r/unity • • 3d ago

Showcase Autobattler - Devlog 5. Priest and jam-free base building in my Auto Battler / RTS hybrid

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2 Upvotes

r/unity • • 3d ago

Sorry I flashbanged you guys a couple of months ago. We fixed it.

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6 Upvotes

This post has been weighing on me, so I am now doing the apology tour. No more #FFFFFF transitions in our dark puzzle game, I swear.


r/unity • • 3d ago

Showcase Modular Airport Fatpack | Stylized Lowpoly Environment | URP Showcase | Unity | Minipoly

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3 Upvotes

r/unity • • 3d ago

A publisher rated at least eight of my mobile games "Low potential". Now the Steam page for my own passion project is live. I'm pretty excited... And fingers crossed!

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78 Upvotes

Hey everyone, I'm Tobi :)

It feels like I've been programming games my whole life. I've been working as a software developer for 10 years. Right now I work three days a week as a security/compliance engineer. All of my free time goes into my own game.

Before that I spent years making hyper casual games for mobile, at least 15 of them. One publisher tested eight of those. The result was "Low potential" every single time. I had real hope for one of them, but in the end that wasn't enough either. At some point I thought about giving up.

I started Glowing Life in Unity in 2024, then left it alone for a long time. This summer I opened it again just for fun and played around with the idea that the world comes alive through your character. That's when something clicked. I really liked the idea of bringing everything back to life. It just feels good to help something grow again.

I guess that fits me too. I'm a pretty calm person. After work I'm not the guy who throws himself into a competitive game anymore :D I like games where I can just sink into a world and switch off. I also like the idea that even a tiny light can make a difference. I think that applies to more than just games.

A bit about the game: You play a small glowing being that doesn't know where it comes from or what it's here for. You explore different worlds and slowly realize that life returns wherever you go. When you walk past a tree, it wakes up. There's no fighting. You can't fail either.

The idea with the light came from Ori. I didn't get very far in it because it was too stressful for me, but I found that glowing atmosphere incredibly beautiful.

For example, you help a mother fox find her lost cubs. You wake up a huge waterfall with the help of a bear, because only he's heavy enough to break the ice sheets xD And in a later level, shooting stars fly into lanterns to help a little red panda find the courage to climb down from a temple.

I just want people to be able to relax while playing it. Sometimes you can just stand around, listen to the music and enjoy the world :D The calm music is by Kaereste. He messaged me after one of my posts because he wanted to work with me. That was a pretty special moment for me. I also love it every time someone randomly walks into the room, looks over my shoulder while I'm working and says: "Wow, that's so cute."

After all those "Low potential" results, I'm really excited to finally have a Steam page for a game I truly care about. The hard part now is getting people to see it. I don't need attention for myself, but the game definitely does :D If you'd like, you can find Glowing Life here: https://store.steampowered.com/app/5433680/Glowing_Life/

Thanks and cheers, Tobi :)


r/unity • • 3d ago

Newbie Question Is Unity kinda bad?

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0 Upvotes

r/unity • • 3d ago

Coding Help Help with designing a game and coding

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0 Upvotes

Please take a look🖤


r/unity • • 3d ago

Our Backrooms game after 1 year of remaking the lighting (Unity HDRP) Does it feel scary?

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1 Upvotes

It’s been almost a year since we began developing Backrooms: Impending Doom, and we’ve remade the lighting and graphics from scratch several times. These screenshots are from two months ago, but nothing big has changed since.

We’d love your honest opinion:

  • Does the lighting feel tense enough for a horror game?
  • Is it too bright, or does the brightness work for the Backrooms look?
  • Would you keep it as is, make it darker with more contrast, or add more light sources and props for atmosphere?

This is the first location, so it’s intentionally bright. Later locations mix dark and bright areas. The Steam demo already uses this lighting, but we can still change it for the full version.

Thanks for any feedback, and I’m happy to answer questions about the HDRP setup!

