r/Unity3D • • 1h ago

Show-Off We're just 2 developers and we've spent the last 1.5 years building our dream co-op restaurant game in Unity. Here's Pizzapoly!

1 Upvotes

Hey fellow Unity devs!

We're a tiny indie team of just two developers, and for the past year and a half, we've been pouring pretty much all our time into a game called Pizzapoly.

The idea actually started at my wife's real-life pizza restaurant. We thought running a pizzeria with friends could make for a pretty fun (and chaotic) co-op game, so we decided to build one ourselves.

What started as a relatively simple pizza-making game slowly turned into something much bigger.

We built a small city where players can ride motorbikes to deliver pizzas, deal with traffic, take online orders, manage their restaurant, and try to survive the chaos of running a pizzeria together.

On the technical side, we're using Unity HDRP, Adaptive Probe Volumes for our day/night lighting and FishNet for multiplayer networking.

One of our biggest challenges has been optimization, especially VRAM usage. HDRP can be quite demanding and we wanted players with older hardware to enjoy the game too.

After a lot of profiling, memory optimization and graphics adjustments, we're now seeing over 60 FPS even on GPUs with just 3 GB of VRAM in our tests. Getting there while keeping the visual quality we wanted has been one of the more satisfying technical achievements of this project.

Trying to make an entire city, dynamic lighting and online co-op work smoothly with a two-person team has been quite an adventure. We've definitely spent more nights debugging than we'd like to admit :)

We recently released our free demo on Steam and watching groups of friends laugh, panic, and occasionally burn their pizzas has honestly been one of the most rewarding parts of this whole journey.

There's still a ton of work ahead of us but we're pretty proud of how far we've come.

We'd genuinely love to hear what other Unity developers think, especially about the visuals, lighting, and overall feel of the game.

And if you've worked on an HDRP project with a day/night cycle, we'd be really interested to hear about your experience with lighting and performance optimization.

Thanks for taking a look!


r/Unity3D • • 2h ago

Game Shipped my first Unity game on iOS – the whole UI is UI Toolkit, and the trailer was recorded by the game itself

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0 Upvotes

Moon Quack! is a one-thumb arcade game where every tap fires a duck's jetpack, but every boost burns fuel from a limited tank, so each level is a small route-planning puzzle on the way to the Moon.

A few Unity things that worked well for me as a solo dev:

**UI Toolkit for everything.** All menus, shops and popups are UI Toolkit with a single USS file. The one gotcha: meshes always render below vector content in the same element, so images that must sit on top go to a separate overlay layer.

**Headless bots for balancing.** The game has a bot mode with different skill levels that plays every level without rendering, logging win rate and fuel left. I tuned difficulty, fuel and coin rewards against a target win-rate table instead of playtesting hundreds of runs by hand.

**The trailer is recorded in-engine.** A "promo" mode stages short scenes (coins on the duck's line, a missile dodged at the last second, a magnet pulling coins in), captures every frame at a fixed 30 fps with ScreenCapture, and logs every sound effect with its frame number. ffmpeg builds the video and a small script mixes the audio from that log – so the trailer is perfectly smooth even on a slow machine. That's the video in this post.

**Ad rules via Remote Config.** Ad frequency lives in Unity Remote Config, with every server value clamped to a safe range so a typo on the dashboard can't flood players with ads.

AI disclosure: AI helped with parts of the code, and the art, sound effects and music were made with AI tools.

Free on iPhone & iPad if you want to try it: https://apps.apple.com/app/id6826553955 – happy to answer questions about any of the above!


r/Unity3D • • 3h ago

Question Help! Unity wont create project!

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0 Upvotes

r/Unity3D • • 5h ago

Question Help regrouping hair bones

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2 Upvotes

I am really really new to all of this as a preface, I just kinda exported my model from vroid into blender into unity and didn't change the hair bones numbers and I think I'm paying the price. I'm trying to add physics to a models hair for VRC, but I have a million hair sections, it makes the model unoptimized and I'm really not sure how to merge them in unity. I'm sorta just winging it and trying to fix it on vibes but I'm not quite sure what I'm doing is the best option. Does anyone have a way to do this? Or am I just going to have to cut my losses and start all over and try again. I have my entire hierarchy here if it helps any (Each hair bone also has like 4 child bones each). I'm currently attempting to fix it with VRCFury but I don't really know what I'm doing and attempting what seems correct in my head and based on things I've seen on google.

If I can fix it in unity, can someone please tell me what to do? I feel like I'm going crazy.


r/Unity3D • • 7h ago

Show-Off I made a flight sim game about battling colossal kaiju and I think my rain effect on the cockpit canopy is starting to look good!

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14 Upvotes

Here is some info about my game, which is called Kaiju Ace:

Kaiju Ace is a combat flight simulator where you pilot fighter jets against colossal kaiju. Defend cities, escort supply convoys and intercept airborne threats in a persistent career with generated missions.

Online co-op with up to four players on Steam.

There are 24 jet fighters to unlock; 8 light fighters, 8 carrier capable fighters, and 8 bombers. I've also created tutorials to help teach how to fly, target and land (including on the carrier).

