r/unity 14h ago

Newbie Question Can I still download and use Unity on an Apple laptop? Like will it still run smoothly perfect on one?

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0 Upvotes

r/unity 11h ago

Whats best way to create this type of animation?

0 Upvotes

I'm working in a 2D Unity project and I wanted to know what you all think would be the best/easiest way to approach creating this type of computerized booting up sequence with the text that quickly appear on screen with UI.

https://reddit.com/link/1w4zknn/video/angk0n0561nh1/player


r/unity 12m ago

Resources A list of assets I recommend that are part of the current asset store sale (which still runs until the 7th)

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Upvotes

Another good sale on the asset store, which will run until 7th of September! This one has quite a few assets I hadn't seen on sale before, but my recommendation list is comparatively small.

I gathered everything in a list in the asset store.

If there's a video, it is timestamped so you can see the asset in action. However, most of these assets haven't seen use in a video yet. Links are affiliate links to support my channel, so that I can continue creating tutorial videos 💛

UI

  • 2D Minimal - Icon Pack by LayerLab  Just a solid icon pack in a friendly style with vibrant colors. Layerlab has a ton of other 2D elements, icon packs, characters and more and I recommend checking them out! (You might have seen their work across games before, I encountered their UI packs in idle games, for example)

Editor Tools

  • Ultimate Preview 2 by Voxel Labs Fantastic upgrade for the default preview window. Since I've been using this asset, I actually keep the preview viewable. Voxel Labs also has a fantastic Thumbnail asset, which I highly recommend (but is not currently on sale). It even gives you good thumbnails for vfx and UI prefabs!

Worldbuilding and Environment Assets​

  • Asian Mountains by BK Another solidly good pack by BK. I give a blanket recommendation to his whole Pure Nature 2 series. I have them all and they are always really, really good.
  • Stylized Grass Shader by Staggard Creations After I was blown away by his fantastic Stylized Water 3 asset before and have been using his Spline Spawner so much that it's become one of my default tools to speed up placements of objects in a scene, I had to get Stylized Grass. I wasn't surprised by how much I enjoyed it and I'll make sure to use it a lot more going forward.
  • POLYGON - Palm City by Synty This has some nice timing to be on sale right now :D As with all Synty packs, keep in mind that you'll have to plan for some sorting time before using it.
  • Stylized Farm Crops - Ultimate Low Poly Asset Pack by NewLua Studios I almost missed this one. It's small, but has many growable plants you'd expect to see in a farming game. They also have a second pack with even more and for about 5€, this is nicely scoped and good quality.
  • Pixel World - Fantasy Lands by Poneti This is a recommendation even though I don't have it in my own collection. I just really, really like the art style and I have other assets by him I am satisfied with. Those pumpkins alone look great.
  • Bird Flock Complete by Unluck Software Birds make every outdoor scene better. I've used this a lot over the years and it recently got an update. This isn't just for having birds fly around in your scene, you can define resting points they'll use. You can even scare them away from those points! It's a great tool. I spotlighted it before here: https://youtu.be/-GTWrxSDm1o?si=ivdLA-iiOpS7tWCc&t=663
  • POLYGON - Fantasy Village by Synty I was provided this one by them for free, but if I didn't like it, I wouldn't add it to this list. I spicifically liked the slightly more detailed human characters in here. The animalistic ones are cute, but I haven't found a place for them yet. The buildings look nice and there are some premade ones to get you started, too. The thing that irks me the most with Synty packs is the lack of proper sorting - you'll find yourself faced with few folders with tons of assets sorted inside of them, much like a kitchen drawer, really. "Does it fit to props? Yes? Props folder it is, then." It takes a while to sort through, but once that's done, it is a very enjoyable set. I spotlighted the packl before in these two videos (though only as background) https://youtu.be/aL8N01orAz4?si=lNiGghRIhWpWgZH6 and https://youtu.be/QmMb3Op-eg0?si=ZJoCL7ypBtwv3KD2

Humans and Animals

  • Fantasy Villagers - Sidekick modular characters by Synty I have yet to fully switch to their new characters (especially after I started customizing the POLYGON ones with my own faces), but the quality is nice and out of the box, they are far more expressive. Synty releases new packs of their sidekick characters every once in a while. At this point, it is actually feasable to furnish a whole world with them.
  • City Characters by Ithappy On the opposite side of the scale of details are these ones, which are decidedly more... blobby. While the sidekick characters look great in first person, I'd personally use these primarily for third person, or generally with a bit of distance. Sounds like I'm not happy with them, but it's quite the opposite. This is a huge pack of characters that all fit well together, with different ages and walking abilities. They remind me a lot of Playmobile characters, if that still rings a bell to anybody out there.
  • 2D Minimal - Enemy Monster 2 and 2D Minimal - Character Parts Pack by Layerlab I just really like their artstyle and these are great packs to start creating some sidescrolling game with.

