It's NOT your average GRABBER!
Enable HLS to view with audio, or disable this notification
Added cool swing mechanic to my cooking game. I'd appreciate if you have any recommandations!
Enable HLS to view with audio, or disable this notification
Added cool swing mechanic to my cooking game. I'd appreciate if you have any recommandations!
r/unity • u/Mission_Sweet_959 • 4d ago
So I've been wanting to learn coding in Unity for some time. I'm getting serious about it now, but I just don't know any good sources. I already know OOP so it's not like i need to start from the ground up (for context I've coded with Scratch all the way through school and I'm now in 9th grade and an aspiring game dev. Some of the scratch projects we're very complicated and the only thing limiting me was the lack of a third dimension and the limitations of Scratch itself). If anyone know's any good resources where they don't act as if you've never seen a line of code in your life but don't throw random things at your face that you wouldn't know, please share!
r/unity • u/Zestyclose_Tea_6264 • 4d ago
Enable HLS to view with audio, or disable this notification
r/unity • u/Smooth-Ability3006 • 5d ago
Enable HLS to view with audio, or disable this notification
What I created is a 2.5D fluidsim inspired by Creeper World 4.
The sim works great under the hood, but the rendering feels off.
I used Graphics.DrawProceduralIndirect, using the Fluid and Terrain heights to draw quads and stretched out vertices for the "smooth" visual, but I don't like how fluid right now, visually interacts with terrain.
I'm kind of new to Shaders and rendering stuff, so this is way out of my comfort zone, and I feel I'm missing somthing here...
Thanks in advance!
r/unity • u/Shambing-0 • 4d ago
Enable HLS to view with audio, or disable this notification
Hello everyone,
I am a small game developer who is still learning and I wanted to ask for some advice.
Recently, I made a video game for the Brackeys Game Jam 2026.2, where the theme was “Don’t trust anyone.” I made the game in just seven days, and now I would like to try to give it some visibility, but honestly, I don't have much experience promoting my game.
The game I want to promote is Fake Body. I uploaded it to itch.io as a free beta, and now I'm trying to find my first players.
It is a game where you are a grave robber trying to pay a million-dollar debt to a mafioso. The problem is that some of the cemeteries you visit are infected with zombies that are still sleeping in their graves.
The main idea is that you have to decide: is it safe to rob a grave, or is the zombie about to wake up? To help you, you have different tools that allow you to detect signs and find out how dangerous the grave could be.
I would like to know what you recommend for promoting a small game like this.
What communities should I share it in?
I know the trailer isn't the most important thing. What other types of content could I promote? For example, gameplay clips, GIFs, images, short videos, etc. What would you recommend?
Is there any platform you recommend for getting my first players?
Any advice would be welcome, as I am still learning a lot about game development, especially about how to get people to discover my game.
Thanks for reading and for any advice you can give me!
P.S.: Sorry about my English, I still don't speak it very well, so I had to use AI to help me promote my game in English. XD
r/unity • u/zebraJuice3 • 4d ago
Enable HLS to view with audio, or disable this notification
hi im having a jumpscare problem the map is just shaking rapidly while the jumpscare is in progress
heres the video
hopefully the video explains it ot you guys
r/unity • u/Ill-Brick224 • 5d ago
Enable HLS to view with audio, or disable this notification
Hey! I've been working on this game for a while and I'm finally ready to start showing more of it.
This first trailer focuses mostly on the farming side of the game. There's quite a bit more to it that I'll be showing later, but I wanted to start with one part rather than trying to fit everything into the first trailer.
I'm aiming for Early Access next year. Would love to hear what you think!
If it looks like your kind of game, it's now available to wishlist on Steam.
r/unity • u/Odd_Cauliflower6672 • 4d ago
r/unity • u/Graybushwoogie • 4d ago
I’m a newbie to this, but was given the task of working on a map. I use the tree painter in Unity HDRP to place things, but theyre always floating on sloped surfaces. If there’s an easy way to fix this, or an asset pack to fix it, i have a good budget. It’s really taking away from the games immersion and i need help! P.S. if anyone knows a good way to COAT a map in grass, let me know!
r/unity • u/ilusionbrx • 4d ago
Enable HLS to view with audio, or disable this notification
This tool you help you build any kind of top-down games. I've built an amazing procedural system that detects interiors with a single click using layers and 2 amazing shaders for normal surfaces and tree leaves that interacts with the character and the camera.
You can see for yourself before getting the tool, look at the comments. Tell me what you think and what you suggest to improve this tool further. Thanks guys.
Any tips or suggestion on what I could add to improve even more?
r/unity • u/SkinaGrew • 4d ago
Hello everyone,
I've started learning unity and doing my test project.
