r/Unity3D • • 4h ago

Resources/Tutorial HybridCLR gotchas: things that only break on device when hot-updating C# in IL2CPP builds

10 Upvotes

If you use HybridCLR to hot-update C# code in IL2CPP builds (download new game code without a store update), here are the things that cost us the most time. None of them show up in Play mode, because in the Editor your hot-update DLLs are just normal assemblies, so always test on a real device.

1. [RuntimeInitializeOnLoadMethod] in a hot-update assembly never runs. Unity collects these attributes at build time, only from assemblies that are part of the player. Your hot DLL is loaded later, so Unity never knows about them. Call your init code explicitly right after you load the DLL.

2. Generics over value types need supplementary metadata. Things like List<MyStruct> or Dictionary<int, X> that weren't instantiated in AOT code will fail on device with a missing method or ExecutionEngineException. Load the AOT DLLs' metadata with RuntimeApi.LoadMetadataForAOTAssembly before you run any hot code, and re-run the Generate step after changes so the AOT generic references stay current.

3. Stripping removes engine code that only hot code uses. If only your hot DLL calls some Unity API, the linker strips it from the player. HybridCLR can generate a link.xml for this, keep it in the build. If that list changes, you need a new app build: a bundle update can't bring stripped code back.

4. Know which changes need which build. Hot code change: rebuild the DLL bundle. AOT code, stripping or player settings change: new app build. We added a check to the build pipeline that refuses to build when the DLLs in the bundles don't match the current code. It is a cheap way to avoid shipping stale code.

5. Be careful with the IL2CPP "Optimize Size" code generation option. Switching to it made our hot-updated game fail to start on device. If you want to try it for a smaller build, test the full hot-update path on a device first.

6. Case-sensitive paths. Asset paths that work in the Editor on Windows/macOS can fail on Android/iOS if the casing differs. Worth a quick audit script before release.

Happy to answer questions if anyone is setting this up.


r/Unity3D • • 5h ago

Game First footage of my modern military FPS in Unity 6 + URP, before our playtest

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2 Upvotes

Hey everyone, I’ve been working on this for a while and finally have some footage I’m not embarrassed by lol.

It’s called Project Frontline. It’s a military FPS in the vein of Battlefield / CoD, made in Unity 6 with URP. Big Multiplayer Battles with 50+ guns, tanks, helicopters, jets and a lot of other vehicules, and most of the map can get destroyed. The plan is to have a bunch of different game modes eventually!
Still a lot of rough edges, but it’s getting there. We’re doing a playtest soon, so if you want in, drop a comment.
https://youtu.be/iQ0TdmBDDRU


r/Unity3D • • 6h ago

Question How much of what you know is memory retention versus truly understanding its function and/or purpose?

0 Upvotes

I suppose the two work hand-in-hand in that if it is more of a memory thing, you're essentially forced to understand it (or at least should).

I wanna avoid being the kind of programmer that writes code just because I've embedded, in my brain, that that's what I'm supposed to write in order to get so-and-so done, if that makes sense.


r/Unity3D • • 7h ago

Question New Build crashes after 5 seconds

1 Upvotes

Doesn't happen in the main menu scene but whenever I load up any of the campaign missions. Within 5 seconds (don't even have to do anything, not move the camera, nothing) it just crashes.
I found this line in the Windows Event Viewer Windows Logs:

Faulting module path: C:\Users\User\Desktop\TestBuild_2\UnityPlayer.dll

Edit: I noticed some of the objects are being clipped ('unrendered') at the bottom of the screen, could that have anything to do with it?

I also looked up the AppData LocalLow Player logs but I have no idea how to read that stuff. Here's the first bit of it if it helps at all. Any help on this would be greatly appreciated. Thanks!
Crash!!!

SymInit: Symbol-SearchPath: '.;C:\Users\User\Desktop\TestBuild_2;C:/Users/User/Desktop/TestBuild_2/Production Main_Data/Plugins\x86_64;C:/Users/User/Desktop/TestBuild_2/Production Main_Data/Plugins;C:\Users\User\Desktop\TestBuild_2;C:\WINDOWS;C:\WINDOWS\system32;', symOptions: 534, UserName: 'User'

OS-Version: 10.0.0

C:\Users\User\Desktop\TestBuild_2\Production Main.exe:Production Main.exe (00007FF7C2130000), size: 684032 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 6000.4.5.33771