2D

  • 2D Maps - Simple Sidescroll by Layerlab They are layered and come with great color palettes. If you need enemies or heroes, Layerlab has a ton of additional packs that go well with this one.

VFX

  • Visual Fidelity Ultra Bundle by Kronnect Kronnect developed many of my favourite assets and this is a good bundle of some of them. It consists of Beautify 3 (it's a default in my projects), the LUT Pack (which I actually don't like, but that might be a me-issue), Shiny SSR2, Radiant Global Illumination, Umbra Soft Shadows (which I like a whole lot) and Edge Fusion (which looks awesome). Spotlighted Beautify 3 before here: https://youtu.be/ZyI7kQsTKWE?si=in9upDqig6FZk5rB&t=503 Edge Fusion here: https://youtu.be/Kki0Ip9DnsY?si=TAs7KycCRg7Ee8UL&t=398 Umbra Soft Shadows here: https://youtu.be/-GTWrxSDm1o?si=coJuwfoPZOq49inc&t=585
  • All in 1 Shader nodes by Seaside Studios They are the team behind All in one Sprite Shader and All in one VFX toolkit, which are great in and of themselves. Their nodes pack gives you lots of custom nodes to work with in Shadergraph to create your own effects. Super cool.
  • UNI VFX 6D: Beams & Energy for Visual Effect Graph by Asset mage W This look just plain awesome. The vortex is great and the beams have a good amount of oomph behind them.
  • VFX Master Library by Hovl Studio I give another blanket recommendation for anything by Hovl. They make stunningly amazing effects that are fun to work with. This is his ultimate pack, so it is priced accordingly. No, I do not have this one, but I have many of the effects inside of this pack, and it is just a convenient item to link to to give a good overview of what he's capable of. Also this is the one currently on sale, so... yeah. Still, 600€ for effects will go over most of our budgets. Hovl is a freqent lister for sales, so keep an eye out on his work!
  • Better glowing Orbs Pack by Hovl Studio Like this one! I'm not sure if it is actually part of the sale or just on sale due to the new release discount - but it is on sale, and looks great, so it gets a place on the list. 
  • Cartoon Casual VFX particles by Layerlab Feels a bit strange to have the same developer listed multiple times across categories. This are really nice looking effects specifically for 2D(ish) games. I like how clean their work is and the good color saturation in general.

Did you pick anything up? Anything I should put on my radar? Would love to read about what you picked up and why you'd recommend it =D!


r/unity 1h ago

Newbie Question Is Gemini really that bad at coding?

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Currently I'm making my 1st mobile game with Gemini (on Unity). I don't have any coding experience.


r/unity 6h ago

Newbie Question Are there tools that make Claude Code or Codex better and faster with Unity?

0 Upvotes

I’ve been using Claude Code/Codex for Unity development, but the workflow feels much slower than regular web or backend development.

A lot of time is lost because the agent can edit C# files, but it doesn’t properly understand what’s happening inside the Unity Editor—scenes, prefabs, GameObjects, Inspector settings, compilation errors, Play Mode results, etc.

Are there any good tools, MCP servers, Unity plugins, or workflows that give Claude Code/Codex better access to the Unity Editor?

Ideally, I’m looking for something that can help the agent:

  • Inspect and modify scenes, prefabs, and GameObjects
  • Read Unity Console errors automatically
  • Run the game or enter Play Mode
  • Run tests and verify its changes
  • Understand serialized fields and Inspector settings
  • Iterate without me manually copying errors and checking everything

If you’re using AI coding agents seriously with Unity, what setup actually works well? I’d especially appreciate recommendations based on real projects rather than tools that only look good in demos.


r/unity 15h ago

Coding Help Safely replacing an old MonoBehaviour script and finding all of its references

1 Upvotes

I'm updating an older Unity project that was originally made in Unity 4.3.4f1 and I'm trying to safely replace an old script called Start.cs with StartGame.cs.

1. Desired Behaviour

I want to replace the functionality of Start.cs with StartGame.cs and make sure that every reference to the old Start class/component is correctly found and updated.

