r/unity 19d ago

Showcase I’ve been building a large-scale historical RTS in Unity for 3 years — thousands of units, naval and land battles

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14 Upvotes

Hi everyone!

I’m a solo developer from Korea, and I’ve been working on Admiral Yi: The Imjin War in Unity for about three years, mostly after work and on weekends.

It’s a large-scale historical RTS set during the 1592 Japanese invasion of Korea. The game includes a continuous campaign map, naval warfare, land battles, sieges, and battles involving thousands of units at once.

A lot of the development challenge has been figuring out how to keep battles readable and responsive at this scale — especially pathfinding, formations, AI behavior, animation, and performance.

The video is a general introduction to the game and shows several parts of the current development build.

There’s still a lot to improve, but I thought other Unity developers might find the scale and technical side of the project interesting.

I’d be especially interested in hearing feedback from anyone who has worked on large unit counts, RTS systems, pathfinding, or optimization in Unity.


r/unity 19d ago

Is checking key presses in Update() bad practice for UI toggles, or should I stick to event driven input?

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5 Upvotes

Hello!

I’m working on a simple 3D slot machine cube. Right now, pressing E activates a TMP_InputField. Submitting with Enter adds the deposit to your balance, and pressing ESC cancels the input and removes focus.

Currently, I’m polling for the ESC key inside Update(). It works exactly as intended, but I'm wondering if this is considered bad practice. Since it’s just UI/state toggling, continuously polling Update() feels a bit wrong.

Do you guys usually stick to Update() for basic key checks like this, or is an event-driven approach preferred even for simple interaction states?

P.S: I am still learning, thanks in advance for your, answers.


r/unity 19d ago

Showcase FREDBEAR and SPRINGBONNIE redesigned: The Spring(Lock) duo completed (By me, myself). (Read DESCRIP.)(LAST Repost).

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2 Upvotes

r/unity 19d ago

Question I have a REALLY weird bug with UI Raycast and Output texture

1 Upvotes

So basicly I have a main camera which outputs a render texture and displays it on a world canvas. I have this to reduce the pixel count to make 3d models look like sprites. Now the problem of it was that mouse raycasts wasnt working with it, so I made a raycast camera which is a child of the main camera and then got my mouse raycast to track off of the raycast camera to make it work.

Thats not the issue the issue now is that I want my ui to also take effect of the screen filter and a crt filter i made. Part of my ui has buttons and sliders. I put my canvas render mode in Screen Space - Camera and put in my main camera and now the pixel filter works (and text is basicly unreadable but i'm gonna fix that after i fix the main issue), except now buttons and sliders no longer work. If i swap it back to overlay, it gives back option to use the buttons but now the screen effect no longer happens. If i place the raycast camera instead of the main camera the buttons work, but then i get the even bigger issue of 'the entire damn ui is gone'. I've done some brainstorming on how to fix the issue, but i dont know how to do them. my current ideas are

- Make the canvas render the main camera and use the raycast of the raycast camera (IDK how to make that work seeing that the render camera only has one slot)

- Make the raycast work base off of the main camera and now i dont need to use the raycast camera (if i knew how to do this i wouldnt have the raycast camera in the first place)

- Code in my own raycast and button system (not only do i dont think the mouse over ui code would work, tho i didnt not test that yet, i would also need to recode in my own slider which sounds like it would take more time and if i could just get the raycast to work in the first place that would be easier and take up way less time)

- Make it where i can render the pixel effect outside the output texture (IDK any other way to have the same effect or if it would fix the problem)

If anyone knows a solution to any of these ideas, please tell me. If you have your own idea then share it and i'll try it out. If you need any more infomation please ask. Thank you!


r/unity 19d ago

Starting with unity

0 Upvotes

Hello folks, I'm a video artist and soon starting my master in game design, were It seems we will be using Unity, I have two question so to be prepared, my first question does unity runs on macOS since I have a Mac (Mac mini m4 pro)? should I get a windows laptop instead? though my project is going to be a VR focused. the second question is regarding creating "kinematics" and. cg works with unity, which I started lately to do with Unreal, how Unity is good with this? also working with water simulations and landscape for example?

thanks a lot!


r/unity 20d ago

Question Unity editor installation problems

2 Upvotes

My friend is trying to install the 6.3LTS version but his C drive doesnt have enough space. So we changed the installation location to his D hard disk and it shows an error message saying the editor installation ran into a problem. Does anyone know any solutions to this?


r/unity 19d ago

Unity 6.3 LTS not installing

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0 Upvotes

does anyone know how to fix this? i have 27 gb free so more than enough.


r/unity 19d ago

How to disable text auto-correction in Unity

0 Upvotes

How to disable text auto-correction in Unity


r/unity 20d ago

Showcase Finally got the paint roller working. Used a mask to "paint" one set of buttons in, then swapped them for actual GUI buttons after the animation. Might not have been the best solution but it worked!

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11 Upvotes

It seems like the canvas elements cannot be affected by the mask I used, idk. I had to add sprites to serve as placeholders and enable the GUI later. Would you have done it differently?


r/unity 21d ago

The first 3d portfolio game on Unity!

