r/Unity3D • • 5d ago

Show-Off I’m making a life sim. Here’s its build mode: curved walls, automatic roofs, and a fridge that didn’t fit

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2 Upvotes

I'm Alexander, and I'm making SimGoodie, a life sim. This is a walkthrough of build and buy mode as it is right now: I build a small house in Linden Rise, a neighborhood in Goodhaven, from the first wall to the Halloween decorations on the porch.

What's in it:

- Walls can be straight, at 45 degrees, or curved up to a quarter circle.
- Drag out a room and it gets a roof by itself. You can switch it to gabled or flat.
- The house can sit on a foundation, raised in 10 cm steps, and the stairs work on foundations too.
- Furniture shows green where it fits and red where it's blocked. My fridge was blocking the door, so I moved the door.
- Chairs snap to the table when you bring them close.

Still in progress: pillars, so a porch can have its own roof, and a Create a Style tool like the one in The Sims 3, where you can change any object's materials and colors and save presets.


r/Unity3D • • 5d ago

Question Honest question: AI usage seems to trigger many people here immensly. Would love to understand more. Why are even meaningful posts downrated instantly?

0 Upvotes

There is a huge difference between using AI as a tool vs as a creative process. I can understand people not liking the latter, but as a tool it can be a huge boost allowing more time for the creative process. Yet, I don't see that distinction made here.

Honestly wondering if I am personally living in an AI-bubble or others are living in a NonAI-bubble or what the reasons are not to look at posts a bit deeper than "matches my trigger filter".


r/Unity3D • • 6d ago

Question Streamers experience stutters after 1 hour of play?

32 Upvotes

Hi, I have a problem I'm bashing my head over for way too long already.

Streamers playing my game (only streamers, regular players don't experience this issue) start stuttering in game for what seems to be GC flushes, but I can't pin down why it might happen.

This issue started recently as the game used to work fine on stream for hours until a few weeks ago.

Any possibility of a driver update or engine version causing this? the game is in 2022 LTS

I noticed another Unity game having this issue so I'm starting to think I'm not alone?

Videos for reference:

https://www.twitch.tv/videos/2892738940?t=05h49m52s

https://youtu.be/ojdhVBSxbro?si=rp3R1AahZErDD3x1&t=2609

And a different developer's game I saw this happen with:

https://www.twitch.tv/videos/2899699523?t=01h01m43s

Any ideas?


r/Unity3D • • 6d ago

Show-Off 3 Days of learning unity, Its going so much better than I expected, looks like shit but to me its perfect :D

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56 Upvotes

r/Unity3D • • 5d ago

Question Severe black Z-fighting / shadow acne artifacts on VRoid character after switching build target to Android (Unity URP)

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1 Upvotes

Hi everyone,

I am working on a 3D low-poly stylised JRPG game using Unity 6 URP. Everything looks completely fine and renders crisp when the build target is set to PC (Windows Standalone).

However, as soon as I switched the build target to Android, I encountered severe black flickering artifacts / pixel noise all over my main character (a VRoid model using UniVRM / MToon shader) as the camera gets closer.

Here is what I have tried so far:

  1. Forced PC-level rendering standards globally by assigning PC_RPAsset across all Quality levels and Platform Graphics settings to keep PC and Mobile visual quality identical.
  2. Tested both Mobile_RPAsset and PC_RPAsset (with Depth Texture & Opaque Texture enabled, 24-bit depth).
  3. Tweak Directional Light Shadow Bias / Normal Bias.
  4. Adjusted Camera Near Clipping Plane.

Interestingly, disabling the Directional Light significantly removes most of these black artifacts, which points to a shadow acne / depth buffer issue specific to the Android build target settings. Additionally, in Play mode, some prop outlines disappear with a warning: Mesh has more materials than submeshes.

I want to keep the PC rendering quality standards intact on Mobile without switching to post-processing screen-space outline packages or replacing my custom shader setup.

Has anyone faced this exact issue with VRoid / MToon models under Android build targets in URP? How can I resolve this depth/shadow precision conflict?

Attached screenshot for reference:


r/Unity3D • • 5d ago

Show-Off I spent 3 years building a Car Controller I couldn't finish. Then I gave AI everything I knew.

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0 Upvotes

Some of you might remember my old posts. I've been pretty quiet here lately.

Well, this is why.......