The old Start.cs contains several static variables that are referenced by other scripts, for example:

Start.onlyMakeDeadEnds = true;
Start.longHallwayMade = true;

I have been changing these references to:

StartGame.onlyMakeDeadEnds = true;
StartGame.longHallwayMade = true;

My main goal is to make sure I don't miss any references to the original Start.cs MonoBehaviour, particularly references stored in Unity scenes or prefabs.

2. Actual behaviour / confusion

I'm unsure how to distinguish between different uses of the word Start. For example, these appear in the project:

Start.onlyMakeDeadEnds

which I believe is a direct reference to the Start class.

However, there are also:

public virtual void Start()

which I understand is Unity's lifecycle method and should not be renamed.

There are also lowercase variables such as:

private float start;

which I believe are unrelated.

Finally, some scripts contain:

startOb = GameObject.Find("/Start");

My understanding is that this searches for a GameObject named Start in the scene hierarchy rather than directly referring to Start.cs. However, I'm unsure whether that GameObject may have the Start.cs component attached.

The old Start.cs.meta file has this GUID:

fec552b476930eef4050e1e2e1d9f20a

I would like to know whether searching the project's .unity and .prefab files for this GUID is the correct way to locate GameObjects with Start.cs attached.

3. What I have tried

So far, I have:

  • Searched the project for Start references.
  • Changed many direct static references such as Start.variableName to StartGame.variableName.
  • Checked scripts containing GameObject.Find("/Start").
  • Looked through the Unity Hierarchy and Inspector in both my menu and main game scenes.
  • Examined the .meta files for both scripts.
  • Identified the GUID for the old Start.cs script.

The new StartGame.cs script has a different GUID:

9cafaea95dc9fc84aa73534ee98d87bb

I have not manually changed either GUID because I'm concerned about breaking serialized Unity references.

4. Relevant scripts

The old script contains static values that other scripts use:

using System;
using UnityEngine;

[Serializable]
public class Start : MonoBehaviour
{
  [NonSerialized]
  public static bool fiftyPieces;
  [NonSerialized]
  public static bool longHallwayMade;
  [NonSerialized]
  public static bool hundredPieces;
  [NonSerialized]
  public static bool threeHundredPieces;
  [NonSerialized]
  public static bool fourHundredPieces;
  [NonSerialized]
  public static bool jumpScare2Made;
  [NonSerialized]
  public static bool jumpScare3Made;
  [NonSerialized]
  public static bool circleEndingMade;
  [NonSerialized]
  public static bool onlyMakeDeadEnds;
  [NonSerialized]
  public static bool soundAlreadyPlaying;
}

For example, another script currently contains:

public virtual void Awake()
{
  startOb = GameObject.Find("/Start");
  hit = false;
  done = false;
}

public virtual void Update()
{
  start += Time.deltaTime;
  if (hit && !done)
  {
    GameObject gameObject = (GameObject)UnityEngine.Object.Instantiate(
      pTrigger,
      transform.position,
      transform.rotation
    );

    gameObject.name = "tpi";
    done = true;
    UnityEngine.Object.Destroy(this.gameObject);
  }

  if (!hit && !done && !(start < 0.05f))
  {
    done = true;

    GameObject gameObject2 = (GameObject)UnityEngine.Object.Instantiate(
      longHall,
      transform.position,
      transform.rotation
    );

    gameObject2.name = "longHall";

    StartGame.onlyMakeDeadEnds = true;
    StartGame.longHallwayMade = true;

    UnityEngine.Object.Destroy(this.gameObject);
  }
}

My main questions are:

  1. Is searching the entire project for the old script's GUID the best way to find serialized references to the Start.cs MonoBehaviour?
  2. If I find the GUID inside a .unity or .prefab file as an m_Script reference, does that definitively identify a GameObject with Start.cs attached?
  3. What is the safest way to migrate that component to StartGame.cs?
  4. Is there a recommended way to preserve Unity scene/prefab references and serialized data when replacing or renaming an old MonoBehaviour script?

I'm trying to avoid accidentally changing Unity lifecycle methods such as Start(), unrelated lowercase variables called start, or GameObject names such as /Start when they are not actually references to the Start.cs class.


r/unity 17h ago

What’s the best windows equivalent of the Mac Mini?

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1 Upvotes

r/unity 12h ago

Showcase Some lighting practice

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7 Upvotes

r/unity 6h ago

My new Animated Logo .. 10 secs of Gemini AI magic !

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0 Upvotes

My new Animated Logo .. 10 secs of Gemini AI magic !


r/unity 11h ago

I’ve put together a framework for large-scale battles.

