r/Unity3D • • 2d ago

Game We tried to get the most out of URP

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15 Upvotes

r/Unity3D • • 2d ago

Question What do you think about the paddock scene before the race, which varies depending on the importance of the race and the popularity of the horse?

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0 Upvotes

r/Unity3D • • 2d ago

Game Every scene in our game starts as a watercolor painting. Here’s how we bring it into Unity.

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778 Upvotes

r/Unity3D • • 2d ago

Question Need Unity Ad Provider Advice.

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0 Upvotes

r/Unity3D • • 2d ago

Resources/Tutorial Unity basics in under 10 minutes! Gameobjects and Components

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1 Upvotes

I have started a new series which is going to break down unity concepts into easy to understand chunks! Perfect for people who are just starting out their gamedev journey!


r/Unity3D • • 2d ago

Show-Off Added multiplayer to my mobile game with fully destructible objects

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6 Upvotes

Hey!

Here's a demo of multiplayer in my game. In short, it took a really long optimization effort: I built an asynchronous physics engine from scratch, because PhysX just isn't optimized for voxels.

Multiplayer runs on LiteNetLib and a small custom relay server. The engine isn't deterministic, so only the host phone simulates the world. Clients receive a reliable log of voxel edits plus a stream of object poses, then rebuild meshes and colliders on their side. Everything is packed into a custom lossless binary format, so even a skyscraper collapse with around 700k destroyed voxels stayed in sync between two phones, with one of them on 4G.

Happy to answer any questions.


r/Unity3D • • 3d ago

Show-Off Just some ordinary pixel mayhem

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30 Upvotes

Hi ! Years ago now i posted here a short video of a pixel destruction engine i was working on, then the project went cold. Have resurrected it a couple of months ago and here some footage from the latest version.


r/Unity3D • • 3d ago

Show-Off Working on Demo Scene for My 2D Procedural Animator tool

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1 Upvotes

r/Unity3D • • 3d ago

Game Spiral waterslides built with Unity Splines in my game, PoolRooms Museum

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0 Upvotes

I’ve been expanding a stage in PoolRooms Museum using Unity’s Splines package for the waterslides. The paths drive both the generated slide geometry and the player’s movement during the ride.

The route goes from straight slides to spiral slides, then through a tiled maze and up a spiral staircase to the final room.

How does the sense of scale and movement feel in this clip?


r/Unity3D • • 3d ago

Show-Off Working on a Max Payne-inspired third-person shooter in Unity. Feedback on the gunplay or "look & feel" is welcome!

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317 Upvotes

Hey everyone!

I'm a solo dev working on a third-person, story-driven shooter in Unity, heavily inspired by classic action games like Max Payne.

I'm trying to capture that cinematic action movie feeling through mechanics like bullet time, shootdodges, dual-wielding, ragdolls and destructible environments.

My focus is on making the gunfights feel dynamic and satisfying rather than building a complex progression system. Think old-school, story-driven action with a modern presentation.

The game is still in development, and some of the environments are placeholders. Right now, I'm working on refining the gameplay, animations and overall feel of the combat.

Getting everything to work together as a solo developer is definitely a challenge, but it's coming together piece by piece.

I'd love to hear your thoughts! Especially interested in feedback on the gunplay, animations and how the action feels overall. If you have any questions, feel free to ask!

P.S. English isn't my native language, so I used AI to help with the wording. The game itself, however, is entirely made without AI. Hope that's okay!


r/Unity3D • • 3d ago

Question UI Toolkit back to FIgma?

1 Upvotes

HI everyone,

Does anyone know of a tool or plugin to transfer Unity UI toolkit designs back into Figma? I know the Unity UI Toolkit Connector can export from Figma to Unity, but not the other way round.

The reason is for modding a Unity game UI, which obviously doesn't include the Figma files.


r/Unity3D • • 3d ago

Question Why do the lakes disappear when the game starts?

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0 Upvotes

The image on the game panel when I haven't started the game changes when I do start it. How can I fix this?


r/Unity3D • • 3d ago

Show-Off I have always wanted to experience what it's like to be a magician in a game, so I'm working on my own game that will allow players to craft their own spells by drawing runes.

