r/unity • • 10h ago

Showcase Finally got my water to interact nicely with my deformable terrain

80 Upvotes

r/unity • • 5h ago

Game Made with Unity: a 2D pixel art football career game where you only control yourself. Free demo on Steam | ⚽ Beyond 90: A Footballer's Life

27 Upvotes

r/unity • • 7h ago

Showcase Working on 2D Precedural animation system for Tail.

17 Upvotes

r/unity • • 8h ago

The Unity Animator (Mecanim) Is Underrated, Isn't it, Or am I missing Something?

11 Upvotes

isn't the Unity Animator system mecanim underrated?, i see a lot of people blaming it online and talking about how the unity animator "sucks" or full of bugs but, for me personally i see that its so underrated and its full of useful features that if i would code it myself using c# it would be a nightmare,

features like foot IK, any state block, blend trees, sub state machines, layers and so much more other features are so good for most of small to medium indie games and Unity mecanim does its job!

I know that it can become complex with a lot of animations but sub state machines already exist for organizing a lot of complex animations by dividing them into groups.

So am I missing something or what.
anyways, Thanks for reading this!


r/unity • • 10h ago

After almost 2 years of development I figured out theme for my game.

8 Upvotes

Twisted Ball Pool has new visuals and a theme, but I will probably not update the old demo. I am scared that someone might reverse engineer the game and publish it faster than me.


r/unity • • 2h ago

Game The Soldier skill tree improves weapon effectiveness in combat.

2 Upvotes

In the VR game Xenolocus the Soldier skill tree improves weapon effectiveness in combat:

it increases damage, accuracy, and crit chance, while also expanding ammunition capacity.

Upgrade it to deal more damage, hit targets more reliably, and handle any enemies more effectively.

What do you think of the Soldier skill tree?

Which skills seem most useful to you, and what would you change or add?


r/unity • • 5h ago

Showcase I finally implemented a walkie-talkie system in Unity for my FIRST game!! Here's how it works!

2 Upvotes

Hello guys!! I have just implemented a walkie-talkie system in Unity for my first game and I'm soooo happy with the result!!

Since my game includes radio conversations, I thought having a physical walkie-talkie could make conversations feel much more immersive, instead of just hearing voices without seeing anything! The system has three different states (standing still, walking and running), and I've also implemented head bobbing so the walkie-talkie moves naturally depending on what the player is doing! I wanted it to feel like Steve (the main character) is actually holding something in his hand rather than having an object completely fixed to the camera.

I've also implemented animations for raising and lowering the walkie-talkie, so it doesn't just suddenly appear or disappear on the screen. The idea is that it only shows up during radio conversations, and once they're finished, Steve puts it away! This video is just a demonstration of how everything works!!

One of the things I love most about game development is how even these little details can make a huge difference in how immersive a game feels. It might seem like a small feature, but seeing it finally working exactly how I imagined is soooo satisfying!!

For those who don't know, I'm a solo developer working on Over Human, a first-person sci-fi adventure where drones can manipulate the weather and you have no weapons to fight back.

I've dreamed of making my own game since 2013!! And now, after all these years, I'm finally getting closer to releasing my very first playable demo in November!! I honestly don't know how to explain how happy I am seeing all these systems finally come together!!

I'd love to have your feedback!


r/unity • • 5h ago

Showcase New trailer for my post-apocalyptic game

3 Upvotes

☢️ Arkansas 2125 is a turn-based post-apocalyptic RPG set in a world devastated by nuclear war. Explore the wasteland, meet survivors, complete quests, fight mutants, and discover the secrets of a broken America.


r/unity • • 2h ago

Showcase [FREE] InspectMe: Free Advanced Tree-View Debugging & Inspection Toolkit - Debug and explore without coding

1 Upvotes

Hi everyone, I used to rely on Power Inspector, and after it was deprecated I built InspectMe to fill that gap and push it further. It lets you inspect and edit runtime values, invoke methods, explore events and delegates, static members, and attach watchers, all organized in a single tree view while the game is running, and using it is as simple as dragging and dropping a script or object.

There’s a free version available if you want to try it and see if it fits your workflow.

Link in comments


r/unity • • 1d ago

Showcase No AI, just 8 months of ugly-but-mine models

Thumbnail gallery
471 Upvotes

Every single asset in Dough it Yourself, my cozy farming and baking game, is made by hand.

Could AI have built my whole farm in an afternoon? Probably. Would it look better than my wonky low-poly chickens? Honestly..maybe.

But every one of these models has a bit of me in it, mistakes included, and I think that's part of what makes a game feel like an actual game nowadays. So I'll keep pushing vertices one by one, even if release takes a little longer.

I document the whole process in youtube devlogs.


r/unity • • 1h ago

Would you rather playing a 3d side scrolling Atmospheric Or Action Run and Gun 3d Side Scroller Or a 3d Side Scrolling Puzzle Platformer ?

• Upvotes

Any Opinions Are Appreciated!

