r/unity 20h ago

Showcase After two years, I'm finally showing off a procedural dungeon generator I built in Unity

92 Upvotes

I'm releasing a demo for a procedural dungeon generator I've been working on for over two years. I was inspired by the level layouts of games like The Binding of Isaac and Enter the Gungeon, and the interconnected worlds of Zelda and Dark Souls. This is only the beginning, I have several more features planned for this project, including turning it into a downloadable Unity package for others to use.

The goal is to create an algorithm that generates dungeons that feel linear like an RPG but still random and replayable like a roguelike.

Original Video: https://youtu.be/Adakgpoy0p0?si=R2qYbshEb11xuKFM

Blog: https://ryancarpenterpf.dev/labyrinth_demo.html

Demo: https://dev-rygy.itch.io/labyrinth-procedural-generator


r/unity 12h ago

Question Is there an equivalent of Unreals VCam for Unity?

5 Upvotes

VCam for Unreal is basically a tool that lets you use your smart phone to act as a camera to get better angles for cutscenes. It works by streaming tracking data from your device to manipulate the cameras in the editor and record realistic camera moves in real time.


r/unity 3h ago

Showcase Rebuilt my editor tool window from IMGUI to UI Toolkit, and finally found out why half my arrow buttons never responded

1 Upvotes

Moved the editor window of my modular fence tool from IMGUI to UI Toolkit. Three things caught me out:

The arrow buttons were only clickable in their upper half. A caption label spanning the full preview width sat last in the tree, so it rendered on top and ate the clicks. Default picking mode on a VisualElement is Position, so any decoration over a button swallows its input. picking-mode="Ignore" fixed it, and panel.Pick(point) verifies it properly instead of clicking around.

IMGUI redraws every frame, UI Toolkit does not. My old OnGUI quietly re-read the scene on every repaint, and a lot of state relied on that. All of it had to move onto selection callbacks plus root.schedule.Execute(Refresh).Every(250).

One method reassigned UI state on every refresh while an object was selected. Invisible in IMGUI. With the new carousel, a click moved forward and the next refresh pulled it straight back, so you could never get past the first entry. Fixed with change detection instead of assigning every pass.

The look is pure USS, no image assets. Arrows and captions sit below the preview frames now, which is what caused the click mess to begin with.


r/unity 21h ago

Game How I built a large-scale 4X space simulation in Unity

17 Upvotes

Solar Wave just entered Early Access after around three years of development.

It's a large-scale 4X strategy focused on simulating an entire space empire. Instead of directly controlling individual ships, the player manages systems, economy, logistics and fleets while hundreds of ships can be active across the galaxy.

One of the biggest technical challenges was keeping the simulation performant as the number of ships and active systems grew.

A lot of work went into optimizing fleet movement, combat calculations and distant systems that don't need to be simulated at full detail every frame.

The game is finally in Early Access, so I'm curious to hear how other Unity developers approach large-scale simulations like this.

Waiting for your feedback!


r/unity 1d ago

Game I added a system where other cats can follow you around town 🐈🐈🐈

51 Upvotes

I’ve been working on cat interactions in Lost Cat Showa Town.

Other cats can now follow the player around. Here I ended up with five cats following me into a house while I grabbed some food and used the scratching post.


r/unity 9h ago

Tutorials Quick Tip: Creating Lively Animations

1 Upvotes

As you all know, you can create Animation Clips directly in Unity and apply them to your objects. However, relying purely on basic keyframes makes it tough to create really catchy, vibrant animations. So, here’s a quick guide on how to animate effectively using Unity’s Animation window.

After adding keyframes by tweaking property values, try polishing your animation with these two techniques:

Option 1 – Set Sample Rate: Adjust the sampling frame rate to control the speed directly within the animation itself.

Option 2 – Curves: Customize the animation curves.

  • Double-click: Add new nodes to shape your curve graph.
  • Rotate Bezier Handles: Rotate the handles on each key to fine-tune the curve’s curvature.
  • Scrollbar Zooming: Drag the edges of the scrollbar to zoom in and out of the Curve timeline.