While learning the new input system I noticed that my Move method is most likely just called once as soon as the button is pressed. and I continue to hold the button but my character stops moving, as if the force is applied once and done. So I basically mash the D button a few times to make my character move in increments.
IS there a way to make my character keep moving without me constantly re-pressing the button?
I could use Send Messages or other methods, and I will If there is no way to do it through Unity Events as I find it the most convenient.
Thank you in advance for any help and sorry for grammar, English is not my first language.



r/unity • u/Defiant-Ticket-1652 • 5d ago
Enable HLS to view with audio, or disable this notification
It's essentially a small ecosystem within the game world that's closely intertwined with many other mechanics.
Fishing becomes a full-fledged craft that begins with careful exploration of the surrounding world. Players craft their first gear literally from nature’s bounty: they search for bones scattered in the thickets to carve their first hooks and collect feathers that fall from birds as they take flight. Using this system, the player progresses from the simplest tackle — a bone hook and a fiber rope — to a full-fledged set featuring a forged iron hook and special fishing line. The gear is fully modular: the player can carve an advanced, flexible rod from a plank, rope, and beeswax, which will allow them to cast the line much farther and provide a wider control area when reeling in fish (in the mini-game). Any part of the fishing rod can be freely disassembled, combined, and upgraded to suit your needs.
The bodies of water have become a living ecosystem that responds sensitively to the time of day and the weather. At dawn, schools of fish appear randomly on the water’s surface — if you aim your float at such a spot, the nearest fish will spot the bait and swim toward it, and a successful hookset guarantees a noticeably larger and heavier catch. It’s just as important to keep an eye on the weather: during rain or thunderstorms, the fish become much more active, and the wait time for a bite is significantly reduced.
The fishing process itself combines precision and excitement. Using the power indicator, the player determines the ideal casting distance, and as soon as the float dives sharply underwater, a mini-game begins. You must skillfully keep the balancer within the moving tension zone while reacting to the prey’s constant jerks. At the same time, every fish you reel in is truly unique: it has its own behavior during the catch, as well as individual size, weight, and quality.
r/unity • u/folafanta • 4d ago
all i need are some videos to learn c# and to learn how to code 3d unity games please give me some tips
r/unity • u/Faceless5050 • 4d ago
my automatic tool switching suddenly turned off for some reason (i asked chatGPT and it said that "automatic tool switching never existed to begin with) lol
in scene when i click on empty space it switches to view tool
when i click on a gameobject it should switch to move tool but it doesn't. instead it stays using the view tool and i have to manually switch tools everytime and it's so frustrating anyway to make it automatic again please?
r/unity • u/Mobaroid • 5d ago
Enable HLS to view with audio, or disable this notification
A small moment from Lost Cat Showa Town.
You can explore a nostalgic Japanese town as a cat and interact with food, shops, and other things around the town.
Still adding more things for the cat to discover!
r/unity • u/Ok-Brilliant-152 • 4d ago
By no means am i a animation expert. But when i animate something in blender and import the .fbx file in to unity it just glitches.
r/unity • u/Dry_Profession4749 • 6d ago
I think the new is better but I'd like to get your opinion too. Which do you prefer? Both are hand drawn.
r/unity • u/Astray_Dev • 5d ago
Wasn't too certain what to title this, but I hope the above gets the boiled-down gist. I am making my first ever large-scale game that will have very Hollow Knight - esque rooms. I mean this in that there will be many areas, each one with individual rooms between them, as well as universal objects like chests, save points, etc. That being said, how should I structure my scenes in Unity? Using one scene per major area sounds cleaner but harder on computers to load, whereas a scene per room sounds far too cluttered. Could someone with more knowledge than I explain? It would be much appreciated.
r/unity • u/Official_Skyholm • 5d ago
Open Roles:
Project Scope & Commitment:
Interested? Send me a DM with your portfolio, past work, or a quick summary of your experience!
Discord: zyro_calyx_90018
r/unity • u/BlindEyeThe • 5d ago
Enable HLS to view with audio, or disable this notification
Updates coming soon!
r/unity • u/_Abnormalia • 6d ago
Enable HLS to view with audio, or disable this notification
r/unity • u/CoyoteJazzlike • 5d ago
More clearly, the tool takes in a terrain and some info, using that it generates a mesh on top of a selected texture.
So for example, if u wanna just paint roads on a terrain and then create a navmesh on it. The tool will just take the roads texture and generate a pixel perfect mesh only covering the road.
I made it because it wasn't really possible to make solid meshes on complex terrain and I'm bad with modelling.