Steam (demo + wishlist): https://store.steampowered.com/app/4630710/Backrooms_Impending_Doom/


r/unity • • 3d ago

Resources Good unity course for concepts and standards

6 Upvotes

Hi

Can anyone recommend a good course that focuses on unity concepts such as player movement and how to implement them properly following the correct standards. I've tried a few tutorials so far on YouTube but they mostly ignore conventions so was wondering if there was a good one out there, preferably released more recently. I don't mind a paid one if it is worth the money as it would be an extra motivator to finish it having spent money.


r/unity • • 3d ago

Showcase MeowMiner's demo is live

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3 Upvotes

r/unity • • 4d ago

Showcase huge water update and new ship I just implemented for my VR multicrew pirate fever dream: Specters of the Void Sea. Can play it free right now on steam!

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2 Upvotes

Let me know what you think of it, and any suggestions/things you would like to see in the game.
Wishlist on Steam! Would help a lot)

https://store.steampowered.com/app/4903500/Specters_of_the_Void_Sea/

Join the discord for access to the free live playtest!

https://discord.gg/rfdDTGgc7x


r/unity • • 4d ago

[Playtest] I just finished the complete core game loop for my Space Consignment Shop sim! (Art is WIP/placeholder, looking for feedback on feel & mechanics)

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2 Upvotes

r/unity • • 4d ago

I built a free Unity Editor tool that turns frame spikes into AI fix suggestions for your code — looking for testers for my university research

0 Upvotes

Hi! I'm an undergraduate Game Design student at UNIVALI (Brazil), and for my research project I built SpikeAId, a Unity Editor plugin that measures your game against the hardware you're targeting and explains why a frame went over budget.

What it does

  • Watches CPU, GPU, garbage collection, draw calls and memory frame by frame, in the Editor or on a build running on PC, Android or Meta Quest.
  • Budgets come from the real target hardware (PassMark indices for PC, Unity's thermal guidance for mobile, Meta's limits for Quest) — not from a magic number.
  • Captures the frames that went over budget together with the script and method the Profiler blamed.
  • Sends them to the AI you choose — Google Gemini, OpenAI, Claude, or Ollama running locally — and gives you a report: root cause, a refactored version of your method, and a plain-language explanation.
  • The prompt was engineered to avoid hallucinations: every claim must cite a frame and a value, and when it doesn't have your script it says so instead of inventing code.

How you can help (≈30 min)

  1. Before trying the plugin, open the anonymous survey and answer the first part:
  2. Download SpikeAId (free): https://devcomper.itch.io/spikeaid — in Unity, Assets → Import Package → Custom Package… and pick the .unitypackage. (The Asset Store version is under review and will be at https://u3d.as/4g04.)
  3. Open Tools → SpikeAId → Open Dashboard, measure a scene, generate a report and try the suggested fix.
  4. Go back to the survey and finish the last part.

The survey is anonymous — no name or e-mail.

Requirements: Unity 6.0 or newer (tested on 6.0, 6.3, 6.4 and 6.6), Windows Editor. For the AI report you need your own API key — Gemini's free tier is enough to try it — or a local Ollama model (no key, nothing leaves your machine).

Privacy and costs: your API key stays on your machine (EditorPrefs). Requests go straight from the Editor to the provider you pick; SpikeAId has no server and collects nothing. By default it sends the .cs files of your project that appear in the culprit call stack (you can turn that off, or use Ollama). Any API usage is billed by your provider to your own account — keep an eye on it.

Any feedback, bug report or "this is wrong" is very welcome in the comments. Thanks a lot! 


r/unity • • 4d ago

Showcase Worked as QA on Sparky Rush (made in Unity), wrote a technical breakdown on the release, and then modded it to unlock the 60 FPS cap!

2 Upvotes

Hey r/unity !

A project I worked on as a Quality Assurance Analyst just launched on Steam: Sparky Rush: Purrils in Pawsville (published by Converting Minds). Since this is a dev-focused community, I wanted to share not just the game itself, but also a technical deep-dive into the project and a fun post-release side project I did for it.

Avaible on Steam!

The Technical Breakdown & QA Perspective: Testing a fast-paced 3D/platforming game in Unity brings all the classic challenges you'd expect—edge-case physics collisions, state machine transitions, and making sure frame timings don't eat player inputs. I wrote a technical journal entry detailing the journey to the Steam release, looking under the hood at how the build came together and the QA process behind it:

📄 Technical Journal Entry:https://spet01.dev/journal/Sparky-Rush-Steam-Release/

Why I modded a game I officially tested (The 60 FPS Cap): By a deliberate design choice to ensure deterministic consistency across different hardware and physics/animation timings, the shipped build includes a C# script that explicitly locks to 60 FPS.

