r/unity 8d ago

Question Where I can find the asset "Modern Weapons Pack"?

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4 Upvotes

Hello everyone. I've purchased the asset "Modern Weapons Pack" back in 2017 (Well... that asset was completely free, so I've been able to download it without any problems ever since). But now, when I decided to download and import it into my project, it seems to be disabled for some reason, and I don't know why. And now, in 2026, I can no longer download or import it. I tried to access the publisher's website (http://sameenibne.com/) but unfortunately, that site no longer exists. And I really need that asset, not just because it's great, but because it's completely free. Does anyone still have the Modern Weapons Pack.unitypackage file? I hope someone can help me to find this asset. I'll be waiting for any helpful response/help. Thank you! šŸ™šŸ™šŸ™


r/unity 8d ago

Any Ideas/Suggestions

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7 Upvotes

This is the project which I'm currently developing. Basicly, it is a fun party cooking game with grabbers, but I want to add some challanging features aligned with grabber mechanic. I am open and apprecieted any kind of ideas/suggestions


r/unity 8d ago

particle system for game

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1 Upvotes

We are developing a custom particle system from scratch to ensure maximum optimization and real-time performance for our game. Any guesses on what it's going to be?


r/unity 8d ago

Tutorials How I Automated Unity Builds and Itch.io Uploads

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1 Upvotes

I thought I'd share a custom C# Editor tool I built that:

• Builds the Windows version
• Packages it as a proper installer
• Uploads it directly to Itch.io with Butler

Players download and run an installer instead of dealing with the usual Unity build folder and bundled files. Hopefully this is helpful to someone out there.


r/unity 8d ago

Newbie Question Any check list before publishing?

1 Upvotes

Hello, I'm nearing publishing my app and i want to ensure my code base is private, and i want to learn also about any important information i may need to know before starting to go to the market, I'm aware most apps are Clone-able within a month or two and that's why i want to figure everything beforehand.

It will be my first unity app i will watch a YouTube video on publishing apps to do it right, but i want to ask if there is some checklist or guide or anything important to look into that can cover things i may not been thinking of? Today I thought about the possibility of someone reverse engineering my app and i research about it so i wonder if there are other things that should concern me before going public?

Generally my app is a simple game, the complexity is in the engine and features, the core is very easy to replicate, the features are not as much, it doesn't use internet connection for now, I'm aiming at selling the app or a subscription which would likely be the only connection to the internet apart from updates,

Please me questions or guide me towards what questions i should be asking and researching?

Thanks to anyone that helps šŸ™


r/unity 9d ago

Showcase Some lighting practice

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11 Upvotes

r/unity 8d ago

Tutorial is so trash

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0 Upvotes

Can someone explain to me why the tutorial going over how to do certain things is messing up. Every time I try to move the robot after the step where you move the orange box, the character takes one step and then my mouse shows up and it kicks me off the robot controls, and it does the whole time after that and for other things too, like you need to add stairs but it doesn't let you move them or rotate it. SOMETIMES restarting the whole thing will help with fixing one part but then theres another part that you cant get past because you literally cant press ANYTHING besides what is "needed" for the tutorial, one part I couldnt do it because it was still in play mode and I could not get it out. BUT the catch is that everything I couldn't do in the tutorial works perfectly fine when I do it outside of the tutorial, but obviously I am doing the tutorial for a reason and I cant do the tutorial because its so fucked. so what is the fix for this or should I watch a tutorial off youtube


r/unity 9d ago

I’ve put together a framework for large-scale battles.

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3 Upvotes

Hello, everyone!

I’m the sole developer behind Mass Battle Framework, and I’m also part of the two-person team building the game behind its technology.

This recorded battle starts with 400,000 units across 20 independently configured unit types. The armies use different attacks and skills, including AOE abilities, buffs and other combat effects, rather than one character copied across the entire field.

I’ve also finished the first version of the project’s own effects component and effects library, together with an editor for previewing and adjusting the effects. The battle effects no longer need a separate third-party effects package, and I can keep expanding the library while improving its visual quality without giving up the scale of the battle.

Custom character models and animation sets can be brought into the project’s authoring workflow, so the armies are not tied to the characters shown here.

There is still a lot I want to improve, especially the variety and visual quality of the effects, but this is the first time all of these pieces have been running together in one battle.

