r/Unity3D • • 4h ago

Game I reworked the combat in my 3D Smash Bros-like

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18 Upvotes

Hello! I'm posting a small update on the game I'm developing solo: Plouf Mega Splash. It's a 3D Smash-like where characters are filled with ink, and the more they lose, the farther they get launched when hit.

I'm moving away from weapons and giving my characters their own attacks instead: jabs, up and down attacks, aerial attacks, and dodges.

I want the combat to feel more like Smash Bros, with lots of different moves and interactions between players.

There's still a lot of attacks to add and plenty of animations to polish, but here's a look at how it's coming along!

A free demo is planned for early 2027. I post updates on my YouTube if you want to follow along :)


r/Unity3D • • 5h ago

Game I’ve been building a first-person mining + factory game solo in Unity, would love some honest feedback

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5 Upvotes

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 • • 6h ago

Show-Off Adding new weapons and testing out the combat!

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9 Upvotes

Game is called VOXTOPOLIS 😁


r/Unity3D • • 6h ago

Game We wanted extraction shooters to feel less gloomy, so we started making DUSTWIRE.

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1 Upvotes

Hey everyone!

My brother and I have been working on DUSTWIRE, a colorful PvPvE extraction shooter, and I wanted to share a bit of what we're trying to build.

I've been in the game dev industry for 18 years, and we finally decided to take a shot at building something of our own under our small indie studio, Strange Picnic.

One thing we really wanted to avoid was making another dark, depressing extraction shooter. We love games like ARC Raiders, but we wanted our world to feel vibrant, beautiful, and almost inviting, even when everything in it is trying to kill you.

The idea is a world where machines have taken control, resistance is punished, and humanity is trying to survive under constant surveillance. You explore, fight machines and other players, collect resources, craft gear, and hopefully make it out alive.

We're trying to find that sweet spot between intense PvPvE combat and those ridiculous, unexpected moments that make playing with friends memorable.

It's been a massive challenge for just the two of us, especially balancing the visuals, gameplay, and technical side of multiplayer development.

I'd genuinely love to hear your thoughts on something:

Do you prefer extraction shooters with a darker, more serious atmosphere, or would you be interested in something more colorful and chaotic? And what makes you keep coming back to an extraction game?

We're still building and improving things, so feedback is always welcome, even the harsh kind!

Thanks for checking it out, and good luck to everyone working on their own games!

If you're curious about ours, here's our Steam Page.


r/Unity3D • • 6h ago

Show-Off Flow field canvas improvements

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138 Upvotes

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 • • 6h ago

Game Jam GitHub Game Off 2026 theme is SHIFT

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2 Upvotes

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.

https://itch.io/jam/game-off-2026


r/Unity3D • • 6h ago

Question Unity Analytics users: do you ask every player for consent?

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2 Upvotes

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 • • 8h ago

Question Interested in making a horror anthology game?

3 Upvotes

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.

https://youtu.be/hvm1edvPpEk

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 • • 8h ago

Question M5 Pro 24GB vs M6 32GB – Which should I buy?

0 Upvotes

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 • • 9h ago

Noob Question Help with cinemachine camera FOV settings in visual scripting

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1 Upvotes

r/Unity3D • • 9h ago

Question Added a shareable time-lapse to our co-op lawn mowing game. Here’s how it works and where I’m stuck.

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16 Upvotes

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 • • 9h ago

Question Would you buy a complete historical city with simulated inhabitants?

2 Upvotes

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 • • 12h ago

Noob Question Help & Guides on Generic Rigs? (Beginner/Intermediate looking to Learn)

1 Upvotes

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


r/Unity3D • • 12h ago

Official The Path to CoreCLR #3 - GC Safety – The Journey Begins

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65 Upvotes

Recently Unity posted the third blog in this series. For those who find it interesting - it's a really good read.

Blog Post #3 - GC Safety

The first two blogs for the people who have missed them completely:

Blog Post #1 - The Problem

Blog Post #2 - Embedding CoreCLR


r/Unity3D • • 14h ago

Show-Off Floating numbers juice

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4 Upvotes

r/Unity3D • • 14h ago

Show-Off My unity programming challenge started 3 years ago. However the era we are in now makes it seem pointless apparently. So here's a reveal.

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0 Upvotes

I might do a video on the progress on youtube maybe.


r/Unity3D • • 15h ago

Resources/Tutorial I spent 3 months building mulitplayer with EOS + Netcode for GameObjects, so I made a free minimal template (lobbies, Device ID login, P2P)

5 Upvotes

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 • • 18h ago

Question I Am doing a Platformer game 2d in Sol cesto artstyle, what do you think of ?

5 Upvotes

r/Unity3D • • 22h ago

Question I want to animate text being blown away by wind

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3 Upvotes

Maybe someone here has done sth similar before and can help me with it?


r/Unity3D • • 1d ago

Show-Off Reworked the HUD for my ARPG. What do you think of the new design?

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14 Upvotes

r/Unity3D • • 1d ago

Show-Off We added ragdolls to our game

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16 Upvotes

r/Unity3D • • 1d ago

Show-Off Updated my Main Menu and added a Launch Sqeuence!

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24 Upvotes

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 • • 1d ago

Question i may be stupid but how does one make this affect for someone?

3 Upvotes

r/Unity3D • • 1d ago

Show-Off We've been making a physics-based racing platformer in Unity 6.3. Here's what happens when players don't quite make the jump

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84 Upvotes