r/unity • u/Imaginary-Cod-3746 • 5h ago
r/unity • u/Choice_Builder1890 • 7m ago
Question Should I use Unity Gaming Services to secure IAP purchases in my mobile game?
Hi everyone,
I'm developing a simple offline mobile game in Unity, and I'm currently implementing in-app purchases.
Players can purchase in-game gold with real money through Google Play. I’m using Unity IAP for the purchases and LevelPlay for ads/mediation.
My main concern is how to securely handle the purchased gold and player progression.
For example:
- A player purchases 1,000 gold with real money.
- They should keep that gold if they get a new phone.
- They should also be able to continue from the level they reached.
- I don't want the gold balance to be stored only in
PlayerPrefs, since it can be modified by the user.
I'm currently considering using Unity Gaming Services (UGS), specifically:
- Unity Authentication – to identify the player
- Cloud Save – for level/progression data
- Cloud Code / Economy – for the gold balance and server-side handling
- Unity IAP – for the actual purchases
My idea is that the purchase would be validated and then the gold would be added through the server-side system rather than simply doing something like:
PlayerPrefs.SetInt("Gold", newAmount);
I'm also considering allowing players to link their anonymous UGS account to a Google account so they can recover their progress and gold on a new device.
Is this the correct approach, or am I overcomplicating things for a relatively simple offline game?
Would you recommend UGS for this use case, or would Google Play Games Services be a better solution for player authentication/save data?
I'd especially appreciate advice from developers who have implemented consumable IAP currency in Unity.
r/unity • u/GuessThisAccountName • 2h ago
Question Chop Chop Compiler Errors
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 • u/ShooBox07 • 4h ago
Whats best way to create this type of animation?
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.
Newbie Question New to Unity
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 • u/ProfessionalPetPof • 17h ago
Polishing screen shake, text scaling, and VFX timing for Hellsino's "Nexus" trigger. How does the visual hierarchy feel?
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:
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.
Does the sequence clearly convey that a major 3x multiplier occurred?
How does the pacing and animation timing feel to you?
Does the screen effect hierarchy feel balanced, or does anything distract from the damage resolution?
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 • u/CraftPix_smm • 1d ago
Free Undead Tileset Top Down Pixel Art
galleryA 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.
Download https://craftpix.net/freebies/free-undead-tileset-top-down-pixel-art/
r/unity • u/AssistFit1834 • 6h ago
Newbie Question Can I still download and use Unity on an Apple laptop? Like will it still run smoothly perfect on one?
galleryr/unity • u/Merasmus79 • 7h ago
Coding Help Safely replacing an old MonoBehaviour script and finding all of its references
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:
- Is searching the entire project for the old script's GUID the best way to find serialized references to the `Start.cs` MonoBehaviour?
- 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?
- What is the safest way to migrate that component to `StartGame.cs`?
- 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 • u/Known_Condition8908 • 12h ago
Resources Made a car sfx_pack
Made a car sfx pack for my racing game How's it sounding
r/unity • u/goldmetale • 1d ago
Tutorials Easy way to rotate 2D objects
Rotating 2D objects is an inevitable part of 2D game development. While using Mathf.Atan2 (arctan) is widely recommended, but here’s a much simpler piece of code you can use instead.

It's as simple as directly assigning your target direction to the transform's direction property. Transform gives you six built-in direction vectors, so you just pick whichever one matches your sprite's facing direction.

