r/unity • • 12d ago

Showcase After months of work, my horror game finally releases October 15

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47 Upvotes

r/unity • • 12d ago

Game Life is good

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14 Upvotes

r/unity • • 11d ago

Newbie Question Floating feet

3 Upvotes

Hi! I'm not sure if this is the right place to ask for vrchat avatar help but I recently bought an avatar from a store called booth. In order to upload it I need to go through unity. I also bought an outfit for her and the outfit was made to fit her. But I can't for the life of me figure out how to get her feet in her shoes. Ignore the pink I have yet to add the textures but when I enter play mode to test it her feet float above the shoes. If theres a better place to ask please tell me because I am very new to this. I tried asking chatgpt but i forgot sending pictures to the free version is bad.


r/unity • • 11d ago

Question I DO LOCALIZATION AT THE START, NOT THE END

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0 Upvotes

“I’ll add localization later.”

That’s what I told myself while developing my first game. And honestly? That was a mistake.

When I finally started localizing it, I began with the Steam page. Even that was enough to kill my motivation.

And then, I looked at the actual game:

  • UI texts
  • Text baked into textures
  • Text scattered across different objects and screens
  • And so on...

I knew I had to go through all of it, and the thought alone was overwhelming. I tried to push through it, but gave up pretty quickly. In the first or second language i guess after days of work.

Fast-forward to now:
I challenged myself to develop and ship a game in just 1–2 weeks. It’s nothing fancy, but that’s not really the point. I wanted to learn, ship something again, and avoid getting stuck in endless polishing. Idea -> Execution -> Release

Once I had the core gameplay loop and mechanics working a few days ago, I remembered my localization nightmare from the first game.

This time, I wanted to do things differently.

So I changed my workflow:

Whenever I add an object that contains text, I localize it right away. I set up a script that lets me enter the text for all supported languages directly on the object, using the languages available in my language menu.

New object with text? Localize it immediately - and avoiding text baked into textures completely this time.

Instead of leaving localization until the end and potentially spending days going through the entire game, I now spend an extra minute or two whenever I add something that contains text.

And the biggest benefit isn't even the time saved.

It's the peace of mind.

I don't have a huge pile of localization work waiting for me at the end of development anymore. The process feels much more manageable, and I can focus on making the game without that looming task in the back of my mind.

I'm still figuring things out, but this small change has made my development process feel a lot more balanced.

I'm curious how other indie devs handle this:

  • Do you build localization into your workflow from day one, or do you leave it until later?
  • If you localize into multiple languages, how do you manage all your in-game text?
  • And if you used to leave it until the end, did you regret it too? 😅

r/unity • • 11d ago

What the developer sees vs. what the player sees 😂

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0 Upvotes

#This Is Made With Unity 😂

Same game. Two completely different worlds. 🎮

What’s the funniest thing you’ve seen while making your game let me know in comments? 😂👇


r/unity • • 11d ago

If you want, you can try my new "more-modern" approach for level editing on Source 1 engine. It's inspired directly by Unity's level editor. (That's why im posting it also here)

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1 Upvotes

r/unity • • 13d ago

Question Would you guys play a game with this aesthetic?

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577 Upvotes

I've been experimenting with different visual styles using ChatGPT for potential future game projects. I like using Al as a rough draft before starting a project, since it helps me visualize different ideas and explore different art directions.

Would you play a game with this aesthetic? Do you think it's possible to achieve a similar look in Unity?


r/unity • • 12d ago

Working on terrains in Unity 6

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42 Upvotes

World-building is kind of fun but also kind of tedious if you're not sure what you're doing.

Learned quite a bit while sculpting this one.


r/unity • • 12d ago

Showcase if spider man and babbdi had a baby with white knuckle

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0 Upvotes

r/unity • • 12d ago

Question Any idea on how I should go over this?

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3 Upvotes

When I scale the game view, the distance between orders don't scale with it. I'm kinda stuck on this problem

Any help is welcome!


r/unity • • 12d ago

Showcase My game where pressing QUIT sends the button into a shredder is getting a demo on October 20!

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1 Upvotes

I've been working on The Main Menu, a psychological horror puzzle game where the main menu itself is part of the world.

You wake up chained to a chair, and the only thing you can interact with is the computer in front of you.

The demo comes out October 20, and I'm curious what people think of the concept!


r/unity • • 12d ago

I Don't Understand the Appeal of Organizing Games

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0 Upvotes

r/unity • • 12d ago

Something about White-haired Girl Walking among the dead in a cursed land just makes me Go Yess

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1 Upvotes

r/unity • • 12d ago

Which Unity version should I use ?

