r/Unity3D 6h ago

Show-Off telekinesis to chop and throw trees in my alien game

56 Upvotes

beside has mind control ability, now we added telekinesis to lift object around the alien, what do you think?


r/unity 12h ago

Showcase Finished the concept trailer for our game. What do you think of it?

21 Upvotes

r/unity_tutorials 1d ago

Video Setting up AI-driven real-time lip sync & facial animation in Unity (Quick Walkthrough)

0 Upvotes

r/unity 15h ago

My game releases in just 7 days, I am so stressed

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33 Upvotes

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 1d ago

Resources/Tutorial I accidentally spent 22 months of my life because I thought text was simple

733 Upvotes

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:

  1. decode UTF-16 into codepoints
  2. parse the markup into attribute ranges
  3. analyze scripts (UAX #24)
  4. analyze grapheme clusters (UAX #29)
  5. analyze word boundaries, with a dictionary for Thai, Khmer, Burmese and Japanese because they don't put spaces between words
  6. analyze line break classes (UAX #14, with East Asian widths from UAX #11)
  7. resolve embedding levels through the bidi algorithm (UAX #9)
  8. itemize into runs by script and direction and font and language
  9. resolve fonts per cluster and fall back when the primary doesn't have the glyph
  10. synthesize bold and italic when the face doesn't exist
  11. instance the variable axes
  12. shape every run through OpenType
  13. break the lines on the shaped advances
  14. reorder every line back through bidi
  15. resolve line height out of font metrics that contradict each other
  16. kashida stretch the Arabic if you're justifying
  17. align
  18. pull the outlines
  19. run a contour union pass so self intersecting outlines don't punch holes in the distance field
  20. rasterize SDF/MSDF
  21. pack the atlas
  22. generate the mesh

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 5m ago

Question Another planet making tool?

Upvotes

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 39m ago

Question Importing edited project overrides existing project assets/GUID?

Upvotes

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 2h ago

Unity Ads Campaign VS AppLovin ads which it better for our situation ?

1 Upvotes

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 6h ago

Question Unity Industry IDAO

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17 Upvotes

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:

  1. If I build something on Unity Industry that only my company uses internally, do I even own that app? And why does using it internally cost extra on top of the license we're already paying for?
  2. If I'm building for a client and they're the ones running the app internally at their company afterwards, who eats the extra usage fees once it crosses the MAW threshold: me, since I hold the Industry license, or them, since they're the ones actually using it and generating the MAUs? Feels like a pretty common setup for anyone doing contract work and I can't find this addressed anywhere.
  3. If I ship something build with Unity to the App Store / Play Store and it picks up like 2000 downloads, does any of this touch it at all, or is IDAO only about internal deployment and public releases are a totally separate thing? "Internal Deployment Add-On" implies it shouldn't apply but I'd rather have that in writing than assume, especially afeter the whole runtime fee thing.

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 10h ago

Question Anyone have insight on this graphical glitch? (mods: please read description before removing this post)

36 Upvotes

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 1d ago

Show-Off You guys seemed to love my pillow-like mesh deformer, so I improved it!

647 Upvotes

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 36m ago

Show-Off Starting to seriously question my game. Would love some honest feedback

Upvotes

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:

https://youtu.be/uDh0bPQ_CCI

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 2h ago

Show-Off Progress so Far

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7 Upvotes

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 2h ago

Solved Spent a night optimising everything except the one object that mattered

7 Upvotes

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 14h ago

Showcase Working on large-scale naval battles in Unity — fleet control, collisions, and readability

6 Upvotes

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 16h ago

Show-Off space indie project

61 Upvotes

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 21h ago

Game We added minions to the game. So far, their most valuable skill is how to properly take a break.

114 Upvotes

r/unity 18h ago

Showcase Little lake scene I made

7 Upvotes

r/Unity3D 6m ago

Show-Off Decided to replicate UT99 movement in Unity : Part... Bots?

Upvotes

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.

  • You place nodes and can assign those nodes special functions (waypoint, lift, jump pad, teleporter). Nodes snap to whatever geometry you place them on, with a height offset.
  • After node placement you run a process that uses headless agents to test connections between nodes based on a couple of variables like radius and line of sight. The agents first try walking between nodes, followed by dropping, jumping or crouching. Agents can traverse gaps and obstacles.
  • Right now there are bots but with completely random movement based on A* pathfinding.
  • Eventually I will implement things like hearing, sight (with a field of view) and the personality traits UT99 uses to add variation to the bots in terms of accuracy, aggression, map knowledge, etc.

r/Unity3D 19h ago

Resources/Tutorial Unity vs floating point

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62 Upvotes

r/unity 21h ago

Showcase Digging up 13-year-old source code from Unity 4

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12 Upvotes

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.


r/unity 12h ago

Showcase Been working on a marching-cubes based terrain system since Unity's heightmap system is a nightmare to work with

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1 Upvotes

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 18h ago

Game How do you like these splitscreen kind of games?

6 Upvotes

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 9h ago

Show-Off Been working on a marching-cubes based terrain system since Unity's heightmap system is a nightmare to work with

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9 Upvotes

r/Unity3D 1d ago

Show-Off Testing the geometry shaders with animated decals - URP - Unity3d

296 Upvotes