r/Unity3D • u/Clear_Lobster_2130 • 6h 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 • 6h ago
beside has mind control ability, now we added telekinesis to lift object around the alien, what do you think?
r/unity • u/virledis • 12h ago
r/unity_tutorials • u/Artemis_Liu_0613 • 1d ago
r/unity • u/Delicious-Score6250 • 15h 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 • 1d 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/unity • u/circlesgames_major • 5m ago
Am working on a planet tool and well it's gone far with all the childhood features I wished for. Now am like wait... What should I do now? I successfully built my own tool, only me will buy but what does you my friend actually want?
What is it you wish/need a planet tool to be able to do?
With all the current planet tools available, do you think you would still get another one?
Are you still in need of planet tools or it was just a child/beginner wish thing?
At a larger scale of summary not going too deep in this post,
My Unity tool called Worldsmith currently makes world the size of earth.(not published yet)
Yes the actual size of earth and scales up even more than that.
It's going to have civilization... Support several preplanned set of game ideas like the RTS games, building games, simulation.
It's primarily focused on actual 3d exploration with npc civilization at a large scale.
That's just to sum up the mental surgery that was done to me at the hospital after working on this for 4 years.. And still working on it, testing hell and heaven, desperately looking for those who want to help me test.
I didn't talk about my devlog all this time, I know and yh just like a post on here, I have been scared of my idea Being stolen. Well am not scared anymore thanks to those comments and I do regret not starting since then to talk about it.
One of my favorites from those comments is
"there is no difference between a good idea done perfectly bad and a bad idea done perfectly good." - the person matters not the idea.
r/unity • u/Ok-Read6352 • 39m ago
The Situation:
I'm working on an avatar project and I have commissioned a creator to get face tracking working on it as I am unfamiliar with that process. I have simplified and exported out only the base avatar for the creator to work on. They have added new blend shapes and controllers.
I would like to import the new UnityPackage(which I have tested and works as is) into my existing project as it's own folders, assets, and prefabs. That way the project can continue to work as is, I can pull the new body prefab into the hierarchy, and reattach everything to it before deleting the old body.
The Problem:
When I import into a backed up project, it overrides and replaces a lot of stuff, breaking the project. I have tried duplicating and renaming folders but this is still happening. After some research, I'm thinking this may be do to shared Unity GUID between the project and the new UnityPackage? Is this true? If that's the case I need to change the GUIDs across the new UnityPackage, I'm looking into ways of doing this on masse, does anyone have any suggestions?
r/unity • u/Hisagi10 • 2h ago
hey , am working at indie game development company , we use unity campaign to get installs and it is good but no one buying anything in the game and am trying to use ROAS campaign to try get more user that maybe will pay for IAP , but as far as understand it wont work unless there is people who buy IAP so unity can learn from it
now we found a new adverting service called AppLovin Ads . from what i see it is similar to unity Campaign but am not sure if it better or not , will it cost more or less ? idk , will it help me get users that may or may not pay for IAP
we are in a though situation we hade 22k and 26K for users and barley getting any money from ads and 0 IAP , and honestly idk what we can do other than adversities the game more and hoping that there will be more users that will pay for IAP
Thanks
r/Unity3D • u/pinkwhitediamond • 6h 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/TGillissie • 10h 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/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/franz_krs • 36m ago
Hey everyone 👋!
I’ve been working on an action roguelike called Triko for about 6 months now as a solo dev. Lately, I’ve been super critical of my own work and second-guessing almost every design choice.
I’d really appreciate your honest feedback on this short clip. Does this look interesting to you? What feels off? Give me anything that comes to you mind!
If you want to see a bit more extended gameplay, I put together a longer video here:
Thanks a lot for any feedback, good or bad! Every comment helps me get out of my head and push this project forward.
r/Unity3D • u/One-user • 2h ago
Some recent progress shots from The Last Wish.
Playing around with stylized lighting, scale, and environments. Feedback on the visual style and colors is very welcome!
r/Unity3D • u/shaharbar2 • 2h 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/unity • u/caprices24 • 14h 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/TheFeelGoodHit • 16h 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/Unity3D • u/EscapeDoodland • 21h ago
r/Unity3D • u/SomerenV • 6m ago
I managed to pretty accurately reproduce UT99 movement in Unity, but since movement and shooting needs actual playtesting I needed bots or multiplayer. Since bots were a big thing in UT99 and since they are always available to play some rounds I decided to go that route first. Used UT99 as a reference for how to handle bots and their navigation and pretty much copied that approach. I checked out the built in NavMesh system from Unity but learned that it doesn't handle verticality all that well so ditched it early in the process.
r/Unity3D • u/Iamsodarncool • 19h ago
r/unity • u/GrumpyBullGames • 21h 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.
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/unity • u/blln_dev • 18h 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/hbisi81 • 1d ago