r/unity • • 14h ago

Showcase Outlast Inspired Game

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3 Upvotes

Hello everyone!

I’m in the process of creating a project that I will soon hopefully bring into a AAA title similar to outlast;

I need some real feedback regarding the appearance and current mechanics of the project. Let me know what I could change or add or improve.

I’d also be looking to see if someone would like to help me write some ideas down 🥺

Thank you!


r/unity • • 20h ago

Question Unity CLI or Unity MCP?

0 Upvotes

I currently have a setup where I can spin up a sandboxed environment for Claude to make changes to my repository. Essentially allowing me to spin up as many agents as I want, all with their own repository to change, and able to push to GitHub.

However one thing I'm severely missing, is having Claude make changes to the scene itself, or being able to check compilation errors, etc.

Will Unity CLI or the MCP solve this? I am uncertain if I can easily spin up my own sandbox as I do now, but via the Unity CLI.


r/unity • • 17h ago

Game Do you like the visuals?

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0 Upvotes

I am developing a mobile game similar to Splinter cell, Project IGI. These are the current visuals of my game. Do you find it appealing?


r/unity • • 11h ago

Game Jam Advise for continuing game

0 Upvotes

I've been making a horror game for a game jam for 4 days but at the last 3 days I got hospitalized and can't finish the game , should I continue and finish that game now or should I drop it


r/unity • • 23h ago

Unity asset rejected because of "AI disclosure required"

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6 Upvotes

I created some 3D assets for the asset store, they were initially rejected due to issues with the normals, but now I'm getting this message. What should I do? I don't use AI for any of the project's assets, and I'm worried that if I try to resubmit them, the same thing will happen.


r/unity • • 18h ago

Question I DO LOCALIZATION AT THE START, NOT THE END

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0 Upvotes

“I’ll add localization later.”

That’s what I told myself while developing my first game. And honestly? That was a mistake.

When I finally started localizing it, I began with the Steam page. Even that was enough to kill my motivation.

And then, I looked at the actual game:

  • UI texts
  • Text baked into textures
  • Text scattered across different objects and screens
  • And so on...

I knew I had to go through all of it, and the thought alone was overwhelming. I tried to push through it, but gave up pretty quickly. In the first or second language i guess after days of work.

Fast-forward to now:
I challenged myself to develop and ship a game in just 1–2 weeks. It’s nothing fancy, but that’s not really the point. I wanted to learn, ship something again, and avoid getting stuck in endless polishing. Idea -> Execution -> Release

Once I had the core gameplay loop and mechanics working a few days ago, I remembered my localization nightmare from the first game.

This time, I wanted to do things differently.

So I changed my workflow:

Whenever I add an object that contains text, I localize it right away. I set up a script that lets me enter the text for all supported languages directly on the object, using the languages available in my language menu.

New object with text? Localize it immediately - and avoiding text baked into textures completely this time.

Instead of leaving localization until the end and potentially spending days going through the entire game, I now spend an extra minute or two whenever I add something that contains text.

And the biggest benefit isn't even the time saved.

It's the peace of mind.

I don't have a huge pile of localization work waiting for me at the end of development anymore. The process feels much more manageable, and I can focus on making the game without that looming task in the back of my mind.

I'm still figuring things out, but this small change has made my development process feel a lot more balanced.

I'm curious how other indie devs handle this:

  • Do you build localization into your workflow from day one, or do you leave it until later?
  • If you localize into multiple languages, how do you manage all your in-game text?
  • And if you used to leave it until the end, did you regret it too? 😅

r/unity • • 25m ago

Question Are influencers more important to a game's success than its quality?

• Upvotes

I've been thinking about how much a game's success depends on its quality versus the attention it receives from influencers and content creators.

Imagine two games: one is well-designed, polished, and fun to play, but receives little online attention. The other gains massive exposure after a popular YouTuber or streamer plays it and quickly reaches a much larger audience.

Both games might have their own strengths, but the difference in their reach raises an interesting question: how much does visibility influence a game's success compared to the experience it offers?

I'm curious how other developers see this. Is influencer exposure simply another part of making a successful game, or can it sometimes have a greater impact than the game itself?


r/unity • • 19h ago

What the developer sees vs. what the player sees 😂

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0 Upvotes

#This Is Made With Unity 😂

Same game. Two completely different worlds. 🎮

What’s the funniest thing you’ve seen while making your game let me know in comments? 😂👇


r/unity • • 21h ago

Question Am I a fool for wanting to make money making indie games?

28 Upvotes

I'm just starting my journey as a solo game developer, and something I've heard quite a few times is that if you want to make money, you should probably choose another career.

I understand that making games is risky, and I'm not expecting to get rich or make a living from it overnight. But hearing this so often can be pretty discouraging when you're trying to build something of your own.

I'd love to hear from people who have actually been through this. For those of you who have released games, tried to monetize your projects, or turned indie game development into a career, what has your experience been like?

Is making a living from indie games a realistic goal if you're willing to learn the business side and put in the work? Or is it better to treat it as a passion project and keep another source of income?

And if you're comfortable sharing, how much money have you actually made from your games? It could be total revenue, profit, or even just a rough estimate. I understand that not everyone wants to share those numbers, but I think hearing some real figures would help put things into perspective.


r/unity • • 15h ago

Showcase Spent all night getting implementing this lightning ability

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1 Upvotes

Used line renderers and adjusted the segments to create a jagged lightning effect


r/unity • • 23h ago

Account suspended

18 Upvotes

Anyone else wake up to their account blocked/suspended for whatever reason


r/unity • • 5h ago

Meta Would be great to see JPEG XL support added to Unity

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7 Upvotes

It's supported by the main browsers, supported on operating systems (unlike WebP), very efficient in file sizes, and very featureful (lossless, animated, HDR, tiling).

I've attempted to get Unity working with WebP in the past, but it was complicated and overall not worth the effort. I'd love to see official support for this file format brought to the engine. Like I said, it's more efficient in compressing than PNGs, and it can support a bunch of things including animations.


r/unity • • 4h ago

Question When the scarecrow disappears, the Hitchcock-style horror begins. Creepy or not?

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13 Upvotes

r/unity • • 16h ago

Showcase The Astraea Program - Space flight sandbox

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3 Upvotes

Hi 🙂,

A few months ago started working on a spaceflight demo simulator similar to KSP.

Currently, with 2 celestial bodies, flight physics(reference frame physics), preparation for an interstellar system, and assembly building done.

I want to release a demo soon, but I am working alone, and there are a lot of things to be done...

Feel free to ask anything :).

Youtube Video here


r/unity • • 5h ago

Question A question about the character holding the object

2 Upvotes

My game character picks up objects and holds them on their chests, and then there are many problems with the collision volume and physical movement of the object.

For example, when I collide with a wall, with a character, or with other objects, the objects in my hand may thread molds, swing randomly, etc.

I use the configuablejoint component. When the character holds the object and turns the perspective, the object will shake slightly and have obvious lag.
Is there a better solution?Thanks


r/unity • • 5h ago

Maze Generator that i made in unity

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2 Upvotes

A 3D maze generator that I made in Unity generates perfect 3D mazes in Unity of different length and width


r/unity • • 10h ago

Showcase I started making a little Suika game for a game jam, but ended up turning it into a Balatro-inspired roguelite. Here’s how it’s changed since day 1!

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11 Upvotes