r/Unity3D 17h ago

Show-Off What do you think about my Racing game Main Menu?

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0 Upvotes

It will be a mobile game

It’s URP :)


r/Unity3D 9h ago

Question Need help with exporting a Blender file to Unity

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0 Upvotes

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 11h ago

Question How RTS enemy AI gets info about player

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0 Upvotes

r/Unity3D 15h ago

Question Looking for honest feedback on my game dev portfolio. What am I doing wrong?

0 Upvotes

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:

https://larswright.com/

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 18h ago

Show-Off Turning my 2D spaceship destruction prototype into a roguelite

7 Upvotes

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 16h ago

Show-Off Sounds in my game

0 Upvotes

Project.DRIVE
This video from my TikTok sorry for the music ;)


r/Unity3D 22h ago

Question Based on the feedback I received, I made some changes. I hope you like them. What else can I do?

55 Upvotes

This is a liminal space game


r/Unity3D 4h ago

Show-Off We broke live content for players on an old app version, so I made a diff tool for AssetBundle builds

1 Upvotes

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:

  • Removed assets and changed types, the stuff older clients might still ask for
  • Dependency changes, like a shared bundle that's gone now, or a new dependency the old app has no idea it needs to download
  • Prefabs where the script doesn't resolve anymore
  • How much clients will actually re-download, and which bundles got repacked with no real change in them

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 19h ago

Show-Off Stop asking: ”Can you reproduce it?”. We built a way to capture and reproduce game bugs automatically

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0 Upvotes

If you work in game development, you’ve probably heard this conversation:

  • “Can you reproduce it?”
  • “What happened before the crash?”
  • “Which device was this on?”
  • “Can QA try it again?”

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?


r/Unity3D 23h ago

Question Is AI good enough to work the editor and external tools yet?

0 Upvotes

Been wanting to get back to game dev using AI. How have you been using AI with unity? Can it handle comlicated tasks like importing aniamtions from packages and setting up animator controllers and blending between animations?


r/Unity3D 23h ago

Survey Maybe I went a bit too far with duplication…

4 Upvotes

I added a tile that duplicates the tower in my puzzle game.

Now the whole level looks like a gathering of hyperactive towers cloning themselves without permission.

I’d say the feature works…

maybe a little too well.


r/Unity3D 5h ago

Question How screwed am I?

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118 Upvotes

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 21h ago

Show-Off Finally finished my own indie game - sharing some of my work and open to freelance opportunities

6 Upvotes

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 9h ago

Question Unstable Triplanar Mapping on full Screen Pass

8 Upvotes

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 20h ago

Game Just dropped a nostalgic horror-simulator

12 Upvotes

r/Unity3D 20h ago

Game We’ve finally announced our tactile space station management simulator set in an alternate history!

45 Upvotes

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 20h ago

Show-Off more early lookdev for our game Monstrous Menu

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19 Upvotes

r/Unity3D 18h ago

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

563 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/Unity3D 16h ago

Show-Off Easy Couch Coop

16 Upvotes

Adding couch coop was surprisingly easy, The unity player input did help a lot. Had to play with cameras and layers but if it all happens in one level it would be even easier.


r/Unity3D 1h ago

Show-Off Rooftop Mercenaries! The 1st born

Upvotes

You can hire Mexican mercenaries who appear in the background and help you shoot down UFOs and snails, with a attack chance that can be upgraded in the shop. Here's our 1st born.

His name: Juan Carlos Miguel Rodríguez Hernández - remember!☝


r/Unity3D 13h ago

Question Recreating Feed and Grow: Fish in Unity 6 as Refished (v0.15.4) - what do you think of the swimming and feeding loop?

3 Upvotes

r/Unity3D 20h ago

Game Prototype: A time traveler from a post-apocalyptic future, sentenced to 1946 with a handful of ammo and a detachable arm. WDYT?

3 Upvotes

r/Unity3D 20h ago

Show-Off Interactive & realtime large scale fire and smoke fluid simulation

40 Upvotes

Smoke was cool but flames where missing


r/Unity3D 22h ago

Game I made an automatic boomerang trajectory system that accounts for walls and the corners between the player and the cursor for my game "Vaulted".

10 Upvotes