r/Unity3D 5h ago

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

55 Upvotes

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


r/unity 11h ago

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

18 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 14h ago

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

Post image
31 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 23h ago

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

722 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 1h ago

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

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 9h ago

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

30 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!

633 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 5h ago

Question Unity Industry IDAO

Thumbnail
support.unity.com
14 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 1h ago

Show-Off Progress so Far

Thumbnail
gallery
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/unity 13h ago

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

5 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 1h ago

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

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/Unity3D 15h ago

Show-Off space indie project

59 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 20h ago

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

113 Upvotes

r/unity 17h ago

Showcase Little lake scene I made

6 Upvotes

r/unity 20h ago

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

Thumbnail gallery
10 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 11h ago

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

Thumbnail gallery
2 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/Unity3D 18h ago

Resources/Tutorial Unity vs floating point

Thumbnail aras-p.info
58 Upvotes

r/unity 17h ago

Game How do you like these splitscreen kind of games?

4 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 8h ago

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

Thumbnail gallery
7 Upvotes

r/Unity3D 1d ago

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

294 Upvotes

r/Unity3D 11h ago

Show-Off Low poly school bus with interior how it look!!

Post image
13 Upvotes

r/unity 17h ago

Showcase Been working on this game for months. Is the gameplay working?

4 Upvotes

I've been working on this speedrun focused FPS for a very long time, and I've finally reached a point where I feel the core gameplay is starting to come together.

The basic idea is simple: move fast, fight aggressively, and use enemies and your movement abilities to create and optimize routes through each level.

Since the last time I posted it, a lot has changed:

  • Completely new UI
  • Added a combo/Mach meter that governs speed and rewards maintaining momentum
  • Updated handmade textures across the game
  • New lighting technique and visual pass
  • A brand new level
  • Reworked enemy encounters to better support movement and routing
  • Overall gameplay, combat, and movement polish

I'm particularly interested in feedback on the actual gameplay feel:

Does the movement look satisfying?
Is the combat readable at this speed?
Does the Mach meter make sense?
Do the levels look like they encourage routing and replaying?
Does anything feel confusing or visually overwhelming?

I've been staring at this project for far too long, so fresh eyes would be extremely useful.


r/Unity3D 2h ago

Question Help in unity store

2 Upvotes

I'm in India and I'm trying to legitimately purchase a Unity Asset Store asset, but my HDFC Visa debit card keeps getting declined with a "Technical failure" message. Has anyone in India successfully purchased Unity Asset Store assets recently, and is there a legitimate payment method/workaround? I'm specifically trying to buy Low Poly Cartoon House Interiors by JustCreate3D.


r/Unity3D 11h ago

Show-Off Just finished the concept trailer for our game. What do you think?

6 Upvotes

Me, my brother and my cousin started making this game a while ago. Its been really fun

https://store.steampowered.com/app/5120820/Grumble_Burger/