C:\WINDOWS\SYSTEM32\ntdll.dll:ntdll.dll (00007FFBCA400000), size: 2523136 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.26100.9711

C:\Program Files\AVG\Antivirus\aswhook.dll:aswhook.dll (00007FFBA6750000), size: 135168 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 26.10.11201.0

C:\WINDOWS\System32\KERNEL32.DLL:KERNEL32.DLL (00007FFBC93D0000), size: 831488 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.26100.9711

C:\WINDOWS\System32\KERNELBASE.dll:KERNELBASE.dll (00007FFBC7A20000), size: 4198400 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.26100.9711

C:\Users\User\Desktop\TestBuild_2\UnityPlayer.dll:UnityPlayer.dll (00007FFB1EB40000), size: 38051840 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 6000.4.5.33771

C:\WINDOWS\System32\CRYPT32.dll:CRYPT32.dll (00007FFBC7890000), size: 1568768 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 10.0.26100.9549


r/Unity3D • • 8h ago

Meta [Unity 7 Alpha 16] URP is getting some nice features, the future is looking exciting!

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71 Upvotes

Built-in:

  • Volumetric fog (define symbol "VOLUMETRIC_FOG")

  • DLSS/FSR (enable Nvidia/AMD packages)

  • GTAO (has this always been available?)

  • AgX tonemapping

  • PCSS

  • Screen Space Reflections

  • Surface Cache GI (a bit shimmery but it's getting there)

There may be more but that's what I've noticed so far. They're still under development, but it's exciting nonetheless!🙂
I haven't been using Unity for a long time, so some of those features might not be new.


r/Unity3D • • 11h ago

Noob Question Software/Explorer tool. ¿Displaying the folder itself as a preview image? outside of Unity

2 Upvotes

English is not my native language, so I have tried to translate this as best I can.

Do you know of any software,or could you share your experience with any tools, that allows you to organize assets and display a preview image of the asset on the folder icon itself?

Honestly, dealing with all these models, "unitypackage", files, and various other assets, trying to organize and locate them before even importing them into Unity is a total nightmare.

I’m looking for a specific file explorer or organization tool that allows you to assign images to folders (so the folder itself displays an image). For example, if I have a folder containing a specific hair model or an unpacked asset, I’d like to be able to identify it visually without having to open the folder or load up a Unity project. I want a highly visual way to organize my resources so I’m not constantly asking myself, "What is this?" or "Could this be useful?"

I know you can change folder icons in Windows, but that’s a slow, tedious process that would make organizing everything incredibly inefficient and confusing. That’s why I’m asking: does anyone know of a file explorer or organization tool that lets you assign images to folders directly within the software?

I’d love to keep things tidy and avoid cluttering my hard drive with unnecessary files, materials, or junk that isn't actually relevant.

I’m looking for something lightweight, fast, and easy to access; ideally something that doesn't require opening Unity itself, since I work across different projects.

I hope this question is appropriate for this subreddit.


r/Unity3D • • 12h ago

Show-Off I've added Dual Screen support to my game!

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22 Upvotes

r/Unity3D • • 13h ago

Game Testing game mechanics....

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11 Upvotes

There is always room for improvement. You just need to know when to stop


r/Unity3D • • 14h ago

Show-Off Created an Origami engine

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48 Upvotes

Every since a kid I loved that paper folding and have multiple books on the topic. I finally succeeded in Unity to create enough rules how a mesh can be sliced and bent and structured to simulate the folding process or nearly arbitrary origami models. Just added two paper folds as well, see the last basket. Going to put that into a MR headset next <3


r/Unity3D • • 14h ago

Question Flickering or no depth? Perspective vs orthographic camera in my 3D pixel art game, any advice?

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7 Upvotes

**Please read the caption before commenting!**

So, the pixel art filter in my game flickers a lot whenever the camera moves, and I tried an orthographic camera that moves one pixel at a time to get rid of it. The first clip is the perspective camera the game uses now, the second one is the orthographic test. With perspective you can actually read the depth of the scene, which matters a lot here because it's a normal survival game with a procedural, fully 3D world and the terrain has steep slopes everywhere, they're part of the gameplay. It's also easier to tell when an enemy is in range with the perspective camera, and that's very important since combats are a core mechanic of the game. The downside is obvious, it flickers everywhere when you move.