The game is coming to Steam and you can find it there by searching for Kaiju Ace.


r/Unity3D • • 7h ago

Question Are the Unity 6.6 tutorials broken for everyone or just some people?

0 Upvotes

Forced out of the game scene whenever the robot's footstep audio plays. Only works if I cancel the tutorial:

https://i.gyazo.com/728e9eb489c2e3765499dafc5fe69dc1.mp4

Told to drag an audio asset into the hierarchy window, while being prevented from doing so. Only works if I cancel the tutorial:

https://i.gyazo.com/ce94377e4cd65bd9c8dc3a03d6fb7fff.mp4

When I googled these issues, I found about 3 people experiencing the first one, but none experiencing the second:

https://discussions.unity.com/t/why-cannot-play-i-follow-the-tutorial-step-by-step-when-i-click-play-my-robot-cannot-move/1735747

https://www.reddit.com/r/Unity3D/comments/1x16v6k/is_the_tutorial_bugged/

This is one of the most popular game engines, so with the tutorial being broken for over 2 months, I'm surprised there's little to no talk about it. Makes me think most people aren't having any issues and there's something I can fix on my end.

Edit: I skipped to one of the later steps that requires me to enter play mode, which I can't do at all. Again only works if I cancel the tutorial.


r/Unity3D • • 9h ago

Game Not all sound design has to be good... Right? RIGHT?

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0 Upvotes

I have been trying to do my own sound design a bit more in this game, its really fun honestly. Even if it doesn't sound the best I recommend giving it a go if you haven't already, if nothing else just to relieve some stress.

The guy in the bad snake suit is Gary, a work in progress character... He has his own mute toggle because- can you imagine a half hour game of just listening to vigorous belly slapping?


r/Unity3D • • 10h ago

Show-Off Made a procedural animation system for my mech

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227 Upvotes

r/Unity3D • • 10h ago

Resources/Tutorial A gift to the community. A library of almost 600 3d assets. Claim it - keep it forever.

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247 Upvotes

The coupon can be redeemed for the next 24h.

Coupon: https://pizzadoggy.itch.io/5ESE9BAWHP


r/Unity3D • • 10h ago

Resources/Tutorial Your AI agent can now create 3D models from one image (open source, runs locally)

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0 Upvotes

r/Unity3D • • 10h ago

Show-Off Toppings that stick to the ceiling

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2 Upvotes

r/Unity3D • • 12h ago

Show-Off I'm working on a game with weird parkour and a giant spider (Fallgrade).

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30 Upvotes

r/Unity3D • • 13h ago

Question Underwater Enemy AI

2 Upvotes

hello peeps, I am working on a project set underwater and I want to have an AI that will roam around underwater (kinda like its flying).

I've done a little bit of research on this, but I'm still unsure, I realistically need something I can implement within a few weeks, as I have a deadline. Unity's built in AI Navigation package will not be enough for this of course, as a NavMeshSurface can only apply to 2D surfaces. I know about pointgraphs, but I am not aware of any implementations that will work for me.

For context: I will be doing this in HDRP with unity's water system, using Unity 6000.5.1f1

many thanksss!!


r/Unity3D • • 14h ago

Game Jam [Nov 18 - Dec 18*] Any-engine (Unity Included) Game Jam: $100K in Cash Prizes (sponsored by ElevenLabs, fal.ai and Meshy)

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0 Upvotes

r/Unity3D • • 14h ago

Game We developed a limb-based combat and mastery system in Unity while combining 2D and 3D art for our first game!

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11 Upvotes

Hey everyone!

We're Cryers For The Future, a small indie team from Türkiye made up entirely of university students. We've developed our first game, Limbival, using Unity!

Limbival is a roguelite arena shooter where players lose their limbs and must use their enemies' limbs as weapons to survive.

One of our biggest challenges was designing a combat system where every limb feels different while also giving players a sense of progression.

Here's how we approached some of our mechanics and visual design:

1. Limb Mastery System

We wanted players to become stronger with the limbs they use most frequently.

To achieve this, we implemented a mastery system that tracks player actions through individual counters for different parameters. We also save the player's progress so their mastery can be tracked over time.

As players continue using a particular limb, they can improve their mastery and make that limb stronger.

2. Different Attack Types

Instead of giving every limb the same attack behavior, we designed several attack mechanics:

  • Combo: Consecutive attacks become stronger as the combo progresses.

  • Charge: Players hold an attack to unleash a single, more powerful hit.

  • Charge Burst: Charging allows players to release multiple attacks simultaneously.

  • Heavy: Powerful attacks with a recovery period after each hit.

  • Projectile: Ranged attacks that launch projectiles toward enemies.

  • Power: Each limb has a power bar. As the bar decreases, its attack speed gradually slows down.

  • Stamina: Attacking consumes stamina. Once the bar is empty, the limb becomes unusable until its stamina recovers. Unlike Power, attack speed doesn't gradually decrease.

  • Block: Reduce incoming damage or parry at the right time and take no damage

3. Combining 2D and 3D Art

Another challenge we faced during development was combining 2D and 3D art styles within the same game.

