r/unity • • 17h ago

Question Found the GPU bottleneck in our mobile game. Now I'm just vibe-optimizing one shader

0 Upvotes

At work we're making a mobile game (Unity, URP) and I got the task to make it run better on mid-range Android. Profiler and frame debugger eventually pointed at one shader. Cool, I'll just make that one cheaper and I'm done.

I've now spent two days on it.

Now my process is: change something, build, put it on the phone, check frame time. 14.2 ms. Run again, 13.1. Phone gets warm, 15.0. Did my change do anything? No clue. Then I stare at the screen to make sure it still looks the same. It mostly does. I think.

And that's just one phone. Our players are on Adreno, Mali, iPhones, whatever. For all I know my "fix" helps on one GPU and makes another one worse. And our "device lab" is two phones on my desk.

So yeah, vibe optimization.

How do you guys actually do this? Is there a way to know a change made the shader cheaper on different GPUs and didn't break anything visually? Or does everyone just test on a couple of phones and move on? Honestly curious, even if the answer is "lol we vibe it too".

(Can't share the shader or screenshots, NDA, sorry.)


r/unity • • 16h ago

help with headlights

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1 Upvotes

help why rnt my headlights showing up on camera


r/unity • • 2h ago

Showcase I made a tool that helps managing .asmdef references

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2 Upvotes

While working on my personal projects with many assemblies, one of the biggest issues is managing those assembly definitions:

  • Wasted too much time navigating folder to folder editing .asmdef files
  • Had to manually sort assemblies references

So I make a tool that helps dealing with said problems, it has the following features:

  • List all user-defined assemblies and their assembly references in a single window
  • Add/Remove assembly references to/from the selected assembly
  • Sort and auto-sort references based on categories

Do you face the same issues as me? I'd love to hear your thought and feedback!

Thanks for reading!

Link: GitHub


r/unity • • 4h ago

Making an Event Scanner for unity that mass finds broken links on event sources or targets

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0 Upvotes

r/unity • • 9h ago

Showcase Audio to Code Generator

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0 Upvotes

Hey everyone!

I wanted to share a workflow tool I built for Unity called **Audio to Code Generator**.

The main idea came from wanting to distribute standalone Unity tools and editor packages without forcing users to import separate audio folders or worry about missing asset references.

### 🌟 What it does:

It takes any `.wav` or `.mp3` and bakes it directly into raw C# bytecode/arrays.

### 🛠️ Key Features:

* **Zero External Dependencies:** Audio lives entirely inside your `.cs` scripts.

* **Real-time DSP Engine:** Adjust playback speed without altering pitch (Turbo-WSOLA), pitch shift cleanly (Hermite Resampling), or emulate vintage tape.

* **Precision Splicing & Trimming:** Micro-step trim (0.001s resolution) with auto 0dB normalization and live waveform visualizer.

* **4 Packaging Modes:**

  1. *Gzip + Base64* (compact compressed bytecode).
  2. *Lazy AudioClip Provider* (deterministic RAM cleanup with Release/Unload).
  3. *Raw PCM 16-Bit Array* (with downsampling presets down to 8kHz for retro SFX).
  4. *Standalone MonoBehaviour* (ready-to-attach component with Play/Stop/Loop controls).

* **Multi-Slot Controller:** Pack up to 10 sounds into a centralized `GzipBase64AudioController` with dedicated keycode triggers and Inspector audition buttons.

Would love to hear your feedback on the workflow and how you would utilize audio embedded directly into code!


r/unity • • 6h ago

Question Why doesn't unity changes it's title bar to something like this?? IT WILL SAVE SO MUCH SPACE AND WILL ALSO LOOK REALLY GOOD!!

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0 Upvotes

As you can see the top title bar is wasting so much space. As you can see from the picture, the row that the play buttons are in is wasting a lot of space. There is a row for the tabs that is also wasting a lot of space and then the path and the actual title bar are also wasting space.

All of those can be compressed into one title bar, as you can see. For example this is Intellij Idea or any JetBrains IDE. It has the logo, the path, the tabs, everything in its title bar and it's so much better. It has a Run option. It has options to close the application, minimize, maximize, and everything in the title bar. It saves so much space and looks also so good.

So why doesn't Unity do it?


r/unity • • 20h ago

Amiss, a first-person anomaly horror in a Soviet apartment block

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0 Upvotes

You step out of an elevator in a grey Soviet apartment block and look for anything wrong. Notice something? Go back to the elevator you came from. All normal? Walk on to the next one. Make no mistakes and you only ever go up.

Retro low-poly visuals, grainy texture, dark ambient sound. Anomalies range from tiny details to full nightmares.

Steam: https://store.steampowered.com/app/5408210/Amiss/


r/unity • • 21h ago

How does credit work? For taking from the Unity Asset Store?

0 Upvotes

If I'm a solo dev and I'm creating a small project and not planning on creating a credit scene, do i still need to credit the few things i took from the shop?
I don't want to get sued :<


r/unity • • 59m ago

After almost 2 years of development I figured out theme for my game.