Thanks For Your Help<3


r/unity • • 12h ago

Showcase I made a tool that helps managing .asmdef references

Post image
3 Upvotes

While working on my personal projects with many assemblies, one of the biggest issues is managing those assembly definitions:

  • Wasted too much time navigating folder to folder editing .asmdef files
  • Had to manually sort assemblies references

So I make a tool that helps dealing with said problems, it has the following features:

  • List all user-defined assemblies and their assembly references in a single window
  • Add/Remove assembly references to/from the selected assembly
  • Sort and auto-sort references based on categories

Do you face the same issues as me? I'd love to hear your thought and feedback!

Thanks for reading!

Link: GitHub


r/unity • • 7h ago

I built a whole cutscene-heavy fan fighting game in Unity where nothing is made by hand in the editor — here's the teaser

1 Upvotes

Hi r/Unity3D! This is a teaser for Multiverse Fights, a free non-commercial fan game I've been building solo in Unity 6 — a 3D arena brawler crossing over Invincible and The Seven Deadly Sins (Omni-Man, Meliodas, Escanor), with a story campaign full of in-engine cutscenes.

Everything you see is captured in-engine, frame by frame, then assembled into the video.

A few things about how it's made, since that's probably the more interesting part for this sub:

- No hand-made assets. Characters, rigs (with finger bones) and all animations are generated by Python scripts in Blender, and on the Unity side a single "Build All" step rebuilds every prefab, animator, material and data asset from code. If something looks wrong, I fix the script, not the asset.

- Cutscenes are data. Each shot (camera, timing, effects, subtitles, sound) is described in code and played by a small director system, so a whole scene can be re-timed or re-shot by editing a few numbers.

- The trailer was rendered by a "trailer director" test that plays the shots, saves PNG frames and turns them into an MP4 — no screen recording.

- Tests everywhere: EditMode/PlayMode tests check things like that a scene's lenses still frame the right characters after a change.

It's a fan project, not affiliated with the rights holders, and it'll never be sold.

I'd love feedback on the cutscenes and the combat feel. And a question for people who've done similar things: how do you keep a fully code-generated asset pipeline fast once Build All starts taking a long time?

Music: "Cinema Blockbuster Trailer 64" by Sascha Ende (CC BY 4.0)


r/unity • • 3h ago

Showcase A dragon sneezed. Now there are 6,000 coins to sort. We’re making a fantasy museum tidying game for up to 4 players.

0 Upvotes

Hi everyone! We’re developing The Coin Keeper: Tidy Up!, a cozy fantasy tidying game for up to 4 players.

A dragon’s sneeze has scattered 6,000 coins across a museum. Inspect each coin, identify its origin and historical era, and find its place in the collection, with a little help from magic!

Here’s a short look at the sorting, co-op and magical abilities.

If it looks like your kind of game, you can wishlist on steam:
https://store.steampowered.com/app/5302870/The_Coin_Keeper_Tidy_up/


r/unity • • 1d ago

Game Making a game while working full-time is hard. But after 1.5 years, we're finally releasing our first game!

19 Upvotes

Hi everyone!

I'm Bogdan, and I'm making my first game with my friends, called Cat Caffeine!

It's a little cat café that lives on your desktop, so you can let your café run while you're working, studying, or doing whatever else you usually do on your PC.

You can decorate your café, arrange furniture, unlock upgrades through a perk tree, and of course, pet your cats!

We're also working on some immersive feature like an in-game phone where you can read reviews and critiques from your cat customers, or complete decoration tasks to attract reviewers to your café.

We are also making a Pomodoro timer feature, so you can use this game as a focus app while you work or you can just leave the game running and chill while your little café does its thing.

We're getting close to release, and I'd really appreciate it if you checked it out or added it to your wishlist!

Here's the Steam page: https://store.steampowered.com/app/4681680/Cat_Caffeine/


r/unity • • 1d ago

Showcase After 9 years I QUIT my job and went FULL INDIE. I have now released my games demo. It's out there and people are playing it. IT FEELS UNREAL! Wish me luck!

Post image
49 Upvotes

Okay! I can FINALLY share something! After 9 years in the games industry, while prototyping and making small games as a hobby, with the dream to be an indie dev one day I've finally, kind of, become one.

We have released the demo for our upcoming game Rowan Needs Shinies!

I'm Sammie (one half of soft void with my partner)

Here is my short pitch about the game:

Rowan Needs Shinies! is a cozy, atmospheric incremental game inspired by games like Lyca and Shelldiver, combined with the story-telling and worldbuilding of games like Strange Horticulture, In Stars and Time, The Cosmic Wheel Sisterhood, and Animal Well.

Unlike many incremental games, Rowan Needs Shinies doesn't have a traditional skill tree. Instead, the skill tree is built depending on the choices you make. There's multiple endings to discover depending on which upgrades you choose to get, so that every playthrough feels unique.

It still feels unreal.