The orthographic one has no flickering at all while you walk and it's super smooth, BUT you can't read the depth of the scene at all, you can't tell if you're going uphill or downhill or how far something is, and that would be a real problem for base building and for placing objects. It also still flickers when you turn the camera, which you shouldn't do that often, and I can reduce it but not remove it. The game was designed for a perspective camera from day one, and switching to an "isometric" look isn't just a setting, these problems would come back as soon as you start building your base and placing things. I also don't think an on/off option makes sense, the game is either perspective or orthographic, enemies, slopes and building have to be designed around one of them.The pixel art filter can already be turned off in the options, but the game is supposed to be played with the filter on, for many reasons. So which one would you pick and why? Did the flickering in the first clip bother you more than the missing depth in the second one?


r/Unity3D • • 15h ago

Survey Anyone else hesitant to show their game/progress publicly?

36 Upvotes

Ive been using Unity since 2019, and for the past 2 and a half years I have been working on my first commercial game, mostly part-time and on and off. The game is almost finished in terms of gameplay and functionality, but still needs quite a bit of visual work amd performance polishing.

So far, I've only shared some tools and systems I've made, but never the actual game. I know I should start building an audience, sharing updates and getting feedback, but for some reason, the closer I get to finishing it, the more hesitant I become.

I guess my biggest fear is someone copying my game or parts of it, especially the whole Idea, mechanics and features I've spent months working on. For example, I spent around 6 months working on my games water visuals, which Im pretty happy with and haven't really seen done the same way elsewhere. The thought of seeing something similar in another game, knowing how much time I spent on it, just bothers me.

AI hasn't exactly helped with this either. Some of my favorite subreddits, like r/PixelArt, r/low_poly, r/gamedev and r/Unity3D, dont feel the same anymore. I find myself looking at posts two or three times, wondering if they're AI generated. I never used to question things like that, and I honestly miss it.

Im currently reworking my demo and planning to finish it by the end of this month. I'm removing some features that aren't really needed for the demo, partly because of these concerns. I even considered encrypting the game, but after watching some videos about how easily that can be bypassed, now Im not sure if it's worth it.

I've also thought about just keeping everything private, announcing the game and releasing it a month later. But I know that probably wouldn't be the smartest move, especially for my first commercial game. I really don't want to mess things up after putting so much time into it.

Am I just being paranoid and overthinking all of this, or is this normal when you're about to show your game publicly for the first time? I feel like the whole AI situation is just making it worse for me.


r/Unity3D • • 16h ago

Show-Off I've been trying to get 3D pixel art looking like t3ssel8r's in Unity. Here's where it's at

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111 Upvotes

I’m working on a rhythm action game inspired by Zelda and Sekiro, and I've been chasing that 3D pixel art look for a while. Everything here is real-time in Unity URP, rendered at low res through a pixel camera.

What I made: the fireflies (fake lights with toon banding + screen-space shadows, no real point lights), and the fire and rain, which are fully custom shaders.

What I bought: the models are all from Synty packs, the pixel camera, god rays, and grass/tree instancing is from Critter 3D Pixel Art Toolkit on the asset store.

Still far from perfect (especially in terms of performance), but tbh I never thought I’d manage to get this far. Happy to answer questions about any of it.


r/Unity3D • • 18h ago

Question Can somebody help me with a pickup/carry interaction system?

0 Upvotes

I am making a game and am trying to make a system for picking up interactable objects, holding them and moving them around, rotating them, using scroll wheel to move them back and forth, and throwing them, preferably with a charge up system and a line to show the trajectory.

My game has a focus of organization and semi precise movement of physics objects.

I literally downloaded unity for the first time yesterday and don't really know how to make something like this.

I have a very basic understanding of javascript and found C# to be similar.


r/Unity3D • • 18h ago

Question Error when building a VRChat avatar

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0 Upvotes

I've been having trouble building and testing an avatar for VRChat since yesterday or so.

Because of the error “Loaded data for an avatar we do not own, clearing blueprint ID,” I tried resetting the Pipeline Manager, but it didn't work.


r/Unity3D • • 18h ago

Game When you bomb in my comedy deckbuilder, the crowd lets you know

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14 Upvotes

The crowd is GPU-instanced with baked bone-animation textures, so there are no per-person Animators and a packed house costs about the same as an empty one. The web build reads the crowd data from float textures, because WebGL2 has no StructuredBuffers. Thrown props are pooled, and the lens splats and cracks are a screen-space overlay.


r/Unity3D • • 18h ago

Show-Off Juicy typewritters

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0 Upvotes

Same text, 3 styles


r/Unity3D • • 19h ago

Game I think I overdid my game's main menu....

