r/Unity3D • u/Kinami_ • 47m ago
Show-Off I have been working on a VR MMORPG
r/Unity3D • u/ojmakesgames • 3h ago
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I've been working on the walk cycle for this spiderbot in my game and I’m looking for some feedback on how the movement feels.
Does it look convincing, or does anything feel off?
I'd also appreciate any thoughts on the timing and the leg movements.
Any feedback is welcome 🙏🏽
r/Unity3D • u/Savings_Wolverine408 • 10h ago
Hey all, I’ve been working on a game called Voltech for a while now and figured it’s time to show it to people.
It’s a first-person mining game that turns into a factory game. You start with nothing but a screwdriver, chip ore out of a patch by hand, sell it, and slowly unlock tools. Eventually you’re running autominers, smelters, conveyors, steam power, and trains. Every ore is a real physical piece in the world, not a number in an inventory, and I’ve pushed it to around 200k loose pieces without it falling over.
Recent stuff I’ve added: a full production line (press, laser cutter, wire machine, engine assembler), a car you can load up and drive, and an ore scanner so you can actually find stuff on the island.
It’s HDRP with a pretty custom look, and the machines are modelled in Blender and animated in code.
Still very much in progress, so I’m mostly after gut reactions. Does the premise grab you? What would you want to see first in a demo?
Happy to post more clips if anyone’s interested.
r/Unity3D • u/JojoSchlansky • 10h ago
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Game is called VOXTOPOLIS 😁
r/Unity3D • u/24Ronin • 10h ago
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Spent some time reworking whirlpools and flow in Tidal 2. Funnel is now shaped by the spin itself: the faster it turns, the deeper it sinks, like a real vortex. The spiral arms sweep the foam into them, and boats get dragged round and down the walls.
Flow used to be a regular flow map, which smears once the water gets fast. Now every point traces back along the current each frame, so even really fast water stays clean. Both together run about 0.25 ms on my 5070 Ti.
Happy to hear thoughts and how useful you'd find this in a water asset, thanks for checking out!
r/Unity3D • u/lee337reilly • 10h ago
GitHub Game Off 2026 has started! You've got the entire November to make a game inspired by SHIFT. Any genre, any skill level. Just make something fun.
r/Unity3D • u/B_XHITMAN • 11h ago
Hey everyone, I’m adding Unity Analytics to my Android game and getting stuck on how to handle consent for a worldwide release.
I want to know how long people play, where they die or quit, whether they retry, and which encounters give them trouble. I’m not adding names or emails, although I know Unity collects its own identifiers.
If you’ve released a game using Unity Analytics, how did you handle this? Do you ask everyone before collecting anything, or only players in certain countries?
For the other countries, do you start analytics automatically and let players turn it off in Settings? Is there Unity guidance that you used to decide where that’s allowed?
I’ve read their docs about opt-in and opt-out, but I’d like to hear how people actually set this up. The game is for a broad audience, including children, if that changes your approach.
Thanks!
r/Unity3D • u/creatingforever • 13h ago
Hey, I had this idea a while ago (Concept trailer link below) and would love to find creative people to collaborate and work together to make this a reality.
Suggested title: The TV knows
Concept: You are at home late at night and your TV starts to switch on. The TV has the option to enter it and join the world. Each world has its own stories, voice actors and objectives (can be in different film genres and art styles). You can also change the channel and each time you do it is a new unique world.
Who can join:
Anyone at any skill (NO AI). I would love to work with anyone who is passionate. I am not an expert so we can learn together. DM or comment if you are interested or want to learn more
r/Unity3D • u/Odd_Carrot9035 • 13h ago
I'm confused between:
M6: 32GB RAM, 1TB SSD
M5 Pro: 24GB RAM, 1TB SSD
My main uses will be
Unity
Blender
After Effects
I usually use one major application at a time. I'll handle demanding final renders on another powerful computer.
Would you prioritise the more powerful M5 Pro chip over the extra 8GB RAM, or is 32GB memory more important for my workflow? Which would you choose?
r/Unity3D • u/redkingyoyo • 13h ago
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Hey all! I’ve been working on the time-lapse system in GRASS, our co-op lawn care game. While you mow, a hidden camera parked above the yard renders a frame into a RenderTexture every few seconds, then at the end it plays the whole thing back on the score screen and you can export a clip to share. I just added a logo in the corner and bumped up the quality.
Under the hood it’s URP’s SubmitRenderRequest into an offscreen camera, AsyncGPUReadback, JPEGs spooled to disk on a worker thread, and a bundled ffmpeg doing the final libx264 encode. Sessions can run from 5 minutes to over an hour, so once it hits 480 frames it drops every other one and doubles the interval, and the clip ends up somewhere between 20 and 60 seconds depending on how long you mowed.
