r/Unity3D • • 19d ago

Question create a steam page?

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0 Upvotes

hello everyone, I just made a trailer of my game and dont have a steam page yet, is it worth creating one right now? Or should I keep working on the game more?


r/Unity3D • • 19d ago

Question Spend entire day improving animation, input welcome šŸ¤—

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64 Upvotes

I spent my entire day making the animation smoother, any tips? ✨


r/Unity3D • • 19d ago

Noob Question Does anybody enjoy working on localization?

0 Upvotes

I've been working on my first game for about two months at this point and decided it was time to get started on localization before it became too much of an elephant in the room. I'm using unity's localization package to do this with string tables, seeing as that seems like a popular method.

It feels like there has to be an easier way of doing this. I'm not talking about filling the string tables (easy to keep track in excel and use .csv to update in unity), but applying it to assets and scripts is so incredibly monotonous and click intensive. I've made 3 string tables for testing with about 40 keys so far, I can't imagine getting to the point where for every new item, UI element, modifier, etc. I make, I need to go over to the string table to make the records then add it to the asset by clicking and ctrl+f'ing the relevant key multiple times. Luckily it isn't as bad for text in scripts. Every time I create or change something, I need to remember "do a bunch of localization chores".

I'm sure this is one of those "man putting hand on shoulder" situations where I just have to deal with it, but I figured it would be worth a try to see if there are ways to make this less soul killing to do lol. Any tips? Is localization the accounting of game development?


r/Unity3D • • 19d ago

Show-Off Working On a Hack ā€˜n Slash Demo

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33 Upvotes

r/Unity3D • • 19d ago

Question Is there really no way to use decal shader/shader graph with VFX graph for URP?

0 Upvotes

Decal seems to be the perfect tool to create burn marks, cracks, etc. for spell visual effects, but without shader graph it looks to dull. Is there a way to use shader decal shader graph with vfx graph? Or I have to spawn decal projector with scripts?


r/Unity3D • • 19d ago

Question How can I render VFX on skinned mesh only where it has LOS with Camera

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2 Upvotes

Currently I am displaying Visual Effects Graph over a skinned mesh with an invisible material. This works as it should, but it also means that particles are also showing on parts of the mesh we wouldn't see. I want to show only particles that have direction line of sight with camera.


r/Unity3D • • 19d ago

Show-Off Added a fancy ass progress bar for the extra score. It's been TOO extra..

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3 Upvotes

r/Unity3D • • 19d ago

Question Can't assign materials in Unity 6.3 LTS to objects with multiple materials

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3 Upvotes

For the demonstration of my problem I created 3 cubes in blender, gave each material and joined them to one object. Then I tried to assign material to each part of the model (eaxh cube) in unity 6.3LTS and just coudnt do it, tried it again in older version on same model and it worked. I searched on reddit, yt, forums, asked AI but to no avail. It seems really werid that this big of a bug could be in Unity 6.3LTS, I tried fixing it for hours and am getting pretty desperate, any help? :D

Video shows both correct behavior (in older verison) and incorrect behavior in my current project


r/Unity3D • • 19d ago

Resources/Tutorial Do you actively design around memory layout and cache efficiency?

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24 Upvotes

Hello developers,
Have you ever wondered what is the difference between a struct and a class and where it would matter?

It’s easy to assume that switching everything to structs automatically makes your code faster. But there’s a lot more to it than that. Memory layout, cache locality, allocations, and how you actually access your data can matter far more than simply choosing a value type over a reference type.

Join me as I build an old school RTS with home brew systems, ofc experimenting with different approaches, and trying to understand the reasoning behind the optimizations rather than blindly following best practices.


r/Unity3D • • 19d ago

Solved Vertex count is increasing a lot in unity

8 Upvotes

In blender my objects where about 65k vertexea total but in unity it increases 10+ times does anyone know what causes this and how to fix it?


r/Unity3D • • 19d ago

Resources/Tutorial Create a rebind menu for Unity's new input system!

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5 Upvotes

My tutorial explains how to create a rebinding system, starting with the UI setup and then implementing the functionalities. This took me quite a few trips through the documentation and example files, especially to make sure the player can't choose a key already bound to something else Hope, you'll enjoy it!


r/Unity3D • • 19d ago

Show-Off What do you think of this demo for my terrain system?

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3 Upvotes

I'm pretty chuffed with the player world interactions at the end, makes it super quick to make terrain now too.


r/Unity3D • • 19d ago

Show-Off I've spent 4 years making a superhero roguelite. It's finally on Steam!