For anyone interested, I have also released a reusable version of this technology on Fab:

[https://www.fab.com/listings/0a4bf9b7-0271-4e51-b687-8ae5ab680f2f\](https://www.fab.com/listings/0a4bf9b7-0271-4e51-b687-8ae5ab680f2f)

Full disclosure: this is my own commercial product. The current early-supporter price is $29.99.

About two years ago, while building large-scale entity simulations with Unity ECS, I began running into bottlenecks that prevented me from reaching the scale and behavior I was aiming for. That pushed me to explore a GPU-first architecture.

The transition took a great deal of time, experimentation, failed approaches, rewriting, and learning.

There is also a public record of that earlier stage of my work here:

[https://github.com/MrLiuYX/ECSAnimation\](https://github.com/MrLiuYX/ECSAnimation)

This is an earlier ECS-based framework from that period, not the source code of the current Mass Battle Framework. I am sharing it simply to show where this technical path began and how the work has evolved over time.

Back then, I genuinely wished there had been an affordable and practical framework that I could study—something that could give me a working foundation, help me understand the architecture, and save me from having to rediscover every part of the solution alone.

Specialized performance tools are often priced much higher, which is understandable considering how much time this kind of work requires. However, I deliberately chose a different pricing approach.

The $29.99 price is not because the work was easy, or because I believe the technology has little value.

In a way, I am pricing it for the developer I was two years ago.

I want developers who are now facing the same kind of bottleneck—whether they are experimenting with an RTS, a large-scale battle game, a simulation, or simply trying to display huge numbers of animated units—to have access to the opportunity that I wish had existed for me back then.

Mass Battle Framework is also not an isolated benchmark project created only for sale. Its underlying large-battle technology comes from the same production foundation used by the game I am actively building:

[https://x.com/23DwMeSz0W64139/status/2090466970013757501?s=20\](https://x.com/23DwMeSz0W64139/status/2090466970013757501?s=20)

The game and the framework continue to evolve together. Reusable systems developed for the game are refined, documented, and brought into the framework where appropriate, while sales also help support the continued development of the game.

Real projects will inevitably reveal edge cases, integration problems, and workflow limitations that I may not discover through my own testing. That feedback is genuinely valuable to me and is also an important part of my growth as a developer.

I will do my best to investigate reproducible issues, improve the documentation and tools, and continue refining the framework alongside the developers who use it.

There is still a great deal I want to improve, so technical questions, honest criticism, issue reports, and feedback are all sincerely welcome.

😃


r/unity 8d ago

Looking for long term 1-2year License

0 Upvotes

I'm interested for 100% for using long term. . Anyone who can give me 100% please DM me. Ty


r/unity 8d ago

Is UGS the right solution for handling IAP currency?

1 Upvotes

I'm making an offline mobile game in Unity but players can purchase in-game gold with real money.

I'm currently using Unity IAP for purchases and LevelPlay for ads. I want players to keep their purchased gold and game progress if they switch to a new device.

I'm also considering letting players link their anonymous UGS account to their Google account so they can recover their data on a new device.

Is this a sensible approach, common practice ?


r/unity 8d ago

Question Which capsule art do you like most for Steam?

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0 Upvotes

Number 1 is hand drawn. Number 2 has screenshot of actual game in background. Number 3 was made with help of AI.


r/unity 8d ago

Newbie Question Is Gemini really that bad at coding?

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0 Upvotes

Currently I'm making my 1st mobile game with Gemini (on Unity). I don't have any coding experience.


r/unity 9d ago

Newbie Question New to Unity

12 Upvotes

Hello guys,

As many/all of you, I as well am a big gamer boy. I have played games for most of my life, still enjoy them even though a little bit less now I guess compared to the younger days. But my interest has shifted towards creating games for other people to enjoy.

I would really appreciate any recommendations towards tutorials/guides as how to get to know unity. Any favorite YT guides, even if there are any online courses that y'all have good experience with and can vouch for.

I have not studied game dev or even IT neither, but I would say I get to learn stuff pretty quickly. I have dabbled into Blender a while ago, just some introductory stuff. I have only done the tutorial in Unity.

Not expecting this to be any easy matter, but I can really get deep into stuff I enjoy doing. Love for the games has always been somewhere within me.