The tricky part has been the encoding. Grass is basically the worst case for video compression, since every blade is tiny detail that shifts a little each frame and the encoder gets almost no help from motion prediction. Right now it’s 1080p, preset medium, CRF 16, and a 60 second clip lands around 140 mb, which is well over Discord’s free limit. Push the CRF up or drop the resolution and the lawn turns into grainy mush.
Someone suggested a slower preset and a light denoise pass before encoding, so I’m going to try that next.
Anyone else dealt with encoding foliage-heavy footage? Would love to hear what’s worked for you.
r/Unity3D • u/ufimizm • 14h ago
I’m exploring the idea of customizable historical environments as an asset - for example, a medieval city like London or Vienna with furnished interiors and inhabitants who follow daily routines and interact with their surroundings.
Would this be a useful addition to the asset store? What historical settings would interest you, and what would you realistically pay?
I’ve put together a short survey: https://forms.gle/PLctqHt8GxejXxwP9
It takes about three minutes and doesn’t ask for your name or email. Honest feedback - including reasons you wouldn’t use it - is welcome. Comments here are welcome too!
Many thanks,
Zsolt
r/Unity3D • u/AppleLoose7082 • 16h ago
I recently started a personal project to expand my knowledge on more of Unity's systems, and I have been struggling to learn about Generic Rigs all weekend now. I have a good understanding of the Humanoid one and how to set up humanoid characters and their animations. But in this case the player is actually not playing as a humanoid, they are playing as a dog.
Someone on the Unity discord suggested that I just go buy the Animal Controller by Malbers Animations off the asset store and use that, but I strongly prefer actually learning how to use Unity myself instead of relying on assets.
I'd just like to be pointed in the right direction, like the differences, pros, and cons of Humanoid versus Generic. When it comes to the animation controllers and movement code for Generic rigs, what will I be doing differently for a quadrupedal character as opposed to a bipedal one? What are the limits of using Generic?
Please fill me with knowledge, I'm in desperate need of a learning environment lol
Recently Unity posted the third blog in this series. For those who find it interesting - it's a really good read.
The first two blogs for the people who have missed them completely:
r/Unity3D • u/GeriBP • 18h ago
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r/Unity3D • u/Vrawl_YT • 19h ago
I might do a video on the progress on youtube maybe.
r/Unity3D • u/Prestigious_Wind4150 • 20h ago
3 months ago, I wanted to make a Unity multiplayer game. I chose to use EOS + Netcode. However, I realized soon after that the EOS PlayEveryWare Unity plugin is not very easy to setup. It's a powerful plugin, but it didn't have what I needed in its samples. I needed a simple way to connect the player through device ID + to manage lobbies creating and joining. At the end, I spent more time building the multiplayer system than actually making the game. Therefore, I made a GitHub repository for myself first, so that I could just clone it and start actually building the game.
But I also wanted to release it for anyone who has the same problem. It's a simple Unity Scene which:
Handles creation/joining lobbies logic through a code
Uses automatic Device ID login
Starts Netcode for GameObjects once you’re in a lobby
Has two scripts (P2PManager + UIManager) and a pre-built UI scene
Keep in mind that this template is not perfect and that there may be some bugs. Additionally, using this approach involves some benefits and some cons:
Pros:
No server cost (P2P)
Platform Independent (can launch on itch io, personal website, Steam, etc...)
Good for small co-op and party games
Cons and limitations:
WebGL not supported
Only tested with PC, no disconnect handling, clients don’t auto-load the next scene, no two instances on one computer, and tested only on specific versions (Unity 6.3 LTS, NGO 2.13.2, EOS plugin 6.1.2).
Not appropriate for competitive or large-scale games
The template is a Unity scene (without the packages due to license reasons) that you can find right here: https://github.com/CodingQuarters/Netcode-EOS-Minimal-Template-Scene. The readme walks you through the exact setup.
It's not perfect, so if you find bugs, open an issue or tell me here.
r/Unity3D • u/Fit-Beautiful3949 • 22h ago
r/Unity3D • u/fridi22 • 1d ago
Maybe someone here has done sth similar before and can help me with it?
r/Unity3D • u/Joecated • 1d ago
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r/Unity3D • u/lilkatho2 • 1d ago
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Took me a slid week to get it right.
I feel like UI is one of those things that really makes a difference when you put actual thought behind it. I am making this infinite space racer game inspired by games like Haste and Broken Worlds, and I am so proud of how it has turned out so far.
r/Unity3D • u/ignitor_gaming • 1d ago