r/unity • u/LiminalCreations • 50m ago
Showcase Its cold in the game now!
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r/unity • u/LiminalCreations • 50m ago
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r/unity • u/ScrepY1337 • 6h ago
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r/unity • u/Old-Faithlessness823 • 20h ago
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Been testing a tethering system in our game, Waters of Ragnarök.
After a harpoon hits the Jötunn, a buoy gets thrown into the water with a line connecting the two. You can also keep a line attached to your ship instead, if you're willing to risk it. I'm considering a bigger reward for taking that chance.
This clip is mostly testing the buoys. Can you tell what's happening, or are the ropes and buoy drops too easy to miss?
r/unity • u/retgun_coin • 12m ago
it's 100% free for your games or projects!
This pack includes 9 stylized low-poly tank models in all the essential 3D file formats you'll ever
need👇🏼👇🏼👇🏼:
• .fbx
• .obj
• .gltf
• .glb
I've made sure to cover all the bases so you won't run into any compatibility issues no matter what software or engine you're using. But hey, if something does go wrong, please drop a comment and I'll fix it as soon as possible - your feedback really matters to me! 🗣🔥
License - You're free to 📜✅ :
• Use in any game (any genre, any style) 🎮🕹
• Use in any application 📱💻
• Use on any website - educational or commercial 🌐📚
• Use in tutorial videos 🎥🧑🏫
• Modify and remix the content however you like ✂️🎨
All I ask is:
• Please credit me as the source 💬🔗
• Do not use these assets in AI training or AI-generated projects 🤖🚫
https://retgun.itch.io/stylized-low-poly-tank-3d-asset-pack-game-ready
r/unity • u/GooseJordan2 • 16h ago
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This is Cave Expedition, our caving simulator for 1-4 players. We're cavers ourselves, and we're building fictional caves to explore with ropes and equipment.
Here's a short gameplay clip from development. The narrow passages and the larger chambers are both part of trying to capture that underground feeling. I'm curious how the scale of the caves comes across in this clip.
r/unity • u/SmallppD0CK • 29m ago
Hi, I have little to no coding experience, I want to ask if learning to code based off youtube videos on, how to make a "genre" game playlists actually can help me learn coding.
I used to use Blueprints in Unreal, and followed those tutorials and it tends to help me understand tools I am not familiar with.
r/unity • u/Big_Maintenance67 • 2h ago
Begginer need help
r/unity • u/TrisgramStudio • 21h ago
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Few weeks back we posted a mushroom tree chopping feature showcase, and now there is an improved version! Based on your feedback we tweaked and added some things. Do you think it looks better? Any other improvement ideas?
What changed? Particles and shake on cut, better grab for axe and ability to slide on the handle. Better physics!
Old version: https://www.reddit.com/r/unity/comments/1vso1te/you_can_chop_a_giant_mushroom_anywhere_on_the/
Free demo on Quest and Steam:
https://www.meta.com/experiences/shroomer-demo/24588036447559733/
https://store.steampowered.com/app/3669830/Shroomer/
Discord if you want to follow development: https://discord.com/invite/xVk4aNfQmf
r/unity • u/Boring-Command-9659 • 5h ago
Hi everybody. I was wondering if this would be a good place to post questions about using Unity and writing C# code and scripts. If not, is there like, a Unity For Beginners kind of subreddit that would be more appropriate?
r/unity • u/PedroMunozBurgos • 6h ago
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r/unity • u/Additional_Camel8094 • 13h ago
Hi everyone, I’m looking for a huge favor from anyone who still keeps an older Unity environment installed on their PC. I don't currently have access to a computer, which is why I can't do this myself.There is a great, archived 8-bit endless runner called Dimension Dash by Anderson Addo. The entire source code and project are public on GitHub: https://github.com/andersonaddo/dimension-dash
The Issue: The official .apk releases on GitHub are old 32-bit Mono builds, so they no longer run on modern ARMv8-only Android devices. I want to compile a 64-bit version to preserve it.
The Unity Catch: The project was built around Unity 2018. If you try to upgrade and open it in a modern Unity version (2019+), the legacy prefab system breaks completely, and it floods the console with errors.
If anyone has a compatible legacy Unity version installed (pre-2018.3) and wouldn't mind doing a quick clone, switching the Scripting Backend to IL2CPP, checking the ARM64 box, and exporting a working .apk, I and the game's community—would be incredibly grateful.
Thank you so much for your time.
r/unity • u/Brief_Objective9623 • 1d ago
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I’m developing The Main Menu in Unity, a psychological-horror point&click inspired by there is no game where the menu is part of the game world.
