r/Unity3D • • 40m ago

Resources/Tutorial Look at upcoming flight system for unity store: Fly by Mouse

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1 Upvotes

r/Unity3D • • 1h ago

Show-Off Been tweaking the grappling hook in my game. Thoughts?

2 Upvotes

Hello!!

5 friends here working on a Heist Friendslop game called Be Gray, Do Crime! One of our main mechanics is our grappling hook so we really want it to feel good to use! This is what we currently got! What do you guys think? Any feedback is welcome!


r/Unity3D • • 3h ago

Question Work, work... Do you like games that need you to do some resources management?

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1 Upvotes

I'm working on my game and I want it to be a cozy building and management game - and I wanted to ask you.

How much resources management would be "a ok" for you in this kind of mix cozy + building + management? Cause I'm afraid I will do too much of the management and it will just kill the coziness / chill aspect of the game.


r/Unity3D • • 3h ago

Show-Off This is how I animate my characters. One state called "PlayingAnimation" and a script for setting and starting the animation. There is no transition in the controller. Very easy to add new animations and sequence them.

25 Upvotes

r/Unity3D • • 4h ago

Show-Off Stacked outlines, extrude and text animations for TextMeshPro, all in one draw call

5 Upvotes

TMP gives you one outline and one underlay. Mobile game titles usually need more, so people end up duplicating the text or baking it into a sprite. I made a package that does it on the text you already have.

  • Up to 8 layers per style: outlines, shadows, 2.5D extrude, gradient/gloss face

  • Per-character animations and inline tags like <wave> and <shake>, plus a typewriter

  • Arc text, style transitions, animated number counter

  • Works in UI and world space, zero GC per frame

Installs via UPM: https://github.com/berkencami/tmp-text-effects

Feedback welcome!


r/Unity3D • • 4h ago

Show-Off I'm developing an arena combat game inspired by Crush Gear/BattleBots. Here's an early gameplay look!

9 Upvotes

I'm working on an indie game called BRAWLSPHERE, where customizable combat machines battle it out in an arena.

The game features omnidirectional Spherical wheels for movement and fully physics-based combat, where positioning, collisions and impacts matter.

Here's a short look at the current gameplay! Still early in development, but the core combat is coming together.

Would love to hear your thoughts!

Follow the development: https://discord.gg/F7akrJXK4R


r/Unity3D • • 4h ago

Question Hi! I'm making a welding horror game, which mechanic is better? What would you add?

12 Upvotes

r/Unity3D • • 5h ago

Show-Off A mobile game I’m working on.

5 Upvotes

Hey guys! I'm currently working on this mobile game in Unity, and I'd love to hear your feedback!

Recently, I've been focusing on improving the UI. I've integrated Kenney's UI assets, added haptic feedback for vibrations, and refined the scoring system and overall interface to make everything look and feel better.

The game is still in development, so I'd really appreciate your thoughts, suggestions, and feedback. What do you think so far?


r/Unity3D • • 5h ago

Question pre rendered lighting

2 Upvotes

does anyone know a good demo/tutorial of the Resident Evil-style pre-rendered background approach but modernized with normal maps lighting? I'm trying to figure out if it would be worth the extra effort


r/Unity3D • • 5h ago

Solved How to "bake" nodes for a PointGraph

1 Upvotes

Previously I posted asking about ways of going around creating an AI enemy that navigates around in 3D space (for example between a 3x3x3 grid of nodes, like below). Since then, I have started using the AStar project's PointGraph system (https://arongranberg.com/astar/). I know how to setup a point graph system and have a custom script that receives a path and navigates along it.

The only issue I think I will have is creating all these nodes, as there's no way to automatically create them. So I was wondering if there was a way to create a custom script that i can press a button in the inspector to create a load of nodes automatically. Any help appreciated!


r/Unity3D • • 6h ago

Resources/Tutorial Free Textures: Wood Planks & Panels

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17 Upvotes

Working on realistic materials/textures again, starting with some good old wood materials.

Download https://juliovii.itch.io/materials-wood-04


r/Unity3D • • 7h ago

Question Another week another robot ,feedback will be amazing 🩷

2 Upvotes

Hey🦋.

First I want to appreciate your feedback you helped me so much to improve my animation

In my game you program your own robot and use the sensors and voltage to learn IOT!

I created a robot that it's goal will be to do small tasks, I won't get into it to much what, since still WIP.

But I added a few animations for him following your feedback like a bit uneven, a bit more fluid, wdyt?

I know not the best still improving in animation

Any feedback will be amazing 🩷

(Still no sound, I am on it!)

Fyi all models in the game created by the player using my game, and later models you create you can export and use them inside your game.