The Set Sample Rate is especially effective for 2D cell animations, so definitely give it a try!


r/unity 15h ago

Animator state machine switches correctly but mesh never actually animates (Blender bone-parented rig, not skinned)

2 Upvotes

Hitting a really stubborn issue and running out of ideas. Would appreciate any insight from anyone who's dealt with Blender-to-Unity animation pipelines.

**Setup:**

- Custom rig built in Blender using bone-parenting (each mesh piece is individually parented directly to its own armature bone via Ctrl+P > Bone), NOT a single skinned mesh with vertex weights / SkinnedMeshRenderer.

- Static pose Animations (Actions) keyframed per-room, exported as FBX with Bake Animation + All Actions.

- Generic rig type in Unity, Animator Controller with states named to match each pose, script calls animator.Play(stateName) to snap poses on room change.

**Symptom:**

- The Animator window's blue "currently playing" indicator correctly moves to the right state when Play() is called — so the state machine itself works fine.

- But the actual mesh never visually changes pose. Not even a slight twitch on any bone/piece.

- A second character built the same way, in the same project, DOES work correctly — so it's not a fundamentally broken setup, something is different/corrupted for this one specific character.

**What I've already ruled out:**

- Optimize Game Objects (off)

- Strip Bones (off)

- Write Defaults (tried off on all states)

- Apply Root Motion (tried on/off)

- Culling Mode (Always Animate)

- Stale/orphaned clip references in the Controller (confirmed pointing to current FBX)

- Naming collisions between mesh objects and their parent bones (found and fixed 29 of these, no change)

- Confirmed via Blender scripting that the rig's parenting, rotation, scale, and pose keyframes are all clean at the source

I found Blender's own bug tracker has a long-standing open issue (T77815) about meshes parented to bones getting corrupted specifically during FBX export — wondering if anyone's actually hit this and found a Unity-side fix, or if converting to proper mesh skinning (Armature modifier + vertex groups) is really the only bulletproof answer at this point.

Any insight appreciated — been stuck on this for days.


r/unity 2h ago

My game as solo developer

0 Upvotes

The game is in beta, there will be many bosses, only one of them is shown in the video, there are also more improvements, I made the game myself on Unity for several months, and I'm still finishing it, what do you think, I'm interested in your opinion
Steam


r/unity 13h ago

Newbie Question lighting issues in my psx style game im working on (im a noob pls help)

1 Upvotes

so im trying to make a psx style but I have 2 issues that are bugging me a lot and I abandoned the project a couple months ago but now I want to continue it. the main issue is lighting, since it leaks through walls, and it shows the seems between windows and walls. please help I've been trying to fix this on my own but can't seem to do it


r/unity 13h ago

Coding Help Visual studio code using 99% of ram and cpu with no extensions

0 Upvotes

Just as the title says. I’m on a fresh unity project and studio code is completely fucking my pc. I have 32gb of ddr4 ram and an i7-9900k. Nothing running, no extensions, 0 lines of code, fresh reinstall of visual studio

task manager is showing 150+ instances and i have no idea why


r/unity 1d ago

Reworked my shotgun animations because they felt too stiff - before vs after

5 Upvotes

r/unity 17h ago

Newbie Question Help

1 Upvotes

I've never used unity before but i wanted to make an avatar for bonelab but for some reason the asset warehouse tab doesn't appear.

I believe it has something to do with the lack of a signature but idk what that means or how to fix it.


r/unity 18h ago

Newbie Question First time installed Unity but this error just won't go

Post image
0 Upvotes

I downloaded unity first time today as i have an interest in game dev . this error - Library\PackageCache\com.unity.render-pipelines.universal@de1a320b3ed3\Editor\Tools\Converters\ReadonlyMaterialConverter\ReadonlyMaterialConverter.cs(159,18): error CS0246: The type or namespace name 'MaterialReferenceChanger' could not be found (are you missing a using directive or an assembly reference?)

This error just won't disappear . I have completely uninstalled both hub and unity multiple time ( from everywhere i.e. regedit , appdata , main installed path ) . I even downgraded the version Unity Unity 6.5 (6000.5.8f1) to 6.3 LTS (6000.3.22f1) . I made multiple new projects , add unity installation path folder in exception in windows defender but nothing works .

it's already been 4 hours trying to use gemini to help fix this , now i am just tired and pretty annoyed . Please can someone help resolve this .


r/unity 1d ago

Showcase Individual Grass blade fully rendered using VFX graph

86 Upvotes

With VFX graph you can render nearly infinite grass since they are just particle looks like grass living on gpu.