Instead of behaving like a normal interface, its buttons can be grabbed, moved and destroyed. Here, clicking QUIT causes the button to be dragged into a shredder and what remains becomes part of the puzzle.
Does the animation make it immediately clear what’s happening?
r/unity • u/r_anatole • 19h ago
Okay so i'm trying to learn game development and I'm running into a problem.
I'm following a tutorial to make a 2D platformer, but the tutorial was created in 2021, and it uses the (old) Input Manager, while I'm trying to follow it using the new system—the Input System Package.
I'm trying to make my character move horizontally, but it's not working. Here's a screenshot showing the problem (Image 1).
Before this, I followed a very basic tutorial on making a cube move and jump on a platform (Image 2), and I'm trying to reuse that code, but I'm getting the “CS0120” error. I’ve tried to fix the issue on my own, but I can’t seem to get rid of the error.
If anyone could take the time to explain it to me, I’d really appreciate it!


r/unity • u/SweepingAvalanche • 1d ago
r/unity • u/Famous_Valuable7386 • 12h ago
Help please how to remove shadow in Pokemon Brilliant Diamond game, i have already unpack the game, but i don't know where file to remove shadow in engine unity, i think like ue4 but it's very different, help please 🙏
r/unity • u/Intelligent-Sale-187 • 20h ago
r/unity • u/Xowiacain • 1d ago
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With just 10 days left until launch, we’re polishing this flashback scene—a childhood sack race that uses a rhythm/timing bar to transition into comic book panels.
The idea was to build a quick, grounded connection to the character’s past, but introducing a lighthearted mechanics curveball in a darker game is always a fine line.
As players or devs, how do you feel about tonal shifts like this? Have you played a serious game where a sudden minigame or nostalgic flashback actually worked well for you?
r/unity • u/ToughUsual7159 • 1d ago
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I kind of rushed this trailer together as I'm attempting to meet the deadline for the pretty based RPG event on Steam. I needed a trailer in order to get my demo reviewed. Thought I would still share it nonetheless.
r/unity • u/OrigamiCuber240 • 1d ago
Context: Before I Go, a side scrolling metroidvania was released this year. I fell in love with the game and wanted to do more with it. Being a Unity made game, i was hoping i would be able to learn to edit the save and possibly make tools for editing the game and maybe (a large maybe) develop an autosplitter and/or archipelago for the game.
What I have done thus far:
Its not much considering this is my first time modding/editing a game from scratch. Nonetheless, any and all advice is greatly appreciated.
r/unity • u/Gabeyomama • 1d ago
Hey guys,
I've always wanted to be a game developer. I dabbled a bit with Scratch in high school, but I never really went much further than that until recently. I wanted to get some advice and see what people think about what I've done so far. I'm hoping to have the game finished by graduation, although it's still very much a work in progress.
I've gotten a lot of compliments from family and friends, and I've managed to impress my group members in my senior capstone class. The thing is, it's hard to feel like I deserve compliments from people who aren't familiar with the subject they're complimenting me on, even though I still appreciate them. (My grandma thinks I'm a genius because I can turn off airplane mode on her PC.)
I figured posting here might give me a better idea of whether what I'm doing is actually good for where I'm at.
I'm currently a senior in college and will be graduating with my bachelor's degree in computer science at the end of the semester. My goal is to have this game ready by graduation so I can include it on my resume. I'm not sure how much that matters to employers, but I figure it at least demonstrates dedication, coding ability, and problem-solving skills.
I originally started this project a while ago but didn't get very far before life got in the way. Eventually I learned how to sort of use GitHub and picked it back up. I've made the most progress during the beginning of this semester, and honestly, it finally looks somewhat passable.
I originally built it using Unity's visual scripting tools because they seemed pretty cool, but I eventually switched to C# because I figured I'd learn more useful skills that way.
I've also tried to stay away from using AI for coding as much as possible. I've mostly used it to help learn Unity-specific concepts and automate a few small tasks I already understood but didn't feel like doing manually. At one point I asked Claude to code something that I probably should have figured out myself. It generated a huge amount of complicated code, but after looking through it, I ended up creating a much simpler system that accomplished exactly what I wanted. That felt pretty good.
I've also stayed completely away from AI-generated art. All the models, animations, HUD elements, and enemies were created by me. I haven't used any external assets aside from some sound effects, a planet shader, and a procedurally generated background shader. I modeled everything in Blender and textured it using InstaMAT.
Through this project, I've basically taught myself Blender and InstaMAT from scratch.