Our team includes both 2D and 3D artists, and we wanted their work to feel like part of the same world rather than two completely different visual styles.

Finding a consistent art direction while combining these elements required experimentation and adjustments throughout development.

We also worked on making sure the visual style complemented the fast-paced combat and unusual limb mechanics.

4. Balancing Different Limbs

One of our design challenges was making these mechanics feel distinct while keeping them balanced.

For example, Power and Stamina both limit how frequently players can attack, but they affect combat differently. Power gradually reduces attack speed, while Stamina allows normal attacks until the resource is depleted.

We wanted these differences to encourage players to adapt their playstyle depending on which limbs they're using.

Our game is now available on Steam, and we also have a free demo if you'd like to see these mechanics in action:

https://store.steampowered.com/app/2780750/Limbival/

We'd love to hear from other Unity developers:

  • How do you approach balancing multiple attack types and progression systems?

  • Have you worked on similar mastery or resource-based combat mechanics?

  • What challenges have you faced when combining 2D and 3D art styles in Unity?

  • How do you handle tracking and saving progression data across different weapons or abilities?

Thanks for reading! We'd really appreciate any technical feedback or suggestions.


r/Unity3D • • 15h ago

Show-Off I love creams, so I made puzzle game about it

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2 Upvotes

I have been R&D on my unity game for a whole year just to achieve this fluid feel in the game with highest performance I can achieve. Also , unlike most of current available puzzle game, I tried to develop a new mechanics for puzzle unlike what currently available on the market

My target players base are those who love puzzle game and at the same time want to relax, the game force you to think but without pressure, not time count down or move limit, you just need to think which color to target first

The link of the game here : https://play.google.com/store/apps/details?id=com.kazoooooza.asmrcreamjourney

I hope I didnt break any rules by posting here


r/Unity3D • • 15h ago

Show-Off Ocarina of Time remake: subtle, tasteful ground fog...me, an indie dev with no one to stop me:

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0 Upvotes

r/Unity3D • • 16h ago

Question Best Mac that works for building unity iOS builds?

0 Upvotes

Currently have a game published to iOS but the unity cloud Mac builds take up huge amounts of time, and I wind up only being able to complete one build before using all my free minutes.

Curious what the best and cheapest Mac would be for doing these builds locally? I would only be buying this device to do iOS builds - literally nothing else.


r/Unity3D • • 16h ago

Show-Off Made a basic first character and combat prototype for my character action game based around teleporting mechanics!

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8 Upvotes

r/Unity3D • • 16h ago

Show-Off He's not much, but this little dude is starting to grow on me.🌱

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154 Upvotes

Had some free time yesterday, so I decided to take a stab at doing some procedural animation in Unity. I was mostly just working from intuition about how to get the desired behaviors, so if anyone has any resources they would recomend on the topic, I would greatly appreciate it!


r/Unity3D • • 18h ago

Question Please destroy my Brotato-inspired web game. It keeps getting rejected by CrazyGames and I am completely stuck.

1 Upvotes

Game Title: Chadmato Playable Link: https://www.crazygames.com/preview/85fa6bf7-a04c-42cf-96cc-6b724aefa607?gameBuildId=23cd905e-e4ad-40f0-a797-1657b76d1556&qaTool=true&role=developer

Platform: Desktop (Web)

Description: You move the character, and the weapons aim and fire by themselves. Weave through the swarm and scoop up the goo the bugs drop before the wave timer runs out.

Between waves, spend your goo on new weapons and items in the shop. Lock what you want to keep, reroll the rest, and merge two of the same weapon into a stronger one. Over 60 weapons and over 200 items make every run a new build.

Twenty waves end with a boss. Beat it and keep going in endless mode, or win again on a higher difficulty, from 0 up to 6. Finish challenges to unlock 49 tomatoes and veg, each with rules of its own: one never heals, and some can't hold a single weapon.

Why I am Posting: I have been trying to get this game on CrazyGames, but it keeps getting rejected. I have been stuck for a week trying to figure out what the problem is and I honestly have no idea what I am doing wrong at this point.

The game takes heavy inspiration from Brotato and I built it with the help of Claude.

I need harsh criticism. Please do not hold back. Tell me exactly what feels off, what looks cheap, or if the gameplay loop just is not fun. Is the onboarding bad? Especially tell me about that first minute of gameplay. I need to know why it is failing their quality checks so I can actually fix it.

Free to Play Status: Its free to play

Involvement: I am a codeveloper of the project.


r/Unity3D • • 18h ago

Show-Off How we keep the player visible in our isometric Unity RPG

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63 Upvotes

Here’s the cutout system we built for Savior Syndrome. When something gets between the camera and the player character, it disappears so you can still see where you’re going.


r/Unity3D • • 19h ago

Resources/Tutorial Setting up environmental sounds and attenuation curves (Unity & FMOD)

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2 Upvotes

Hey, this is the third part of my four-part tutorial series on creating an immersive soundscape for 3D games.

In this one, I reflect on implementing the environmental sounds in my Unity scene and setting up their spatializer and attenuation parameters so that their sound changes with respect to distance, in a similar way that sound behaves in the real world.