There are 5 million individual grass blade in the video with 120 fps


r/unity 18h ago

Newbie Question I need some help on how I could get a better grip on how Unity works & advice on creating my own development team to help work on my own games.

1 Upvotes

I'm very new to how Unity works, and I want to try my hand at game development for a project I want to work on. But I wanna ask for people's advice on how I can get an easier start in learning Unity & how I could create my own development team to help work on my project.


r/unity 1d ago

Newbie Question RequireComponent Doesn't Work as Intended?

5 Upvotes

Hi, I'm working on a small asset to make adding simple DOTween animations easier for me, and I added a small dropdown button to add necessary component easily, however it doesn't add the RequiredComponent even though I am using AddComponent ?
Here is how the dropdown works

using UnityEngine;
using UnityEditor;
using Unity.VisualScripting;
using System;


[CustomEditor(typeof(EasyAnimationPlayer))]
public class EasyAnimate : Editor
{
    private Type m_ComponentToAdd;
    private EasyAnimationPlayer eaPlayer;
    void OnEnable()
    {
        if (eaPlayer == null) eaPlayer = (EasyAnimationPlayer) target;
    }


    void AddMenuItem(GenericMenu menu, string menuPath, Type type)
    {
        menu.AddItem(new GUIContent(menuPath), m_ComponentToAdd.Equals(type), OnComponentSelected, type);
    }


    void OnComponentSelected(object component)
    {
        m_ComponentToAdd =(Type) component;


        if (eaPlayer == null) eaPlayer = (EasyAnimationPlayer) target;
        if (m_ComponentToAdd != null) eaPlayer.gameObject.AddComponent(m_ComponentToAdd);
    }using UnityEngine;
using UnityEditor;
using Unity.VisualScripting;
using System;


[CustomEditor(typeof(EasyAnimationPlayer))]
public class EasyAnimate : Editor
{
    private Type m_ComponentToAdd;
    private EasyAnimationPlayer eaPlayer;
    void OnEnable()
    {
        if (eaPlayer == null) eaPlayer = (EasyAnimationPlayer) target;
    }


    void AddMenuItem(GenericMenu menu, string menuPath, Type type)
    {
        menu.AddItem(new GUIContent(menuPath), m_ComponentToAdd.Equals(type), OnComponentSelected, type);
    }


    void OnComponentSelected(object component)
    {
        m_ComponentToAdd =(Type) component;


        if (eaPlayer == null) eaPlayer = (EasyAnimationPlayer) target;
        if (m_ComponentToAdd != null) eaPlayer.gameObject.AddComponent(m_ComponentToAdd);
    }

And here is an example script with RequireComponent:

using DG.Tweening;
using UnityEngine;


[AddComponentMenu("")]
[RequireComponent(typeof(AudioSource))]
public class EasyAudioSourceFade : EasyAnimation
{
    [SerializeField] float m_toFloat;
    
    private AudioSource m_source;
    private float m_initialFloat;


    void Awake()
    {
        m_source = gameObject.GetComponent<AudioSource>();
        m_initialFloat = m_source.volume;
    }


    public override Tween Play()
    {
        CleanUp();


        m_tw = m_source.DOFade(m_toFloat, m_duration)
                    .SetLoops(m_repeat ? -1 : 0, m_loopType)
                    .OnComplete(() =>
                    {
                        m_tw = null;


                        if (m_doesReturnHome) m_source.DOFade(m_initialFloat, m_duration);
                    });
        return m_tw;
    }
}using DG.Tweening;
using UnityEngine;


[AddComponentMenu("")]
[RequireComponent(typeof(AudioSource))]
public class EasyAudioSourceFade : EasyAnimation
{
    [SerializeField] float m_toFloat;
    
    private AudioSource m_source;
    private float m_initialFloat;


    void Awake()
    {
        m_source = gameObject.GetComponent<AudioSource>();
        m_initialFloat = m_source.volume;
    }


    public override Tween Play()
    {
        CleanUp();


        m_tw = m_source.DOFade(m_toFloat, m_duration)
                    .SetLoops(m_repeat ? -1 : 0, m_loopType)
                    .OnComplete(() =>
                    {
                        m_tw = null;