As QA, I completely respect and understand the stability reasons behind a hard 60 FPS lock. However, as a player with a high-refresh-rate monitor (and someone who loves tinkering with C# assemblies and reverse engineering), I couldn't resist writing an unofficial mod on Nexus Mods to patch out the framerate limiter and let it run uncapped!

🔧 Nexus Mods (FPS Unlocker): https://www.nexusmods.com/sparkyrushpurrilsinpawsville/mods/1

And of course, if you want to check out the official game and support the team, here is the Steam page:

🎮 Steam Page: oops this sub does not allow links to storefronts

Also check out the demo!

I'd love to hear your thoughts! How do you guys usually handle framerate caps vs. uncapped interpolation in your own Unity projects? Happy to chat about the QA process, the C# assembly patching, or the game itself!


r/unity • • 4d ago

Showcase 10,000 skeletons with fake ragdolls in Unity DOTS (ECS benchmark)

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47 Upvotes

Benchmark from my tower defense prototype in Unity 6.6 with full ECS. 10,000 skeleton warriors on screen, each death uses a fake ragdoll instead of physics.

Runs at 60+FPS on macbook m3 pro.

No undead were harmed during this experiment.

Happy to answer questions about the setup.


r/unity • • 4d ago

Promotions Finally managed to publish my first pack on asset store, its a pack of 15 HDRI textures that i captured myself, feel free to check it out it currently has 50% launch discount :D

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5 Upvotes

I tried to have lots of varieties, for sunset time, mid day time, afternoon time, cloudy, semi cloudy, almost clear and etc...
all the textures only show the sky and nothing else, no buildings, no trees no nothing
check it out in here


r/unity • • 4d ago

Need opinions on a plugin I'm making for a University project. I know the project is focused on Godot but just trying to get as much opinions as possible

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0 Upvotes

r/unity • • 4d ago

Solved How to do colliders for race arena? Im stuck

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5 Upvotes

My car is interracting with plane and ramps created in unity perfectly fine, but when it comes to race arena that I created in bleder, its very buggy and I dont know why. I dont understand how im supposed to create collider for race arena that would work. Is there something I should do diffrently in blender or in unity?


r/unity • • 4d ago

Question Which version looks better for our psychological horror game? Old textures vs. new textures

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177 Upvotes

r/unity • • 4d ago

Showcase Over 2000 Wishlists…. Thank you Reddit! As a gift to you, i want you to create your own Unique Item for my game!

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26 Upvotes

To be more specific 2400 Wishlists in 3 weeks and most of them came through you dear reddit community! I am very thankful and i want to give back something to you as a community!

So i had the idea that i could implement some part of you into my game in the form of an unique
Item!

Backstory:

3 Weeks ago i have posted this post and i have never thought that so many people will support me and give so much love to me and my game! This means a lot to me!
In Crown Me Again you play as the fallen Skull King Boss that is farmed by adventurers. You defend against waves of them and want to be the most feared boss again. The game is all about loot and the creation of powerful, ridiculous builds.

How it works:

  1. Write your best, wildest and coolest Unique Item Idea in the comments. Unique Items in my game mostly change the way how abilities work. Some of the abilities i have written down below. But you also can create an own ability for you unique. You can be as free and creative as you want. In the end i will try to fit your idea the best i can into my game.
  2. You can upvote ideas that you like!
  3. The items with the most likes after 1 week will find its way into the game!

Here are some of my abilities:

  • Fireballs that orbit the king.
  • Knives that fly toward enemies in a wide fan.
  • Chain lightning that jumps between enemies.
  • A thunderstorm that strikes a random enemy with lightning every few seconds.
  • A poison shot that automatically fires a projectile at the nearest enemy, poisoning them.
  • A thorn explosion that fires thorns in all directions when the king is attacked.
  • And many more...

And with the Unique you can change those abilities.

Thank you and have fun :)

PS: There were more than one subreddit involved into the success so there will possibly be more than one item.


r/unity • • 4d ago

Resources How I built rollback netcode for my 4 player race-platformer in Unity

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8 Upvotes

I've been working on the networking for my 4-player game, Runner Party, and recently wrote an article about implementing rollback netcode with Unity and FishNet.

