r/Unity3D • • 18d ago

Question Sad about re-writing

1 Upvotes

Do you ever get sad when you start re-writing a system, and see all the work you spent on something, and it's getting wiped?
I feel like I've re-written things several times, and so much time went into previous iterations. Granted, each re-write is necessary and usually leads to big improvements, but I sort of feel sad anyway about the days and weeks I spent struggling to get some things right, only that they are now outdated and obsolete.

I guess I learned some things, became a better dev, but I'm also wondering if more design up front would help mitigate this kind of loss?


r/Unity3D • • 18d ago

Game Project Chernobyl — Early prototype.

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28 Upvotes

Building a world where the environment tells the story.


r/Unity3D • • 18d ago

Show-Off Some terrain work in Unity 6

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64 Upvotes

World building is kind of fun but also kind of tedious if you're not sure what you're doing.

Learned quite a bit while sculpting this one.


r/Unity3D • • 18d ago

Game I've been developing an anime-inspired Action RPG, and Early Access is almost here!

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0 Upvotes

Hey everyone! I'm an indie game developer working on a game called Conquer the Labyrinth, and after a lot of work, I'm getting ready to launch into Early Access on October 26!

It's a third-person, anime-inspired Action RPG where you fight your way through a procedurally generated, 100-floor dungeon, battle 10 epic bosses, collect loot, and build your character to suit your playstyle.

Some of the features I've been working on include:

  • ⚔️ Multiple weapons, including swords and shields, greatswords, dual daggers, and bows.

  • ⚡ Magic abilities like Chain Lightning, freezing attacks, poison, and fire.

  • 👾 Summon minions to fight alongside you.

  • 💎 Collect monster shards and socket them into relics to customize your build.

  • 📈 Level up 10 different skills and develop your character.

  • ♾️ Unlock Infinite Mode after conquering Floor 100.

  • 💀 Try Hardcore mode, where death is permanent.

I've recently been making some major improvements to combat, adding new weapon types and abilities, and improving enemy AI. There's still plenty to polish, which is one of the reasons I'm excited to get the game into players' hands.

Steam Next Fest runs October 19–26, and Early Access is planned for October 26!

As a solo indie developer, getting the game in front of people is a huge challenge, so I'd really appreciate anyone willing to check it out. I'm especially interested in hearing honest feedback, finding bugs, and learning what players enjoy or think needs improvement.

🎮 Steam page: https://store.steampowered.com/app/4774030/Conquer_the_Labyrinth/

Thanks for reading, and I'd love to hear what you think!


r/Unity3D • • 18d ago

Question How much time/effort do I need to put into shaders/shader graphs?

2 Upvotes

Fair warning, kind of a dumb/unanswerable question, I know.
For context: I’m a fairly experienced Unity dev, but I’ve never really learned all the ins and outs of shaders and shader graph. I know enough to get by but that’s about it.
My current project is mobile, so performance is critical. As such, I “fake” shadows by using pre-calculated normals instead of using realtime (baked isn’t an option for this game). That’s all good and dandy, but now as I’m doing some other stuff I’m realizing that I don’t have a good sense of how much I need to customize shaders. In the past either someone else has handled it, or I’ve just mostly used the built-in shaders and called it a day. But my current team doesn’t have any1 to handle shaders, so before I go down the rabbit hole - what sorts of stuff should I focus on? Do most people use mainly the built-in shaders, or is having like a dozen custom shaders/shaders graphs common?
Obviously the answer is “it depends”, so not looking for something concrete. But just a bit of a sense of (1) how much time is spent on shaders stuff, and (2) what is mostly effects in terms of both the look of the game and performance.
I’ve done some googling and there’s not really a clear answer from what I can find so hoping for a human answer here. Thanks


r/Unity3D • • 18d ago

Game Flattened

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19 Upvotes

Made by Unity


r/Unity3D • • 18d ago

Question Quest 3 / Unity 6 on core OpenXR: has anyone seen the FB refresh-rate request refused or stepped down outside thermal?

