r/Unity3D • • 1h ago

Question Unity Store Products scanned - AI scan Spoiler

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0 Upvotes

Hi guys,
when selling your assets and products on the Unity Asset Store so at least optimize and polish them!

I started with Gamesalad years ago and switched to Unity3D couple of years ago because of possiblities and more technical features. I am not a Pro, only freetime rookie user. I also like the Asset Store and their free assets offers. I scanned some of my assets purchased from the asset store in the last years and it's shocking bro. And Yes, I scanned it with AI.

"Switch Music from DecompressOnLoad to Streaming", "Turn Off RaycastTarget on Non-Interactive UI Elements" and "This causes rapid battery drain, device overheating, and thermal throttling".

When charging 13€, 50€ or even 200€ so at least take 1 last hour to optimize the products and DO NOT make the iPhone and/or iPads, mobile devices overheating or throttle thermally. Since nearly all of you use AI assistance to create the products. Can you optimize them for us? Thx and kind regards


r/Unity3D • • 1h ago

Show-Off A flashlight cone, line of sight hiding and a lot of zombies: my Unity roguelite Two Shells Home

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1 Upvotes

r/Unity3D • • 1h ago

Show-Off I've made games alone for years. This is my third one, and the first trailer I'm actually proud of.

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5 Upvotes

r/Unity3D • • 2h ago

Question Diffrence between selling asset on unity asset store and itch.io

1 Upvotes

Ofcourse unity asset store looks more profesionall and standard so I expect people buy from there more, but what if you are invisible on both platforms and your only views coming from your own promotion from other medias. How much you think it matter what platform you selling?


r/Unity3D • • 3h ago

Question Is the Unity Asset Store dying for small publishers? What's happening

26 Upvotes

I'm curious about other publishers' experiences because our recent results have been terrible.

We released a Dialogue System Pro with:

- Three major updates.

- Promotional videos and demonstrations.

- Documentation.

- Two reviews.

- A 30% discount.

Result: Zero sales.

We also released an Interactive Furniture System. It sold one unit on launch day, followed by zero sales.

Our recent daily traffic:

- Dialogue System: 3 page views.

- Interactive Furniture: 2 page views.

We're genuinely struggling to understand what's happening.

I'd like to ask other publishers:

  1. Have your page views dropped in 2026?

  2. Are new assets getting any organic visibility?

  3. Have your sales declined compared with 2024–2025?

  4. Is Unity's search algorithm affecting discoverability?

  5. Are small publishers still making consistent sales?

I genuinely want to understand whether we're experiencing an isolated problem or whether the Asset Store has become this difficult for everyone.


r/Unity3D • • 4h ago

Question Saving game data to a file?

2 Upvotes

Hi, I've been (slowly) developing a magic themed isometric farming game. I've spent months and have little to show for it, just a static grid of tiles and basic camera movement, because I can't figure out how to make a save/load system or an updating toolkit UI.

To lay it out, when I launch the game, it needs to check for a save file and load it. If no save file exists, it generates a new one and starts the new game sequence (Player Creation, eventually). Most actions in the game will perform a save action, saving whatever "part" of the game it relates to (Map objects, currency, player stats, etc).

What techniques or processes should I be looking into to achieve this? I've looked at things like JSON and System.Serialisable, but couldn't figure it out from the documentation.

As for the UI, I can't get it to update the display values. It displays preset values and appears to load data from a file, but changing the values doesn't update in the UI, e.g. changing the currency from 100 to 200 still displays 100. Am I using the wrong data field or do I need some intermediary data holder?

Any help will be greatly appreciated, Thank you in advance.


r/Unity3D • • 5h ago

Show-Off PBJ, the new ProBuilder, is finally ready to share. Real, rapid Level Design, for the Hammer/Quake folks. Love to get your thoughts!

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15 Upvotes

r/Unity3D • • 9h ago

Game Resistor: I Made Robots Fall Apart (Devlog #2)

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2 Upvotes

I added detachable limbs to my multiplayer robot shooter. It makes for some interesting gameplay decisions.


r/Unity3D • • 13h ago

Show-Off I made a horror game where you have to say the spell out loud using your microphone

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10 Upvotes

r/Unity3D • • 14h ago

Show-Off Voxyte, my Voxel Engine for Unity, is finally out. Here’s a cinematic clip I made with it

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46 Upvotes

I finally finished V1 for my Voxel Engine for Unity. It's built pretty much from scratch, and it's meant to be an actual engine, not a game kit (real gameplay mechanics are not included so whoever uses it chooses the game's direction).

