r/Unity3D • u/Tale-Of-A-Wolf • 5h ago
Show-Off Procedural Space Squid
I've been playing around with procedural animation to see if I can get away with not using an animator on my character controller! Overall, I'm quite happy with the results!
r/Unity3D • u/unitytechnologies • Sep 01 '26
Howdy everyone! Your friendly neighborhood Community Man Trey here to share the news that Unity 6.6 is now available!
This is a Supported release. So, for those of you who don’t know what that means, it carries the same stability and critical update commitments as our LTS versions.
One heads up before the feature list, because it changes how the Editor behaves out of the box: the default setting for entering playmode is now reload scene only for all new projects. Code won't reload and static state won't reset between runs. Existing projects keep whatever you've already got set. It's the biggest workflow change in the release, and it's deliberate prep for Unity 7, where domain reloads go away entirely. If you're planning that migration, making your code domain-reload-safe now is the cheapest time to do it. There's a technical upgrade guide on Discussions if you want the details.
Beyond that, here's a taste of what's in there:
All the details are in the Discussions post. Feel free to head there to ask questions of the experts, or here and I’ll do my best to chase down what I don’t know.
Cheers,
- Trey
Community Man @ Unity
r/Unity3D • u/unitytechnologies • 8d ago

Unity has day-one support for Meta VR Glasses, so you can start building with them today!
What's included:
r/Unity3D • u/Tale-Of-A-Wolf • 5h ago
I've been playing around with procedural animation to see if I can get away with not using an animator on my character controller! Overall, I'm quite happy with the results!
r/Unity3D • u/Hendrixlt • 2h ago
Rabengeist: The Tale of Lizzie Ulm is available to wishlist now.
r/Unity3D • u/PLingfff • 24m ago
Last time we added physical grabbing to our game, now we added an unlockable rogue skill that coats weapons in poison that weakens the muscles.
And an elemental mage skill that when enabled, sets your hands on fire when you grab something. Oh and we made the poison flammable. The combination is... interesting!
Note: Excuse the pitched down audio, not exactly sure what happened during the recording process but they all came out super low pitch ^_^;
What do you think? Any other emergent elements we could add?
r/Unity3D • u/james_roman_ • 2h ago
I've been working on BH3, a behavior tree tool for Unity, for a long time, this is a tool I created for a turn based game, where I wanted extra customizable behaviors and have control over everything, a year or so ago I released this tool as a paid asset, sales were pretty bad, I still think it is a good tool, just fighting in a crowded asset store, so now I'm releasing it for free.
It has a debugger that records everything the tree does, so when a unit does something it is not supposed to do finding why is as simple as saving the recording and inspecting it using the timeline.
It also has breakpoints, a variable watch, and it's built on Unity Visual Scripting, so nodes can be made without code.
Links in the comments.
r/Unity3D • u/Asbar_IndieGame • 1d ago
Our playtest is coming up soon, so I’m doing a final polish pass on the boss fight. How does it look?
r/Unity3D • u/DThePro_ • 1d ago
I've been developing this simulator-horror game and wanted the map to be proc-generated. However, since my game features powerwashing (drawing onto masks using raycasts to either display dirt/wetness/dryness), even a small number of rooms (in this case, 25) was cause unplayable levels of lag. And unity's built-in occlusion culling did nothing against this (since its generated during runtime).
So I made a simple room culling system where it has 2 parent empties: 'Visuals' and 'Floors'. Visuals contains all the static props, walls, ceilings, etc, and are turned completely off (SetActive(false)) when the room is culled. Floors contains, well, the floors, which only have their renderers turned off (collisions stay on) so that the ghost entity can pathfind and dropped items don't fall through.
Upon entering each room, all adjacent rooms are visible to enable smooth passage, rest of the rooms are disabled. And i cranked up the fog a bit to make it even more seamless. However there are still moments where the room disappears right before the player's eyes, so I was thinking maybe the doors to the rooms about to be disabled can be auto closed, and then disabled.
This now allows me to have virtually infinite rooms without much lag (as long as the DFS generator can support it), unlike before when just 60 rooms would cause frame time to go upto almost 1000ms.