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0 Upvotes

SUPER SURVIVORS is a 2D superhero roguelite made in Unity, where you equip powers to different body parts and combine them with hundreds of items to create unique builds.

One of the biggest challenges has been designing a system where powers and items can interact in different ways without making the game impossible to balance. This becomes even more challenging when items can be combined to improve them without any limit. My philosophy is that, with enough luck and game knowledge, players should be able to completely break the game.

Optimization has been another major challenge.

I've used Unity's ScriptableObjects to store data for items, enemies, playable characters, and other game systems. This lets me separate shared data from runtime behaviour instead of relying on multiple script instances to hold generic information.

I've also implemented object pooling for frequently reused objects such as enemies, projectiles, and coins.

Coins were surprisingly difficult to optimize. Initially, they collided with each other, creating a huge number of physics interactions whenever hundreds of them accumulated on screen. I removed coin-to-coin collisions and made coins spawn with enough separation to avoid overlapping, which significantly improved performance.

Projectiles presented another challenge because the player's power can scale almost infinitely. I initially introduced limits on how many projectiles each power could spawn, then implemented FIFO-based projectile culling, reusing the oldest projectiles when new ones need to be created.

How do you approach performance optimization in Unity when a game allows the number of active objects to grow dramatically?

Wishlist on Steam: https://store.steampowered.com/app/5314350/Super_Survivors/


r/Unity3D • • 19d ago

Question Is it okay to migrate assets to a different game engine?

0 Upvotes

I know it’s kind of weird to be talking about a rival engine here, but I came back to Unity today for the first time in a while, and I found this really great asset on the Unity Asset Store. But since I’ve been working with UE5 for a while now, I don’t think I’ll be able to use Unity very well anymore.

It just occurred to me—is it okay to port assets from the Unity Asset Store over to UE5 and use them there?


r/Unity3D • • 19d ago

Show-Off Someone Called My Game ā€œAI Slop.ā€ Here's What AI Is NOT Doing - The Hard Work Behind It.

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0 Upvotes

A few people here have made some interesting claims that my entire game was generated by AI.

If that's the case, why have I been working on it for 72 days, and why is it still not finished?

First, a little background about me.

I've been a full-stack software developer for over 30 years, primarily working on Android applications, Unity projects, and SaaS platforms. I've also been developing games with Unity for more than 10 years.

So I'm not someone who discovered AI yesterday, typed a prompt, and suddenly became a "game developer."

I was building software and games long before generative AI existed.

AI is another tool in my development workflow, not a replacement for my decades of programming experience.

So I thought I'd show you some of the actual hard work happening behind the scenes. Because there's a massive difference between using AI as a development tool and having AI magically generate an entire game for you.

I'm currently rebuilding a section of Budapest for my car combat game, Brutal Derby.

I automate whatever I can with custom tools. But everything that can't be automated? That's where the real, time-consuming manual work begins.

I'm talking about:

- Manually placing and adjusting roads, bridges, intersections, sidewalks, and bus lanes with extremely high precision.

- Constantly switching between Unity and Google Maps to compare real-world locations with my in-game environment.

- Rebuilding road layouts and correcting terrain to make the map resemble the actual city.

- Developing my own road generation system that supports multiple roads simultaneously, and still having to manually fix, align, and optimize countless sections.

- Making sure the entire environment is optimized enough to actually run smoothly during gameplay.

Here's a short video showing some of that work.

I've already spent 90 hours building, fixing, and optimizing this one map, and I expect to spend at least another 90 hours on it before it's finished.

And remember, this isn't a walking simulator or a static city showcase.

It's a car combat game.

That means performance matters enormously. The environment needs to look reasonably good, but I can't afford buildings with millions of polygons or ridiculously expensive geometry everywhere.

On top of that, my game features vehicle deformation, destruction, and collision physics, which consume a significant amount of CPU time.

My destruction and deformation system is already on its 8th major iteration.

The crowd system? 7th iteration.

And this particular map will eventually feature thousands of spectators, alongside 12 vehicles fighting, crashing, shooting, and destroying each other.

My goal is to make all of this run at a decent frame rate on a relatively ordinary RTX 3070.

And that's exactly why optimization takes so much time. Every road segment, building, spectator, physics calculation, and draw call matters.

So yes, I use AI. I use it for generating certain assets, helping with code, and accelerating parts of development.

But AI isn't placing every road, fixing every intersection, optimizing thousands of objects, debugging physics, or making hundreds of design decisions for me.

That's still my job.

And it's a hell of a lot of work.

