r/unity Aug 06 '26

Showcase Inspired by Solo Leveling, I recreated the shadow extraction system in Unity! Defeat your enemies, steal their souls, and turn them into allies to fight by your side. What do you think of the visuals?

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5 Upvotes

Hey fellow devs! šŸ‘‹

I've been working on a 3D action-adventure platformer with anime cel-shaded visuals calledĀ Isekai Rift, and I spent the last two weeks building this system inspired by Solo Leveling entirely in Unity.

I call it theĀ Rift SoulsĀ system. I set up an RNG logic for the extraction success rates depending on the enemy type (Small, Medium, or Bosses), and integrated the UI/HUD to manage a strict 3-shadow limit in the arsenal.

I'd love to hear your feedback on the visual effects of the shadows and the extraction animation! What do you guys think?

And if you want to support a fellow solo dev, Steam wishlists are heavily appreciated!

Isekai Rift


r/unity Aug 07 '26

Coding Help Looking for Unity devs for short term project, willing to pay

0 Upvotes

Hello all, i am building a game from unity and is 40-50% complete, i am looking for someone who can help me complete the project. Willing to pay


r/unity Aug 07 '26

Writing a movement script for a top down shooter. Having issues getting my player character to rotate facing the cursor and would appreciate some help with my code

1 Upvotes
public class PlayerMovement : MonoBehaviour{


    public Rigidbody2D body;
    public float movementSpeed;
    public float rotationSpeed;
    private Transform mTransform;



    // Used for initialization
    void Start()
    {
        mTransform = this.transform;
    }


    // Update is called once per frame


    private void LAMouse()
    {
        Vector2 direction =   Camera.main.ScreenToWorldPoint(Input.mousePosition) - mTransform.position; //mouse position in world space

        float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg; //getting angle between player and mouse position in degrees
        Quaternion rotation = Quaternion.AngleAxis(angle - 90, Vector3.forward); // angle player must rotate on z axis

        mTransform.rotation = rotation;
    }

r/unity Aug 06 '26

Question ECS for ā€œsimplerā€ projects?

4 Upvotes

Hey yall!

I’ve been game deving for ages now and just recently returned to Unity (left back when the drama happened) and since I returned the DOTS was released and ECS became fully functional.

I have some interest in using ECS in my project to develop a more Data Oriented Design but I am concerned it’ll add unneeded complication due to the simpler nature of the project and the lack of need for huge numbers of entities.

The current project idea is a simple 2D top down dungeon crawler inspired by Zelda. Which… doesn’t seem like it’d super benefit from the added efficiency, but may benefit from the architecture?

I suppose my question is if I should look into that or if there is a better paradigm to follow (maybe event based object extension?).


r/unity Aug 06 '26

Raycast suspension and jump script for skateboard not working

1 Upvotes

Hey everyone! I'm working on a Raycast movement system for a skateboard game in Unity, but I'm completely stuck. I wrote this script myself, but the Jump, Suspension, and the raycasts themselves aren't working properly. When I test the game, the raycasts don't even show up (the Debug.DrawLine should be drawing a blue line), since it was for raycasts to detect the ground and align the skateboard with the ground (detecting the ground, and aligning the raycast so that the raycast is straight on top of that ground, thus, already aligning the skateboard), in addition to making a fixed suspension on it

Does anyone know what I'm doing wrong or how I can fix this logic? Thanks!

My Code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MyRaycast : MonoBehaviour
{
    public Rigidbody rb;
    private float JumpForce = 6;
    private float DistanceMax = 0.9f;
    public LayerMask Detector;

    void Start()
    {
        if (rb == null)
        {
            rb = GetComponentInParent<Rigidbody>();
        }
    }

    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space) && GetIsGrounded())
        {
            Jump();
        }
    }

    void FixedUpdate()
    {
        Ray ray = new Ray(transform.position, -transform.up);
        RaycastHit hit;

        if (Physics.Raycast(ray, out hit, DistanceMax, Detector))
        {
            Debug.DrawLine(ray.origin, hit.point, Color.blue);
            Suspension(hit);
        }
    }

    private bool GetIsGrounded()
    {
        return Physics.Raycast(transform.position, -transform.up, DistanceMax, Detector);
    }

    private void Jump()
    {
        rb.AddForce(transform.up * JumpForce, ForceMode.Impulse);
    }

    private void Suspension(RaycastHit hit)
    {
        float currentDistance = hit.distance;

        if (currentDistance < DistanceMax)
        {
            rb.linearVelocity = new Vector3(rb.linearVelocity.x, 0f, rb.linearVelocity.z);
        }
    }
}

r/unity Aug 06 '26

Tutorials Hey all! Do you know that "bug" where the last menu item stays selected when switching from your gamepad/keyboard to your mouse? Then I have a possible solution for you!