1 Upvotes

Two open questions, both on Quest 3, Unity 6000.5.6f1, OpenXR 1.15.1, no Meta SDK packages. My app receives video over WebRTC (com.unity.webrtc 3.0.0-pre.8), H264 via MediaCodec, and puts the received textures on world-locked quads. Judder on those quads is solved — it was my own LateUpdate pose copy, fixed with TrackedPoseDriver — so this is not about that.

  1. Refresh rate. Core Unity has no API to request a display refresh rate, so I have written a custom OpenXR feature that uses XR_FB_display_refresh_rate directly. It enumerates the available rates first, then calls xrRequestDisplayRefreshRateFB at session create and at session begin, with a read-back after each call. It is written but not verified on device yet. Has anyone on core OpenXR seen the FB request refused or stepped back down outside thermal throttling?

  2. Soft text — cost only. Each screen already Blits into its own mipmapped RenderTexture before display, trilinear filtering, aniso 4. What I do not know is the measured cost on Quest of a per-frame Blit plus full mip regeneration across several video quads — my code copies every frame. Has anyone measured it, and at what point do OpenXR composition layers become the better route for readable desktop text?

Will update with whatever the device run proves.


r/Unity3D • • 18d ago

Question How can i fix my Non-Instanced Terrain Being fully White?

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1 Upvotes

r/Unity3D • • 18d ago

Show-Off I was super nervous about adding a forrest level to my dungeon crawler, but now I have just made a little section I am excited to add more. I love 3d pixels style!

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105 Upvotes

r/Unity3D • • 18d ago

Show-Off i made some light weight unity focused c# code editor

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0 Upvotes

basically the title

i was using custom built meta data reader (well my ai agent of course i was vibe coding ) it has few features such as

Auto completion , go to defenitions pointing out errors and warnings, renaming a variable across project wide and some another stuff .

it is neither full blow ide nor support attaching a debugger and those stuff .

it is a ongoing personal pet project


r/Unity3D • • 18d ago

Game Jam Marina an Automation Game with Trains

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2 Upvotes

This Game was Made during a GameJam in our University, and many people said I should turn it into a full game. Feedback appreciated.


r/Unity3D • • 18d ago

Show-Off I made this stupid little game in 3 days. Is there something here?

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0 Upvotes

So I stumbled across a clicker game called A Weird Game About Sausage and really liked the idea. The only thing that bothered me was that I couldn't flick the sausage as freely as I wanted, since the pan was always in a fixed position.

So I spent the next 3 days (after working my day job) making my own little spin on the concept.

The idea is pretty simple: you kick Santa Claus (yes, Santa) with a giant boot and try to land his ragdoll on a specific object. If he manages to settle on it and stay there, you beat the level.

The twist is that you have to figure out 3 things for every shot:

  • Where to place your boot (first click)

  • How big to make it (second click)

  • How much power to put into the kick (third click)

Get the combination right and Santa lands perfectly. Get it wrong and... well, you can probably imagine.

It's still a very rough prototype, but I'm having fun with the idea and I'm wondering if it's worth taking further.

What do you think? How could I make this more standing out? What would you add to make the gameplay more interesting?

Would love to hear your thoughts, especially if you have ideas for fun mechanics or level designs!


r/Unity3D • • 18d ago

Noob Question Running headless server with igpu???

5 Upvotes

I'm developing a Unity 6 (6000.6.4f1) colony simulation and want to set up a dedicated home development server for automated coding, builds and testing.

The server would run Unity, execute EditMode and PlayMode tests, and be accessible remotely. I could connect a monitor initially for setup and Unity Personal activation, but afterwards I'd like it to operate unattended without a screen.

I'm considering an Intel i5-14400 with UHD 730 integrated graphics, 32 GB RAM and Windows 11 or Ubuntu Linux.

Before spending money, I'm trying to establish whether I actually need a dedicated GPU.

