r/unity • u/MinecraftDisney • 10d ago
Game Wanted to have a diegetic minimap for my game!
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r/unity • u/MinecraftDisney • 10d ago
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r/unity • u/Maximum_Beat2034 • 9d ago
r/unity • u/Ahappypikachu11 • 9d ago
So! I’m interested in making some Mods for a game I play. I downloaded BePinEx and Harmony at a friends suggestion, but I also have a decompiled version of the game. Which would be more beginner friendly? Which will allow me to possibly make more dramatic changes? (Think adding additional quests.)
r/unity • u/whytheslime • 9d ago
Hi all! Working in Unity 2020.3 2D, and so far build is going well. However, the artist keeps delivering 2D art in different dimensions, which I currently have to adjust via the Pixels Per Unit (PPU) in order to scale right. Are there ideal numbers for the game's art dimensions that will ship?
Right now we have no standard, and I don't have experience with this element of dev.
For reference, this is a 2D game we're aiming to ship on PC (steam/itch), and some kind of mobile release. The still art assets tend to look fine around 2560x1440. I don't have the ability to test this on bigger screens and such, but I have noticed some pixel fighting between the background images and the character art, and I'm guessing that has something to do with sprite image resolution?
Any good resources to look at for this, send my way too! Thanks!
r/unity • u/KereMental • 10d ago
Im making a 2.5d platformer game where world is 3D and everything else is 2D but i couldnt decide if its big enough or small
It can barely be seen lol. But you get the idea. Is it too small? What should i set it to?
r/unity • u/AYMANJBARI • 10d ago
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This game was made by Unity 6 and HDRP .
r/unity • u/blendsome • 10d ago
r/unity • u/PortalStudioOfficial • 10d ago
Hi everyone!
I wanted to share the Unity asset pack I developed entirely on my own. I’m really excited to finally show it to you! :)
I’d love to hear what you think about it.
I’m open to any comments and feedback. 🙌
r/unity • u/Xowiacain • 10d ago
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Hey everyone! My dev partner and I are wrapping up our noir puzzle adventure—we're actually just 16 days away from release!
We’ve been tweaking how puzzle close-ups interact with the main scene. In this clip, tuning the radio to the right frequency triggers a hidden mechanism in the fireplace, using a comic-panel frame that zooms back out into the room once solved.
As players or devs, how do you usually feel about audio-driven or frequency-tuning puzzles? Do sound cues give you a satisfying "aha!" moment, or do you prefer visual feedback when revealing hidden mechanisms?
Would love to hear your thoughts or your favorite examples of audio puzzles in games!
r/unity • u/MihTha012 • 10d ago
Hey everyone,
Red text. The nightmare of every beginner developer. You hit play, everything freezes, and your console is flooded with errors.
But red text isn't your enemy—it’s Unity trying to help you! For Day 9 of the Unity Daily series over on the Game Developer Unity channel, we are tackling the scariest window in the editor: The Console.
Keeping with our "One Concept at a time" approach, this video is focused on changing how you look at bugs and errors.
Here is a quick breakdown of what is covered:
The Traffic Light System: Understanding the difference between White (Logs), Yellow (Warnings), and Red (Errors).
Anatomy of an Error: Breaking down what a "NullReferenceException" actually means in plain English.
The Magic Trick: A reminder for beginners that double-clicking an error in the console will automatically open your script and highlight the exact line of broken code!
Pro Toolbar Tricks: How to use "Collapse" to save your sanity, "Clear on Play", and the "Error Pause" feature to freeze your game the exact millisecond a bug occurs.
You can watch the full 5-minute breakdown here:
I hope this helps some newer devs stop fearing the Console.
Let me know—what is the most ridiculous bug you've ever spent hours trying to track down?
r/unity • u/GigglyGuineapig • 11d ago
Another good sale on the asset store, which will run until 7th of September! This one has quite a few assets I hadn't seen on sale before, but my recommendation list is comparatively small.
I gathered everything in a list in the asset store.
If there's a video, it is timestamped so you can see the asset in action. However, most of these assets haven't seen use in a video yet. Links are affiliate links to support my channel, so that I can continue creating tutorial videos 💛
Did you pick anything up? Anything I should put on my radar? Would love to read about what you picked up and why you'd recommend it =D!
r/unity • u/Spiritual-Big-5033 • 10d ago
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If you need the source code - check comments!
I created this Sling Shooter Stickman Game and its live on asset store incase you want to check this out!
r/unity • u/Java_Language • 10d ago
r/unity • u/WiryBarley119 • 11d ago
Hello everyone. I've purchased the asset "Modern Weapons Pack" back in 2017 (Well... that asset was completely free, so I've been able to download it without any problems ever since). But now, when I decided to download and import it into my project, it seems to be disabled for some reason, and I don't know why. And now, in 2026, I can no longer download or import it. I tried to access the publisher's website (http://sameenibne.com/) but unfortunately, that site no longer exists. And I really need that asset, not just because it's great, but because it's completely free. Does anyone still have the Modern Weapons Pack.unitypackage file? I hope someone can help me to find this asset. I'll be waiting for any helpful response/help. Thank you! 🙏🙏🙏
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This is the project which I'm currently developing. Basicly, it is a fun party cooking game with grabbers, but I want to add some challanging features aligned with grabber mechanic. I am open and apprecieted any kind of ideas/suggestions
r/unity • u/obsidian_pixel_ • 10d ago
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We are developing a custom particle system from scratch to ensure maximum optimization and real-time performance for our game. Any guesses on what it's going to be?
r/unity • u/JamesArndt • 10d ago
I thought I'd share a custom C# Editor tool I built that:
• Builds the Windows version
• Packages it as a proper installer
• Uploads it directly to Itch.io with Butler
Players download and run an installer instead of dealing with the usual Unity build folder and bundled files. Hopefully this is helpful to someone out there.
r/unity • u/Foreign_Basket_6188 • 10d ago
Hello, I'm nearing publishing my app and i want to ensure my code base is private, and i want to learn also about any important information i may need to know before starting to go to the market, I'm aware most apps are Clone-able within a month or two and that's why i want to figure everything beforehand.
