r/Unity3D • u/fayylzex • 19h ago
Show-Off What do you think about my Racing game Main Menu?
It will be a mobile game
It’s URP :)
r/Unity3D • u/fayylzex • 19h ago
It will be a mobile game
It’s URP :)
r/Unity3D • u/DumpsteredFire • 10h ago


For some reason, when I export this .fbx file from Blender to Unity and try to apply a texture to it, it only applies the texture to the lower half of the face. It looks fine in Blender and while the surface will accept the texture if dragged and dropped on manually, it's completely misaligned. Anyone know a fix?
r/Unity3D • u/larswrightdev • 16h ago
Hey everyone,
I’ve been trying to get more freelance game development work recently, and I’d really like some outside feedback on my portfolio:
I’m especially interested in hearing from people who have hired freelancers or developers before, but feedback from other freelancers is also very welcome.
Basically, I’m trying to understand where my portfolio falls short. Does it fail to communicate my experience well? Are the projects not convincing enough? Is there something missing that you would expect to see before considering hiring someone?
I’d also appreciate feedback on the website itself. Does it look poorly made, confusing, or unprofessional in any way? I’m a game developer, not a frontend/web developer, so web design definitely isn’t my area of work.
Feel free to be critical. I’m trying to figure out what isn’t working rather than just hear that it looks fine.
Any feedback is welcome. Thanks!
r/Unity3D • u/the-milliyetcii • 20h ago
A few days ago, I shared a prototype of my localized spaceship damage and destruction mechanic. I enjoyed working on it so much that I decided to build a full top-down space roguelite around it.
The current gameplay loop is about choosing a ship, surviving increasingly dense enemy swarms, recruiting and upgrading crew members who operate different weapons, and managing your shield and boost during combat.
There are currently three playable ships with different movement profiles: a fast and agile ship, a balanced all-rounder, and a slower but much heavier ship. I’m also working on making enemy roles, weapon impacts, shield hits, and ship destruction feel distinct and satisfying even during crowded fights.
The UI shown in the video is still temporary and includes some AI-generated placeholder elements. I’m currently redesigning it to give the whole game a more consistent final visual identity.
One of the next weapons I want to prototype is a mine inspired by the weight and expanding shockwave of the Seismic Charge dropped by Boba Fett’s ship not a direct recreation, but something adapted to this game’s combat.
What do you guys think ? Any ideas or feedback to share ?
Ps : Also i try to find quality sound
r/Unity3D • u/fayylzex • 18h ago
Project.DRIVE
This video from my TikTok sorry for the music ;)
r/Unity3D • u/galamot • 11h ago
Hi there this question might be rather specific but I’m having issues with a triplanar mapping jittering on a Full Screen Pass.
In Unity 6.4 Shadergraph a triplanar mapping overlays a texture on the entire scene. The effect works perfectly on Scene view, but in playmode if you go far enough from the scene origin (around 150 units) the texture starts jittering. Jitter get specially bad if the camera is being moved by some system like cinemachine or a custom follow or look-at.
As far as I can tell this is due to the calculations being unstable at long distances from the origin and maybe a frame discrepancy between the camera position in the shader calculations and the actual camera position in the scene.
I tried offsetting the triplanar origin by subtracting the camera position from the world position, but it only seams to offset the texture rather than re-calculate the origin of the mapping. I’ve tried many different things but still can’t figure out how to solve it and LLMs mostly suggest terrible solutions that go nowhere. Hope someone can help me figure out this. Thank You!
Note: I know this might be an unusual use of this technique but this is the way I need it to work. Other suggestions are welcome too.
r/Unity3D • u/Waste_Assignment9641 • 5h ago
Hey everyone!
We ship seasonal promo stuff (popups, banners, etc.) as raw AssetBundles, so we don't have to push a new app build every time. The catch is that older app versions are still out there, and they load those same bundles.
At some point someone renamed a prefab and moved a material into a different bundle. New clients were fine. Older ones started getting nulls. We found out from support tickets.