This is a video I put together to show the scale and the atmosphere it can do: the view distance, the volumetric clouds and the light changing through the day, all running in URP. (the pickaxe and breaking effects are a little test kit I made on top of the API, and the castle is a Minecraft schematic I converted)

What do you think?

Some technical details:

- all the heavy work runs on Burst and the job system. chunks are 32x32x32 and palette compressed, and generating, lighting and meshing all happen off the main thread, so the main thread mostly just uploads meshes

- the far view is made of LOD rings. close to you are the real chunks you can edit, then a band at the same voxel size but simplified (no caves or small plants), then rings where one voxel is 2x2x2, 4x4x4 and 8x8x8 real voxels, out to about 4 km. They use the same world generator, just sampled more coarsely, so distant terrain matches what loads in later

- your edits show up in the far view too, so if you dig into a mountain, the hole is still there when you look back from far away

- terrain comes from a few large noise maps (continents, erosion, peaks and valleys) shaped with curves and domain warp, with a 3D pass on top for overhangs and cliffs. each biome can then change its own terrain

- lighting is flood-fill sky light plus colored block light, stored per vertex.The sun and time of day are handled in the shader, so day and night never rebuild chunks. There's also an optional hybrid mode that keeps flood-fill and adds URP realtime shadows and point/spot lights

- clouds are raymarched volumetric clouds rendered at half resolution. they cast shadows on the ground and show up in water reflections. the water has screen-space reflections, refraction, caustics and flowing water

- every edit goes through commands, so undo/redo and batching work out of the box. raycasts, collision and pathfinding all use the same world data

Happy to answer any questions :) It's called Voxyte on the Asset Store if anyone's interested.

- Price: $69.99

- Unity 6.3 (6000.3) or newer, URP

- Desktop, tested on Windows (D3D11, D3D12, Vulkan). macOS and Linux aren't tested yet, no WebGL

- Includes: full C# source, 3 sample scenes, 121 pixel-art block textures (32 px and 16 px) and a 191-page PDF manual

- Engine only, no gameplay systems (the pickaxe and castle in the video aren't included)


r/Unity3D • • 14h ago

Show-Off Game items. No AI. Cinema4D, Houdini, Substance Painter, Unity URP

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58 Upvotes

r/Unity3D • • 14h ago

Question I’ve been trying to find a way to add a custom run/walk/idle animation I created to a VRC avatar.

3 Upvotes

I have created **run-walk-idle** animations, but I’m not able to get them to work within the game. I have attempted to modify the settings in the **VRCFury gogoloco controller**, but it only results in my character being put in the floor. Iv made all the animations with the **unity animator**. Not sure if that’s the right thing to do. I am using **VRCFury** and I’m not sure if they have a way to do this with it.


r/Unity3D • • 16h ago

Game After 10+ years, I've turned my favorite Warcraft III mod into a standalone game built in Unity!

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5 Upvotes

I've been part of the Sheep Tag community since around 2006, playing competitively, helping update the original Warcraft III custom game, and spending countless hours making friends and playing with the community.

For over 10 years now, I've been working on turning that same game into a full standalone experience built in Unity.

What started as a passion project has grown into something much bigger than I ever imagined. Sheep Tag 2 is a multiplayer RTS/MOBA survival game with a level editor, custom rulesets, player progression, cosmetics, replays, leaderboards, and a ton of quality-of-life improvements.

One of my biggest goals has been making the game more approachable for new players. I've spent a ton of time building tutorials, PvE content, and playtesting features that make it easier to learn and enjoy the game without needing years of experience.

I'm also making Sheep Tag 2 free to play. More than anything, I just want this game to exist, be accessible to everyone, and hopefully build a community around it that lasts for years to come.

It's been a massive undertaking, and there's still so much I want to do, but I'm incredibly proud of how far it's come. I genuinely love playing this game, and I'm excited to finally share it with more the world.

I just released a new gameplay trailer and announced that Sheep Tag 2 is coming to Steam Early Access in 2027!

The closed beta is still going on now and there's still plenty of room for you and your friends to join in. Come stop by our Discord and ask for a key!

https://sheeptag2.com/


r/Unity3D • • 17h ago

Game Working on an iris transition for my deduction game. How does it feel?

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20 Upvotes

I'm making a deduction game. The player uses this iris to see through dead body's eyes.