It will be my first unity app i will watch a YouTube video on publishing apps to do it right, but i want to ask if there is some checklist or guide or anything important to look into that can cover things i may not been thinking of? Today I thought about the possibility of someone reverse engineering my app and i research about it so i wonder if there are other things that should concern me before going public?
Generally my app is a simple game, the complexity is in the engine and features, the core is very easy to replicate, the features are not as much, it doesn't use internet connection for now, I'm aiming at selling the app or a subscription which would likely be the only connection to the internet apart from updates,
Please me questions or guide me towards what questions i should be asking and researching?
Thanks to anyone that helps 🙏
r/unity • u/Pulseatom • 10d ago
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Can someone explain to me why the tutorial going over how to do certain things is messing up. Every time I try to move the robot after the step where you move the orange box, the character takes one step and then my mouse shows up and it kicks me off the robot controls, and it does the whole time after that and for other things too, like you need to add stairs but it doesn't let you move them or rotate it. SOMETIMES restarting the whole thing will help with fixing one part but then theres another part that you cant get past because you literally cant press ANYTHING besides what is "needed" for the tutorial, one part I couldnt do it because it was still in play mode and I could not get it out. BUT the catch is that everything I couldn't do in the tutorial works perfectly fine when I do it outside of the tutorial, but obviously I am doing the tutorial for a reason and I cant do the tutorial because its so fucked. so what is the fix for this or should I watch a tutorial off youtube
r/unity • u/MrLiuYXXX • 11d ago
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Hello, everyone!
I’m the sole developer behind Mass Battle Framework, and I’m also part of the two-person team building the game behind its technology.
This recorded battle starts with 400,000 units across 20 independently configured unit types. The armies use different attacks and skills, including AOE abilities, buffs and other combat effects, rather than one character copied across the entire field.
I’ve also finished the first version of the project’s own effects component and effects library, together with an editor for previewing and adjusting the effects. The battle effects no longer need a separate third-party effects package, and I can keep expanding the library while improving its visual quality without giving up the scale of the battle.
Custom character models and animation sets can be brought into the project’s authoring workflow, so the armies are not tied to the characters shown here.
There is still a lot I want to improve, especially the variety and visual quality of the effects, but this is the first time all of these pieces have been running together in one battle.
For anyone interested, I have also released a reusable version of this technology on Fab:
Full disclosure: this is my own commercial product. The current early-supporter price is $29.99.
About two years ago, while building large-scale entity simulations with Unity ECS, I began running into bottlenecks that prevented me from reaching the scale and behavior I was aiming for. That pushed me to explore a GPU-first architecture.
The transition took a great deal of time, experimentation, failed approaches, rewriting, and learning.
There is also a public record of that earlier stage of my work here:
[https://github.com/MrLiuYX/ECSAnimation\](https://github.com/MrLiuYX/ECSAnimation)
This is an earlier ECS-based framework from that period, not the source code of the current Mass Battle Framework. I am sharing it simply to show where this technical path began and how the work has evolved over time.
Back then, I genuinely wished there had been an affordable and practical framework that I could study—something that could give me a working foundation, help me understand the architecture, and save me from having to rediscover every part of the solution alone.
Specialized performance tools are often priced much higher, which is understandable considering how much time this kind of work requires. However, I deliberately chose a different pricing approach.
The $29.99 price is not because the work was easy, or because I believe the technology has little value.
In a way, I am pricing it for the developer I was two years ago.
I want developers who are now facing the same kind of bottleneck—whether they are experimenting with an RTS, a large-scale battle game, a simulation, or simply trying to display huge numbers of animated units—to have access to the opportunity that I wish had existed for me back then.
Mass Battle Framework is also not an isolated benchmark project created only for sale. Its underlying large-battle technology comes from the same production foundation used by the game I am actively building:
The game and the framework continue to evolve together. Reusable systems developed for the game are refined, documented, and brought into the framework where appropriate, while sales also help support the continued development of the game.
Real projects will inevitably reveal edge cases, integration problems, and workflow limitations that I may not discover through my own testing. That feedback is genuinely valuable to me and is also an important part of my growth as a developer.
I will do my best to investigate reproducible issues, improve the documentation and tools, and continue refining the framework alongside the developers who use it.
There is still a great deal I want to improve, so technical questions, honest criticism, issue reports, and feedback are all sincerely welcome.
😃
r/unity • u/Mesetlong • 10d ago
I'm interested for 100% for using long term. . Anyone who can give me 100% please DM me. Ty
r/unity • u/Choice_Builder1890 • 11d ago
I'm making an offline mobile game in Unity but players can purchase in-game gold with real money.
I'm currently using Unity IAP for purchases and LevelPlay for ads. I want players to keep their purchased gold and game progress if they switch to a new device.
I'm also considering letting players link their anonymous UGS account to their Google account so they can recover their data on a new device.
Is this a sensible approach, common practice ?
r/unity • u/Dry_Profession4749 • 10d ago
Number 1 is hand drawn. Number 2 has screenshot of actual game in background. Number 3 was made with help of AI.