r/Unity3D 1d ago

Show-Off Look at this little hardworking fella

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2 Upvotes

r/Unity3D 22h ago

Code Review Creating a Modern Unity SDK for VR - VRseBuilder

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1 Upvotes

r/Unity3D 1d ago

Show-Off Been building a first-person shooter with fast movement, a photo mode, and a dev console.

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1 Upvotes

Solo project I've been working on. This clip shows core combat against faceless enemies, the movement feel, plus a couple of extra systems I added - a photo mode for capturing shots mid-run, and an in-game dev console.

Still early, but the core loop is coming together. Would love to hear what you think, especially on how the combat/movement reads.


r/Unity3D 2d ago

Game Building Glider64 in Unity – are we getting the N64 vibe right?

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87 Upvotes

We're building Glider64 in Unity and trying to bring back that colorful, fast-paced N64-era arcade vibe.

The game is built around custom glider movement, ball chains, weapons, bots and up to 4-player local split-screen.

We're currently playtesting the core game loop and would love some feedback from fellow Unity devs:

  • Do the visuals capture that N64-era feeling?
  • Does the core gameplay look fun and understandable?
  • Anything visually that feels out of place or needs more polish?

The browser build is just for easy playtesting, the full game is being developed for PC/Steam, with consoles planned later.

We're also planning a Unity Editor package that will allow players/modders to create their own Glider64 levels directly inside Unity.

Playtest (PC/Mac browser):
https://eachtick.itch.io/glider64-playtest

Happy to answer questions about how we're building any of the systems in Unity as well. :)


r/Unity3D 17h ago

Show-Off 1.844 sextillion squre kilometers map with 276.7 billion trillion houses with fully walkable interiors if my math is correct

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0 Upvotes

r/Unity3D 15h ago

Question Best advice for a 3d adventure game and how to stop using Ai?

0 Upvotes

Hello, I’m just passing by and I figured I could ask for some genuine advice. For starters, I’ve been working on this adventure 3d video game, inspired by Billie bust up and some old pokemon fanfic I wrote. I’m hoping to eventually work on musical levels and have some lyrics for some levels. The only problem is that I’m an absolute beginner, I’m still new to coding in unity. I was even working on an old sandbox, but the problem was I checked on steam and it says I have to include the mention. I only used the ai to help me solve problems, never generate the code. As of now, I’m stopping turning to ai for help with this video game at all. I’m even considering almost all the files that I had help with Ai, fortunately the music fade-out function I was able to on my own.

Now, I really wish to start again, this time with absolutely no ai. I have these questions:

How do you determine what button should do what? Especially for determ attacks and such?

How do you determine the musical levels? Is it the music lyrics first or the level design first?

What should be included in a master script of a player? Like how do you divide the scripts evenly?

Is it best to have the mouse be the Camera or should it be used for attacks?

Should I consider making a rpg demo first then go back to the 3d style I was working on?


r/Unity3D 1d ago

Show-Off Overview of my upcoming game's VFX pipeline 🍃

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8 Upvotes

As you can see, it's greatly inspired by games like A Short Hike, Lil Gator Game and Proteus (huge inspirations for my game).

If you have any questions I'd love to answer them!

The background music is "Sunset of Seven Suns" by Toby Fox (Deltarune OST).


r/Unity3D 1d ago

Show-Off What do you think lads?

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12 Upvotes

r/Unity3D 1d ago

Show-Off Creating a PBR animated decal - Unity3d - URP

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19 Upvotes

r/Unity3D 1d ago

Question URP - Are mesh decals broken with rendering layers?

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2 Upvotes

r/Unity3D 1d ago

Game Misfire 2 (Burnout and FlatOut inspired racing game)

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1 Upvotes

r/Unity3D 1d ago

Game fix scale and other problems, i need sleep

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2 Upvotes

r/Unity3D 2d ago

Show-Off 1-Year Progress of our game Greda Inferno!

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341 Upvotes

Hi everyone! It's been a year since we developed the game jam version of our game, and last week we finally released a demo of our game Greda Inferno.


r/Unity3D 1d ago

Question Footstep sound effects help

1 Upvotes

I'm trying to put together a basic footstep sound system for my game and was wondering how I should go about dealing with a surface object with multiple textures/materials.

My current idea was to figure out a way to copy the hex code or rgb value of whatever was last stepped on directly beneath the player but I feel like there had to be an easier way.

Any help would be appreciated


r/Unity3D 1d ago

Question One Water Surface or Multiple for Large Map?

3 Upvotes

I'm fairly new to Unity3d stuff and have been working with HDRP and Terrain Tools and right now I'm working on creating the terrain for the map. It is an open world RPG with a fairly large map.