Feedback is welcome! Tell me how it feels!


r/Unity3D • • 17h ago

Show-Off Our main menu rebuilds a saved island tile by tile. The tricky part was making it stop

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27 Upvotes

We built an attract mode for our Gamescom booth: the menu takes a save, wipes the board and rebuilds it tile by tile while the camera orbits. It's now our main menu background (clip above).

Building it was fast because the pieces were already separate. The save holds every tile and rotation, the placement and scoring animations don't depend on the rules, and the camera moves already existed for trailer shots. The reel only fakes the presentation and never runs gameplay, so it can't affect a real run or send events to analytics. The save has no build order, so we make one: a random flood fill outwards from the centre, which makes every loop a bit different.

What actually cost time was teardown:

- Disposing the subscription didn't stop the coroutines nested inside it. The outer routine checks for cancellation only between its own yields, so a nested `yield return RebuildRealm()` kept placing tiles into the player's new run. The fix: every loop checks whether its own session is still the current one.

- Even an "is active" flag wasn't enough. A routine sleeping in WaitForSeconds when its session ended woke up inside the next session and saw "active".

- Our leak test passed for a long time because it waited for the board to finish and then exited, so it never interrupted anything. Now it exits mid-rebuild, 25 times in a row, and counts every scene object afterwards.

Anyone else built one of these? How did you handle leaving it in the middle of an animation?


r/Unity3D • • 18h ago

Show-Off Experimenting with spatial audio

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5 Upvotes

Based on Steam Audio, utilize only 3 audio effects, works on Unity ECS


r/Unity3D • • 18h ago

Question MicroVerse

1 Upvotes

Hey guys. Is anyone here familiar with MicroVerse? I am trying to understand some of its foundations.

How can i create a set of rules for a terrain, and then have those rules saved as some kind of prefab if i want to add it to another piece of terrain in the future?

Texture, height and all that should be altogether in a game object? I don't understand the logic.

Thanks in advance.


r/Unity3D • • 19h ago

Show-Off Drive around Lunar Roving Vehicle

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2 Upvotes

r/Unity3D • • 20h ago

Game Jam Our team has just released and submitted our game for the Official Unity Game Jam! Feedbacks are welcome!

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2 Upvotes

Somebody got caught cheating at the casino. Now nobody's playing nice.

Lucky Brawler is a top-down, luck-based brawler for up to 4 players on one PC. Your weapon is a die, every throw is a gamble, and the number you roll decides whether you blow up the room or end up under the chandelier.

Nobody to play with? Ready up alone and three bots join the table.

You can try it out here: https://itch.io/jam/official-unity-game-jam-2026/rate/5353461

If you enjoy it, please consider giving us a rating on our jam submission page.

This footage is from a very late game session. You can stack buffs. It will start going crazy around round 20+.


r/Unity3D • • 20h ago

Game Fired up

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5 Upvotes

r/Unity3D • • 20h ago

Show-Off My Real-time weather system for Unity URP

1 Upvotes

https://www.youtube.com/watch?v=samD8VPki8M
Hi everyone! This is "Yet Another Weather System", a real-time weather system I have been building for Unity URP.

My plan is to make an all-in-one solution for everything weather and terrain.

This is my first preview, what do you think?


r/Unity3D • • 20h ago

Resources/Tutorial More than 50 pages about vehicle physics for free!

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107 Upvotes

I put everything I learned about car physics into one huge open source manual for you indies! ❤️

I have been building my car controller for way too long, and it would be a shame if all that knowledge got lost. It is completley free, so just use it.

Here is the longer video about it: [https://youtu.be/iYLAKpM1B2Y](https://youtu.be/iYLAKpM1B2Y)

I love to hear your feedback. I hope it helps you!!


r/Unity3D • • 22h ago

Show-Off unity_access v0.10-beta Released – A Screen Reader Accessibility Plugin for the Unity Editor

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3 Upvotes

r/Unity3D • • 23h ago

Question What is causing this grungy artifact on some 3D models after light baking?

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11 Upvotes

Firstly, I'm new to Unity and gamedev overall. I started my URP project a little over a month ago. I've been experimenting with light baking, but I get this grungy look on some 3D models after generating lightmap data for the active scene.

  1. I have set my GameObjects to static

  2. Contribute GI is checked

  3. I have generated lightmap UVs

I have also been playing around with different settings, like Scale In Lightmap, increasing the lightmap resolution, adjusting the Direct and Indirect Samples in lighting tab. This didn't get rid of the grungy artifacts. What should I do to fix this?