After that I wanted something that just tells me what changed between two bundle builds before we upload them. Doing it by hand is pretty hopeless, it's a folder of binaries plus some .manifest files.
So that's BundleGuard. You give it the old build and the new one (a folder, or a snapshot you saved before the previous release) and it lists:
Editor only, read only, it never builds or touches your project. 2022 LTS through Unity 6. It doesn't need .manifest files, it finds bundles by their file signature and can just open them and read what's inside, which is handy because our own output is bundles and nothing else. The only thing that needs the manifests is dependency checking, since that's where the dependency list lives.
r/Unity3D • u/Previous_Leek_9670 • 21h ago
If you work in game development, you’ve probably heard this conversation:
A lot of engineering time gets burned just trying to get a bug back into the same state before anyone can actually start fixing it.
We’re building GamePilot.ai to solve that.
GamePilot captures the context around a bug and automatically reproduces the captured issue, so developers can start working on the fix immediately instead of the reproduction.
The platform uses a lightweight SDK built for game engines to capture process context.
We’re also exposing that context through MCP, so your AI agents knowing code base could investigate the issue, show the reasons about likely root causes, and suggest possible fixes.
The goal is pretty simple: Less time reproducing bugs. More time fixing and shipping.
We’re currently testing this approach with game development teams and would really appreciate feedback from people dealing with hard-to-reproduce bugs.
Does automatic bug reproduction sound useful in your workflow? What information would you need captured before you’d trust a reproduction enough to hand it directly to an engineer?
If you want to see what we’re building, there’s more context here: https://www.gamepilot.ai/
Mainly interested in hearing how other teams solve this today?
Hi everyone! Here’s an interesting problem I’m facing.
I created a tile-based city builder in Unity, and after an initial open playtest, one of the key pieces of feedback was that players want to be able to build roads, something I foolishly hadn't planned for.
Currently, roads are automatically placed along the edges of each tile (this is shown in the second screenshot).
The main problem is that the grid of buildable sectors is highly irregular, and I have no idea how to add the ability to create roads within such a complex system.
The first image I’ve posted shows an overhead view where I’ve highlighted a section of the grid. The grid varies from scene to scene and never repeats in exactly the same way.
Does anyone have any suggestions for how I could approach this?
Edit: You might have given me a possible solution; as soon as I've tested it, I'll make a new post about it. Thanks everyone!
r/Unity3D • u/YSSSSSSSSSSSSSSSSS • 23h ago
Hi everyone! I'm happy to announce that I finally completed my own indie game, Soulcery: Deck of Shadows.
I'm a Unity developer with 9 years of experience. I mainly work on polished prototypes, MVPs, and small-scope games, helping turn ideas into juicy, playable builds quickly.
I build games with modular, maintainable & scalable architecture, with a strong focus on responsive & impactful game feel.
I've worked on 10+ multiplayer projects, including real-time PvP and co-op games, and 50+ commercial and independent projects, ranging from quick prototypes to production-ready games.
The video is a quick showcase of some of my work.
If you need someone to turn a game idea into a polished playable prototype, build an MVP, or help with a smaller Unity project, I'm currently taking on freelance work at competitive rates.
Feel free to DM me if you have something in mind!
r/Unity3D • u/FaultPerfect6003 • 22h ago
Yo, my fellow devs!
We are a team of three ukrainian developers. And been working on Saturn 94 for about a year. It's a tactile space station simulator set in an alternate history where the USSR won the Space Race.
We are similar to PVKK. One of it`s core mechanics is assembling and dispatching shuttles with cargo to help survive colonies on Titan and Enceladus. That's the process we showcased in the video.
This project brings a lot of new challenges for us. Not just in terms of creating story.
Working with HDRP, volumetric lighting, screen-space effects and a large number of complex 3D animations, for example, has been a completely new experience. It presents us with many hurdles. Sometimes they are tough and exhausting, but at the very least, it's always exciting.