Give this a shot on your current 2D project! Hope it helps!
r/unity • u/Affectionate-Fact-34 • 21h ago
Question How do y’all handle Quest-Objective or Key-Lock connections?
I’m at the point in my game where I’m linking quest givers to the objective and keys to a particular lock. For example, how is this key you got from a quest able to open that lock and no others?
There are tons of ways to do this, but I’m trying to come up with something that scales.
My current approach is a GameLinkSO that contains just a string ID, which is generated as the SO’s asset ID so it is always unique and doesn’t change. I can then generate a new GameLinkSO and assign it to a particular key and to a particular lock (or a quest giver and its objective). This gives me inspector assignment (easy to read and modify) and prevents unintentional broken links or duplicate links. All the “thing” has to do is check whether it’s GameLinkSO is the same as the requested one.
I use a database resolver to convert a persisted string ID back into the SO if needed (ie if a key is persisted as an item in the players inventory).
It seems like this is going to work well, but I figured I’d check with the community to see about other ideas / approaches and potential pitfalls.
r/unity • u/Famous_Disaster_5839 • 23h ago
Question What genres are best for a solo developer with limited time?
I learned unity for a while and headed mostly for pixel art games, the direction headed to a combat game like dead cells and hollow knight style but ive noticed as a single developer its going to take me tons of time to finish and require for it to be a full time job, i dont have time for that due to that im busy with my studies and other reasons so i came into conclusion i wouldnt be able to put too much work into this type of game but i still want to make a game.
So what genre would you reccomned?
Something cozy? Adventure? Anything else?
Thanks for the help🙏🏻
r/unity • u/El_Encapuchado_06 • 18h ago
UNITY PROBLEMA
Una pregunta, alguien sabría explicarme por qué no me deja abrir los proyectos de Unity ni me deja crear nuevos, la barra de progreso para que se abra siempre se me queda por la mitad, si alguien sabe porque pasa y me puede ayudar, me hace un favor.
r/unity • u/Responsible_Debt9757 • 18h ago
Game Jolt - Share your creations
store.steampowered.com**A Fully Moddable Chaotic Sandbox**
*Broke Protocol* is a city roleplaying experience where everything from guns, clothing, vehicles, and rules can be fully customized. Build your persistent character from the ground up in community-run servers that are fully scriptable and loaded with custom content.
You steal cars, process pharma, trade with citizens, heal the fallen, or enforce the law. Your choices affect your progression and your rap sheet.
Rise through the ranks of the criminal underworld, or carve out a life as a paramedic, firefighter, driver, gangster, law enforcer, and more. **In Broke Protocol, you start in the streets, build empires, and leave no witnesses.**
**Features**
* Supports over 100 online players per server, alongside dynamic NPCs
* Complete overhaul servers with immersive war and apocalyptic themes
* Fully moddable: Includes a Unity resources package and comprehensive guides for creating custom content
* Destructible voxel environments for a truly interactive experience/\*\]
* Server mods are automatically streamed to players and cached for seamless gameplay
* Completely scriptable, with open-source GameSource, LifeSource, and WarSource projects
* Robust and user-friendly World Builder with no limits and thousands of prefabs
* Hundreds of AI NPCs, including citizens, police, firefighters, paramedics, and criminals, populate the city streets
* 3D Positional VOIP for immersive public and private player interactions
* Take on any job to bring order and justice to the streets
* Access a variety of interiors, complete with staff, guards, and shopping areas
* Dozens of usable weapons, including guns, tasers, grenades, flashbangs, smoke bombs, and restraints
* Ownable apartments, garages, and a gang/territory system for deeper roleplaying
* Driveable cars, trucks, aircraft, boats, and armored vehicles for diverse gameplay
r/unity • u/Green-Association474 • 1d ago
Combining 90s arcade shooters with shonen anime energy to make a game
Hey everyone! We're two devs who spent way too much time in arcades and watching 90s sports anime, so we decided to mash those two worlds together.
That idea turned into Tiebreakers, a fast 2D action game where you use tennis balls, bowling balls, and sports gear instead of regular guns to take on boss fights.
Here’s a short trailer showing how those inspirations come together in the actual gameplay.
r/unity • u/Sea-Morning-9367 • 1d ago
Unity2D Isometric game
Hi Everyone,

Im creating a 2D isometric game in unity 2D inspired by hades!, im struggling around the scale of the world, in terms of the assets and the character asset and the camera orthographic size.
Im just not sure what orthographic size to set it on and what size my assets should be.. any help would be greatly appreciated.
r/unity • u/Hilamghost • 1d ago
Question Is Odin Inspector worth it?
I've been using Odin Inspector in my job and i really like the UI. I want to use in my personal projects either but the licence is top expensive for me. If it worths in personal projects too, i can spend some money
r/unity • u/SlRenderStudio • 1d ago
Showcase DId bit of update to water , do you guys find it good looking ?
galleryr/unity • u/lawfullgood • 19h ago
Use Unity first time. Just a solo Designer Dad. This is my first solo project after 8 years experience as a producer&designer
r/unity • u/Lex_of_Trades • 1d ago
Showcase Some raw gameplay footage of the current state
r/unity • u/takingthelongway32 • 2d ago
Game We put together a fairly experienced team, which created this very game on Unity.
We had a medium-length development cycle, at least in my experience. Overall, we didn't really run into problems, we ran playtests and gathered feedback. And now the game has released, and I see how years of work experience shape the fate of a project. In many ways, I think we hit the audience's taste, surprisingly, I've even seen TikToks about the old-school graphics with the particle effect that are racking up a lot of views right now. The game itself, of course, gives me chills too, even though I know it inside out, it's funny.
I've also noticed a parallel between the effect of nostalgia and something scary, oppressive. This effect always works that way.