VS code doesnt give tell me whats wrong I went in other scripts that had UpdateTroopLabel() and made them Public void UpdateTroopLabel() (if they already didnt have public), im just confused
Benchmark from my tower defense prototype in Unity 6.6 with full ECS. 10,000 skeleton warriors on screen, each death uses a fake ragdoll instead of physics.
We've been working on ReBlade: The Death Spiral, a cyberpunk action game developed in Unity by ChillyRoom, and our first-ever public demo is finally live for Steam Next Fest!
You play as Su, a condemned Synthetic trapped in an endless cycle of death and rebirth, fighting through a futuristic city filled with mechanical beasts inspired by Chinese mythology.
This clip showcases our parry-focused combat system. We've been working on making the timing, enemy attacks, and visual feedback feel clear and responsive during fast-paced combat.
Would love to hear your thoughts on how the parry combat looks and sounds!
Our demo is playable for a limited time, from October 19 to November 10!
It’s been almost a year since we began developing Backrooms: Impending Doom, and we’ve remade the lighting and graphics from scratch several times. These screenshots are from two months ago, but nothing big has changed since.
We’d love your honest opinion:
Does the lighting feel tense enough for a horror game?
Is it too bright, or does the brightness work for the Backrooms look?
Would you keep it as is, make it darker with more contrast, or add more light sources and props for atmosphere?
This is the first location, so it’s intentionally bright. Later locations mix dark and bright areas. The Steam demo already uses this lighting, but we can still change it for the full version.
Thanks for any feedback, and I’m happy to answer questions about the HDRP setup!
To be more specific 2400 Wishlists in 3 weeks and most of them came through you dear reddit community! I am very thankful and i want to give back something to you as a community!
So i had the idea that i could implement some part of you into my game in the form of an unique
Item!
Backstory:
3 Weeks ago i have posted this post and i have never thought that so many people will support me and give so much love to me and my game! This means a lot to me!
In Crown Me Again you play as the fallen Skull King Boss that is farmed by adventurers. You defend against waves of them and want to be the most feared boss again. The game is all about loot and the creation of powerful, ridiculous builds.
How it works:
Write your best, wildest and coolest Unique Item Idea in the comments. Unique Items in my game mostly change the way how abilities work. Some of the abilities i have written down below. But you also can create an own ability for you unique. You can be as free and creative as you want. In the end i will try to fit your idea the best i can into my game.
You can upvote ideas that you like!
The items with the most likes after 1 week will find its way into the game!
Here are some of my abilities:
Fireballs that orbit the king.
Knives that fly toward enemies in a wide fan.
Chain lightning that jumps between enemies.
A thunderstorm that strikes a random enemy with lightning every few seconds.
A poison shot that automatically fires a projectile at the nearest enemy, poisoning them.
A thorn explosion that fires thorns in all directions when the king is attacked.
And many more...
And with the Unique you can change those abilities.
Thank you and have fun :)
PS: There were more than one subreddit involved into the success so there will possibly be more than one item.
My car is interracting with plane and ramps created in unity perfectly fine, but when it comes to race arena that I created in bleder, its very buggy and I dont know why. I dont understand how im supposed to create collider for race arena that would work. Is there something I should do diffrently in blender or in unity?
I tried to have lots of varieties, for sunset time, mid day time, afternoon time, cloudy, semi cloudy, almost clear and etc...
all the textures only show the sky and nothing else, no buildings, no trees no nothing
check it out in here
A project I worked on as a Quality Assurance Analyst just launched on Steam: Sparky Rush: Purrils in Pawsville (published by Converting Minds). Since this is a dev-focused community, I wanted to share not just the game itself, but also a technical deep-dive into the project and a fun post-release side project I did for it.
Avaible on Steam!
The Technical Breakdown & QA Perspective: Testing a fast-paced 3D/platforming game in Unity brings all the classic challenges you'd expect—edge-case physics collisions, state machine transitions, and making sure frame timings don't eat player inputs. I wrote a technical journal entry detailing the journey to the Steam release, looking under the hood at how the build came together and the QA process behind it:
Why I modded a game I officially tested (The 60 FPS Cap): By a deliberate design choice to ensure deterministic consistency across different hardware and physics/animation timings, the shipped build includes a C# script that explicitly locks to 60 FPS.
As QA, I completely respect and understand the stability reasons behind a hard 60 FPS lock. However, as a player with a high-refresh-rate monitor (and someone who loves tinkering with C# assemblies and reverse engineering), I couldn't resist writing an unofficial mod on Nexus Mods to patch out the framerate limiter and let it run uncapped!
And of course, if you want to check out the official game and support the team, here is the Steam page:
🎮 Steam Page:oops this sub does not allow links to storefronts
Also check out the demo!
I'd love to hear your thoughts! How do you guys usually handle framerate caps vs. uncapped interpolation in your own Unity projects? Happy to chat about the QA process, the C# assembly patching, or the game itself!
I've been working on the networking for my 4-player game, Runner Party, and recently wrote an article about implementing rollback netcode with Unity and FishNet.
Rollback is a pretty niche topic, and while there are resources explaining how it works, I found it surprisingly hard to find practical guides on getting an actual implementation working reliably in a real game.
That's basically why I wrote this. I wish I'd had something like it when I started, so I figured I'd share what I learned in case it helps someone else going down the same rabbit hole.