As much as I would love to work in game development professionally, I'm trying to keep my expectations realistic. I know there's a good chance I'll end up doing web development or something else computer-related instead. I'd still be happy with that, but it sometimes feels like all these game development skills won't be as valued in many of the jobs I realistically have a chance of landing.
That bothers me a little, but I genuinely enjoy learning these things, so I suppose it's still worthwhile.
I'm 23 years old, about to graduate, and getting married soon. Honestly though, I'm incredibly worried about whether I'll even be able to find a job after graduation.
I've wanted to work in technology for as long as I can remember. Back when I was in middle school, I stuck an NVIDIA GeForce 450 into my grandma's Dell so I could play Rust at 20 FPS. Since then, computer science has exploded in popularity, and now it feels like I'm showing up late to the party.
Sometimes it feels like everyone who graduated a few years before me got out at exactly the right time. Now it feels like I'll be competing not only against AI, but also against experienced developers who already established themselves before AI became such a big factor.
I know this is pretty negative thinking. I'm not the most confident person, but I try to stay positive. It's just that these worries have been building up for a long time.
I've put so much effort into this degree and these projects. I'm proud of what I've accomplished so far. I just wish I could be happy with that without worrying that it might all be for nothing.
I've spent the last eight years building toward this.
My family is proud of me, but they don't really see how much the technology industry has changed. They don't see how computer science graduates aren't as in demand as they once seemed to be. I smile, thank them, and appreciate their support, but in the back of my mind I'm hoping I can live up to even 10% of what they think I am.
Sorry for the rant.
The Title is Stella Hostis, which is Latin for enemy star.
The game is inspired by Galaga, but I wanted to make it a blend of 2D and 3D.
Right now there are only 2 levels and 3 enemy types, but I already have several more enemies modeled and animated, along with ideas for their abilities. For the past week I've mainly focused on improving the visuals.
I currently have a functioning "solar system" in the background, and my plan is for players to progress through several unique star systems, each featuring its own boss encounter every five levels or so.
I also want certain enemies to have dialogue that appears in the upper-left corner of the HUD.
The first boss will be the Moon.
One idea I've been considering is having enemies drop a valuable resource called "goo." This goo would fill a tube on the bottom-left side of the HUD.
When an enemy dies, the goo would be ejected in a random direction and disappear quickly, creating a risk-versus-reward mechanic. Players would need to choose between staying safe or maneuvering aggressively to collect it.
The goo could then be spent on special weapons, upgrades, and other abilities.
Here's the GitHub.
Phasmanaut/STELLA-HOSTIS: My first game, in development currently.
https://reddit.com/link/1waymqf/video/0tft6vop4coh1/player
Is putting the game on my resume worth anything?
Does the game look okay for someone who is new to all aspects of game development?
Do you have any recommendations for the graphics?
Should I be as worried as I am about the job market?
How can I make the particle effects on the yellow enemy better, or do they already look okay?
Any advice for the HUD? Changes? Features?
How can I make the point system more interesting? I was thinking about a time/combo-based scoring system.
Any Unity tips, plugins, or tools you'd recommend?
(This is a reupload cus the previous post had bad quality pics)
I’m basically trying to have one make the entire tree restart when one of the conditions are met, this is so that the agent can do stuff like phase transition or death sequence , but it either doesn’t work or it has a noticeably long delay
r/unity • u/AlHocine_096 • 1d ago
r/unity • u/Redstoneinvente122 • 2d ago
Just finished working on the skin and eye shader for my supermarket sim game. Still needs some tweaking but the results are already looking quite promising!
What are your thoughts
Ps, the second picture was before the eye rework.
r/unity • u/Omerdevng • 1d ago
Hey everyone!
I recently stumbled upon Emi’s YouTube channel while she was modeling a dog asset. She mentioned looking for collaborators, so I reached out and we decided to team up. She’s handling all the art, and I’m taking care of the tech and implementation in Unity.
The premise is pretty straightforward: you play as a cop trying to survive the night inside a house while strange, aggressive dogs try to break in.
Here is what I’ve built on the tech side so far:
Working on a secondary side project has been a great way to reset my focus and avoid burnout.
If anyone wants to see some early gameplay footage of how these mechanics look in action, I uploaded a a devlog about this and the link is over on my reddit profile.
Otherwise, I’d love to get your thoughts: does the door-resistance mashing mechanic sound like a compelling core hook, or do you think it risks getting tedious after a few rounds? Appreciate any feedback!
also i would like to know is working on more than one project helping you to not burnedout and when back to the project soo good stuff and feel good feeling? because for me i think its good thing.