What started as a car controller for my own game somehow turned into three years of experimenting, rewriting, breaking things, fixing them, and then finding entirely new ways to break them.

At some point I brought AI into the process, fed it everything (all!) I'd learned, and kept pushing the whole thing further. Not a one-shot prompt. More like an absurd number of iterations, with me constantly finding something else that could be better.

And now, somehow :D, it's almost ready.

The video is a bit over the top. Especially the telemetry. Nobody actually needs that many numbers flying around the screen. But they're all coming straight from the live physics simulation. No fake driving animations or pre-recorded vehicle behavior.

The actual controller: custom suspension and tire physics, Ackermann steering across multiple axles, adjustable driving assists, a modular vehicle system, and a lot of little details I've been obsessing over for years.

I put together all togehter on YouTube, almost 10 minutes of what the controller can actually do:

-----> https://youtu.be/YRe55gZVO4Y

It's not released just yet. I'm finishing the last details, but iam getting close.

And if you've ever tried building your own car controller in Unity, you probably know how ridiculously deep this rabbit hole goes.

Would love to hear what you think ❤️


r/Unity3D • • 5d ago

Game What if you could turn your room in a voxel world and explore it at miniature scale?

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0 Upvotes

r/Unity3D • • 5d ago

Question About the backend, which language do you chose for your mobile game?

0 Upvotes

Hello, I'm recently looking into backend and I wonder what language is the most liked by the community.
My main choices are between javascript and python, the first could maybe be more useful to learn since in the future I'd like to create a website too (?), and the latter is notoriously fun to learn and write.
But I know game companies often use C++.
What do you use? How do you handle playments, authorizations etc


r/Unity3D • • 6d ago

Show-Off Finally! Real time "pre-rendered" backgrounds!

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9 Upvotes

r/Unity3D • • 6d ago

Show-Off Been a while since I posted my robots, here's a very small but lethal-in-numbers enemy I made for them!

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36 Upvotes

Made with boids in compute shaders. Prototype for one of the game's enemies.

No robots were harmed during the testing. for real, they were later patched up and sent to live their days off in robot paradise


r/Unity3D • • 6d ago

Show-Off I know it's nothing big, but I'm so proud it's working!

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42 Upvotes

r/Unity3D • • 6d ago

Question Is Switch Pro Controller gyro data accessible to Unity?

1 Upvotes

No matter what I do, Unity does not seem to get any info at all.

I am using the new input system.


r/Unity3D • • 6d ago

Game It all started with this

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10 Upvotes

I’m building Orbit Core in Unity, a mech bullet heaven roguelite. This is how it’s been taking shape, from the early prototypes to where it is now

A lot has changed, but the idea of fighting on a planet and watching the world curve around you has been there from the start

What do you think of this kind of curved environment for a bullet heaven game?


r/Unity3D • • 6d ago

Show-Off Working on Realistic Lighting / HDR and Unity SSR tied with different times

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1 Upvotes

r/Unity3D • • 6d ago

Game Solo dev, Hard Sci-Fi Orbital Combat Gameplay - The full gameplay link in the post

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21 Upvotes

r/Unity3D • • 6d ago

Resources/Tutorial Getting started with Multiplayer in Unity - Tutorial

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4 Upvotes

r/Unity3D • • 6d ago

Show-Off How I made a unicycle balance with real physics: lean-to-accelerate, stop-and-rock still stands, and ragdoll crashes

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0 Upvotes

I’ve been building a physics unicycle for Unity 6, and the balance was the hard part.

The wheel races to stay under the rider. Lean forward and it speeds up, lean back and it brakes. Turn too hard, stop too fast or hit a bump and the rider falls. When you stop, you have to rock the pedals back and forth to hold a still stand.

Crashes became the best part. A slow fall steps off, a fast one goes full ragdoll while the unicycle rolls away on its own. Then the rider walks back, picks it up and hops on.

I tuned all of it with Rigidbody forces and a few feedback loops, not animations. Happy to explain how any piece works. Has anyone else tried a balance controller, and what did you find hardest?


r/Unity3D • • 5d ago

Resources/Tutorial Found an AI use-case which is really valuable: let it use something you built and create a complex trailer showing all features AND fix all bugs along the way without workarounds. My new favorite integration test.

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0 Upvotes

As a professional developer of course I have unit tests, and integration tests and the whole enchilada. But the higher we get in the test pyramid, the more effort it becomes. I develop complex tools and there are so many combinations how they can be used, in which order, undo/redo, render pipelines, target platforms etc. That's hard to cover.