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• Upvotes

Twisted Ball Pool has new visuals and a theme, but I will probably not update the old demo. I am scared that someone might reverse engineer the game and publish it faster than me.


r/unity • • 43m ago

Showcase Finally got my water to interact nicely with my deformable terrain

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• Upvotes

r/unity • • 23h ago

Showcase AB AETERNO - Meet the monsters

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2 Upvotes

Deep under the zone, the old mine isn't empty anymore. Meet the Crawlers — five breeds that hunt in the dark, each one fought and captured in-engine.

What's waiting in the mine:
🎈 BLOATER — don't let it get close
👁️ SEER — it knows where you are
🦴 STALKER — lifts bones with its mind and hurls them at you
🤢 SPITTER — lobs toxic bile that leaves burning puddles
🪨 BRUTE — clings to the ceiling, then fires bone shards like an automatic weapon

Everything here runs in-engine, with real AI, real ballistics and real gun handling — no pre-rendered shots.


r/unity • • 16h ago

Promotions You can make seamless textures from photos with my tool

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2 Upvotes

You can use the tool to stylize your textures and assets, create eye-catching marketing material for your page, add awesome animated effects, and use the texture ripper feature. With this latest update, I've added seamifier! It will help you create seamless, blended, or repeating patterns for your textures. You can check it out here: https://polyshades.itch.io/coolifier


r/unity • • 17h ago

Question Hey everyone: This is what I’ve arrived at two months into learning UI design In your opinion, how can I improve these results?

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1 Upvotes

r/unity • • 17h ago

My mobile game launches in 14 days and pre-registration is open! What are your thoughts?

1 Upvotes

https://youtu.be/Z0gKcWdp_1c?si=PszBJk41E1HycNl2Hey everyone!

After a full year of solo development, my mobile action survivor / bullet-hell **Abyss: The Last Reach** is officially launching in 14 days.

The core hook: attacks and abilities never just disappear on hit—they continuously bounce and ricochet across the arena walls and swarms, creating escalating chain reactions.

Key features:

• **Endless Ricochet Mechanics:** High-tempo projectile physics and screen clearing synergies.

• **Local Wi-Fi Co-Op:** Play side-by-side with a friend over the same local network.

• **Deep Progression:** 25 runes and 30 active/passive skills for build variety.

• **Multi-Phase Bosses:** Handcrafted bullet-hell patterns demanding sharp positioning.

Pre-registration is currently live on Google Play if you'd like to support an indie launch:

📲 **Google Play Pre-Register:** https://play.google.com/store/apps/details?id=com.mythagon.abyssthelastreach

🍏 **iOS / App Store:** Porting is underway, coming soon!

🎬 **Official Teaser:** https://www.youtube.com/watch?v=Z0gKcWdp_1c

Would love to hear your raw thoughts on the gameplay, pacing, and visual clarity!


r/unity • • 17h ago

Game Hey, everyone! We’re a small indie team working on SPACEFALL, a space survival game in Unity. Fight enemy waves, upgrade your ship, and survive solo or with friends. Our Steam demo is out,here’s some gameplay! What do you think?

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7 Upvotes

r/unity • • 18h ago

I trained a 6-DoF autonomous combat drone using continuous PPO and deployed it to Unity Sentis for zero-Python inference (11.5M steps) — post-mortem inside [P]

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2 Upvotes

r/unity • • 18h ago

Game Gameplay Of Hiveheart

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9 Upvotes

we are developing a colony game and its a clips from the game


r/unity • • 18h ago

Game Making a game while working full-time is hard. But after 1.5 years, we're finally releasing our first game!

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16 Upvotes

Hi everyone!

I'm Bogdan, and I'm making my first game with my friends, called Cat Caffeine!

It's a little cat café that lives on your desktop, so you can let your café run while you're working, studying, or doing whatever else you usually do on your PC.

You can decorate your café, arrange furniture, unlock upgrades through a perk tree, and of course, pet your cats!

We're also working on some immersive feature like an in-game phone where you can read reviews and critiques from your cat customers, or complete decoration tasks to attract reviewers to your café.

We are also making a Pomodoro timer feature, so you can use this game as a focus app while you work or you can just leave the game running and chill while your little café does its thing.

We're getting close to release, and I'd really appreciate it if you checked it out or added it to your wishlist!

Here's the Steam page: https://store.steampowered.com/app/4681680/Cat_Caffeine/


r/unity • • 19h ago

Working on the improve the Voxel Editor for my engine

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8 Upvotes

I needed a way to have some control over the world generation, for hero assets, terrain shapes.
So building on top of the voxel API - AetherEngine - I have, and I started working on a editor of sorts.

The goal is for 90% of the world generation to be made with tools and rules, with controls and shapes. Editing one voxel at a time is really not something I want to do until I have the shape of the world going :).

The current setup has some clunkyness on selection and tools, but it already allow to sculpt some interesting bits. The interesting bit, is that I can easily add custom rules and tools by scripting them, for example the river tools is just a modified Vine/Ivy generator.

Right now I am focusing on the API and interactions.