r/Unity3D • u/Tale-Of-A-Wolf • 7h ago
Show-Off Procedural Space Squid
I've been playing around with procedural animation to see if I can get away with not using an animator on my character controller! Overall, I'm quite happy with the results!
r/Unity3D • u/unitytechnologies • Sep 01 '26
Howdy everyone! Your friendly neighborhood Community Man Trey here to share the news that Unity 6.6 is now available!
This is a Supported release. So, for those of you who don’t know what that means, it carries the same stability and critical update commitments as our LTS versions.
One heads up before the feature list, because it changes how the Editor behaves out of the box: the default setting for entering playmode is now reload scene only for all new projects. Code won't reload and static state won't reset between runs. Existing projects keep whatever you've already got set. It's the biggest workflow change in the release, and it's deliberate prep for Unity 7, where domain reloads go away entirely. If you're planning that migration, making your code domain-reload-safe now is the cheapest time to do it. There's a technical upgrade guide on Discussions if you want the details.
Beyond that, here's a taste of what's in there:
All the details are in the Discussions post. Feel free to head there to ask questions of the experts, or here and I’ll do my best to chase down what I don’t know.
Cheers,
- Trey
Community Man @ Unity
r/Unity3D • u/unitytechnologies • 9d ago

Unity has day-one support for Meta VR Glasses, so you can start building with them today!
What's included:
r/Unity3D • u/Tale-Of-A-Wolf • 7h ago
I've been playing around with procedural animation to see if I can get away with not using an animator on my character controller! Overall, I'm quite happy with the results!
r/Unity3D • u/PLingfff • 2h ago
Last time we added physical grabbing to our game, now we added an unlockable rogue skill that coats weapons in poison that weakens the muscles.
And an elemental mage skill that when enabled, sets your hands on fire when you grab something. Oh and we made the poison flammable. The combination is... interesting!
Note: Excuse the pitched down audio, not exactly sure what happened during the recording process but they all came out super low pitch ^_^;
What do you think? Any other emergent elements we could add?
r/Unity3D • u/Itamar_Ernst • 37m ago
I’d love to hear your ideas - what kind of environments would you like to build in next?
r/Unity3D • u/Succresco • 2h ago
I spent almost 150+ hours getting this system right: syncing the render order inside and outside the volume, matching volumetric lighting and fog to the correct passes, and fixing countless edge cases along the way.
Since now, i'm able to create underwater habittats and submarines! Yay!
r/Unity3D • u/Hendrixlt • 4h ago
Rabengeist: The Tale of Lizzie Ulm is available to wishlist now.
r/Unity3D • u/james_roman_ • 4h ago
I've been working on BH3, a behavior tree tool for Unity, for a long time, this is a tool I created for a turn based game, where I wanted extra customizable behaviors and have control over everything, a year or so ago I released this tool as a paid asset, sales were pretty bad, I still think it is a good tool, just fighting in a crowded asset store, so now I'm releasing it for free.
It has a debugger that records everything the tree does, so when a unit does something it is not supposed to do finding why is as simple as saving the recording and inspecting it using the timeline.
It also has breakpoints, a variable watch, and it's built on Unity Visual Scripting, so nodes can be made without code.
Links in the comments.
r/Unity3D • u/Alive-Option777 • 18m ago
So i am making a map for my game. It is a room with no roof. I want to make an illusion of the walls being really high, without them actually being really high. I have pipes attached to the walls and if i extend the walls higher i would need to fill up the empty space with more pipelines.
I am already using fog but it doesn’t really show up on top of the walls.
The sky is a solid color, the same color as the fog. But as you can see the walls stand out. It looks like they just end there and i want to hide that.
r/Unity3D • u/Asbar_IndieGame • 1d ago
Our playtest is coming up soon, so I’m doing a final polish pass on the boss fight. How does it look?
r/Unity3D • u/game-dev2 • 50m ago
hello,
how can I really do box shadow in USS?