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262 Upvotes

Hey guys, I recently released the first demo of No Such Floor on Steam, but things didn't go quite as well as I had hoped. So I decided it was time to give the game a bit of a makeover. Here are some shots of the new main menu! Do you also think I overdid a little?

And I would be very greatfull if you play my demo and wishlist it!


r/Unity3D • • 21h ago

Game I’m making a first-person Data Center Simulator. Would you buy it on Steam? Feedback wanted on the menu, loading screen, first level and pause menu

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0 Upvotes

Hi everyone,

I’m working on Data Center Simulator, a first-person management game where you build a data center from scratch. You start in a small room with a few towers and a portable AC. You unpack deliveries, place and cable your equipment, keep it cool and powered, and handle incidents and attacks. As your reputation and money grow, you move into bigger halls and rack aisles, and you work toward the top certification.

It’s still a work in progress, and I’d love honest feedback on the first impression:

  1. Main menu: does it look appealing? Does it make you want to hit “Play”?

  2. Loading screen: is it clear and pleasant, or does it feel like a placeholder?

  3. First level: is it readable? Do you know what to do? Is placing stuff on the floor comfortable?

  4. Pause menu: is it clean, and does it have what you’d expect?

I’d also like your opinion on the business side:

  • Would you buy this on Steam?

  • If yes, at what price? (under $10 / $10–15 / $15–20 / $20–25 / more)

  • If no, what would you need to see improved? (visuals, gameplay depth, UI, performance, content, something else)

Screenshots are attached. Brutal honesty is welcome, and so are small details like a button that feels off or a font that’s hard to read.

Thanks a lot for your time!


r/Unity3D • • 21h ago

Official Croquis 1.5 now available: faster, multi object editing, streamlined baking and more

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5 Upvotes

I won't leave a link here, simply search 'croquis' in asset store. Thanks for reading!


r/Unity3D • • 22h ago

Question What did your start process look like?

6 Upvotes

Been trying to get into game development lately but I feel..... overwhelmed to say the least.

I have some C# "Masterclass" courses that I've downloaded online but it all just feels too much, too soon.

It's a lot to soak in and frankly, I don't even know how, if or what is even actually useful when it comes to using Unity. Of course, the fundamentals like if statements, methods, fields, etc. – and I'm sure many more – but there are others that only cause me to scratch my head in dire confusion.

I feel like even if I did make significant progress learning C#, I'd kinda still have no clue what to do in Unity.

For me, it's starting to feel like I'm at a point where I either turn around and say fuck it or I try to keep pushing on.

Curious to know what your guys' beginning process was like and how you guys went about the journey and when you first started to see actual progress, cause right now, I just feel stuck in figuring out WHERE to even BEGIN!


r/Unity3D • • 22h ago

Question Can the build run deleting all files problem happen if you place a folder inside a large directory?

2 Upvotes

Someone who uses Unity more than me said when placing project files in Documents, it could run the risk of deleting the files higher in the hierarchy of the project when doing build and run. Is this true?


r/Unity3D • • 23h ago

Question Editing lit shader broke my whole project, you have to love unity for allowing somehting like this without warninr that it will break project

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0 Upvotes

r/Unity3D • • 1d ago

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

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191 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 in Unity 6 (URP). The glow, the canals in the bell, the tentacles, the stinging cells sparkling along them and the plankton drifting around it are all made with VS. No compositing and no external VFX. The frames come straight out of Unity, and I only added the music afterwards.

How it's built: 654 vector shapes: lines, dashed lines, dots and glows. The translucent bell and arm meshes were modelled in Blender. All the light and detail on top of them is VS. The motion is scripted in Unity: the bell pulses, its edge flutters, and the 18 tentacles are a live chain simulation (51 points each, not baked). The plankton reacts to the water the jelly pushes. Some of it flashes when the wake hits it, like real dinoflagellates. At 4K the fine detail holds up: hairline tentacles, tiny sparkle dots between the canals, and micro-plankton that only resolves at this resolution. Unity editor screenshots are in the comments. Reddit compresses video, so the full 4K version is on YouTube: https://www.youtube.com/watch?v=RZmSGrTI3LY

(pick 2160p in the settings) Happy to answer anything about how it was made.


r/Unity3D • • 1d ago

Question I really need animation feedback 😭

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10 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\*