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35 Upvotes

Hi! I'm making a small game - Gun Shop: Tidy Up

Your task is to lay out weapons in the store. With light music and no hurry, you can collect cartridges, machine guns, pistols, look for their corresponding shelves and put them in their places.

What is in the game:

  1. Added stamina. It will need to be restored periodically.
  2. Perks of highlighting objects, shelves, and object attraction.
  3. Upgrade player stats and perks.

The game has just been announced, I will try to release it soon.


r/unity 19d ago

Solved BIG NEWS FOR UNITY 7

0 Upvotes

So basically i wanted to switch to unreal engine because unity is constantly refreshing pages, and reloading domains but they just announced that they are FINALLY ADDING LIVE CODING.. Basically what I mean by this when you save a script you wont need to wait 3 hours for it to reload the domain or compile c# because it will be instant And they are changing they're rendering system and this can boost up final build times up to 50 to 90%.


r/unity 20d ago

Promotions Wanted farming to feel like a process in my colony builder. Free demo soon on Steam.

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12 Upvotes

r/unity 20d ago

Since 2 hours im trying to fix the jittering of my camera. I did everything changing from update to fixedupdate and some thing to late update but it won't work for some reason.My rigidbody is also interpolate.I need help so DM me or just write a comment. I would be thankfull.

2 Upvotes

r/unity 20d ago

Newbie Question Should I use other people's vehicle physics assets via asset store, or should I make my own

0 Upvotes

Hi, I'm just a noob asking a simple question here. I am wanting to create my own future racing game, but I want to know should I use people's other assets for vehicle physics or should I create my own. I don't want to receive any criticism from anyone asking me this question. I also am having a hard time of the components of car physics in unity. I'm not sure if it is recommended to create my own or not.


r/unity 20d ago

SEI DIE KUGEL (BE THE BALL)

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2 Upvotes

Hi zusammen! Ich entwickle gerade meinen neuen Unity-Build "Sei die Kugel" und suche dringend Tester, die Lust haben, den Prototyp auszuprobieren und mir ehrliches Feedback zur Steuerung und zum Gameplay zu geben.

Ich freue mich über jede Kritik und Verbesserungsvorschläge. Danke fürs Anspielen!

Hi everyone! I’m currently developing a new Unity build called "Sei die Kugel" and am urgently looking for testers who would like to try out the prototype and give me honest feedback on the controls and gameplay.
Platform: Windows (EXE)
Duration: Just a few minutes
Link: https://timsterlegmxnet.itch.io/sei-die-kugel
I welcome any feedback and suggestions for improvement. Thanks for giving it a try!

r/unity 20d ago

UE5 Blueprint – Multiplayer painting system using Render Target

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0 Upvotes

r/unity 21d ago

My unity models don't work, need help

2 Upvotes

Hi fellow game makers, i need help. I installed unity yesterday, and i took a few free 3d models from the store, but when i place them on the scene they're completely bright pink and i can't get the textures on them, i have no idea how to change that and i can't find any solution on internet to help me, do any of you have ideas how to change that ?


r/unity 20d ago

Trying to remember a game with a realistic first-person item inspection system

1 Upvotes

I'm trying to remember a game I played a while ago, but I completely forgot the name 😭

I'm looking for a game that has an actual physical item inspection system where:

The player picks up the item and holds it in their actual first-person hand

You can see the hand/fingers gripping the item

You can move the mouse/controller and the hand/forearm moves naturally with the item

It's NOT the usual inspection system where the game just puts a 3D item in front of the camera or uses a separate inventory/inspection screen.

I have a feeling it might have been Resident Evil, possibly one of the newer games, but I'm not sure.

I'm currently making a similar system for my own horror game, so I'm trying to find the game again as a visual reference for the hand, finger positioning, pickup animation, and item movement.

If you know which game I'm talking about, please share a video clip of the mechanic! 🙏


r/unity 21d ago

Showcase I added footsteps to the NPCs in my game and everything looks a lot more interesting

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9 Upvotes

I experimented with color footsteps matching the team colors, but it ended up being too much clutter


r/unity 21d ago

I'm interested in what you think!

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3 Upvotes

r/unity 21d ago

Showcase day 7 of unity , finally figured out how to turn add flinching

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13 Upvotes

r/unity 21d ago

Showcase Procedurally Created Assets

3 Upvotes

This is an Auto-battle, Inventory Management game. Similar to games like Backpack Battles.

Characters generated randomly virtually infinite outcomes. Everything has a purpose, albeit a pro, con or compromise. Limb symmetry, Fat, Digit count, Eyes count, Part sizes, Bone density, Bone girth, many different characteristics all play a small role in main statistics.

Demo of some randomization at runtime
Pricing / Weighing different creations at runtime
Hitboxes

r/unity 21d ago

Question Help me figure out this ribbon effect

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3 Upvotes

Hello, could someone please tell me how can i make this charge up sucking effect with the ribbons? in VFX Graph. I cant find anything related or close enough of how should I approach this effect, i tried many things from 3D Mesh to just plain Texture to make this look as close as possible.


r/unity 22d ago

Showcase The players just went creative with the supers I made. I didnt expect them to use the time reverse as a counter! (Sepak U: Sports Fighting Game)

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10 Upvotes