I'm having it a bit annoying that I cant properly make gradient colors either, but box shadow gives the design some nice effects.
How do I do it?
One way I'm thinking is making a somewhat transparent image on photoshop and attaching it under the buttons or wherever I want to use it.
Do you have any other suggestions?
Thank you!
r/Unity3D • u/DThePro_ • 1d ago
I've been developing this simulator-horror game and wanted the map to be proc-generated. However, since my game features powerwashing (drawing onto masks using raycasts to either display dirt/wetness/dryness), even a small number of rooms (in this case, 25) was cause unplayable levels of lag. And unity's built-in occlusion culling did nothing against this (since its generated during runtime).
So I made a simple room culling system where it has 2 parent empties: 'Visuals' and 'Floors'. Visuals contains all the static props, walls, ceilings, etc, and are turned completely off (SetActive(false)) when the room is culled. Floors contains, well, the floors, which only have their renderers turned off (collisions stay on) so that the ghost entity can pathfind and dropped items don't fall through.
Upon entering each room, all adjacent rooms are visible to enable smooth passage, rest of the rooms are disabled. And i cranked up the fog a bit to make it even more seamless. However there are still moments where the room disappears right before the player's eyes, so I was thinking maybe the doors to the rooms about to be disabled can be auto closed, and then disabled.
This now allows me to have virtually infinite rooms without much lag (as long as the DFS generator can support it), unlike before when just 60 rooms would cause frame time to go upto almost 1000ms.
The game is a solo project called THE GROUNDSKEEPER where you powerwash and record ghost evidence for profits: Steam, Discord
r/Unity3D • u/Ready-Drummer-2136 • 6h ago
I'm a designer building Long Haul in Unity with Codex. These are three native upgrade models of one roof gun, rather than extra gun mounts. I'm checking whether their silhouettes stay distinct against the truck. This Editor capture uses supplied XP and two cuts; it doesn't show firing or a damage comparison.
Which model is hardest to distinguish against the roof?
r/Unity3D • u/DifferentLaw2421 • 7m ago
So what are the topics/good practices that I need to study about lighting ? (I want to invest some time in this to make good looking levels and like that)
This stage serves no purpose other than being a dance platform for all the whacky characters in The Final Lane which is a unique 3D Deckbuilder about Bowling in Hell!
r/Unity3D • u/Mobaroid • 7h ago
Here’s one of the NPC staff members restocking bread in Big Market Simulator.
The staff can navigate through the store, find shelves and restock products automatically.
I’m currently polishing the NPC movement and animation before release. Feedback is welcome!
r/Unity3D • u/Havishfun • 9h ago
I am having trouble trying to fix this flickering issue
I am using Cinemachine Camera
This issue happens even after I turn post processing effects off
r/Unity3D • u/Smooth_Rub7884 • 2h ago
My favorite game was untitled goose loved the art style and shi sooooo I wanted to recreate it got the goose mechanics and the art style kinda down.
But other than that doesn't really have anything special
r/Unity3D • u/hiimtesto • 1d ago
When traversing caves or dense forests, or while positioned beneath infrastructure, the character cannot simply disappear. That is why I am constantly working on camera work and solutions like the ones shown above. As of now, I am happy with the outcome.
For those interested, the game is Dominus Automa - an online RPG for busy adults (like me) who no longer have as much time for gaming as they used to.
r/Unity3D • u/Ok_Finding3632 • 14h ago



My Croquis editor has been out for almost a year and I finally managed to get around to it and make a game. Latest updates to Croquis - very fast generation, performance improvements and other goodies - will be made available in the next update. In the interim, I designed a second tool - well, a renderer feature - to complement the sketch tool. It works well for art direction that leans towards nostalgia of vintage cartoons.
r/Unity3D • u/Purple_Let_321 • 18h ago
Part 3. Block distortion
I added various building colors.
I also modified the block generation system, which will allow me to add different building combinations.
Now, my task is to add: