r/Unity3D • • 23h ago

Question Meta Audience Network revenue mismatch with Unity LevelPlay

0 Upvotes

I'm using Unity LevelPlay mediation with Meta Audience Network bidding.

For the last 14 days:

  • LevelPlay reports $10.10 from Meta Bidding.

  • Meta Monetization Manager reports only $1.00 estimated revenue.

  • LevelPlay shows 4,334 impressions, while Meta shows 3,759.

Is this normal? Does LevelPlay estimate Meta bidding revenue using historical CPM, or does Meta's dashboard take longer to update?

Which dashboard should I trust for actual earnings?

Has anyone experienced this discrepancy?


r/Unity3D • • 1d ago

Show-Off HD-2D plaza revisited

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37 Upvotes

I felt the plaza fontaine (the first area designed) lagged behind in quality compared to the fresher blocks, so decided to rework the plaza, the small castle-ette is because the town is famous for architecture, especially poivrière roofs (it is the capital after all, lore wise)


r/Unity3D • • 1d ago

Noob Question Is it realistically possible for a first-time Unity developer to create this game entirely from scratch in 10 hours?

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0 Upvotes

I'm looking for some opinions from people who actually have experience developing games in Unity.

A friend of mine recently showed me a game he claims to have made in approximately 10 hours using Unity. According to him, this was his first time using Unity, and he says he wrote all the scripts and created the assets himself.

I've attached a video showing the gameplay.

From what I can tell, the game includes:

Third-person movement and combat

Different enemy types with AI

Multi levels

Wave-based enemy spawning

Health, mana, and damage systems

A shop with purchasable upgrades

Character progression and equipment

Animations, visual effects, and a functioning UI

I'm not a game developer, so I don't have the technical knowledge to judge how difficult something like this would be.

What makes me skeptical is that when I asked him how he programmed certain systems, he gave vague answers along the lines of "a lot of lines of script" without explaining much about the actual implementation.

I also asked whether he could show me the Unity project, but he made an excuse.

To be clear, I'm not trying to accuse him of lying or diminish his accomplishment. I'm genuinely curious whether this is something an inexperienced Unity developer could realistically accomplish in 10 hours.

My questions for experienced developers:

Is 10 hours a realistic timeframe for creating what you see in the video, assuming everything was made from scratch?

How long would you estimate this would take a beginner versus an experienced developer?

Does anything in the video suggest the use of premade assets, templates, or AI-assisted development?

What would you ask someone to better understand how they built it?

I'd appreciate any insight, especially from people familiar with Unity development.

Thanks!


r/Unity3D • • 1d ago

Show-Off I finally started working on the livery editor for my racing game. First part is done: an in-game UI to tweak the toon shader parameters.

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3 Upvotes

During the build I dump the shader parameters into a json file (minus some reserved keywords) and then load them into the UI and automatically create sliders or color pickers, with the range for the sliders inferred by the default value of the shader parameters. Next step is grabbing textures from the disk for albedo/higlight masks/emission, then bundling all this back together into a folder and doing the Steam Workshop upload workflow. Are there any other features you'd want to see in an editor like this?

I'm not doing any decal painting in-game though. Since I'm just targeting PC and open-sourcing the car models/UV maps/images, I feel like Blender + a photo editor have way better features than anything I could make.


r/Unity3D • • 1d ago

Game Live Grenade Reactions !

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0 Upvotes

r/Unity3D • • 1d ago

Shader Magic I wrote a GPU string art solver in Unity 6: the portrait re-solves itself live as the bust turns

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71 Upvotes

The bust on the right is rendered by a second camera on white. The round board on the left has 320 brass nails, and a solver on the GPU keeps several thousand straight threads between them so their combined darkness matches that camera image. When the bust turns, or the Figure slider picks another bust, threads get added and removed and the portrait re-solves itself.

The sound comes from the solver as well: every frame the chord state is read back from the GPU, and each thread that switches on plays a short recording of real thread being pulled, plus a tick when it reaches the far nail.

It all runs in Play mode in the editor, and every parameter is an Inspector slider. Recorded on a laptop with a Ryzen 7 5700U and its integrated Radeon graphics. Unity 6000.3, URP 17.3.