*No AI involved, I do have some algorithms to help with auto animation depending where you place the wheels but zero llms involved in anything in game or his creation*


r/Unity3D • • 8h ago

Show-Off Ten endgame planet shapes for my mobile idle game – one shared URP shader, max two 1024² textures per era

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0 Upvotes

Unity 6 + URP, Android. The whole game is one planet that evolves through 20 eras. For eras 11–20 the planet stops being a sphere: Dyson swarm, ring world, faceted crystal, shattered world, torus, singularity with an accretion disc.

How I kept it cheap on mid-range phones:
• One shared planet shader with keyword switches instead of a shader per era
• Separate meshes only for the non-round forms (ring, facets, grid, torus)
• At most two 1024² textures per era, layers (surface, clouds, atmosphere, lights, effects) swappable
• Pooled particles, half update rate for the planet, simple moons

Meshes and textures were rendered in Blender (AI-scripted) and baked for Unity. Code written with AI coding tools (Claude Code), reviewed and tested by me.

Game (free): https://play.google.com/store/apps/details?id=com.cybluxstudios.evolyx

Happy to answer questions about the setup.


r/Unity3D • • 8h ago

Game Dead Metro — A WIP Look at BLOODSTATE’s new map

1 Upvotes

BLOODSTATE is a cinematic single player survival FPS set inside a world collapsing under a violent outbreak. Fight through objective-driven environments against two deadly zombie factions—the infected and the mutated alongside unique creatures, special enemies and powerful bosses. Dynamic hordes and unpredictable events ensure that no encounter unfolds exactly the same way.

The game combines fast, brutal action with grounded details that deepen immersion without becoming a full realism simulator. Co-op and multiplayer are currently in development, with future plans including full body character customization, extensive weapon customization and a larger extraction mode featuring PvE with optional PvPvE.


r/Unity3D • • 9h ago

Show-Off [WIP] Yet Another Weather System – Real-time weather for Unity URP

4 Upvotes

Hey everyone!

I've been working on Yet Another Weather System (YAWS), a real-time weather and environment system for Unity URP.

My goal is to build an all-in-one environmental solution that brings weather, terrain, sky and water together, making it easier to create dynamic worlds where the different elements respond to each other.

Here's what's in the system so far:

Sky and atmosphere

  • A day/night cycle with a sun, moon, moon phases and stars

  • Configurable sun and moon paths, including location settings and solar eclipses

  • Animated northern lights and primary and secondary rainbows

  • Volumetric clouds with three configurable layers, wind-driven movement and cloud shadows

  • Volumetric fog, sun and moon shafts, lens flare and dynamic sky reflections

  • Adjustable lighting for different times of day, including sunrise and sunset

Weather

  • Rain and snowfall with adjustable intensity

  • Thunderstorms with lightning and distance-based thunder delay

  • Wind direction, speed and gusts, with different wind speeds and directions at different altitudes

  • Smooth transitions between weather conditions

  • A calendar, temperature curves and optional automatic weather forecasts

  • Weather, time and quality presets with individual parameter overrides

Terrain and snow

  • Terrain that becomes wet during rain and gradually dries afterwards

  • Snow that builds up and melts over time on terrain and supported objects and vegetation

  • A snow layer with adjustable depth and snowdrifts around objects such as trees and walls

  • Footprints and trails in the snow that gradually fill back in

  • Icicles and dripping effects

  • Shelter support to keep rain and snow from falling beneath marked roofs

Water

  • Oceans, lakes and spline-based rivers

  • Waves driven by wind, including large swells and smaller dynamic waves

  • Rain ripples, foam, currents and shoreline effects

  • Buoyancy, floating objects and water interactions for things like boats and characters

  • Underwater fog, caustics, refraction and reflections

  • Ice pieces that move with the water

  • Weather integration, so wind and rain can affect the water

There are also scripting tools for controlling the weather, capturing and restoring its state, and adjusting quality settings.

This is an early preview, and some features are still experimental. There's plenty more I want to improve and add, but I'd love to hear what you think so far!

Best Regards
- Mikael


r/Unity3D • • 10h ago

Show-Off Our composer made a Dark Jazz track for our 1920s horror blackjack game!

1 Upvotes

Our team is currently developing Graveyard Hand - a dark multiplayer card game set in Prohibition era America (1920s–1930s). Players sit down for a classic game of Blackjack, except you’re betting your lives instead of money. Using intuition and rigged items, you have to beat the Dealer and split the pot. Or betray the rest of the table and take the entire prize for yourself

Right now, the game is still in the prototype stage, but we are steadily working toward our first public playable demo!

Recently, our team's composer finished the first music demo for the game's main theme. We decided to go with Dark Jazz, as it fits the grim, underground speakeasy aesthetic

We’d love to hear your thoughts on the track! Does it capture the right tension for a life-or-death card game?

