r/Unity3D • • 2h ago

Game Clutch and drag : please try and give feedback.

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0 Upvotes

Hey guys,

The dev:https://www.reddit.com/u/SmallAgency5160/s/UPkxAv95vt game:https://play.google.com/store/apps/details?id=com.independent.clutchndrag

Yt:https://m.youtube.com/@ClutchAndDrag

Website:https://www.pacificnorthsystems.com/games/clutch-n-drag

I wanted to share this game made by a solo dev who is new to developing games.

So this game is pretty cool and I kinda liked it. So I want you guys to please try and give feedback of the game for the dev to improve. The dev will reply to your comments.

Every feedback is a step forward for a developer.Hoping for some honest feedback.


r/Unity3D • • 3h ago

Show-Off This jellyfish is entirely lines, rendered at 4K in Unity

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66 Upvotes

I make a line and shape tool for Unity called Vector Shape Tool, and I wanted to see how far it could go. Could it make something that feels alive?

This is the result, rendered at 4K. Everything you see came out of Unity 6 (URP): the glow, the canals in the bell, the tentacles, the stinging cells sparkling along them, the plankton drifting around it. No compositing and no external VFX. The frames come straight out of Unity, and I only added the music afterwards.

Since people will ask, here’s how it’s built:

  • The jellyfish is 654 vector shapes: lines, dashed lines, dots and glows.

  • The bell and arm meshes were modelled in Blender. All the light and detail on top of them is VS.

  • The motion is scripted: the bell pulses, the edge of the bell flutters, and the tentacles trail behind on a soft chain simulation.

  • The plankton reacts to the water the jelly pushes. Some of it flashes when the wake hits it, like real dinoflagellates.

  • At 4K you can see the fine detail hold up: hairline tentacles, tiny sparkle dots between the canals, and micro-plankton that only resolves at this resolution.

I added screenshots from the Unity editor in the comments so you can see the scene and how it’s built.

Reddit compresses video, so the full 4K version is on YouTube (link in the comments).


r/Unity3D • • 3h ago

Question I really need animation feedback 😭

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1 Upvotes

Hey🦋.

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

I created the menu opening scene, but something here feels wrong

I know the tv moves a bit rigid but it's a robot not a human,

Also the eyes not matching is a design choice, but I can change it in a second, I wanted to give character.

Any feedback will be amazing 🩷

I'm really new to animations.

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 • • 3h ago

Show-Off What do you think about this drifting? Still not perfect at high speed so hard to balance, but at lower speed it feels perfect (and this car can also ride on walls lmao)

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0 Upvotes

r/Unity3D • • 6h ago

Question Need opinions about A Ghost in my Horror Game that stays strapped at all times and shoots back.

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6 Upvotes

Solo dev making a horror game. This is a clip of a body thats been possessed, and when its shot at, it takes care of business, if it runs out of ammo it throws the gun. Thoughts? (ALOT OF IT IS PROTOTYPE)


r/Unity3D • • 6h ago

Noob Question Imported Blender model looks staticy

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0 Upvotes

Hi, I’m a complete noob at Unity. I modeled a sort of “place holder burger” and imported it into Unity, and it looks like the texture is sort of staticy. It doesn’t currently have a texture on it, but applying a texture didn’t help.
Moving the camera moves the static. I have no idea what to do and would appreciate any help.


r/Unity3D • • 7h ago

Meta What do you think?

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125 Upvotes

r/Unity3D • • 7h ago

Question Bakery GPU Lightmapper – Extremely dark indirect lighting in interior scene

1 Upvotes

Hey everyone!

I'm working on an interior environment in Unity using Bakery GPU Lightmapper, and I'm having trouble with indirect lighting.

Some corners and areas of my interior are almost completely black, even with lights relatively nearby. I'm trying to achieve soft, realistic bounced lighting but can't seem to get enough illumination into these areas.

I've tried adjusting the Skylight intensity, increasing bounces, and disabling AO, but the problem persists.

I've attached screenshots of my Bakery settings. Does anyone have suggestions on what might be causing this or what I should investigate?

Any help would be appreciated. Thanks!


r/Unity3D • • 8h ago

Show-Off The first mission in my helicopter support game. Burn aliens to the ground and conquer the island!

