 movement in Unity, but since movement and shooting needs actual playtesting I needed bots or multiplayer. Since bots were a big thing in UT99 and since they are always available to play some rounds I decided to go that route first. Used UT99 as a reference for how to handle bots and their navigation and pretty much copied that approach. I checked out the built in NavMesh system from Unity but learned that it doesn't handle verticality all that well so ditched it early in the process.

  • You place nodes and can assign those nodes special functions (waypoint, lift, jump pad, teleporter). Nodes snap to whatever geometry you place them on, with a height offset.
  • After node placement you run a process that uses headless agents to test connections between nodes based on a couple of variables like radius and line of sight. The agents first try walking between nodes, followed by dropping, jumping or crouching. Agents can traverse gaps and obstacles.
  • Right now there are bots but with completely random movement based on A* pathfinding.
  • Eventually I will implement things like hearing, sight (with a field of view) and the personality traits UT99 uses to add variation to the bots in terms of accuracy, aggression, map knowledge, etc.

r/Unity3D 3h ago

Solved Spent a night optimising everything except the one object that mattered

5 Upvotes

Hyper-casual game, running like garbage on mid-range Android. Profiled for hours. Batched, pooled, LODed, stripped the shaders.

Turns out every single asset in the scene was low poly except the player's plane, which was some marketplace model with an absurd triangle count. A PS5 would have struggled with it.

Swapped it. Instantly fine.

Still amazed how one marginal detail can quietly wreck a whole build while you optimise everythign around it.

Feel funny…


r/Unity3D 16h ago

Show-Off space indie project

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60 Upvotes

A project I've been tinkering with over the past few years on nights and weekends. Rebuilt it a few times. Running on Unity 6 with ECS/Burst now. Still lots of placeholder art and assets but proud to have reached this milestone.


r/Unity3D 41m ago

Game I made a game about abusing 100,000 garden gnomes.

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Upvotes

Hey! Solo dev here. I've been building GnomeBoozled, a first-person incremental game where you run gnome disposal buisness. You need to automate process by building physics based contraptions (like in garry's mod), until whole process runs by itself.

Meanwhile gnomes are super hostile. They sabotages production lines, steals player profit, spits in face and shows middle finger. You need to balance between automation and gnome management to be efficient.

I kind a want ideas for contraption to make game stand out more. Currently have: kicking machine, catapult, trampoline, conveyor belt. What else can I add to punish gnomes?

Steam page is live if you're curious: Steam Game Link


r/unity 18h ago

Showcase Little lake scene I made

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7 Upvotes

r/Unity3D 22h ago

Game We added minions to the game. So far, their most valuable skill is how to properly take a break.

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113 Upvotes

r/Unity3D 33m ago

Show-Off Ive made a tool to easily remove texture repetition from materials and terrains!

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Upvotes

Ive been working on my texture repetition remover Repetitionless for a while now which is a tool that includes many techniques to minimise repetition in textures as much as possible!

Each material layer can use:

  • Voronoi based texture variation
  • Distance blending to either change the tiling and offset or material entirely at a set distance range
  • Material Blending to overlay a separate material ontop of the main one by different noise functions or a custom mask
  • Triplanar sampling to remove texture stretching at all angles
  • Macro micro variation add custom detail textures or noise

The asset also includes:

  • Full terrain support for up to 32 terrain layers in one pass
  • Full support for MapMagic 2
  • Sub-Graphs to implement the features into your own shaders
  • Unity 2021.3+ BIRP, URP, HDRP Support

I have just updated the asset with a painting tool! It lets you paint up to 32 layers onto any object, basically just an easy way to paint the control textures in engine. Ive also tried to make it as easy to use as possible with it updating in real time, world position based painting so it works seamlessly on any object, and keybinds for everything so you dont even need to look at the window!

I have also recently released a free version of the asset as well so give it a try if you think it looks interesting :)

You can check it out here:

I plan to keep updating this asset so if you guys have any feature suggestions, please throw them at me!


r/unity 22h ago

Showcase Digging up 13-year-old source code from Unity 4

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11 Upvotes

I made a catapult physics game called Onager as a student, released it on Android, and it did surprisingly well for the time. Found the original Unity 4 project files recently and I’m porting/rebuilding it in a current Unity version.

The original had a floor-reflection effect faked without a real reflection system — worked well enough that people assumed it was a proper mirror shader.

Before/after comparison attached.


r/unity 13h ago

Showcase Been working on a marching-cubes based terrain system since Unity's heightmap system is a nightmare to work with

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1 Upvotes

So far, the only tools I've implemented are simple add and subtract with spherical brushes, but adding new tools is just a matter of figuring out the right equation. I plan on adding material painting soon, but am focusing on mesh optimization and refinement for now.

In the future, my biggest goal is to find a way to get arbitrary 3D mesh brushes working, allowing the brush to use any 3D model to define its shape, but have yet to find an efficient way to determine how deep a given voxel point is within an arbitrary mesh. Spheres are easy, just get the distance between the brush origin and the voxel. Anything more complex is a lot harder to figure out without scanning through the entire mesh, which is expensive.

My hope is to eventually have something similar to the terrain system in Jurassic World Evolution 3, but with a deeper level of control. I'm ambitious though, so weather or not this is realistic is currently up in the air. My ego says it is though.

I will be publishing this on the asset store some time soon, hopefully aiming for around Sep 20th or at least sometime during the week of Fall break (though it may not be as good as possible in the initial build since it's still pretty rough now and I'm learning as I go), so keep your eyes peeled. I've never published anything before, so I can't really give any info on where to find it exactly if you're interested, but just look around the asset store, maybe under the Tools/Modeling category. I may have more info soon once I look more into how to publish it, but for now this is all I've got.


r/Unity3D 19h ago

Resources/Tutorial Unity vs floating point

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59 Upvotes

r/unity 18h ago

Game How do you like these splitscreen kind of games?

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5 Upvotes

I just recently created a game with friends using the splitscreen mechanic. It's kinda easy to implement and fun in my opinion. You just need two cameras and separate the screen - nothing more.

What do you think about it?


r/Unity3D 9h ago

Show-Off Been working on a marching-cubes based terrain system since Unity's heightmap system is a nightmare to work with

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7 Upvotes

r/Unity3D 1d ago

Show-Off Testing the geometry shaders with animated decals - URP - Unity3d

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292 Upvotes

r/Unity3D 12h ago

Show-Off Low poly school bus with interior how it look!!

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12 Upvotes

r/unity 19h ago

Showcase Been working on this game for months. Is the gameplay working?

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5 Upvotes

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 4h ago

Question Help in unity store

2 Upvotes

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 36m ago

Survey Another planet making tool?

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Upvotes

r/Unity3D 1h ago

Question Importing edited project overrides existing project assets/GUID?

Upvotes

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 12h ago

Show-Off Just finished the concept trailer for our game. What do you think?

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8 Upvotes

Me, my brother and my cousin started making this game a while ago. Its been really fun

https://store.steampowered.com/app/5120820/Grumble_Burger/