Thanks for checking it out! =)


r/Unity3D • • 10h ago

Question IOS Cocopods help

1 Upvotes

I've been trying to build an IOS version of my game and when I access it on Mac and use IOS dependency resolver I get the following error:

"gem install cocoapods --user-install

Ignoring json-1.8.6 because its extensions are not built. Try: gem pristine json --version 1.8.6

WARNING: You don't have /Users/Username/.gem/ruby/2.6.0/bin in your PATH"

I don't normally use Mac so I'm not familiar on how to resolve this, where do I instal gem pristine and how do I set it into Path?


r/Unity3D • • 11h ago

Game 1 year of solo Unity development in 1 minute - from prototype to dungeon chaos

6 Upvotes

Hey everyone!

I put together a one-minute timelapse showing a year of development on Hero Grinder, from the first prototype to its current state.

It’s a reverse tower-defense roguelike: you play as the dungeon boss, build traps, and defend your home from waves of loot-hungry adventurers. You also fight alongside your defenses, so the game combines building and planning with real-time combat.

One of the biggest challenges is performance. With hundreds of heroes, the cost of individual systems adds up quickly: movement, target searches, navigation, collisions, animation, and status effects. A small amount of unnecessary work per enemy becomes expensive when the whole crowd does it together.

Some useful tricks at this scale are updating expensive decisions less frequently, spreading checks across frames, pooling frequently spawned objects, and limiting unnecessary physics interactions. Movement needs to look smooth, but an enemy usually doesn’t need to reconsider its target every frame. The important part is choosing where you can reduce work without making enemies feel slow or unresponsive. Profiling crowded fights is essential here - a quiet test scene tells you very little about the worst moments.

Another challenge is making all that chaos readable. Traps need satisfying effects, attacks need impact, and elemental reactions need to be obvious. But put everything on screen together, and those effects compete with enemies, hazards, and the player character. Stronger feedback isn’t always about adding more particles. Sometimes it means shortening an effect, reducing its size, or giving the most important event a clearer silhouette.

Then there are the interactions between systems. A hero can be frozen, knocked back, pushed into another group, or thrown into a hazard. Every interaction raises questions: what takes priority, what happens to navigation during knockback, and when does the character regain control? These rules need to feel consistent while staying cheap enough to run across a large crowd.

That’s the less visible side of the progress in this video: getting individual mechanics to work together, hold up under load, and remain understandable during a fight.

There's still plenty to improve, but seeing the prototype next to the current build makes the progress much easier to appreciate.

If you’ve worked on similarly crowded games in Unity, which system became your biggest bottleneck?


r/Unity3D • • 11h ago

Game Loving Unity 6 URP so far. WIP Mobile Shooter

0 Upvotes

r/Unity3D • • 12h ago

Show-Off Zelda like fog effects but shittier... added a cape and armour to the dude aswell

155 Upvotes

Was trying out some shaders for the Zelda fog effect which I really liked in that game, and after allot of requests the little guy also has some actual clothing now. Really happy with how its coming along


r/Unity3D • • 13h ago

Question Unity Store Products scanned - AI scan Spoiler

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0 Upvotes

Hi guys,
when selling your assets and products on the Unity Asset Store so at least optimize and polish them!

I started with Gamesalad years ago and switched to Unity3D couple of years ago because of possiblities and more technical features. I am not a Pro, only freetime rookie user. I also like the Asset Store and their free assets offers. I scanned some of my assets purchased from the asset store in the last years and it's shocking bro. And Yes, I scanned it with AI.

"Switch Music from DecompressOnLoad to Streaming", "Turn Off RaycastTarget on Non-Interactive UI Elements" and "This causes rapid battery drain, device overheating, and thermal throttling".

When charging 13€, 50€ or even 200€ so at least take 1 last hour to optimize the products and DO NOT make the iPhone and/or iPads, mobile devices overheating or throttle thermally. Since nearly all of you use AI assistance to create the products. Can you optimize them for us? Thx and kind regards


r/Unity3D • • 13h ago

Show-Off A flashlight cone, line of sight hiding and a lot of zombies: my Unity roguelite Two Shells Home

0 Upvotes

r/Unity3D • • 14h ago

Show-Off I've made games alone for years. This is my third one, and the first trailer I'm actually proud of.

35 Upvotes

r/Unity3D • • 14h ago

Question Diffrence between selling asset on unity asset store and itch.io

2 Upvotes

Ofcourse unity asset store looks more profesionall and standard so I expect people buy from there more, but what if you are invisible on both platforms and your only views coming from your own promotion from other medias. How much you think it matter what platform you selling?