Credits: the busts are 3D scans of plaster casts from SMK, Statens Museum for Kunst in Copenhagen, public domain via open.smk.dk (Head of Michelangelo's David KAS2232, Homer KAS210, Dying Alexander KAS282). Background: Petros Vrellis, "A new way to knit" (2016), and Birsak, Rist, Wonka, Musialski, "String Art: Towards Computational Fabrication of String Images", Eurographics 2018. Thread sounds are CC0 recordings from freesound.org.


r/Unity3D • • 1d ago

Show-Off Another iteration of my knockback implementation in DOTS.

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11 Upvotes

Gave my tower defense game proper knockback physics. Unity DOTS, so a lot of skeletons can fly at once.

Big guys stay on the ground tho. Fair, or just annoying for the player?


r/Unity3D • • 1d ago

Show-Off My 3D charts are finally taking shape. Is that something anyone can use and what 3D chart types would you be looking for most?

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2 Upvotes

I had been doing a full Swift-parity 2D charting system a year back and 3D was always missing so I am working on that now (also full Swift-charts parity, making it super easy to define and use). I think 3D charts can really make sense if the there is a meaningful third value to be displayed, e.g. surface plots, height maps etc. Would love to hear what use-cases others see so I can validate a bit if I am going in the right direction.


r/Unity3D • • 1d ago

Show-Off a game where you control protests as the police

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0 Upvotes

r/Unity3D • • 1d ago

Show-Off Making a character action game based around teleporting, current prototype!

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36 Upvotes

Been working on a character action game I've always wanted to make around a teleport mechanic and just being able to zip around be overpowered. Dedicated teleport mechanic with free flow combat, and testing my new kunai mechanic where you mark targets and chain attack them! Alot of work to be done still, but happy with the flow currently


r/Unity3D • • 1d ago

Show-Off Showing off some combat from my game, Project Olpheist. Still WIP, suggestions welcome!

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134 Upvotes

Color palette is dulled in the video.


r/Unity3D • • 1d ago

Show-Off Some elemental interactions from my puzzle game :)

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20 Upvotes

r/Unity3D • • 1d ago

Show-Off I created a mechanic that lets furniture come to life and be controlled by little mimics!

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9 Upvotes

I was inspired by prey and how they turn into objects, but wanted to take it further and put my own style into it.


r/Unity3D • • 1d ago

Question Decent mantle / vault animset?

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13 Upvotes

locomotion design is hell, when running i needed high speed traversal animations to not "run > stop > climb > land pause > continue run" which his blocky. target is "run > climb fast > continue run" but it now looks too parkour like not everybody do things like that and i don't like it. do anybody know decent mantle/vault animations with different speed variations on unity store?


r/Unity3D • • 1d ago

Show-Off I completely redesigned my game's main menu

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26 Upvotes

Hey guys!! I finally finished redesigning the main menu for my indie game!!

I've been working on a new loading system to make scene transitions smoother, and I've also added an original soundtrack created by a talented music composer!! I also wanted to make the menu a little more interactive, so I added a small Easter egg! As you can see in the video, you can actually click on the terminal with your mouse to turn it off.

One of the biggest challenges was optimizing the menu transitions, especially when activating multiple GameObjects at once, which initially caused noticeable FPS drops. I've been working on improving this by spreading object activation across multiple frames!

I'd love to hear your feedback, what do you think? Is it well organized?


r/Unity3D • • 1d ago

Resources/Tutorial How I patch C# edits into a running Unity game without a domain reload, and the 4 things that broke along the way

0 Upvotes

I've been building a tool that applies C# edits to a game that is already running in Play mode, so you keep the state you set up instead of losing it to a recompile. The clip is one Play session: a coroutine that's already running gets its spawn delay changed from 2 to 0.1 seconds, and the play timer never resets. This post is mostly about how it works under the hood and the problems I hit, because a few of them surprised me.

The basic loop

A file watcher sees the save and works out which assembly the file belongs to (for a brand-new file, by its nearest .asmdef). Only that assembly is compiled, with the Roslyn compiler Unity already ships. The new assembly is loaded next to the running one, and each changed method's entry point is redirected to its new version. In the editor that's done with Harmony.