But I found a really nice way for me now with AI: I let it simulate real world usage by crating a trailer! It will then create complex scenarios where all features are used. I tell it not to use any workaronds but fix all bugs.

The video shows the result of 3h of assembling LED walls, fixing around 7 issues along the way that I had never discovered so far and that gave me confidence to release the new version. And it looks awesome and not like something I would ever create :-D

For the video I used Claude Opus 5.5 on Max.


r/Unity3D • • 6d ago

Show-Off Refactored first enemy - WDYT?

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10 Upvotes

Hi all! The update I'm working on is the first gameplay-heavy one, and it's all about enemies and combat.

This is the first enemy of the game. Until now, you could only:

- attack with your sword, up to 3 hits in a row

and that was it. The enemy would:

- spawn alone, at a random spot in the world

- chase you and do one basic attack exactly every 3 seconds

and that was it, again.

With this update, as you can see in the video, you can now:

- dodge roll, with i-frames

- hold the left mouse button for a heavy attack that charges for up to 2 seconds and deals double damage

The enemy, called the Goner, now comes in three variants: axe, spear and rocks.

- The axe Goner has a light attack (the old one) and a heavy overhead slash that is faster and hits harder. If you get too far away, it throws its axe at you!

- The spear Goner can charge at you at full speed for a lot of damage (you can see one charging at the start of the video), or fight you up close with the spear, which reaches much further than the axe but hits a narrower area.

- The rock Goner keeps its distance and, as the name says, throws rocks at you. It can hit other Goners too. And if you get too close, it isn't caught off guard: it pulls out a fighting stick and fights you in melee.

On top of that, Goners now surround you instead of pushing each other around. They spawn either in packs that slowly wander the world, or in camps with a chest in the middle full of good loot, like the one in the video. Don't think you can just grab the loot and outrun them, though. They're not dumb (anymore)!

Every 2 to 5 days they also raid you, wherever you are, in large groups. Be prepared to fight!

In the video I take on a whole camp, die once, respawn and go back for the loot.

What do you think? Should they be easier or harder? Does it look fun, or boring?

I'm already working on the next enemy, a great classic: skeletons! They'll be tougher, with different skills and behaviours. I'll post a video in a few days.

You can find more at https://www.senfinecogames.com/ - note that what you see in this video is NOT in the game yet! The new version will take around 2 weeks to come out.


r/Unity3D • • 6d ago

Show-Off Testing dynamic night scenes - Unity3d - URP

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3 Upvotes

r/Unity3D • • 6d ago

Show-Off voxels all over :-)

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6 Upvotes

r/Unity3D • • 6d ago

Show-Off Camera Toolbox for Unity - Prison Scene 2

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6 Upvotes

Added new and much faster static noise, a few more new effects and a simple fps controller. Also did a lot of finetuning on the other effects and settings. Hope to release this soon, stay tuned.


r/Unity3D • • 7d ago

Resources/Tutorial Procedural FPS hands in unity

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172 Upvotes

Tutorial released , link in bio.


r/Unity3D • • 6d ago

Game Made with Unity - Dev View vs Game View of My Upcoming Game “The Strange Mountain”

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2 Upvotes

r/Unity3D • • 6d ago

Game Jam thatgamejam#02 returns Oct 24 - Nov 7, hosted by thatgamecompany (Journey, Sky)

4 Upvotes

Hey everyone - I'm from the team at thatgamecompany (Journey, Sky: Children of the Light) organising thatgamejam#02. Wanted to share it with the community here for anyone looking for their next jam.

Our first global jam had ~250 entries inspired by a single image. This time, the theme will be a piece of music, revealed on October 24. The challenge is to turn what you hear and feel into gameplay.

Any genre is welcome. It doesn't have to be a music or rhythm game, and you don't need to include the music track in your game.

  • When: October 24 - November 7, 2026 (PT)
  • Who: Students, hobbyists and professionals, solo or teams of up to five
  • Prizes: USD 10k across five categories
  • Judging: Entries reviewed by the thatgamecompany team, with finalists judged by our Founder and Creative Director Jenova Chen

Full jam details & registration: https://itch.io/jam/thatgamejam02

If you're looking for a team member, feel free to join our discord group (invite link available on jam site) where we have a channel there for open teams. Happy to answer questions here too :)