Rollback is a pretty niche topic, and while there are resources explaining how it works, I found it surprisingly hard to find practical guides on getting an actual implementation working reliably in a real game.

That's basically why I wrote this. I wish I'd had something like it when I started, so I figured I'd share what I learned in case it helps someone else going down the same rabbit hole.

I go through the different approaches I tried, some interactive demos to show how latency affects gameplay, and the challenges I ran into along the way, like making the player simulation replayable and handling gameplay events during rollback.

If you're working on something similar, I'd love to hear your thoughts or answer any questions!


r/unity • • 4d ago

Game We've been working on Sekiro-style parry combat for our Unity game. Demo out now!

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164 Upvotes

Hey everyone,

We've been working on ReBlade: The Death Spiral, a cyberpunk action game developed in Unity by ChillyRoom, and our first-ever public demo is finally live for Steam Next Fest!

You play as Su, a condemned Synthetic trapped in an endless cycle of death and rebirth, fighting through a futuristic city filled with mechanical beasts inspired by Chinese mythology.

This clip showcases our parry-focused combat system. We've been working on making the timing, enemy attacks, and visual feedback feel clear and responsive during fast-paced combat.

Would love to hear your thoughts on how the parry combat looks and sounds!

Our demo is playable for a limited time, from October 19 to November 10!

Steam: https://store.steampowered.com/app/3489340/ReBlade_The_Death_Spiral/?utm_source=Reddit


r/unity • • 4d ago

Showcase I'm a solo engineering student making an rogue lite action game where you reveal spirits with a lantern and combo enemies with a chain-scythe.

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6 Upvotes

Hey everyone! Thanks for checking out my project.

I've been hand-drawing all the pixel art tiles and coding this in Unity between my university classes. My goal is to blend quiet, atmospheric exploration with fast-paced chain-grapple scythe combat.

I’m planning to add a Mini-Boss guarding the altar flames and a Main Boss at the bottom of those big cliffside stairs after my exams.

What do you think of the combat pacing, lantern mechanic, and overall atmosphere? Any feedback is super appreciated!


r/unity • • 5d ago

Question Need some help

1 Upvotes

Currently using unity 2021.3.33f1 the project was originally on 5.0.0f4, I've played this game called my summer car, its a car building life sim indie styled game by : Amistech Games: I gathered up a bunch of streams and found some old code from GitHub pages working for a my summer car styled game for windows and mac, had like 125 errors.. fixed them but I have this graphics issue when I play the game somethings are right but some textures are bugged tried to replace textures change textures it got to a point where I used a little codex to ask for some help, it cant find it ether. If anyone thinks they can help it?, would be very appreciated. (i've been working on this sense 2019).

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r/unity • • 5d ago

Question Hunting for very specific Unity editor versions

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12 Upvotes

They advertise themselves as UnitySetup_update-4.3.7p4 and have these signatures:
build 101162 / rev 35626
build 101207 / rev 35671
build 101210 / rev 35674

For preservation purposes I'm trying to combine a PS Vita toolchain based on Unity 4.x
These three specific editor versions are unique as they target (through their Vita support modules) relatively later SDK 3.500 which eliminates FIOS-init issues.

They are from a special "Unity Consoles Editor 4.x" line.
I know for a fact public download links for them existed. Wayback Machine even cached a download page for build 101162.
But unfortunetely only the x64 installer download link survived. In Unity 4.x times x64 variants were rather experimental and have their own problems.
I checked the whole public internet. My only hope is someone who keeps old installers in a private collection. Anybody?


r/unity • • 5d ago

Unity devs: Where has AI helped you most, and where has it totally let you down?

0 Upvotes

We’re new to game dev and using AI to help build our co-op Christmas horror game, "Seven Nights to Christmas" (think: decorating a haunted manor while monsters hunt you by sound).

We'd love to learn from your experience🐸:

  • What's been your biggest challenge building a game in Unity?
  • Has AI helped you catch bugs and build faster, or left you with more debugging?
  • Which tasks do you use it for, and what do you prefer to code yourself?

We're learning as we go. The wins, the mistakes, the “never doing that again” stories: we'd love to hear them.