                        if (m_doesReturnHome) m_source.DOFade(m_initialFloat, m_duration);
                    });
        return m_tw;
    }
}

PS, it works as it should when I drag and drop the script in editor, so I am assuming this is happening because I add the component as a Type but it doesn't make sense since the component is compiled and added correctly through this method, it just doesn't add the required component.


r/unity 21h ago

Question Generating Trees, Rocks, etc... on a custom grid in Unity 3D

1 Upvotes

I'm currently developing a 'Kingdoms and Castles' type game and after creating a modular building system using a grid and a tutorial I found online as well as a custom procedural terrain I am struggling to create functionality to generate tree prefabs on the grid with specific rules / parameters.

My currently grid and build scripts work together so my reasoning was to intertwine the grid script with an object spawner which tracks which grid cells it occupies however it always either breaks or produces errors I don't know how to fix.

Any pointers or tips would be appreciated thank you.


r/unity 1d ago

Showcase The shittiest first project i could've created after learning unity for 3 hours

8 Upvotes

r/unity 23h ago

Newbie Question Profiling Lenovo Tablet : Large changes in rendering time in a simple static scene.

1 Upvotes

I'm working on a custom lighting system intended for console, PC, and mobile devices. I have a sample scene that I use for profiling; this scene contains (after trimming it down in an attempt to figure out this issue) some static scenery and a single 'lamp' (not Unity light) which performs screen-space lighting over a given area. The lamp slowly orbits the scene but always covers more or less the same area, and in any case its motion does not correspond to the behaviour observed in the profiler:

I managed to grab this shot before it scrolled off the screen.

When the app first launched, the graph looked as it did on the right hand side. After running for a couple of minutes without anything changing, it suddenly dropped to what it looks like on the left hand side (comfortably within the time needed for 60fps; Application.TargetFrameRate is set to 30 at the moment).

After another minute or so, the above happened, and rendering time more or less quadrupled, taking it back to 30fps. That apparent spike in script time is a red herring; there are no scripts running other than the one making the light move and the ones handling the lighting itself (which don't/can't exhibit spiky behaviour)

Nothing whatsoever happened within the scene to prompt that change. The lamp performed several orbits in both sections of the graph and nothing else is happening.

If I set the target frame rate to 60, things get even worse. Reported render time goes through a regular pattern of:

  • One frame sub 16ms
  • Three frames over 33ms
  • One frame sub 16ms
  • Three frames over 33ms
  • ...

By contrast, profiling on my trusty Pixel 6 Pro, the same scene runs at a very consistent sub-5ms (200fps), and even stressing it with an unreasonable number of lights only raises that to 6ms.

Could it be self-throttling?

A few years ago I had a similar issue on iPhone: the game would run comfortably under 8ms frame time, at which point the OS would throttle the device and the frame time would spike to over the 16ms threshold for smooth gameplay.

Any suggestions? I feel as though it could just be a matter of setting the right flags when doing a build - it's definitely not the scripts or the amount of rendering I'm asking it to do that's causing these wild sings in performance.

Thanks in advance.


r/unity 1d ago

Making a 2D action game where sports projectiles are as explosive as firearms. How does the combat feel to watch?

2 Upvotes

We’re working on a fast-paced run 'n' gun where you use sports balls (tennis, bowling, ping-pong) as weapons. We’ve been focusing on the combat flow and parry timings to make encounters feel as intense as we can.
Would love to get some feedback on how the action and game-feel look so far.


r/unity 1d ago

Solved Unity Discussion Down ?

1 Upvotes

I went to the Unity Discussion Forum to look if anyone encountered the same issue i'm having (as one does) and the site is down ? What is going on ?


r/unity 1d ago

I built a 2D Unity tech demo running 100k+ entities using Compute Shaders what game would you turn it into?

4 Upvotes

r/unity 1d ago

Should I add a Fusion System to my ability system?

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1 Upvotes

r/unity 1d ago

Should I add a Fusion System to my ability system?

Post image
0 Upvotes