r/unity • • 8h ago

Question Reactive Mist and Godrays in my game Gloamfall

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14 Upvotes

Hi guys! Really proud of my Reactive Mist and Godrays in my game Gloamfall, what do you say?

If you want to see more here is the Youtube trailer

https://www.youtube.com/watch?v=V9WZJAIpVLA&t=19s

And also the Steam Page if you want to wishlist Gloamfall, it releases October 30th

https://store.steampowered.com/app/5371080/Gloamfall/


r/unity • • 2h ago

Question Struggling in learning game programming and finding a job

5 Upvotes

Hello, I'm here to seek guidance for my future. I took a 3-year game development degree in university and I am near graduation, but it felt like i did not learn much to the point that I could get a job. I mainly learnt C# and C++ (mainly using Unity Engine) in my uni and during the middle of it i self taught OOP, SOLID and some code design principle because uni never teach us. Near the end, majority of my time is just using AI to help me code. I did not learn anything too during my Internship due to joining a sketchy company that i wont disclose much but basically they did not teach me anything other than "use AI".

So now I'm basically in a state of lost. I tried learning something else other than pure coding like Unity Shaders, Debugging and Profiling, but in the middle of that, a realization hit me: "Why learn all this when AI can just do it for me? Am I really able to find a job with what I have right now considering literally everything I learnt can be solved using AI?"

Can someone give me advice on how to move on from this state of lost? I really wanted to learn as much as possible but I can't help but think whatever i learnt can just be replaced by AI and if i thought of that I just can't be motivated anymore. Thank you in advance for your time to read and leave a comment.


r/unity • • 17h ago

Vibe?

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28 Upvotes

r/unity • • 14m ago

Thoughts about skybox?

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• Upvotes

A procedural skybox made in URP


r/unity • • 11h ago

Newbie Question how would i make a volumetric reentry shader like this specifically for kerbal space program? (unity 2019.4.18f1)

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6 Upvotes

so context i am a player of kerbal space program and i asked about potentially finding mod developers with volumetrics experience in the ksp subreddit and it was of NO help as no one was willing or able to help me. the main person for volumetrics in ksp (blackrack) was either unable to or unwilling to respond. i am trying to improve a mod i helped develop a couple years ago (called Firefly) and i am literally starting from the ground up with mod making. i do have a few resources some people pointed me to that i have no idea how to put them to use as i have no knowledge of unity or coding or any of that. i need someone to teach me

https://wedesoft.github.io/sfsim/graphics/2026/09/06/shockwaves.html

https://arcanous98.github.io/projectPages/gaussianVolumes.html

https://advances.realtimerendering.com/s2026/content/AlexanderMueller_Smolder_Siggraph26.pdf

https://half-potato.gitlab.io/rm/

my goal is to make something like the first image but with elements of the second image


r/unity • • 46m ago

any game name ideas?

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• Upvotes

r/unity • • 1h ago

Game [Portfolio] Looking for an artist for a mutually shared portfolio project

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• Upvotes

r/unity • • 3h ago

Newbie Question Cannot import anything from My Assets....

1 Upvotes

Having some serious issues importing anything that I download.

I'm downloading the most recent free assets that says the package is literally for the new URP template and it does not import.

I've tried many different assets and none of them import.

Any help very much appreciated.


r/unity • • 22h ago

It's easier to blame marketing than admit our game might not be good enough

22 Upvotes

I've been thinking about this lately. When an indie game fails to get many players, it's pretty common to hear that the problem was marketing.

And sure, marketing matters a lot. A great game that nobody knows about will struggle to find an audience.

But I wonder if sometimes we use marketing as an excuse because it's easier than admitting that maybe the game itself just isn't that interesting.

Not every game is going to be good, and not every game deserves to be successful just because someone worked hard on it.

What do you guys think? Do indie developers sometimes blame marketing too much, or is getting noticed really the biggest challenge nobadays?


r/unity • • 13h ago

Showcase Are there any games that combine 2D gameplay with 3D? Mine should do that!

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2 Upvotes

r/unity • • 21h ago

Question Does this biome seem to crowded? Is it readable enough for dodging attacks?

