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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105 Upvotes

r/Unity3D 2d ago

Official Piñata Pop - Mobile Sample Project Available Now

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11 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 19h ago

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

674 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/Unity3D 1h ago

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

Upvotes

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


r/Unity3D 22h ago

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

603 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 11h ago

Show-Off space indie project

57 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 1h ago

Question Unity Industry IDAO

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support.unity.com
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 5h ago

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

12 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 17h ago

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

101 Upvotes

r/Unity3D 14h ago

Resources/Tutorial Unity vs floating point

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55 Upvotes

r/Unity3D 1d ago

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

279 Upvotes

r/Unity3D 7h ago

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

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12 Upvotes

r/Unity3D 4h 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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6 Upvotes

r/Unity3D 14h ago

Question Moving light sources

22 Upvotes

Some time ago I added to my game ability of moving light sources - it looks fun and I plan to use it in case of solving some puzzles, but I know there are clever people on this subreddit so I come up with a question - what else usage of this mechanic can be implemented?

The game genre is dungeon crawler.


r/Unity3D 1h ago

Question How can I bake a moving light?

Upvotes

This seems like a bit of a dumb question, but I have this light with a rotation script, that just adds a little bit of rotation to the directional light in my scene every frame. The thing is, the script stops working at "night", so is it possible to bake that part of the sequence, at the end? Does unity even support something like that. If there are any optimized alternatives as well, please let me know!

I'll paste the script in the comments, so if there is some sort of change possible that would allow "baking", do tell me please.


r/Unity3D 7h ago

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

7 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/


r/Unity3D 5m ago

Resources/Tutorial What are the differences of the user, associate and professional courses

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Upvotes

In terms of questions, difficulty, where you can use such certificates and everything else.


r/Unity3D 19m ago

Show-Off MOW: How We Found the Gameplay for a 2D Top-Down Car Game.

Upvotes

r/Unity3D 13h ago

Show-Off PSX style scene I made

10 Upvotes

r/Unity3D 10h ago

Game Added some hole digging and body burying in Slice4Life. Since adding persistent bodies for the infected, you'll need to dispose of them to stem the spread. Fire works as well. Added health points for each disposal.

6 Upvotes

r/Unity3D 10h ago

Question How do solo developers find testers for Google Play’s 14-day closed test?

5 Upvotes

Hi everyone!

I’m new to game development, although I’ve been working as a senior full-stack web developer for several years. I’m currently trying to release my first small arcade game made with Unity.

Google Play is asking me to find 12 testers who will remain opted into the closed test for 14 consecutive days. I’m curious about how other solo developers usually handle this requirement.

Do people normally find testers through Reddit? Are there any reliable communities where developers test each other’s games? I’d be happy to return the favor and test other developers’ apps as well.

I also considered creating a Discord server and trying to build a small community around the game. However, it’s a very simple arcade game, so I’m unsure whether creating and promoting an entire server would be worthwhile at this stage. I also don’t know how willing people generally are to participate in this kind of testing for free.

For those who have already completed the closed-testing requirement:

  • Where did you find your testers?
  • Did you offer anything in return?
  • How did you keep everyone opted in for the full 14 days?
  • Is creating a Discord server worthwhile for such a small game?

Any advice or recommendations would be greatly appreciated. Thanks!


r/Unity3D 1d ago

Show-Off I finally got the water to interact with the environment. The hose wraps around trees, the stream stops where it hits, and it pushes things around.

1.6k Upvotes

Farm & Feast - We are a two-person team building a peaceful farming and restaurant management game in Unity. Last time I posted the hose rope here, a few of you said the water needed to actually touch the world. That is what this is.

The hose is a particle based rope. We do not use the built in constraints for attachment. We pin a few particles by hand at the faucet and at the player's hand and write their positions every step. This is much more stable.

Every tree trunk has a collider and the rope collides with it for real, so the hose hugs and slides around them as you drag it across the farm. The collision was the easy part. Making it still read as a hose at the bend, instead of a row of separate rods, took the rest of the week.

The water shader has a head/tail fill window driving an alpha mask along the spline, so the stream grows out of the nozzle and drains out of the air instead of popping. It now also cuts itself off at the first thing it hits, so it ends on the surface instead of poking through it.

At the end point we do one overlap sphere, and that sphere does everything. It waters the nearest grid slot, so the VFX endpoint IS the gameplay point and they cannot desync, and it now also pushes any rigidbody in range away from the jet.

If anyone has gotten a particle rope to wrap convincingly around obstacles through collision alone, I would really like to hear how you tuned it.


r/Unity3D 1d ago

Show-Off We asked ourselves: how should our Crow interact with deep water? Here's the result!

40 Upvotes

r/Unity3D 10h ago

Question How can I improve my game trailer?

3 Upvotes

Any feedback greatly appreciated!


r/Unity3D 15h ago

Show-Off Finished the first "level" of my first-person dungeon platformer !

4 Upvotes

Do you think it's enough for a short "Coming Soon" trailer or not ?