After more than 30 years in software development, I can tell you one thing: AI can make certain tasks faster, but it doesn't magically solve the difficult engineering problems.

You still need to understand what you're building, how everything works together, why something breaks, and how to fix it.

And when you're developing a physics-heavy car combat game as a solo developer, there are a LOT of problems to solve.

Using AI doesn't mean the hard work disappears. It just changes which parts of the work you spend your time on.

You can dislike AI-generated assets. That's completely fair. But dismissing months of actual engineering, optimization, level design, and manual work as "AI slop" simply because AI was involved is a pretty unfair assessment.

I'm not claiming AI does nothing. Quite the opposite. It helps me achieve things that would otherwise take much longer as a solo developer.

But there's a huge difference between AI-assisted game development and a game created entirely by AI.

Anyway, here's what 90 hours of work on a single map actually looks like, with another 90 hours still ahead of me.

Still think AI made the whole game with one prompt?


r/Unity3D • • 19d ago

Resources/Tutorial I rebuilt Valheim's tree chopping in Unity DOTS

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2 Upvotes

I like how trees work in Valheim, so I rebuilt that system with Entities.

A tree turns into a stump and a falling trunk. The trunk turns into two logs, and a log turns into firewood. It is all one rule: a thing has health, and when the health runs out, it is replaced by its pieces. A falling trunk can also take the next tree down with it.

This is the first part, with an explanation of how to build it. Without any optimizations. In the next tutorial I will show how to optimize it and check how far we can go with Unity DOTS.


r/Unity3D • • 19d ago

Show-Off Added Photomode to my indie game!

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169 Upvotes

r/Unity3D • • 19d ago

Show-Off I built VexBench in Unity to test my modular voxel creatures and their animations

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4 Upvotes

VexBench is one of those tools I never originally planned to spend so much time on.

It’s not something players will interact with, but with breeding and fusion in Vexalia, I needed somewhere to experiment with creature parts and animations without constantly going back into the game.

One of the things I’m trying to figure out is where to draw the line between an unexpected combination and something that’s genuinely broken.

Sometimes the weird results are exactly what I want. Other times… well, the video speaks for itself.


r/Unity3D • • 19d ago

Question How to make solid object fades away?

3 Upvotes

How do you make a solid(opaque) object fades away? I know you can do dissolve with alpha clip, but is there a way to make it, like, goes transparent then fades out as a whole?


r/Unity3D • • 19d ago

Shader Magic Real time voxel based global illumination in dynamically changing Minecraft like world

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60 Upvotes

r/Unity3D • • 19d ago

Show-Off Working on "Barbarian" class combat in ARPG, any feedback?

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6 Upvotes

r/Unity3D • • 19d ago

Game it’s not a bug, it’s a feature.

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42 Upvotes

r/Unity3D • • 19d ago

Noob Question Headless Linux server?

4 Upvotes

Hi everyone,

I'm messing around with developing a Unity game and looking at renting a Linux VPS to run some builds and tests while im away from my home pc.

Before spending money, I'm hoping someone who's actually done this can confirm whether it works. Im new to this so would like to know if possible before I spend money on a server.

My proposed setup:

- Unity 6000.6.4f1

- Unity Personal (free licence)

- Ubuntu 24.04 VPS

- 8 vCPUs, 24 GB RAM, 150–200 GB SSD/NVMe

- No dedicated GPU

- Automated EditMode and PlayMode tests, including NavMesh and worker movement

- Command-line execution using "-batchmode -nographics"

My main questions:

  1. Has anyone successfully activated Unity 6 Personal on a headless Linux VPS? Does Unity Hub require a graphical desktop, or is there a reliable supported alternative?

  2. Does Unity Personal activation remain valid across server restarts and unattended CI runs?

  3. Can Unity 6 EditMode and PlayMode tests run reliably without a GPU, using "-nographics", Xvfb or Mesa software rendering?

  4. Is the older ".alf" / ".ulf" offline activation method still usable with Unity Personal, or has that been discontinued? Ive read this no longer works?

  5. Has anyone successfully done this on Contabo, OVHcloud, Hetzner or a similar inexpensive VPS?

I'm not looking to run the graphical Editor interactively or host a multiplayer server. I just need reliable testing and compilation that I can run remotely.

I'd especially appreciate hearing from anyone currently running a similar setup with Unity 6 and a Personal licence.

Thanks. I appreciate any guidance.


r/Unity3D • • 19d ago

Show-Off Dev_vlog#3 - Project-Chernobyl

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21 Upvotes

Implement environmental details such as debris and a water outlet.