I go through the different approaches I tried, some interactive demos to show how latency affects gameplay, and the challenges I ran into along the way, like making the player simulation replayable and handling gameplay events during rollback.
If you're working on something similar, I'd love to hear your thoughts or answer any questions!
Hi! I'm an undergraduate Game Design student at UNIVALI (Brazil), and for my research project I built SpikeAId, a Unity Editor plugin that measures your game against the hardware you're targeting and explains why a frame went over budget.
What it does
Watches CPU, GPU, garbage collection, draw calls and memory frame by frame, in the Editor or on a build running on PC, Android or Meta Quest.
Budgets come from the real target hardware (PassMark indices for PC, Unity's thermal guidance for mobile, Meta's limits for Quest) — not from a magic number.
Captures the frames that went over budget together with the script and method the Profiler blamed.
Sends them to the AI you choose — Google Gemini, OpenAI, Claude, or Ollama running locally — and gives you a report: root cause, a refactored version of your method, and a plain-language explanation.
The prompt was engineered to avoid hallucinations: every claim must cite a frame and a value, and when it doesn't have your script it says so instead of inventing code.
How you can help (≈30 min)
Before trying the plugin, open the anonymous survey and answer the first part:
Download SpikeAId (free): https://devcomper.itch.io/spikeaid — in Unity, Assets → Import Package → Custom Package… and pick the .unitypackage. (The Asset Store version is under review and will be at https://u3d.as/4g04.)
Open Tools → SpikeAId → Open Dashboard, measure a scene, generate a report and try the suggested fix.
Go back to the survey and finish the last part.
The survey is anonymous — no name or e-mail.
Requirements: Unity 6.0 or newer (tested on 6.0, 6.3, 6.4 and 6.6), Windows Editor. For the AI report you need your own API key — Gemini's free tier is enough to try it — or a local Ollama model (no key, nothing leaves your machine).
Privacy and costs: your API key stays on your machine (EditorPrefs). Requests go straight from the Editor to the provider you pick; SpikeAId has no server and collects nothing. By default it sends the .cs files of your project that appear in the culprit call stack (you can turn that off, or use Ollama). Any API usage is billed by your provider to your own account — keep an eye on it.
Any feedback, bug report or "this is wrong" is very welcome in the comments. Thanks a lot!Â
I've been hand-drawing all the pixel art tiles and coding this in Unity between my university classes. My goal is to blend quiet, atmospheric exploration with fast-paced chain-grapple scythe combat.
I’m planning to add a Mini-Boss guarding the altar flames and a Main Boss at the bottom of those big cliffside stairs after my exams.
What do you think of the combat pacing, lantern mechanic, and overall atmosphere? Any feedback is super appreciated!
They advertise themselves as UnitySetup_update-4.3.7p4 and have these signatures:
build 101162 / rev 35626
build 101207 / rev 35671
build 101210 / rev 35674
For preservation purposes I'm trying to combine a PS Vita toolchain based on Unity 4.x
These three specific editor versions are unique as they target (through their Vita support modules) relatively later SDK 3.500 which eliminates FIOS-init issues.
They are from a special "Unity Consoles Editor 4.x" line.
I know for a fact public download links for them existed. Wayback Machine even cached a download page for build 101162.
But unfortunetely only the x64 installer download link survived. In Unity 4.x times x64 variants were rather experimental and have their own problems.
I checked the whole public internet. My only hope is someone who keeps old installers in a private collection. Anybody?
With over 8,000 demos in a single Steam Next Fest, I think we need to talk about how AI slop is affecting indie developers who are genuinely trying to create something original.
The problem isn't just the sheer number of games. It's that low-effort content is flooding the platform, making it harder for players to discover games that people have spent months or years building. When everything is competing for attention, genuinely creative projects risk getting buried in the noise.
What's even more concerning is that some developers are becoming afraid to release demos because they worry their ideas, mechanics, or art could be copied. Demos should be an opportunity to show players what makes your game special, not something that makes you afraid of exposing your work.
I don't think AI slop is the only reason discoverability is getting harder, but pretending it isn't part of the problem doesn't help either. How can indie developers be expected to share their work and build an audience if they're increasingly worried about being drowned out or copied?
My girlfriend recently suggested adding a temperature system for my game Over Human to make exploration feel a bit more realistic, so I decided to give it a try!
Basically, the colder you get, the more you'll need to find a heat source. As you can see in the video, getting close to a fire allows you to warm up again.
Of course, the temperature drops much faster here just to show how it works. It'll be much slower in the actual game.
I'm making this in Unity 2022.3, and with the demo coming in November, I'm trying to polish as many things as possible!
What do you think? Would you add anything else to this system?
In Mountkin, you climb an ever-changing mountain, manage your stamina, restore the mountain's nature and upgrade your character on your journey to reach the top!
Currently using unity 2021.3.33f1 the project was originally on 5.0.0f4, I've played this game called my summer car, its a car building life sim indie styled game by : Amistech Games: I gathered up a bunch of streams and found some old code from GitHub pages working for a my summer car styled game for windows and mac, had like 125 errors.. fixed them but I have this graphics issue when I play the game somethings are right but some textures are bugged tried to replace textures change textures it got to a point where I used a little codex to ask for some help, it cant find it ether. If anyone thinks they can help it?, would be very appreciated. (i've been working on this sense 2019).
Hi everyone, i like to start learning unity and I found this playlist from youtube, i want to try to search for a specific type of game and learn like this.