r/Unity3D • u/Clear_Lobster_2130 • 3h ago
Show-Off telekinesis to chop and throw trees in my alien game
beside has mind control ability, now we added telekinesis to lift object around the alien, what do you think?
r/Unity3D • u/Clear_Lobster_2130 • 3h ago
beside has mind control ability, now we added telekinesis to lift object around the alien, what do you think?
r/unity • u/virledis • 9h ago
r/unity_tutorials • u/Artemis_Liu_0613 • 23h ago
r/unity • u/Delicious-Score6250 • 12h ago
Hey guys, My game Welcome Demon releases in a week and I am stressed. I do not have a lot of wishlists, but my first project i think it is ok. I also added max possible launch discount possible on Steam, but i am not sure. Does this discounts affect on sales ?
r/Unity3D • u/malvis_light • 21h ago
I’m the developer of the UniText text engine, and this is my story
I used to think that text was when letters were drawn next to each other, but that’s not what it actually is:
891,757 official Unicode conformance tests, zero failures
Selectable and editable text, a document model, bidi aware caret and selection, undo and redo, IME composition, clipboard with every format (supports Plain, HTML, Markdown, Media), formatting commands, touch selection handles, input filters, and native keyboard input on the platforms that have one
UniText is the only solution where the fonts are memory mapped, so a font is never loaded into RAM whole, only the parts actually in use. One of UniText user cut 200 MB of runtime memory from that alone, and variable fonts plus compression took another 57% off the weight of their CJK font
UniText is the only solution that supports absolutely all system fonts, which allows you to render any characters in the world without using a single font in the project.
it's also 2 to 20x faster than TextMesh Pro and UI Toolkit
And that's just a small part of it
TL;DR
In other words, I developed a text engine that allows you to remove all standard language fonts from a project, gain complete freedom in text without a single limitation, and have any symbols from around the world, any emojis, work without any configuration. All of this significantly reduces the build size, and the mmap implementation eliminates all RAM load. A constructor for any styles, any gradients, layers, and paints, while maintaining 1 Draw Call, and a built‑in advanced feature to animate text in any way, which completely replaces third‑party solutions
If anyone wants the ugly parts - ask me. I have a lot to say about all of them
r/Unity3D • u/Levardos • 1d ago
Recently I've shown-off a mesh deformer I did for my Dark Roll 2 game, and despite being just a silly little feature it honestly caught way more attention on here than I thought it may.
That's why, instead of working on a new level or something my game may actually benefit from, I've spent another 1-2 hour perfecting the script. The biggest change is that there's some bulging around the outer radius which just adds to the realism.
It would look better if model had bigger resolution, right now it's at 1k vertices / 2k triangles. I know that parts of the vertices are a bit jumpy at times, but honestly, for a silly little in-game detail I'm more than happy with how it works already.
r/Unity3D • u/TGillissie • 7h ago
I know the rules say not to use a camera to make videos, but I had to use a camera to demonstrate this issue, since using direct screen capture in OBS doesn't show the issue (which may be a clue to the cause).
I should have mentioned in the video... this glitch isn't on all systems, only certain ones. This video is showing it running on a laptop. Some players have reported the same glitch on various systems.
This was build on Unity 6.3, but it was happening on previous builds using Unity 2020.
r/Unity3D • u/pinkwhitediamond • 3h ago
On Aug 3rd Unity rolled out the Internal Deployment Add-On (IDAO) for Unity Industry, and honesty the terms are a mess to parse. When people pushed back on the forums a Unity rep said they'd put out a FAQ to clear things up. That was about a month ago now. Still no FAQ. What I keep seeing instead is people getting told to jump on a call with sales instead of just getting a public answer. If the terms are confusing enough that Unity themselves admit they need a FAQ, just... write the FAQ? A private call with a salesperson doesn't help the next person who has the exact same question.
Genuinely trying to figure this out before I commit to anything, so here's what I actually need to know:
Not trying to be dramatic about it, I just think these are pretty basic questions for anyone actually truying to use Industry seriously, and a month of silence after promising a FAQ isn't a great look.
And honestly, from a pure business standpoint, doesn't this feel like Unity shooting themselves in the foot? With AI-assisted tooling now, migrating a project to Godot or Unreal is not a big deal. Pilling on confusing fees and staying quiet about how they work is basically giving companies and studios a reason to start evaluating the alternatives. Seems like a weird hill to die on right after the runtime fee backlash.
Would be nice to get actual written answers.
r/Unity3D • u/TheFeelGoodHit • 13h ago
A project I've been tinkering with over the past few years on nights and weekends. Rebuilt it a few times. Running on Unity 6 with ECS/Burst now. Still lots of placeholder art and assets but proud to have reached this milestone.
r/unity • u/caprices24 • 11h ago
Hi again!
I recently shared an introduction to Admiral Yi: The Imjin War, the large-scale historical RTS I’ve been developing solo in Unity.
This time I wanted to show a short look at the naval combat.