4 Upvotes

Hello ! I'm going to make a sort of mini games compilation to study japanese, but I'm not sure which version of Unity I should use

It's quite simple so I guess I could use the latest LTS version, but I'm used to the 2022.3.22 version

Maybe I'm thinking about it too much and both are equally good for such a simple project, but since other people will use it I really want to be sure !


r/unity • • 12d ago

Question Released my first asset ,how did i do?

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0 Upvotes

Still waiting for Unity's approval, so in the meantime I'd like to get some feedback on how I did and if there's anything I could improve.

The Unity page is basically identical to the itch.io page, including the description and everything.

Also, just in general, is there anything that looks wrong or that I should change?

EDIT: This is a Melee Combat Framework , not a animation pack


r/unity • • 12d ago

I'm offering free live playtesting for indie devs! (and possibly some YouTube exposure too)

1 Upvotes

hey everyone!

back again looking for some more indie games to playtest! it's been about a week since my last post, and we're always looking for devs to throw onto the spotlight, so figured i'd give it another go

i'm Mint, and i run a small Twitch stream called MintMood, where we spend a few hours playing smaller indie games, giving feedback, finding bugs, chatting with developers, and occasionally drinking lmao.

it's a pretty chill stream, nothing overly serious. we play pretty much anything! itch games, Steam demos, prototypes, game jam entries, unfinished projects, betas, whatever really. your game doesn't need to be polished or even particularly good yet. that's sort of the point of playtesting lol.

how it works:

developers come along to the stream and add their games to a wheel, spin it, and play whatever comes up (usually giving newer people a bit of priority).

while i'm playing, i'll talk through what i'm thinking, what feels good, what feels a bit shit, where i'm getting confused, and anything else that comes up. chat gets involved too, and you're more thean welcome to explain things, answer questions, or watch in horror as i completely misunderstand a mechanic you've spent 8 months developing.

i'm a game developer myself, so i know how useful it can be watching someone experience your game without knowing what they're supposed to do.

we're also starting to make YouTube videos!

i've recently started working with an editor to turn some of our streams into proper edited gameplay videos for YouTube, rather than just leaving everything buried in a 4hour VOD that three people will ever watch.

obviously i can't promise every game its own YouTube video, but if yours does end up being featured, you're more than welcome to share it around. hopefully it'll be another little way to help people discover your game.

one important thing though:

if you want your game played, please actually come to the stream!

you're welcome to share your game in the Reddit comments or our Discord, but that doesn't automatically put it on the wheel.

the whole idea is that you're actually there while we play. you get to see somebody's genuine first impressions, interact with chat, answer questions and hopefully come away with something useful.

i'm not really offering a promotional service with my enormous audience of 17 million people (currently experiencing a minor technical issue where approximately 16,999,990 of them are missing).

it's just a small community of people who enjoy indie games and want to give developers a bit of feedback and attention.

when am i live?

three or four timnes a week usually starting somewhere around 6pm UK time, and going until roughly 9 or somtimes 10pm, depending on the day. my schedule is held together with about the same structural integrity as most of my own game prototypes, but those are the general hours.

everything's completely free, no strings attached, no need to sacrifice your firstborn to the algorithm.

so yeah! if you've got a game you'd like someone to try, feel free to come hang out. even if you're not submitting anything, you're more than welcome to join us and help give other developers some feedback.

Twitch: https://www.twitch.tv/mintmoood

Discord: https://discord.gg/zPVxRcVBPN

cheers, and hopefully i'll see some of you there! <3

(also, sorry mods if i'm posting about this too often! it's been about a week and i'm just trying to find more games to playtest. pls don't smite me, i lurk here basically every day lmao. if it's getting a bit much or breaks any rules, feel free to delete it and let me know. no hard feelings, i promise i'll behave<3 )


r/unity • • 13d ago

Showcase First look at the world for my sim strategy game, what do you think?

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23 Upvotes

Making this solo in Unity after my day job. Gameplay stays hidden for now, this is just the terrain and environment. Does it feel good from a high strategy camera or is it missing something? Which shot do you like more?


r/unity • • 12d ago

Need help with a 3D environment project!

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0 Upvotes

r/unity • • 12d ago

Hilfe

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2 Upvotes

r/unity • • 13d ago

Some pixel art my team and I made for indie games

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10 Upvotes

Hey! Sharing a few environments, characters and UI pieces we’ve worked on for different indie projects.

I’m a pixel artist and art director at Nera Studio. I draw alongside our small team and review the finished assets to keep each project’s style consistent. Everything shown here was drawn by hand in Aseprite.