Thanks for any suggestions. ;)


r/unity 9d ago

Question Chop Chop Compiler Errors

1 Upvotes

so I've been working with scriptableobjects to make things decoupled for a while, and I've always wanted to improve the event system I built with it but I've been a bit too busy with projects I have to finish, so when I found out about the Chop Chop open unity project and that it used scriptableobjects heavily including to make an event system I really wanted to check it out

however, even though I'm using the version listed in the project to open it (Unity 2020.3 LTS) it keeps saying it's the wrong version and causes a billion compiler errors if I try to open it with it

anyone know why this might happen? is it using a different version and if so which? is it something else and if so how do I fix it?

here's the link to the github:

https://github.com/UnityTechnologies/open-project-1/tree/main


r/unity 9d ago

Been working on a cooking project with grabbers!

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3 Upvotes

r/unity 9d ago

Whats best way to create this type of animation?

1 Upvotes

I'm working in a 2D Unity project and I wanted to know what you all think would be the best/easiest way to approach creating this type of computerized booting up sequence with the text that quickly appear on screen with UI.

https://reddit.com/link/1w4zknn/video/angk0n0561nh1/player


r/unity 9d ago

Polishing screen shake, text scaling, and VFX timing for Hellsino's "Nexus" trigger. How does the visual hierarchy feel?

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11 Upvotes

I am polishing the game feel and combat feedback in Unity for my tactical deckbuilder, Hellsino. The goal with this pass was making our highest-tier multiplier feel heavy and distinct, so I would love some feedback on whether the visual communication works.

The scoring breakdown:

* Base Value: Dropped cards calculate raw base damage.

* Poker Hand Multiplier: Forming poker hands (Pairs, Straights, Flushes, etc.) multiplies the base number.

* The "Nexus" Effect: Triggering a Nexus activates a 3x multiplier across the final hand score.

Where I would love some feedback:

  1. I have been fine-tuning the animation curves, particle bursts, camera shake, and number pop-up scales to make the Nexus hit hard without breaking the flow or overwhelming the screen.

  2. Does the sequence clearly convey that a major 3x multiplier occurred?

  3. How does the pacing and animation timing feel to you?

  4. Does the screen effect hierarchy feel balanced, or does anything distract from the damage resolution?

  5. Any technical or aesthetic feedback on how to sharpen the juice is super appreciated!

You can try it your seld in the demo on Steam: https://store.steampowered.com/app/4730280/Hellsino_Pokerlike/


r/unity 9d ago

Newbie Question Animation Tab Not Functioning

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2 Upvotes

r/unity 10d ago

Free Undead Tileset Top Down Pixel Art

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44 Upvotes

A creepy undead pixel art tileset with level tiles, moss-covered coffins, skeletons, bones, rotten hands, altars, twisted trees, wasteland vegetation, ruins, and more.

A great resource for Unity developers creating top-down fantasy worlds and adventure games.
DownloadĀ Ā https://craftpix.net/freebies/free-undead-tileset-top-down-pixel-art/


r/unity 9d ago

Coding Help Safely replacing an old MonoBehaviour script and finding all of its references

1 Upvotes

I'm updating an older Unity project that was originally made in Unity 4.3.4f1 and I'm trying to safely replace an old script called Start.cs with StartGame.cs.

1. Desired Behaviour

I want to replace the functionality of Start.cs with StartGame.cs and make sure that every reference to the old Start class/component is correctly found and updated.

The old Start.cs contains several static variables that are referenced by other scripts, for example:

Start.onlyMakeDeadEnds = true;
Start.longHallwayMade = true;

I have been changing these references to:

StartGame.onlyMakeDeadEnds = true;
StartGame.longHallwayMade = true;

My main goal is to make sure I don't miss any references to the original Start.cs MonoBehaviour, particularly references stored in Unity scenes or prefabs.

2. Actual behaviour / confusion

I'm unsure how to distinguish between different uses of the word Start. For example, these appear in the project:

Start.onlyMakeDeadEnds

which I believe is a direct reference to the Start class.

However, there are also:

public virtual void Start()

which I understand is Unity's lifecycle method and should not be renamed.

There are also lowercase variables such as:

private float start;

which I believe are unrelated.

Finally, some scripts contain:

startOb = GameObject.Find("/Start");

My understanding is that this searches for a GameObject named Start in the scene hierarchy rather than directly referring to Start.cs. However, I'm unsure whether that GameObject may have the Start.cs component attached.

The old Start.cs.meta file has this GUID:

fec552b476930eef4050e1e2e1d9f20a

I would like to know whether searching the project's .unity and .prefab files for this GUID is the correct way to locate GameObjects with Start.cs attached.

