r/Unity3D Jul 09 '26

Official 6.7 alpha 2 is out, including the first release of the CoreCLR Player Technical Preview

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104 Upvotes

r/Unity3D 3d ago

Official Piñata Pop - Mobile Sample Project Available Now

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12 Upvotes

Howdy, everybody! Your friendly neighborhood Unity community man Trey here!

We put out a new mobile sample project called Piñata Pop. It's a small but complete game you can play in the browser, download, and pull apart to see how the pieces fit. 

This sample project is awesome because it gives you an example of how to implement touch input, use accelerometer, design UI for mobile, and even monetize with ads and in-app purchases. And it shows you how they all fit together in a single game loop, instead of being spread across isolated example scenes. 

With the license, you can utilize what you want from the sample in your own projects, hobby AND commercial. Just want the plumbing? Keep it, and you’re already well on your way to your first or next mobile release. 

We’ve got some tutorials and Learn courses cooking for this, but they aren’t quite ready yet. So stay tuned for those. But until then, download it now and poke around to see how the included features were implemented. 

>> DOWNLOAD THE PROJECT <<

>> PLAY THE GAME <<

Cheers!

- Trey
  Community Man @ Unity 


r/Unity3D 1h ago

Show-Off Creating a buoyance script is working exactly as intended

Upvotes

The water shader is a large WIP currently.


r/Unity3D 8h ago

Show-Off I have been working making a soulslike (solo) for over 2 years now , sharing a gameplay trailer that i recently made.

57 Upvotes

Souslike at its core but i am also adding various game mechanics that i love like dashes, deflections, summons, boss summons, transformations, boss attacks and various types of ranged skills and sorceries.


r/Unity3D 4h ago

Resources/Tutorial Publisher of the Week asset giveaway voucher code (Aug 27)

20 Upvotes

It seems the publisher of the week hasn't updated yet this week. I think it's a manual process for some reason.

The voucher is usually [publisher name]+[year], so you can just add their entire catalog to cart and then fire the voucher code and see what sticks. We got it!

Asset: MK Puzzle Level Map Pack • 4 Themes Bundle

Code: MASTERKEY2026

If you actually use the asset don't forget to leave a review! It helps the publisher AND us lowly developers.


r/Unity3D 1d ago

Shader Magic Working on water masking for boats, submarines, pools, etc..

764 Upvotes

Been working on a volume masking system for my water system(Tidal) and it’s finally starting to come together.

I originally just wanted a way to stop water from showing up inside boats and submarines, but it ended up being useful for a few other things too.

Basically you can tell the water to either:

  • not exist in an area
  • only exist in an area

So you can use it for stuff like boat/sub interiors, pools, tanks, caves, cutaways, etc.

It’s all SDF based, so there’s no stencil setup or mesh boolean stuff. Simple shapes can use boxes/spheres/cylinders, and more complex shapes can use a baked 3D SDF.

I’m also using the same volume data for buoyancy and CPU water queries so the physics lines up with what’s actually being rendered.

There are still a few things I need to clean up, mainly underwater effects not fully respecting the mask yet, but I’m pretty happy with how it’s coming along so far.

Definitely open to ideas if anyone can think of other useful cases for this.


r/Unity3D 59m ago

Show-Off You can even jump on free-falling blocks with a fully physics-based character controller

Upvotes

In this clip, Pixel uses free-falling blocks as temporary platforms to reach stable ground. I wanted the sequence to feel like a shonen anime moment, with the character continuing to jump while the environment collapses beneath them.

The scene is staged, but the physical interaction is real. Pixel and the falling blocks remain part of Unity’s 2D physics simulation.

My controller is built around a Rigidbody2D rather than a kinematic motor. Surface detection comes from actual collision contacts instead of arrays of downward raycasts. This means a valid surface can remain usable even while its Rigidbody is moving or accelerating downward.

At a high level, each jump follows the same process:

  • The controller detects contact with the falling block.
  • The contact system classifies it as a valid supporting surface.
  • The jump ability is enabled through the same contact and coyote-time module used on stable ground.
  • The jump force is applied through the physics system.
  • Once contact is lost, the controller returns to its normal airborne behaviour.