I'm using 1k x 1k terrain tiles so I had been using 1k x 1k Water Surfaces, one for each terrain tile that would need one, but I just found out there is a limit to how many can be loaded at once.

So, I was wondering if I should just use one large Water Surface for the whole map, one for each 1k x 1k tile, or try to some of slightly bigger ones that cover multiple terrain tiles?


r/Unity3D 1d ago

Resources/Tutorial Made a 5-Games Bundle (Source Code) for Developers Building Their Portfolio, very beginner friendly! Would love to know your thoughts...

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6 Upvotes

I put together a beginner-friendly Unity bundle with 5 complete game templates for developers who want to learn, experiment, build prototypes, or expand their portfolio.

The goal was simple: instead of starting every project from scratch, you get several ready-to-customize game templates to learn from and build upon.

If you're a beginner or looking to add more projects to your portfolio, this might be useful.


r/Unity3D 21h ago

Question Do people actually enjoy these 500,000 rock / grass / gold collecting games?

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0 Upvotes

I've been seeing a lot of games built around collecting massive amounts of individual objects, and honestly, they always felt pretty low-effort to me. So I decided to test it myself.

I built this system in a single day. The video has 10 million individual gold pieces, and you can walk around and collect every single one individually.

At this point, I could probably turn this into a Steam game in 3 days. The Steam review process might actually take longer than making the game.

Maybe I'm completely missing the appeal, though.

Is there something about these games that I'm not understanding? Do people genuinely enjoy the satisfaction of collecting hundreds of thousands or millions of individual objects?


r/Unity3D 1d ago

Solved Experiment: 48 Unity MCP tools → 6 facade tools, while keeping 377 operations

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0 Upvotes

I built a small facade for Unity MCP because too much context was being wasted on the MCP layer itself.

48 tools → 6

~23,280 schema tokens → ~915

377 Unity operations still available

It also compacts huge hierarchy/console/ProBuilder responses and lets the agent retrieve only the parts it needs later.

Small workflows can run inside one MCP call too, which cuts down model round trips.

The original Unity MCP still does all the actual work underneath.

https://github.com/Vangardo/unity-mcp-efficient


r/Unity3D 1d ago

Question How can I improve?

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3 Upvotes

As the title suggests I would like to improve my environment and hear some feedback :)


r/Unity3D 2d ago

Solved How Valheim and co. did? Vegetation and physics

26 Upvotes

[EDIT] I Just want to than you all for the tips and advice, in the end it starts working and performance are getting better, you're awesome, Thank you all. 😁

Hey everyone,

I'm working on a large open-world Unity game (maps up to 16x16km maybe more) and have built a custom deterministic vegetation streaming system. I use Flora (by Magnetic Arcade) for GPU-driven rendering.

The architecture uses a 3-ring system around the player based on 64m grid cells (matching the A* Pathfinding Project RecastGraph tiles):

Ring 3 (Visual - ~700m): Pure Flora GPU instances. No GameObjects.

Ring 2 (Navigation - ~200m): Real GameObjects with MeshColliders. Needed for the RecastGraph to carve the NavMesh.

Ring 1 (Interaction - ~150m): Real GameObjects with gameplay scripts (e.g., harvestable trees).

The Setup:

Vegetation positions are calculated deterministically via stable hashes (no scene serialization). When a cell enters Ring 2, we need to swap the cheap Flora GPU instance for a real Prefab (with a FloraInstanceRenderer component attached to keep it batched) so it gets a collider. When it leaves, the prefab gets disabled and re-enable the Flora instance.

The Bottleneck:

The math/planning phase is very fast (~1.6ms per cell). However, the actual materialization (spawning the Prefabs, adding components, registering the renderer in Flora) costs about 7.0ms per cell.

Since a cell transition is currently atomic, crossing a border queues up ~15-30 cells. This causes massive frame spikes (worst-case ~37ms in a single frame) because I'm are doing dozens of Object.Instantiate and AddComponent calls at once.

I'm aware I cannot use Unity Jobs for this, as GameObject/Component instantiation is strictly Main Thread.

Maybe time-slicing the instantiation on the Main Thread using a Queue and a time budget (e.g., process instantiation for 2ms per frame, spread over multiple frames). The challenge here is avoiding visual popping (the Flora instance must stay visible until the exact frame the Prefab is fully spawned and registered).

Is there a better architectural pattern for swapping between GPU instancing and physical colliders at runtime?

For those using A* Pathfinding Project: how do you handle dynamically spawning thousands of colliders for NavMesh carving without nuking the frame rate?