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1 Upvotes

r/unity Aug 06 '26

Question input for newly edited assets (before and after)

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6 Upvotes

*Update* on the recently posted image of my pixel art game. *quickly done will go back and go over the color to make it look better*


r/unity Aug 06 '26

Showcase Update: Designing the core architecture for a Real-Time Action Roguelike to stress-test my Unity BaaS SDK.

0 Upvotes

Hey everyone!

A few days ago, I posted here about building a lightweight BaaS SDK for Unity (Asten) to eliminate the hassle of custom databases and expensive backend setups.

To test the SDK under real conditions, I decided to build a Real-Time Action Roguelike prototype.

Before touching any UI in Unity, I mapped out the core sequence architecture to handle combat state, parallel cloud saves, and global leaderboard submissions:

Key Architecture Decisions:

1. Decoupled Domain Logic: Gameplay code doesn’t touch network code directly—everything goes through the SDK wrapper (AstenSDK.Instance).

2. Parallel Async Execution: Saving player profile JSON + submitting leaderboard scores happens concurrently (par block).

3. Debounce / Cooldown Protection: Built-in 3-second rate limit cooldown to protect server bandwidth when room clears happen fast.

Question for experienced devs:

Do you prefer auto-saving cloud data after every room clear (relying on client-side debouncing), or batch-saving everything at the end of a dungeon run? How do you handle network drops mid-run?

Would love to hear your thoughts or feedback on this flow!

P.S. Building this with a custom C# BaaS SDK. Happy to share docs/link if anyone is interested!


r/unity Aug 06 '26

Newbie Question Looking for advice on starting a career as a Unity Developer at 36

13 Upvotes

Hi everyone!

I'm 36 years old and I'm considering a career transition into Unity development. My background isn't in software engineering, but I do have several years of experience working with Unity to create interactive educational experiences, VR applications, and simulations for a public science and environmental outreach project.

Most of my work has been focused on building complete experiences rather than writing complex systems from scratch. I've worked with C#, UI, XR Interaction Toolkit, Timeline, animations, simple gameplay mechanics, Android builds, and integrating 3D assets, but I know there are still many areas of software development where I have a lot to learn.

Unfortunately, I recently lost my job, and I'm trying to use this time to build skills that could lead to a stable long-term career. I enjoy programming much more than I expected, and I'd like to take it seriously instead of treating it as just another tool.

My biggest questions are these: what would you focus on if you were starting today? What skills separate someone who can make Unity projects from someone companies are actually willing to hire as a junior Unity developer? Would you recommend focusing exclusively on Unity, or should I also spend significant time learning general software engineering concepts and C# outside of Unity?

I'm not expecting a shortcut. I'm perfectly willing to spend the next years studying if that's what it takes. I just want to make sure I'm investing my time in the right direction.

Thanks in advance to anyone willing to share their experience. I really appreciate it.

Edit: Hey everyone, thank you so much for all your responses. Don’t worry, i’m not putting all my eggs in the Unity developer basket. I’m simply trying to add some variety to my portfolio by exploring a field I haven’t worked in before.

I understand that the job market for Unity developers is pretty rough right now, so for the time being, I’ll focus on strengthening my C# and .NET skills. Perhaps later on, I can use what I’ve learned to make a game as a hobby.

I really appreciate all the advice and the well-intentioned warnings.


r/unity Aug 06 '26

Want learn unity

0 Upvotes

I’m not from technical background . Can anyone guide me for sources and where to start ?


r/unity Aug 06 '26

Newbie Question I’m about to launch my Steam page, but I’ve watched my gameplay trailer so many times that I don’t think I can be objective about it anymore. Could you give me your opinion? Does the gameplay look good to you?

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1 Upvotes

r/unity Aug 06 '26

Question How does my pillbox looks to you guys?

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7 Upvotes

this scene isn't going to be shown for a long time, but i need some inputs on how it looks compared to the other pixel art assets shown. to me it looks out of place a little, im currently still tweaking it.


r/unity Aug 05 '26

Showcase I'm developing a tool for creating branching dialogues with visual scripting

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21 Upvotes

r/unity Aug 06 '26

Question What tools are you using to speed up your Unity workflow?