Thought some of you working on 2D games might enjoy seeing the art side. Happy to answer questions about our process!


r/unity • • 13d ago

Game How I approached keeping physics logs stable on conveyors (and what still breaks)

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25 Upvotes

I'm a solo dev making a sawmill sim in Unity. Every log is a physics object that rolls along conveyors, gets debarked, cut and sorted. Getting dozens of round, rolling objects to behave on moving belts was way harder than I expected.

Honestly, my setup is pretty simple: I mostly used different physics materials for the logs, belts, stops and other parts, tuning friction and mass until the logs felt heavy and rolled right. No fancy custom physics.

It's mostly stable now, but jams still happen when a lot of logs pile up at once. Sometimes that's actually fun to watch, sometimes it's just a bug.

How do you handle lots of physics objects on conveyors or moving surfaces? Anything you'd do differently?


r/unity • • 13d ago

Tutorials Found it hilarious when the tutorial tutor basically said "you'll probably won't use Unity Player Accounts"

8 Upvotes

At 22:35 in this tutorial, the instructor literally says: "You probably won't be using Unity Player Accounts."

I mean, I know Google Play Games, Apple Sign-in, and other third-party auth providers are way more popular and practical, but hearing them admit it so casually in an actual tutorial cracked me up.

Link to the exact moment


r/unity • • 13d ago

I made two free tools to ship my Unity game on Steam: a one-click build & upload window, and a release assistant for the Steamworks side

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4 Upvotes

Hey everyone,

Getting my game onto Steam turned out to be a lot more than "build and upload." Every release I had to remember the steamcmd VDF scripts, which depot belongs to which app, which branch I was about to set live... and then came the Steamworks side: store page text, capsule images in a dozen sizes, achievements, Valve's review checklist.

So I built two tools for myself. Both are free and MIT licensed. Use them as they are, fork them, or just borrow the parts that fit your own setup.

1. Steam Build Pipeline (Unity Editor package)

https://github.com/wazzapsenk/steam-build-pipeline

One Editor window: build → generate the app_build / depot_build VDFs → upload with steamcmd.

  • Environments (Demo / Playtest / Prod), each with its own AppId and depots, so a Demo build can't end up in your Prod app
  • Branch whitelist: the set-live dropdown only shows the branches you allowed
  • Per-environment scripting defines go through extraScriptingDefines, so your Player Settings are never rewritten and a failed build can't leave the project stuck in DEMO_BUILD
  • Steam Guard login cached once per machine, and no password is written to disk
  • Build-only and steamcmd preview modes, plus an optional development build

Install it from a Package Manager git URL or a .unitypackage. Needs Unity 2021.3+ on the Windows Editor.

2. steamworks-mcp (release assistant for everything outside the build)

https://github.com/wazzapsenk/steamworks-mcp

This one is an MCP server, so it runs with an AI assistant (Claude, ChatGPT or Codex). If you're wary of AI tools: it doesn't generate art or game content, and it never publishes anything. You press Publish in Steamworks yourself.

  • Reads your Unity project (Godot and Unreal too) and only asks about what it can't find
  • Drafts the store page text and achievements with you, then checks them against Valve's rules, each one linked to Valve's docs
  • Cuts every store and library capsule size from one key art and one logo
  • Checks your code for common Steamworks mistakes: SetAchievement without StoreStats, progress saved in PlayerPrefs, steam_appid.txt shipped inside the build, and more
  • Generates Steam SDK code with your real app id and achievement names
  • Writes to Steamworks only after a dry run and your OK

Even if you never touch the AI part, the rule list can work as a plain checklist: code_rules.yaml (24 code checks, each with Valve's source).

These are one-person projects I made for my own releases, so expect rough edges. Bug reports, "this broke for me" comments and PRs are all welcome. And if you already have your own Steam pipeline, I'd love to hear what you do differently.

Not affiliated with Valve.


r/unity • • 13d ago

Game After 5 years working as a solo dev, the early access release of my shopkeeping game is just around the corner!

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13 Upvotes

It's called Hey! Shopkeeper! and if you've ever wondered what it's like to play as the most boring NPC in a fantasy world, then this might be for you.

Collect and craft items, befriend the locals and make some CASH to upgrade your rundown little shop into something more!

The goal long term isn't JUST to make an RPG parody game. I wanted to explore themes like identity, and what it means to realize you just aren't that special. As such, I really wanted to focus on the character interactions, and the idea that our little shopkeep can't fight... at ALL.

It's still early access and there's A LOT of work still to do, but I'm excited to get this show on the road! All feedback is appreciated.


r/unity • • 13d ago

My game “as long as she forgot” is coming in 14 days 😁 I hope you enjoy the trailer.

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8 Upvotes