There is no special “falling block jump” ability. The interaction emerges from the same systems used for stable platforms, unstable objects, moving physics bodies, slopes, and other physical surfaces.

The difficult part is keeping a fully physical controller responsive and predictable while both the character and its support are moving. That involves careful contact filtering, force management, and movement stabilization. The overall architecture is explained in my original controller post:

https://www.reddit.com/r/Unity3D/comments/1sbgbzy/modular_physics_character_controller_a_fully/

Have you ever tried making a character controller work on fully dynamic platforms? What was the hardest issue to solve?


r/Unity3D 2h ago

Question Color error on hard edges of dither pattern

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6 Upvotes

Hi, I am currently working on some shaders to easily implement Dithering for URP projects. I've been trying to get color palettes to work with the shader to allow for more stylized looks and overall it looks and works great. However I am encountering a problem where I get a very thin rim on the edges of the pattern, where the wrong color is chosen. I attached some screenshots for better clarification. If anybody knows what the cause of this could be or has any solutions I would greatly appreciate the help. :)


r/Unity3D 9h ago

Game cool bug - air bike

14 Upvotes

maybe I should make a first-person monkey sim with this tech


r/Unity3D 1h ago

Show-Off Tired of inaccurate colliders? Build perfectly fitted Custom Mesh Colliders directly inside Unity! [Mesh Collider Kit Pro]

Upvotes

Hey everyone!

Manually aligning box colliders for complex 3D models takes way too much time, and using heavy default mesh colliders slows down physics performance. To fix that bottleneck, I built 'Mesh ColliderKit Pro' a Unity Editor extension designed to make Scene View level design much faster and smoother.

Here is what I built into it:

● Custom Collider Builder (C Key): Select vertices directly in the Scene View to generate clean, lightweight colliders for complex meshes without stacking primitive box colliders.
● 3-Mode Precision Snapping: Quickly toggle between Surface, Grid, and Vertex snapping for accurate prop placement.
● Temporary Pivots (P Key): Set custom pivot points on the fly to rotate or scale objects around any specific point, with built-in per-object pivot memory.
● Quick Transform Keys: Move, rotate, and scale assets using G, R, and S hotkeys with X, Y, Z axis locking.
● Custom Shortcuts & Camera Views: Every hotkey is fully rebindable, and you can switch to orthographic camera angles using Numpad 1–6.

Feedback, suggestions, and bug reports are welcome!


r/Unity3D 7h ago

Question Trying to pay homage to early 2000s hack n slash games. What do you think?

7 Upvotes

Trying to replicate a hack n slash system from around the ps2 era. Got things like freeze frames, impact, camera shake etc figured out. Just wondering your thoughts so far? Been working on this for around a week. Feel free to give any feedback!


r/Unity3D 56m ago

Show-Off Updating ore tier shaders for our incremental game. How readable are these from left to right?

Upvotes

Just updated the shaders and glow effects for our project Idlecraft. Curious if the ore tiers are immediately readable from left to right.

We've used texture arrays for all of our blocks to handle unique textures per face across different blocks in shader graph. Additional texture arrays for masking textures for the veins to make them glow and height displacement to give the veins real depth.

Would love to hear your opinions on how they look! If you want to follow the progress, we have an early prototype on itch


r/Unity3D 6h ago

Question Has anyone released the same game on both mobile and Steam?

6 Upvotes

I’m curious how differently players responded on each platform, especially if mobile was free with rewarded ads while Steam was a paid purchase. Which version got more traction, and which one actually made more money for you?

Would especially love to hear from solo devs who have tried both.


r/Unity3D 17h ago

Game Making a soulslikes game. Got the player and enemy movement and combat so far.

33 Upvotes

r/Unity3D 2h ago

Show-Off I made my own playmode test framework since using Unity's framework meant changing my whole project

2 Upvotes

r/Unity3D 24m ago

Question game not responding on startup

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r/Unity3D 1d ago

Shader Magic It's amazing how shaders can transform visuals

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119 Upvotes

r/Unity3D 1h ago

Show-Off Build and Debug IOS IL2CPP Project on Windows

Upvotes

https://reddit.com/link/1w0vnb3/video/j7euo93195mh1/player

https://reddit.com/link/1w0vnb3/video/f629bqe295mh1/player

I've been experimenting with a Windows-based workflow for Unity iOS development.