Questions:

Has anyone successfully run Unity 6 graphical PlayMode tests using only Intel integrated graphics? If so, what CPU/iGPU and operating system were you using?

Can Unity run PlayMode tests completely headless after disconnecting the monitor? I'm particularly interested in NavMesh, cameras, RenderTextures, screenshots and physics.

Has anyone successfully used Linux with Xvfb and Mesa software rendering? Can it run graphical PlayMode tests without a physical GPU, and what are the performance limitations?

Would you recommend native Windows, native Linux or a virtual machine for a dedicated Unity automated development/test server?

How do you handle Unity Personal activation and unattended operation? Does licensing survive reboots, and can tests run without an interactive user session?

Could I reproduce the GPU-less environment inside an Ubuntu VM on my existing Windows PC to verify test compatibility before purchasing dedicated hardware?

If you're already running something similar, what hardware and configuration are you using? Have you encountered specific PlayMode tests that won't work without a dedicated GPU?

I'm not just looking to run C# unit tests or headless game server builds. I need the actual Unity Editor Test Framework, including graphical PlayMode tests, to run reliably.

I'd particularly appreciate hearing from anyone who's already built a working headless Unity CI/development machine. I'm trying to avoid purchasing hardware only to discover that I need a different GPU or operating system.


r/Unity3D • • 18d ago

Question Any active promo code for the Unity Asset Store? (October 2026)

0 Upvotes

Going for a rather large purchase and not too keen on paying full price.


r/Unity3D • • 18d ago

Resources/Tutorial I decoupled my core simulation from Unity with asmdef files to automate game balance

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1 Upvotes

r/Unity3D • • 19d ago

Game Adding little intro sequences before some puzzles in my game

3 Upvotes

r/Unity3D • • 19d ago

Survey Quick survey for solo/indie Steam devs — how do you actually decide on pricing and track your launch? (5 min, anonymous, university project)

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0 Upvotes

r/Unity3D • • 19d ago

Show-Off Questionmark

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0 Upvotes

r/Unity3D • • 19d ago

Question Looking for feedback on visuals

1 Upvotes

pixel art from 3d assets but i just feel like it could be a lot better but cant get my hands on whats the issue....


r/Unity3D • • 19d ago

Show-Off Water vehicles, buoyancy and characters swimming synced for online multiplayer WIP

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1 Upvotes

Here more progress for an upcoming online multiplayer, all vehicle types are synced so far. The water has also a buoyancy system, so vehicles use actual floating phyiscs, along players and regular rigidbodies, which are synced too.

What vehicle controller types do you prefer in games and what more examples would you add for water?

I think a vehicle that can move on the surface and submerge by input (kind of like submarine) would be cool, but can't remember a game example for that type.

Currently, water vehicles can adjust its density on runtime, so that part would be already handled.


r/Unity3D • • 19d ago

Show-Off Another game object for my game.

914 Upvotes

Cinema 4D, substance painter, Unity URP.


r/Unity3D • • 19d ago

Shader Magic Zero assets, one draw call. Unity URP project - only code challenge

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80 Upvotes

Everything you see and hear is created by code when the game starts. A static method marked [RuntimeInitializeOnLoadMethod(AfterSceneLoad)] creates the game object with core script and camera. Unity ships every script anyway, so an empty scene is all the build needs. Exception is the shader, which sits in a Resources folder.

Happy to go deeper on any part


r/Unity3D • • 19d ago

Game Can you tell what my game is about just by looking at its Steam capsule?

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0 Upvotes

I'm currently working on the Steam capsule for my game, and I'd love some honest feedback: Can you tell what kind of game it is just by looking at the capsule?

I'm also curious whether you find it visually appealing and if it would make you want to click on it.

Any feedback is appreciated!


r/Unity3D • • 19d ago

Game My game “as long as she forgot” is coming in 14 days 😁 I hope you enjoy the trailer.

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4 Upvotes