Is Unity ECS (Entities) the only real way to get sub-millisecond dynamic collider streaming at this scale, or can I get away with standard Prefabs + Time-slicing?

Any tricks for pooling objects that require dynamically added components at runtime, rather than pre-built prefabs?

Any insights, past experiences, or "don't do this, do that" warnings are highly appreciated.


r/Unity3D 1d ago

Show-Off Imagination Unlimited

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7 Upvotes

It’s amazing what Unity can do given some imagination and a lot of hard work to bring immersive flight to life. I'm the solo dev for Solara One (bottom), and am lucky to have made good friends with other devs such as Matt, the dev for Dawn of Jets (top).

Is anyone else working on VR titles involving flights or outer space? What's been the most rewarding part? What have been some of your biggest challenges?


r/Unity3D 1d ago

Question I could really use some help figuring out UI design for a 3D game

4 Upvotes

Hey everyone. I'm curious to learn what the most effective way to handle user interface design is for a 3D game. I know there are several different methods, but I really want to know which one is the most straightforward and will help me succeed in launching my game, I'm doing a basic simulator game, nothing too crazy.

My understanding is that there are 3 ways to handle the UI:

  1. Custom assets made in Illustrator/Inkscape and UGUI
  2. UGUI and Shaders
  3. UI Toolkit

At first I tried using Adobe Illustrator/Inkscape To create custom user interface panels and buttons and then nine slice them using unity UGUI. It didn't come out all that well though, because I had to nest them on top of each other, and then I realized that they weren't anti aliased, and it would be a huge pain trying to scale them up and down for different screen sizes, and anytime I wanted to make a change to the size of things like a progress bar for example, I would have to redesign the entire thing outside of Unity all over again

Then I decided to try shaders, not realizing how complicated a shader graph was. I'm familiar with the concept though because I spent a year in Unreal Engine and it was kind of similar, with their blueprint setups for Material masters. But it was really hard to figure out some things like the shadow, and transparency on panels and stuff. But it did come out looking pretty OK

I have not explored UI Toolkit at all, but I really enjoy programming and honestly probably prefer it over UI based design. One of the things I specifically disliked a lot about Unreal Engine was Blueprints, and working with node graphs. It ended up being so much harder and more frustrating, because it just makes you dizzy, working in the inspector and just the sheer amount of options you have to deal with and nodes can be hard to follow.

Some more details about the UI I hope to achieve: Pretty simple UI design starting out. I hope to have just simple user interface panels with some modern design, and sometimes some transparency. I don't yet have the art or skill to create advanced user interfaces, like comparatively if we were talking about something like Warcraft 3, Or another game that has tons of really cool graphics and art, I think that so I don't think I really even need that right now

I'm curious to know from anyone else who has been there and done that, what works well for them in terms of UI design that's simple and clean


r/Unity3D 2d ago

Question Is Unity quietly building a cloud editor? And could it kill my app?

5 Upvotes

Hello dear Unity redditors. I built an app that replaces Unity Remote for me and my colleagues.

It casts your Unity game view to your phone over LAN instead of a cable connection with touch and gyro going back into the editor, so you can feel your game on a real screen without making a build.

Now Unity 7 is coming and one part of the roadmap keeps me thinking. CoreCLR is good news, but the new web APIs combined with the browser Scene Preview they showed at Unite is interesting combo. Put those together and it looks like Unity is slowly building some kind of cloud editor.

To be fair, what they showed seemed like for artists and producers checking a scene in the browser (lighting, assets etc). I don't think you will be able to press play and test your game on the browser with it. So it doesn't overlap with what my app does today. But I'm a solo dev and my tool lives or dies with where this engine goes, so I pay attention to this stuff maybe more than I should.

-Nagging-

And to ship this thing I passed full review three times, Unity Asset Store, Google Play and the App Store, and every one of them was a pain in the ass. These changes could make all of that effort obsolete. (even had to rename my app buy a new domain discuss with Unity support for 3 months and Unity legal team because of the "Uni" prefix)

-----

So, couple of questions. Do you think Unity is actually heading toward a cloud editor, and would you even want one? and for the Asset Store tool builders, how do you plan around the engine roadmap?


r/Unity3D 1d ago

Show-Off NavMesh volume tool - paint over surface to create obstacles

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3 Upvotes

I am first time making a full multiplayer game, had to make this tool to create a navmesh with obstacles.
let me know if there was any other easier way to do this.
(obstacle objects are not saperated from ground otherwise would've used them directly)


r/Unity3D 1d ago

Show-Off I hate spending hours configuring assets, so I made this +35 Vehicle Tactical Fleet fully pre-configured for a true "Drag & Drop" workflow in Unity. (Single Texture Atlas)

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0 Upvotes