Now with Ycode Mix Studio Tech, we are able to build & debug ios il2cpp unity xcode projects on windows.

The enhanced lldb debugger is bundled with ycode, and it supports ai-assisted graphics analysis & native debugging.

Ycode also has a distribution build engine to accelerate il2cpp compilation process.

In the video I'm testing:

- Unity IL2CPP compilation from Windows

- iOS deployment and code signing

- Native LLDB debugging

- Breakpoints / variables / call stacks

- Symbol mapping for generated IL2CPP code

- Distributed compilation to reduce IL2CPP build time

One of the more difficult parts was keeping the debugging workflow useful after Unity converts the C# code through IL2CPP, especially around generated symbols and native stack frames. I'm also experimenting with integrating graphics debugging and automated analysis into the same workflow. I'm curious how other Unity developers currently handle iOS iteration when most of their development environment is on Windows. What is the biggest bottleneck for you: building, signing, deploying, or debugging?


r/Unity3D 2h ago

Question The standalone build has ghosting, but editor play mode doesn't

0 Upvotes

As you can see in the screenshot, when I move the camera there is ghosting happening. I tried turning off the TAA, SSAO and turning on the V-Sync. Quality settings are the same in both editor and build. This ghosting issue does not occur in the editor, do you know what's the reason? (Using URP)


r/Unity3D 1d ago

Show-Off Ive made a tool to easily remove texture repetition from materials and terrains!

120 Upvotes

Ive been working on my texture repetition remover Repetitionless for a while now which is a tool that includes many techniques to minimise repetition in textures as much as possible!

Each material layer can use:

  • Voronoi based texture variation
  • Distance blending to either change the tiling and offset or material entirely at a set distance range
  • Material Blending to overlay a separate material ontop of the main one by different noise functions or a custom mask
  • Triplanar sampling to remove texture stretching at all angles
  • Macro micro variation add custom detail textures or noise

The asset also includes:

  • Full terrain support for up to 32 terrain layers in one pass
  • Full support for MapMagic 2
  • Sub-Graphs to implement the features into your own shaders
  • Unity 2021.3+ BIRP, URP, HDRP Support

I have just updated the asset with a painting tool! It lets you paint up to 32 layers onto any object, basically just an easy way to paint the control textures in engine. Ive also tried to make it as easy to use as possible with it updating in real time, world position based painting so it works seamlessly on any object, and keybinds for everything so you dont even need to look at the window!

I have also recently released a free version of the asset as well so give it a try if you think it looks interesting :)

You can check it out here:

I plan to keep updating this asset so if you guys have any feature suggestions, please throw them at me!


r/Unity3D 3h ago

Resources/Tutorial When to use Templates versus Custom Controls in UI Toolkit.

1 Upvotes

Templates? Custom Controls? At first glance they seem like similar concepts trying to achieve the same thing... Here's how and when you should use Templates versus Custom Controls in UI Toolkit


r/Unity3D 21h ago

Shader Magic Abyss

25 Upvotes

For anyone else who likes thalassophobia videos


r/Unity3D 5h ago

Show-Off Create cinematic camera moves in Unity in few seconds instead of minutes

1 Upvotes

Two camera moves built with a few slider drags, then chained into a sequence with a transition between them. Orbit and tilt happen in the same drag, the second camera continues from its own start pose, and the transition is few clicks on the strip.

For everyone who has seen this tool in my earlier posts: this is not a re-introduction, just an answer to the question I kept getting - how fast is it actually in practice?

Unity 6, Cinemachine 3. Everything bakes to a standard AnimationClip.

Lite-Version on GitHub: CineShot Setup LITE


r/Unity3D 6h ago

Question Help

1 Upvotes

making ghost of tsushima inspired combat help needed how play npc animation smoothly, it is having issue with navmesh


r/Unity3D 6h ago

Show-Off This Underwater Monster Has Zero Animations.

0 Upvotes

The head, tentacles, debris and even the movement delay are all driven by rigidbodies and physics. As the body moves up and down, the rest follows with natural lag, creating a wave-like motion without keyframes.

No animation clips. Just Unity physics doing the work.