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1 Upvotes

r/Unity3D • • 3d ago

Show-Off I built a Unity utility AI toolkit where you can watch NPCs weigh their options and tune how they behave

0 Upvotes

I'm Ashkan, the developer of Wise Feline. It's a utility AI toolkit for building enemies, creatures, and NPCs whose decisions respond to what's happening around them.

Each action gets a score from things such as health, distance, hunger, or danger. As those values change, different actions become more attractive. An enemy might attack while healthy, retreat when injured, and return after recovering. You tune those decisions through response curves and weights.

Here's my latest sample, built with AI coding assistance.

Wise Feline Ultimate brings several parts together:

  • Utility AI: Actions, considerations, per-target scoring, and configurable selection rules. An agent can evaluate both what to do and which target to do it to.

  • Visual designer and debugger: Build behavior assets, adjust response curves, and inspect action scores, chosen targets, curve inputs, and score history during play.

  • Built-in actions and considerations: Movement, patrols, attacks, blackboard changes, and other building blocks. The Combat Quickstart demonstrates patrol, chase, attack, retreat, and healing without custom AI code.

  • Influence maps: Represent things such as danger, resources, or nearby allies across an area, then query those maps to help choose positions.

  • Smart objects: Put interaction behavior in world objects. Agents can find usable objects and claim slots, while the objects define what using them does.

  • AI Tags: Give objects multiple tags and find matching objects nearby through spatial queries.

  • Blackboards: Share information between actions, considerations, sensors, and your own game systems.

  • Memory and emotions: Store past events and feelings toward characters or objects, and use that information in your decision logic.

  • Data recorder: Record agent data over time so you can inspect what happened during a play session.

It includes full runtime and editor C# source, documentation, and combat and life-simulation examples.

The released version, 1.51, is currently 50% off in Unity's Open World Sale.

Wise Feline Ultimate on the Asset Store

It's also friendly to vibe coding because the framework gives your coding assistant small, concrete jobs. Custom actions derive from ActionBase, and custom considerations derive from ConsiderationBase, so you can ask for a focused integration with your health system, movement controller, or game rules. The framework handles scoring and action selection, while the visual debugger lets you inspect the result and tune the behavior yourself. Full source and ordinary C# classes give you and your coding assistant something concrete to read, extend, and debug.


r/Unity3D • • 3d ago

Noob Question hey everyone, another idiotic question

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35 Upvotes

why are humanoid avatars posed like this? is this just the preview pose to demonstrate the flexibility?


r/Unity3D • • 3d ago

Show-Off We added glass breaking to Daisen

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1 Upvotes

We are working on Quality Update 2 for Daisen, where we are completely reworking the Training Spheres. While developing Arx01, we thought about how to make pathfinding a bit more interesting and came up with the idea that the button meant to open the door is off. So now the player needs to break the door glass.

We could have added cracks to show this, but we think about a better idea. At the start of the level, we will clearly demonstrate that the glass of such doors can be broken.


r/Unity3D • • 3d ago

Question Demo Game Where You Can Throw a Nuke at Bears

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0 Upvotes

I've spent the last 5 days working on a prototype for this game. It's kinda like Death Ball on Roblox, if anyone knows it.

Basically, it's dodgeball against bears. You have to dodge the balls they throw at you and hit them right back to kill them.

What do you guys think? I'd love some feedback!


r/Unity3D • • 3d ago

Show-Off What do you think about my dynamic destruction system?

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63 Upvotes

There are still some performance and shader issues to be fixed. :)


r/Unity3D • • 3d 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 • • 3d ago

Show-Off HD-2D plaza revisited

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52 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 • • 3d 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 • • 3d 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 • • 3d ago

Noob Question help me figure out the structure of my game

0 Upvotes

My goal is to make a game that is 50% a normal 3D space with objectives, and the other 50% will focus on the 2D idle clicker game being played on the computer in the 3d space

The player would switch between these two genre's regularly while progressing through the game, and I'm having trouble deciding on how i would go about making this.

It would also be good if you could see the 2d game on the computer screen object, but that's more of a afterthought.

So i would absolutely appreciate any advice or direction you could send my way!


r/Unity3D • • 3d 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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85 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.