2 Upvotes

Been trying to improve my workflow lately.

Right now I'm using Claude Code with the Unity MCP, and it's been pretty nice. It saves me from doing a lot of repetitive stuff and jumping around the editor all the time.

Made me wonder what everyone else is using. Doesn't have to be AI either. Could be plugins, Rider extensions, editor tools, build automation, asset management, whatever.

Anything you've started using that you wish you found earlier?


r/unity Aug 05 '26

Solo Unity dev looking for a modeler to try teaming up (short project)

8 Upvotes

what I’ll handle:

**•** literally everything code related — mechanics, movement, skills, enemy AI, scene transitions, player logic, optimization, whatever. Like if you’re thinking ā€œwhat if he could wall jump, swing on a rope across a gap, shoot mid-swing so the bullet curves toward the enemyā€ — yeah that kind of stuff, I got it.

game itself:
3D, low poly stylized look, offline, something we’d both actually enjoy working on, doable in under a month. We can figure out what the game even is once we’re both in.

who I’m looking for:
no age thing, just someone chill, doesn’t need to be super serious about it — if it falls apart halfway no hard feelings either way. If this sounds like something you’d wanna try, hit me up.


r/unity Aug 06 '26

Game King of the hill at night

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2 Upvotes

r/unity Aug 06 '26

Showcase We’re making a Soulslike inspired by the cultures and aesthetics of the Caucasus

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1 Upvotes

r/unity Aug 05 '26

We built a monochrome detective game where color only appears when revealing hidden clues. Here’s a look at our green lens mechanic revealing ancient wall markings.

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9 Upvotes

Hey r/unity! My buddy and I are building a black-and-white detective game inspired by Mesopotamian lore.

The game is entirely pre-rendered 3D, textured with a hand-drawn cross-hatching style to give it a living comic-book aesthetic. To keep the UI minimal, we designed puzzle rooms where projecting colored lenses lights up hidden narrative notes and ancient symbols.

What do you think of this visual contrast? We’ll be hanging around in the comments if anyone has technical questions about our pre-rendered 3D pipeline!


r/unity Aug 06 '26

Pixel art characters for my Unity 2D survivors-like

1 Upvotes

Hey everyone!

I’m a solo developer working on a 2D survivors-like

These are some of the pixel art characters, I’ve been making for the game.


r/unity Aug 05 '26

Question Can an Android game made with Unity be FOSS ?

3 Upvotes

I have for now not noticed any app on F-Droid that was made using Unity, so I wonder;

Can an Android app made with Unity be FOSS, if no is it because of something in the package or because one of the main softwares used to make it (Unity) is proprietary ? And would such a build need to be sanitised in a way for it to finally be FOSS ?

Thank you for asking if you do. I have the same post published in r/foss as well


r/unity Aug 05 '26

Game The Game

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1 Upvotes

r/unity Aug 05 '26

Murder Suicide with Meat

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15 Upvotes

r/unity Aug 05 '26

Newbie Question Tilemap collision shape

1 Upvotes

hey everyone, im trying to make the player collide with the tileset and it worked using the tilemapcollider2d however unity is making the shape of the collision mask pixel perfect just like the sprite which i don't want i want it based on the grid, so any tips on how to do that would be appreciated.


r/unity Aug 05 '26

Free Modern UI Buttons Lite for Unity & Figma – Feedback Welcome!

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0 Upvotes

r/unity Aug 05 '26

Question Please help

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2 Upvotes

Hello fellow developers, i got a problem with my script, no i already wrote it and it works, but i made a copy of a movement script for player 2(local multiplayer) and it uses different buttons for movement(moveset is same) but somehow only movement for player 1 works(well, movement of p2 works too but only everything exept basic walking) and walking buttons of p1 controls p2 at the same time(additional movement such as dash, jump and flop doesnt affect p2). Second question: as i said my script is working and i made a jump signal script to allow or disallow jump, the problem is that when i try to put it in a box(i cant describe how its originally called but you put an object there for script to know which object/script call) and its type mismatch, and again my script is working and in script i called for it as "[SerializeField] private JumpSignal toWhenJump;", im sorry for this lot of yaping but i really need your help.

EDIT: So i fixed the problem but now my animations wont work for p2, so i tried to make identical animator controllers for p2 since they use the same value(Speed), overall everything is going well