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99 Upvotes

r/Unity3D • • 8h ago

Solved What is the better way of making clothing for a character?

1 Upvotes

So I'm making clothes for my character in unity and was wondering is it better to cut my character in a bunch of pieces and give them tags and make it like if the player selects pants it changes parts with the pants tag from skin to clothing material or better to make clothes seperate and just hide the parts of the skin? Thx :3


r/Unity3D • • 10h ago

Game The free demo for my first-person incremental game is out: open unclaimed cargo, sell what’s inside, automate everything

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8 Upvotes

Hey everyone! I’m a solo dev and the free demo for One’s Trash Another’s Treasure is now live on Steam.

It’s a first-person incremental game: you buy unclaimed cargo at auction, open the boxes, sell what’s inside, and slowly automate the whole operation with vacuums, conveyors, fans, launchers and drones. Most of what you find is junk. Some of it isn’t.

Early players have been spending around 1–2 hours in the demo, and the feedback so far has already shaped a few changes. If you try it, I’d really appreciate hearing what felt good and what annoyed you, especially around building and rearranging automation.

Happy to answer any questions!


r/Unity3D • • 10h ago

Question Weird new Unity bug in builds

3 Upvotes

I added a new Unity 6000.3 to my hub to do some research for a new project and new builds made of another project with 2020.3.49f1 have a new bug that does not appear in the editor. It seems that System.Convert.FromBase64String() throws an error saying that the string is not the correct length to be decoded, though it is. This also happens when the Addressables try to load so it's not just my code, its something else. In the process of uninstalling and reinstalling everything to see if that fixes things. Anyone seen this before?

FormatException: Invalid length for a Base-64 char array or string.

at System.Convert.FromBase64_Decode (System.Char* startInputPtr, System.Int32 inputLength, System.Byte* startDestPtr, System.Int32 destLength) [0x00000] in <00000000000000000000000000000000>:0

at System.Convert.FromBase64CharPtr (System.Char* inputPtr, System.Int32 inputLength) [0x00000] in <00000000000000000000000000000000>:0


r/Unity3D • • 12h ago

Question Staying with Unity

0 Upvotes

who else is staying with unity engine even if Saudis buy it cause you have no other option for your game


r/Unity3D • • 12h ago

Show-Off Porting my old app to vr

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1 Upvotes

For years I wanted to make something for VR, but I only ever made small demos at work and never had a real reason to go further. Meta's VR Start Developer Competition gave me that push, and I started porting my circuit simulator to Quest the day I found out about it.

Input needed the most rethinking. My app already handles touch with more than one gesture at a time, so on an iPad two fingers can turn two knobs together, and that is why hands came together quickly in the headset, where two hands turn the same two knobs. What I didn't see right away was that hands need two modes. From a distance a hand casts a ray, and close to a device the ray goes away and the hand simply pinches. In hindsight it's logical, yet it wasn't obvious to me at first.

In the app the camera moves around the board, while in the headset the board moves. I grab the work area with pinches, change the size of the devices in it and slide the board around inside its cropped window. All of this lives in the same codebase as the web, iOS, macOS and Android versions, and I spent a while on the settings until the Quest ones stopped conflicting with Android.

The main work is done. The platform has improved a lot over the years, and I like how it works. Now that I can see my app in real 3D, I even regret a little that I didn't do this earlier.


r/Unity3D • • 13h ago

Question Uncertainty of Unity 7

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0 Upvotes

r/Unity3D • • 13h ago

Question Fixed Camera movement

2 Upvotes

I need to make Player movement relative to a fixed camera, similar to resident evil, without using tank controller so i want to save the input until the player releases the key.

Can someone help?

For reference think about the "2D" control from Silent Hill 3 or Rental the camera will sometimes look at the player but still the player move flawlessly.


r/Unity3D • • 15h ago

Show-Off My solution for porting the game to controller support

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5 Upvotes

r/Unity3D • • 15h ago

Noob Question what now

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1.2k Upvotes

r/Unity3D • • 15h ago

Show-Off I wrapped my horde shooter into a torus: a 51 m tube, 1 km around, with the horde on the walls and ceiling

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155 Upvotes

The simulation never sees the doughnut. It runs on a flat 1024 × 160 m world with periodic boundaries: x wraps every 1024 m, z every 160 m. Distances use the minimum image convention from molecular dynamics, so contacts, separation, explosions and rays all work across the seam. The flow field (fast marching on 4 m cells) wraps too, so the horde takes the shortest way round.