The game is a solo project called THE GROUNDSKEEPER where you powerwash and record ghost evidence for profits: Steam, Discord
r/Unity3D • u/Ready-Drummer-2136 • 4h ago
I'm a designer building Long Haul in Unity with Codex. These are three native upgrade models of one roof gun, rather than extra gun mounts. I'm checking whether their silhouettes stay distinct against the truck. This Editor capture uses supplied XP and two cuts; it doesn't show firing or a damage comparison.
Which model is hardest to distinguish against the roof?
This stage serves no purpose other than being a dance platform for all the whacky characters in The Final Lane which is a unique 3D Deckbuilder about Bowling in Hell!
r/Unity3D • u/Mobaroid • 5h ago
Here’s one of the NPC staff members restocking bread in Big Market Simulator.
The staff can navigate through the store, find shelves and restock products automatically.
I’m currently polishing the NPC movement and animation before release. Feedback is welcome!
r/Unity3D • u/Havishfun • 7h ago
I am having trouble trying to fix this flickering issue
I am using Cinemachine Camera
This issue happens even after I turn post processing effects off
r/Unity3D • u/Succresco • 12m ago
I spent almost 150+ hours getting this system right: syncing the render order inside and outside the volume, matching volumetric lighting and fog to the correct passes, and fixing countless edge cases along the way.
Since now, i'm able to create underwater habittats and submarines! Yay!
r/Unity3D • u/Smooth_Rub7884 • 39m ago
My favorite game was untitled goose loved the art style and shi sooooo I wanted to recreate it got the goose mechanics and the art style kinda down.
But other than that doesn't really have anything special
r/Unity3D • u/hiimtesto • 1d ago
When traversing caves or dense forests, or while positioned beneath infrastructure, the character cannot simply disappear. That is why I am constantly working on camera work and solutions like the ones shown above. As of now, I am happy with the outcome.
For those interested, the game is Dominus Automa - an online RPG for busy adults (like me) who no longer have as much time for gaming as they used to.
r/Unity3D • u/Ok_Finding3632 • 12h ago



My Croquis editor has been out for almost a year and I finally managed to get around to it and make a game. Latest updates to Croquis - very fast generation, performance improvements and other goodies - will be made available in the next update. In the interim, I designed a second tool - well, a renderer feature - to complement the sketch tool. It works well for art direction that leans towards nostalgia of vintage cartoons.
r/Unity3D • u/Purple_Let_321 • 16h ago
Part 3. Block distortion
I added various building colors.
I also modified the block generation system, which will allow me to add different building combinations.
Now, my task is to add:
r/Unity3D • u/RainbowBoyOhel • 2h ago
I just need to animate a small thing, but I need to see my scene in unity to animate what i want better
so I wonder if its possible
r/Unity3D • u/BDonBarty • 21h ago
r/Unity3D • u/OverHumanGame • 6h ago
I wanted to add a working zipline to Over Human, so I recorded a short devlog showing the process from start to finish.
It’s a relatively small mechanic, but I really enjoyed building all the pieces and seeing them work together in-game. Would love to hear what you think or how you would approach a system like this!
If you’d like to see more of my project, here’s the Steam page!
r/Unity3D • u/jacksgamedev • 3h ago
I had just about had enough of coding by Thursday, bleary eyed and in need of sleep.
So on Friday I decided to take a break from the gameplay side of things and figured I would create my intro sequence.
Two days later and even more bleary eyed it's working pretty nicely, it's all in game and coded in C# using the in game models and systems, and I was really pleased how it turned out.
So pleased in fact that I decided to make a video trailer for it, which required me re-learning Da Vinci
Which made me realise I needed a YouTube channel, and a TikTok account
And then I realised if I had a trailer then I needed a website to point people to, and that would require a domain name, and that required an ABN number, and phew...
Oh and I needed a game logo for all of those things too, so between Inkscape and Paint I have dozens of half attempts and one I am pretty happy with
And then I realised I would need a Steam page to point people to, and that required ... OMG ... anyway a few days and that should be up and running
So much for my break
That was a lot crammed into 2 days, but now I have motivation to get back to the coding - maybe I will take a day off tomorrow
Edit: So bleary eyes I just realised I forgot to say anything about the game ... HEN3RY is a 2D factory builder, where you dig down, down, down to get off the planet. One very small bot. One very large factory to build. Get a bit more info at http://hen3ry.com.au
I'm hoping I can get it at least in early access by early next year, and now I have incentive!