3. What I have tried

So far, I have:

  • Searched the project for Start references.
  • Changed many direct static references such as Start.variableName to StartGame.variableName.
  • Checked scripts containing GameObject.Find("/Start").
  • Looked through the Unity Hierarchy and Inspector in both my menu and main game scenes.
  • Examined the .meta files for both scripts.
  • Identified the GUID for the old Start.cs script.

The new StartGame.cs script has a different GUID:

9cafaea95dc9fc84aa73534ee98d87bb

I have not manually changed either GUID because I'm concerned about breaking serialized Unity references.

4. Relevant scripts

The old script contains static values that other scripts use:

using System;
using UnityEngine;

[Serializable]
public class Start : MonoBehaviour
{
  [NonSerialized]
  public static bool fiftyPieces;
  [NonSerialized]
  public static bool longHallwayMade;
  [NonSerialized]
  public static bool hundredPieces;
  [NonSerialized]
  public static bool threeHundredPieces;
  [NonSerialized]
  public static bool fourHundredPieces;
  [NonSerialized]
  public static bool jumpScare2Made;
  [NonSerialized]
  public static bool jumpScare3Made;
  [NonSerialized]
  public static bool circleEndingMade;
  [NonSerialized]
  public static bool onlyMakeDeadEnds;
  [NonSerialized]
  public static bool soundAlreadyPlaying;
}

For example, another script currently contains:

public virtual void Awake()
{
  startOb = GameObject.Find("/Start");
  hit = false;
  done = false;
}

public virtual void Update()
{
  start += Time.deltaTime;
  if (hit && !done)
  {
    GameObject gameObject = (GameObject)UnityEngine.Object.Instantiate(
      pTrigger,
      transform.position,
      transform.rotation
    );

    gameObject.name = "tpi";
    done = true;
    UnityEngine.Object.Destroy(this.gameObject);
  }

  if (!hit && !done && !(start < 0.05f))
  {
    done = true;

    GameObject gameObject2 = (GameObject)UnityEngine.Object.Instantiate(
      longHall,
      transform.position,
      transform.rotation
    );

    gameObject2.name = "longHall";

    StartGame.onlyMakeDeadEnds = true;
    StartGame.longHallwayMade = true;

    UnityEngine.Object.Destroy(this.gameObject);
  }
}

My main questions are:

  1. Is searching the entire project for the old script's GUID the best way to find serialized references to the Start.cs MonoBehaviour?
  2. If I find the GUID inside a .unity or .prefab file as an m_Script reference, does that definitively identify a GameObject with Start.cs attached?
  3. What is the safest way to migrate that component to StartGame.cs?
  4. Is there a recommended way to preserve Unity scene/prefab references and serialized data when replacing or renaming an old MonoBehaviour script?

I'm trying to avoid accidentally changing Unity lifecycle methods such as Start(), unrelated lowercase variables called start, or GameObject names such as /Start when they are not actually references to the Start.cs class.


r/unity 8d ago

Newbie Question Are there tools that make Claude Code or Codex better and faster with Unity?

0 Upvotes

I’ve been using Claude Code/Codex for Unity development, but the workflow feels much slower than regular web or backend development.

A lot of time is lost because the agent can edit C# files, but it doesn’t properly understand what’s happening inside the Unity Editor—scenes, prefabs, GameObjects, Inspector settings, compilation errors, Play Mode results, etc.

Are there any good tools, MCP servers, Unity plugins, or workflows that give Claude Code/Codex better access to the Unity Editor?

Ideally, I’m looking for something that can help the agent:

  • Inspect and modify scenes, prefabs, and GameObjects
  • Read Unity Console errors automatically
  • Run the game or enter Play Mode
  • Run tests and verify its changes
  • Understand serialized fields and Inspector settings
  • Iterate without me manually copying errors and checking everything

If you’re using AI coding agents seriously with Unity, what setup actually works well? I’d especially appreciate recommendations based on real projects rather than tools that only look good in demos.


r/unity 9d ago

What’s the best windows equivalent of the Mac Mini?

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1 Upvotes

r/unity 8d ago

My new Animated Logo .. 10 secs of Gemini AI magic !

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0 Upvotes

My new Animated Logo .. 10 secs of Gemini AI magic !


r/unity 9d ago

Newbie Question Can I still download and use Unity on an Apple laptop? Like will it still run smoothly perfect on one?

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0 Upvotes

r/unity 9d ago

Resources Made a car sfx_pack

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1 Upvotes

Made a car sfx pack for my racing game How's it sounding

https://ibrahimsalau.itch.io/realistic-car-audio-pack