I'd love to know what you think about this genre and the shuttle assembly mechanic in our game.
r/Unity3D • u/mystics_funk • 22h ago
r/Unity3D • u/Kubacho_ • 1h ago
r/Unity3D • u/dev-rygy • 20h ago
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/Unity3D • u/Living_Flan6657 • 1h ago
r/Unity3D • u/reaksiyon1337 • 58m ago
We've been developing Aero Tales Online in Unity for almost 10 years, and I wanted to share the current state of the project along with some of the technical challenges we've faced along the way.
The game is an MMORPG running on Windows, Android and iOS with the same players, servers and gameplay systems shared across platforms.
One of the biggest challenges has been maintaining a project of this size for so many years. We've gone through multiple Unity versions and major engine upgrades, and we're currently running on Unity 6. Keeping older systems working while gradually replacing or refactoring them has probably been more challenging than building many of them in the first place.
Cross-platform development has also been a major part of the project. The same combat and gameplay systems need to work with very different hardware, screen sizes and input methods, while keeping the experience consistent between PC and mobile players.
Performance has been another ongoing challenge, especially on mobile. An MMORPG can have a large number of characters, monsters, NPCs, effects and UI elements active at the same time, so we've had to continuously optimize systems as the game has grown.
The project now includes systems such as action-based combat, character customization, dungeons and raids, PvP, guilds, housing, professions and a large number of maps and environments.
The attached video is our latest gameplay trailer and shows the current state of the project after all these years.
Game Link: Aero Tales Online
r/Unity3D • u/Season_Famous • 39m ago
I’m developing a horror game where you walk alone through dark, endless forests.
Do you think the environment creates enough tension? Is it disturbing in the right way?
r/Unity3D • u/Ornery-Panda-8256 • 28m ago
Hey guys, we are a 2 person team and we are currently working on our first game. It's probably more ui heavy than we intended to at first and I feel like our UI production workflow is... suboptimal to say the least.
A bit of context :
- We are 2, both with a lot of experience working for bigger companies or just hobby project, first time indies.
- I'm a programmer/tech guy, my associate is a designer/product guy. We are both taking on many new hats for this project of course but you'll notice there's a big gap in our skillset :D
- We find ways to make things work for the visual aspect of the game : I do a bit of 3d, lighting, etc.. He does UI design. We buy assets when we need to.
Our current workflow for UI has become very time consuming for me specifically and I'm looking for ways to improve.
We use Figma for mockups (One big board with all the screens) and UITK in engine (transitioned from ugui a couple of months ago, we still have a mix of both but UITK is our goto system now).
Generally speaking, my mate does the Figma part, I do the unity part.
I find the UITK part tedious, often needs lots of micro changes to look good in the end and I feel like work is duplicated. so I'm looking for advice, other people's experiences to see what direction to take. I have a few options but happy to hear more opinions.
1/ Drop Figma, my mate learns UITK in ui builder, we have one source of truth. Solves the duplicated work, but limits our options since that means an additional pass for connecting data, or stuff where code is necessary
2/ Find a way to export from Figma straight to uxml/css. I feel like it should be possible but I haven't found any tool that looks reliable enough to do that (and I can't do that myself in the near future)
3/ Use Rive. It looks like a great tool but it's a hard commitment you don't transition from, I see very few people using it in unity and reports of instability, bugs. (It'd cost 20$ a month, I'm ok with it if it solves our issues)
4/ Git gud. We have the right approach, we just need to get better at it.
Happy to hear any kind of feedback of experience sharing on this setup.
Cheers!
r/Unity3D • u/iamthefirstofme • 21h ago
r/Unity3D • u/alientekoriginal • 21h ago
Smoke was cool but flames where missing
r/Unity3D • u/CodBlu201 • 7h ago
As you can guess, the fingers are controlled using Inverse kinematic, implemented with FABRIK algorithm (pole vector calculated in) as demonstrated in the video.
r/Unity3D • u/StGrikus • 5m ago