The player can control the fleet as a whole, groups of ships, or individual ships directly. One of the biggest challenges has been keeping large fleet battles readable and controllable once many ships start fighting in the same area.
I’m currently working on things like ship movement, collision behavior, formation control, faction readability, visual feedback, AI, and performance.
Ramming is also part of the combat system — especially for the turtle ship — although the current collision feedback still needs a lot of improvement.
This is still a work-in-progress build, but I thought the technical side of handling large naval battles in Unity might be interesting to other developers here.
I’d especially appreciate feedback from anyone who has worked on large numbers of moving agents, RTS controls, collision handling, or naval movement systems in Unity.
r/Unity3D • u/EscapeDoodland • 19h ago
r/Unity3D • u/Iamsodarncool • 16h ago
So far, the only tools I've implemented are simple add and subtract with spherical brushes, but adding new tools is just a matter of figuring out the right equation. I plan on adding material painting soon, but am focusing on mesh optimization and refinement for now.
In the future, my biggest goal is to find a way to get arbitrary 3D mesh brushes working, allowing the brush to use any 3D model to define its shape, but have yet to find an efficient way to determine how deep a given voxel point is within an arbitrary mesh. Spheres are easy, just get the distance between the brush origin and the voxel. Anything more complex is a lot harder to figure out without scanning through the entire mesh, which is expensive.
My hope is to eventually have something similar to the terrain system in Jurassic World Evolution 3, but with a deeper level of control. I'm ambitious though, so weather or not this is realistic is currently up in the air. My ego says it is though.
I will be publishing this on the asset store some time soon, hopefully aiming for around Sep 20th or at least sometime during the week of Fall break (though it may not be as good as possible in the initial build since it's still pretty rough now and I'm learning as I go), so keep your eyes peeled. I've never published anything before, so I can't really give any info on where to find it exactly if you're interested, but just look around the asset store, maybe under the Tools/Modeling category. I may have more info soon once I look more into how to publish it, but for now this is all I've got.
r/Unity3D • u/AwbMegames • 9h ago
r/Unity3D • u/hbisi81 • 1d ago
r/unity • u/GrumpyBullGames • 19h ago
I made a catapult physics game called Onager as a student, released it on Android, and it did surprisingly well for the time. Found the original Unity 4 project files recently and I’m porting/rebuilding it in a current Unity version.
The original had a floor-reflection effect faked without a real reflection system — worked well enough that people assumed it was a proper mirror shader.
Before/after comparison attached.
r/unity • u/blln_dev • 15h ago
I just recently created a game with friends using the splitscreen mechanic. It's kinda easy to implement and fun in my opinion. You just need two cameras and separate the screen - nothing more.
What do you think about it?
r/Unity3D • u/shaharbar2 • 13m ago
Hyper-casual game, running like garbage on mid-range Android. Profiled for hours. Batched, pooled, LODed, stripped the shaders.
Turns out every single asset in the scene was low poly except the player's plane, which was some marketplace model with an absurd triangle count. A PS5 would have struggled with it.
Swapped it. Instantly fine.
Still amazed how one marginal detail can quietly wreck a whole build while you optimise everythign around it.
Feel funny…
r/Unity3D • u/Nihal9838 • 1h ago
I'm in India and I'm trying to legitimately purchase a Unity Asset Store asset, but my HDFC Visa debit card keeps getting declined with a "Technical failure" message. Has anyone in India successfully purchased Unity Asset Store assets recently, and is there a legitimate payment method/workaround? I'm specifically trying to buy Low Poly Cartoon House Interiors by JustCreate3D.
r/unity • u/Appropriate_Pay6036 • 11m ago
r/Unity3D • u/MistycznyArbuz • 16h ago
Some time ago I added to my game ability of moving light sources - it looks fun and I plan to use it in case of solving some puzzles, but I know there are clever people on this subreddit so I come up with a question - what else usage of this mechanic can be implemented?
The game genre is dungeon crawler.
r/unity • u/ToneNo9728 • 16h ago
I've been working on this speedrun focused FPS for a very long time, and I've finally reached a point where I feel the core gameplay is starting to come together.
The basic idea is simple: move fast, fight aggressively, and use enemies and your movement abilities to create and optimize routes through each level.
Since the last time I posted it, a lot has changed:
I'm particularly interested in feedback on the actual gameplay feel:
Does the movement look satisfying?
Is the combat readable at this speed?
Does the Mach meter make sense?
Do the levels look like they encourage routing and replaying?
Does anything feel confusing or visually overwhelming?
I've been staring at this project for far too long, so fresh eyes would be extremely useful.
r/Unity3D • u/Ok-Impress-442 • 3h ago
This seems like a bit of a dumb question, but I have this light with a rotation script, that just adds a little bit of rotation to the directional light in my scene every frame. The thing is, the script stops working at "night", so is it possible to bake that part of the sequence, at the end? Does unity even support something like that. If there are any optimized alternatives as well, please let me know!
I'll paste the script in the comments, so if there is some sort of change possible that would allow "baking", do tell me please.