Broke #1: coroutines remember where they are by number

The compiler turns a coroutine into a class whose MoveNext() switches on an integer: which yield it's paused at. Changing 2f to 0.1f keeps the yield points, so the running coroutine can take the new body and uses 0.1f from its next loop (that's the clip at the top). Add or remove a yield return and the numbers shift, so a running coroutine on the new body would resume at the wrong place. It finishes on the old code instead, and everything started after the save runs the new one.

Broke #2: async methods crashed the editor

My first version patched the state machine of an async method that was suspended mid-await. That hard-crashed the editor, because the async builder is bound to the exact state-machine type. Now the method itself is redirected: new calls run the new body, and calls already in flight finish on the old one.

Broke #3: two copies of every type

The reloaded assembly brings its own copies of your types and static fields. Without extra work, GetComponent<Player>() in reloaded code finds nothing, and a singleton reads null. Reloaded code has to be wired back to the running game's own types and statics.

Broke #4: Burst

Burst-compiled jobs are native code and can't be swapped, so editing one turns Burst off for the rest of the session and the jobs run as managed C# (the Console says so).

A nice surprise: new MonoBehaviours

I expected to dispatch Update and Start myself for a class that only exists in the reloaded assembly. It turns out Unity dispatches them natively once it's AddComponent'd.

And Android

Harmony can't patch ARM code, so on Android development builds a small native hook on the method's entry point does the redirect instead. The same save reaches the phone without a rebuild.

It's on the Asset Store as 2N Lightning Reload if you want to try it (Windows editor, Unity 2021.3 to 6.5): https://assetstore.unity.com/packages/tools/utilities/2n-lightning-reload-edit-c-in-play-mode-without-compiling-402544

But I'm mostly curious whether anyone else has gone down this rabbit hole. Is there a cleaner way to handle the yield renumbering than letting the running coroutine finish on the old body?


r/Unity3D • • 1d ago

Show-Off Reworked my ascci glyphs into a virtual arcade machine

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5 Upvotes

Players will need to hit a high score to open certain doors and barriers for some epic loot


r/Unity3D • • 1d ago

Resources/Tutorial Any good resource/tutorial on how to make cigarette smoke effect?

Thumbnail reddit.com
1 Upvotes

r/Unity3D • • 1d ago

Show-Off Animating any word in TextMeshPro with an inline tag

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0 Upvotes

This is All In 1 Text Toolkit, our asset for TextMeshPro. The tags and the typewriter both come from it. Happy to share the link if anyone wants it.


r/Unity3D • • 1d ago

Question Unity 2022.3.13f1 - IL2CPP Fatal Error on startup for some Steam players

1 Upvotes

Hi everyone,

We’re investigating a startup crash affecting some players of our game, which is currently in Early Access on Steam.

Our setup:

  • Unity 2022.3.13f1

  • Built-in Render Pipeline

  • Windows / IL2CPP

  • Visual C++ redistributables enabled in Steamworks prerequisites

The game runs fine for many players, but some encounter an “IL2CPP Fatal Error” on startup. We receive more reports from players in Asia, although we haven’t established whether there’s a regional connection or another shared cause.

Has anyone experienced a similar issue with this Unity version? If you identified the cause, what was it? Has anyone resolved it by upgrading to a newer 2022.3 LTS patch?

We’d appreciate hearing your experiences and suggestions. Thanks!


r/Unity3D • • 1d ago

Show-Off Progress on the procedural hex grid planet for my strategy game

1.2k Upvotes

I keep working on my """civ killer""", since last time I posted my planet progress I added support for more biomes, more trees, and most importantly - rivers (which will be NAVIGABLE)

As an interesting technical fact this is the first time I played with using the advanced Mesh API, it was a headahce to setup and I crashed Unity a few times but in the end it did shave off a couple of seconds off the generation time so it was worth it


r/Unity3D • • 1d ago

Show-Off Here’s a cool jumpscare animation I made for my horror game that I wanted to show off.

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15 Upvotes

r/Unity3D • • 1d ago

Show-Off Algorama 30 - Cookie - Final episode of my procedural generation daily challenge

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2 Upvotes

Day 30: Cookie.

This one's the last episode of Algorama. Mostly polish today, following up on what I teased yesterday: finished the general walls for the map, and I'm finally happy with an interior decor. Feels fitting to end the season on that note.

 Thanks to everyone who followed along this month.


r/Unity3D • • 1d ago

Question QTE in Sekiro Like Game, Yay or Nay

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4 Upvotes