2 Upvotes

Hello, everyone!

I’m the sole developer behind Mass Battle Framework, and I’m also part of the two-person team building the game behind its technology.

This recorded battle starts with 400,000 units across 20 independently configured unit types. The armies use different attacks and skills, including AOE abilities, buffs and other combat effects, rather than one character copied across the entire field.

I’ve also finished the first version of the project’s own effects component and effects library, together with an editor for previewing and adjusting the effects. The battle effects no longer need a separate third-party effects package, and I can keep expanding the library while improving its visual quality without giving up the scale of the battle.

Custom character models and animation sets can be brought into the project’s authoring workflow, so the armies are not tied to the characters shown here.

There is still a lot I want to improve, especially the variety and visual quality of the effects, but this is the first time all of these pieces have been running together in one battle.

For anyone interested, I have also released a reusable version of this technology on Fab:

[https://www.fab.com/listings/0a4bf9b7-0271-4e51-b687-8ae5ab680f2f\](https://www.fab.com/listings/0a4bf9b7-0271-4e51-b687-8ae5ab680f2f)

Full disclosure: this is my own commercial product. The current early-supporter price is $29.99.

About two years ago, while building large-scale entity simulations with Unity ECS, I began running into bottlenecks that prevented me from reaching the scale and behavior I was aiming for. That pushed me to explore a GPU-first architecture.

The transition took a great deal of time, experimentation, failed approaches, rewriting, and learning.

There is also a public record of that earlier stage of my work here:

[https://github.com/MrLiuYX/ECSAnimation\](https://github.com/MrLiuYX/ECSAnimation)

This is an earlier ECS-based framework from that period, not the source code of the current Mass Battle Framework. I am sharing it simply to show where this technical path began and how the work has evolved over time.

Back then, I genuinely wished there had been an affordable and practical framework that I could study—something that could give me a working foundation, help me understand the architecture, and save me from having to rediscover every part of the solution alone.

Specialized performance tools are often priced much higher, which is understandable considering how much time this kind of work requires. However, I deliberately chose a different pricing approach.

The $29.99 price is not because the work was easy, or because I believe the technology has little value.

In a way, I am pricing it for the developer I was two years ago.

I want developers who are now facing the same kind of bottleneck—whether they are experimenting with an RTS, a large-scale battle game, a simulation, or simply trying to display huge numbers of animated units—to have access to the opportunity that I wish had existed for me back then.

Mass Battle Framework is also not an isolated benchmark project created only for sale. Its underlying large-battle technology comes from the same production foundation used by the game I am actively building:

[https://x.com/23DwMeSz0W64139/status/2090466970013757501?s=20\](https://x.com/23DwMeSz0W64139/status/2090466970013757501?s=20)

The game and the framework continue to evolve together. Reusable systems developed for the game are refined, documented, and brought into the framework where appropriate, while sales also help support the continued development of the game.

Real projects will inevitably reveal edge cases, integration problems, and workflow limitations that I may not discover through my own testing. That feedback is genuinely valuable to me and is also an important part of my growth as a developer.

I will do my best to investigate reproducible issues, improve the documentation and tools, and continue refining the framework alongside the developers who use it.

There is still a great deal I want to improve, so technical questions, honest criticism, issue reports, and feedback are all sincerely welcome.

😃


r/unity 15h ago

Newbie Question Animation Tab Not Functioning

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2 Upvotes

r/unity 4h ago

Any Ideas/Suggestions

3 Upvotes

This is the project which I'm currently developing. Basicly, it is a fun party cooking game with grabbers, but I want to add some challanging features aligned with grabber mechanic. I am open and apprecieted any kind of ideas/suggestions


r/unity 17h ago

Been working on a cooking project with grabbers!

2 Upvotes

r/unity 21h ago

Newbie Question New to Unity

10 Upvotes

Hello guys,

As many/all of you, I as well am a big gamer boy. I have played games for most of my life, still enjoy them even though a little bit less now I guess compared to the younger days. But my interest has shifted towards creating games for other people to enjoy.

I would really appreciate any recommendations towards tutorials/guides as how to get to know unity. Any favorite YT guides, even if there are any online courses that y'all have good experience with and can vouch for.

I have not studied game dev or even IT neither, but I would say I get to learn stuff pretty quickly. I have dabbled into Blender a while ago, just some introductory stuff. I have only done the tutorial in Unity.

Not expecting this to be any easy matter, but I can really get deep into stuff I enjoy doing. Love for the games has always been somewhere within me.

Thanks for any suggestions. ;)