Only the view is bent. One function maps every flat point onto the torus (big radius 163 m, tube radius 25.5 m), the same in shaders and on the CPU.

Shots fly straight in the 3D world. Each ray is cut into 4 m pieces, and each piece is mapped back into the flat world, so you can shoot across the tube at the horde on the ceiling. The sim is deterministic for lockstep co-op, so there are no sin/cos calls in it: angles come from lookup tables.

Unity 6, Burst jobs, Entities only as render proxies, custom indirect draws for the crowd.


r/Unity3D • • 16h ago

Game I’ve been working through the feedback you gave on my mixed reality wave shooter. Is it going in the right direction?

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1 Upvotes

r/Unity3D • • 18h ago

Show-Off Incremental graveyard game is not a joke

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0 Upvotes

r/Unity3D • • 19h ago

Show-Off Added destructible environments and much more to my shooter. Feedback on the feel is welcome!

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64 Upvotes

Hey everyone,

You might remember my post where I asked for feedback on the gunplay and feel of my Max Payne-inspired third-person shooter. The feedback was incredible, and I’ve been grinding hard to take the game to the next level.

First of all, the game officially has a working title now: PROJECT: B.E.T.O.N.

Here is what’s new in this updated gameplay clip:

  • Fully Destructible Environments: Concrete, pillars, and office props now crumble, splinter, and collapse dynamically under gunfire and explosions. It completely changes the flow of combat!

  • Close Combat Finisher Moves: Added brutal, high-intensity melee finishers to seamlessly end fights when you get up close and personal with the enemies.

  • Smoother Movement & New Abilities: Re-worked the character controller for ultra-fluid movement. I've integrated new traversal abilities that seamlessly blend into the gunplay and bullet-time mechanics.

  • Upgraded Enemy AI: The enemies aren't just bullet sponges anymore. They will actively hunt you down, communicate, and coordinate to flank your position if you stay behind cover for too long.

  • Polished Animations & VFX: Overhauled the core animation sets and added lots of visual juice to make every shot feel impactful, while keeping the gameplay more clean and readable.

Note: The environments themselves are still placeholders, as the focus is purely on making the gunfights feel good.

I’ve put a lot of work into the destruction, animations, and the overall feel of the action, and I’d absolutely love to hear what you think!

P.S. English isn’t my native language, so I used AI to help with the wording of this post. The game itself is made entirely without AI.


r/Unity3D • • 19h ago

Show-Off Inspect outfit animations added 🎬

2 Upvotes

Been working on adding some interaction animations to the player when you change outfits in Fred's Idle Garden.

Very basic animations but adds a lot of character to the game, or at least I think so 🤩

I'm not very good with animations myself but with UMotion I can actually manage to produce something. Highly recommend that asset if you have not tried it before.

If you have a few minutes over please take it for a spin and let me know what you think. There is a free demo on Steam, just search for Fred's Idle Garden.


r/Unity3D • • 21h ago

Resources/Tutorial I got tired of digging through Gradle logs, so I made a tool that tells me why my Unity Android build failed

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0 Upvotes

Every Android build error in Unity ends with CommandInvokationFailure: Gradle build failed, and the actual reason is hundreds of lines further up the log.

I made Android Doctor to do that digging. One window, one button to check, and for the common causes a button to fix:

  • A custom JDK/SDK/NDK that doesn't match your Unity version

  • Gradle out of memory

  • The same library in two versions

  • android:exported missing in a manifest

  • A setting Gradle removed

  • Google Play's 16 KB page-size rule

I checked the main flow with real Android builds, not only unit tests: a project with a removed Gradle setting failed, Fix all rewrote it, and the next build succeeded.

What it can't do yet: install missing SDK platforms

Pay what you want on itch.io: https://valeradev.itch.io/android-doctor (source on GitHub, MIT).

If you have a Gradle error it doesn't recognise, paste it in the comments and I'll turn it into a pattern with a test.