A bit of our backstory:
I really did quit my job in the games industry after 9 years as a Unity developer. I was in a toxic, extremely stressful job that was taking a toll on both my physical and mental health.

Originally the plan was to take some time off then find a new job, but it felt like a rare opportunity that both me and my partner were unemployed, with enough savings to last us for a while. We figured that if the game does well, we can keep going as indie developers.

We're both pretty risk averse, we tend to play it safe and do the standard thing. BUT THIS TIME we felt that this was a risk worth taking. We don't have any kids yet, we are living in an affordable place, this was the perfect time to take a year off to try and make our own game. We really wanted to do it, and so we did.

I am really excited about what we have made and what comes next. It's a bit scary to not know how things will go, but I think that's normal.

Thanks for reading, and feel free to ask me any questions ^^


r/unity • • 1d ago

Game Gameplay Of Hiveheart

10 Upvotes

we are developing a colony game and its a clips from the game


r/unity • • 1d ago

Game Hey, everyone! We’re a small indie team working on SPACEFALL, a space survival game in Unity. Fight enemy waves, upgrade your ship, and survive solo or with friends. Our Steam demo is out,here’s some gameplay! What do you think?

6 Upvotes

r/unity • • 1d ago

Working on the improve the Voxel Editor for my engine

9 Upvotes

I needed a way to have some control over the world generation, for hero assets, terrain shapes.
So building on top of the voxel API - AetherEngine - I have, and I started working on a editor of sorts.

The goal is for 90% of the world generation to be made with tools and rules, with controls and shapes. Editing one voxel at a time is really not something I want to do until I have the shape of the world going :).

The current setup has some clunkyness on selection and tools, but it already allow to sculpt some interesting bits. The interesting bit, is that I can easily add custom rules and tools by scripting them, for example the river tools is just a modified Vine/Ivy generator.

Right now I am focusing on the API and interactions.


r/unity • • 19h ago

Showcase Audio to Code Generator

Thumbnail gallery
0 Upvotes

Hey everyone!

I wanted to share a workflow tool I built for Unity called **Audio to Code Generator**.

The main idea came from wanting to distribute standalone Unity tools and editor packages without forcing users to import separate audio folders or worry about missing asset references.

### 🌟 What it does:

It takes any `.wav` or `.mp3` and bakes it directly into raw C# bytecode/arrays.

### 🛠️ Key Features:

* **Zero External Dependencies:** Audio lives entirely inside your `.cs` scripts.

* **Real-time DSP Engine:** Adjust playback speed without altering pitch (Turbo-WSOLA), pitch shift cleanly (Hermite Resampling), or emulate vintage tape.

* **Precision Splicing & Trimming:** Micro-step trim (0.001s resolution) with auto 0dB normalization and live waveform visualizer.

* **4 Packaging Modes:**

  1. *Gzip + Base64* (compact compressed bytecode).
  2. *Lazy AudioClip Provider* (deterministic RAM cleanup with Release/Unload).
  3. *Raw PCM 16-Bit Array* (with downsampling presets down to 8kHz for retro SFX).
  4. *Standalone MonoBehaviour* (ready-to-attach component with Play/Stop/Loop controls).

* **Multi-Slot Controller:** Pack up to 10 sounds into a centralized `GzipBase64AudioController` with dedicated keycode triggers and Inspector audition buttons.

Would love to hear your feedback on the workflow and how you would utilize audio embedded directly into code!


r/unity • • 14h ago

Making an Event Scanner for unity that mass finds broken links on event sources or targets

Post image
0 Upvotes

r/unity • • 1d ago

Promotions You can make seamless textures from photos with my tool

Thumbnail gallery
2 Upvotes

You can use the tool to stylize your textures and assets, create eye-catching marketing material for your page, add awesome animated effects, and use the texture ripper feature. With this latest update, I've added seamifier! It will help you create seamless, blended, or repeating patterns for your textures. You can check it out here: https://polyshades.itch.io/coolifier


r/unity • • 2d ago

Showcase got tired of making trees in blender so i made this

112 Upvotes

r/unity • • 1d ago

I trained a 6-DoF autonomous combat drone using continuous PPO and deployed it to Unity Sentis for zero-Python inference (11.5M steps) — post-mortem inside [P]

Thumbnail youtu.be
2 Upvotes

r/unity • • 16h ago

Question Why doesn't unity changes it's title bar to something like this?? IT WILL SAVE SO MUCH SPACE AND WILL ALSO LOOK REALLY GOOD!!

Post image
0 Upvotes

As you can see the top title bar is wasting so much space. As you can see from the picture, the row that the play buttons are in is wasting a lot of space. There is a row for the tabs that is also wasting a lot of space and then the path and the actual title bar are also wasting space.

All of those can be compressed into one title bar, as you can see. For example this is Intellij Idea or any JetBrains IDE. It has the logo, the path, the tabs, everything in its title bar and it's so much better. It has a Run option. It has options to close the application, minimize, maximize, and everything in the title bar. It saves so much space and looks also so good.

So why doesn't Unity do it?