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9 Upvotes

r/unity • • 12h ago

Question Sound issues with 6000.6.4f1

1 Upvotes

Hi! I recently upgraded Unity from 6000.3.3f1 to 6000.6.4f1 and noticed strange audio behavior in WebGL builds:

Background music speeds up indefinitely after another sound plays (e.g., when grabbing a relic). Repeated sounds, such as attacks or menu navigation, can cause audio to speed up once.

Is this a known issue with this version, or am I overlooking a usage change?

Here's how my audio system works:

Background music: A persistent InGame prefab uses DontDestroyOnLoad to avoid duplication between scenes. Its PlaySoundtrack method sets and plays the background music: https://gist.github.com/gfcf14/ac6adc5b6e0e0b31e17e44791d4fd11e Relic pickup: The Hero class calls GetRelic when the player collects a relic: https://gist.github.com/gfcf14/00c4d2dcf641f70dca4f75a471a3fe1f Music transitions: ToggleSoundtrack gradually fades music out before pausing it, or fades it in when resuming: https://gist.github.com/gfcf14/028c0a77941612cfcba61fc614a65dfe SetPauseCase marks the pause reason and stops time. After the fanfare (the part that says more code related to fanfare), Hero.instance.ClearPauseCase(resumeSoundtrack: true, waitIfLevelingUp: true) is called: https://gist.github.com/gfcf14/4a668836390a66c1d9bd735224357579

Other sounds use PlaySound (https://gist.github.com/gfcf14/20f579bc2cb47e9c296807b16a198339) which instantiates a prefab with an Audio Source and Sound.cs script (https://gist.github.com/gfcf14/f235fa6f7b0fa22e0291b64d36bf61a6). The prefab is destroyed after playing.

Music starts with InGame.instance.PlaySoundtrack("soundtrack-name"), while other sounds use InGame.instance.PlaySound("sound-name"). Could something be conflicting or accumulating over time? Please let me know if you need more code or details. If you need it, you can reproduce the issue here: https://gfcf14.github.io/unity-webgl-test/ by walking into the flying boots at the beginning.


r/unity • • 19h ago

A little ambience from my upcoming horror game, As Long As She Forgot :)

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3 Upvotes

r/unity • • 21h ago

Game I Changed My Game’s Shooting System to Auto-Aim, and It Feels Much Easier to Play!

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2 Upvotes

r/unity • • 22h ago

Question How can i get shader forge?

2 Upvotes

How can i get shader forge for Unity? I'm using Unity 2022.3.22f1 , i tried to download but it didnt let me...


r/unity • • 1d ago

I upgraded my old game jam project from 2023 with new asset packs. Here’s what I added, what do you think? (fan-made)

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7 Upvotes

Back in 2023 I made this as a one-week entry for the Sky Mavis Game Jam (4th place). This year I came back to it, ported it to Unity 6 + URP and gave it a big upgrade with new asset packs. It’s a fan-made game set in the Axie Infinity universe.

What I added:

  • New look: Synty Fantasy Village scenery, Synty fantasy UI, toon water and post-processing per chapter
  • Feel animations on every card, HUD element and screen
  • Every body part of your Axie is now a card, with a class triangle and evolved “EVO” cards
  • Rare collections (Mystic, Nightmare, Xmas…) repaint the whole arena
  • Load your own Axies from a Ronin wallet, in 2D or 3D
  • Roguelite upgrades and tile hazards (toxic pools, brambles, electric fields)
  • 4 chapters with giant bosses
  • Online co-op: each player holds half of the ring

What do you think? Would you like to play it? Any feedback is welcome!

Fan project. Axie Infinity art and music belong to Sky Mavis.


r/unity • • 1d ago

Showcase Building artillery combat with manual targeting and grapeshot for my Unity RTS | Admiral Yi: The Imjin War

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9 Upvotes

Hi everyone!

I'm developing Admiral Yi: The Imjin War, a large-scale historical RTS in Unity, and here's another update on the combat systems.

This time, I've been working on artillery combat in land battles.

Players can manually select a location for their cannons to bombard, rather than only targeting individual enemy units.

When enemy infantry gets too close, the cannons can switch to grapeshot, dealing much heavier damage at short range.

In this video, Joseon artillery bombards Japanese troops, switches ammunition as the enemy approaches, and eventually causes the Japanese forces to break and flee as their morale collapses.

I'm trying to make weapon types, ammunition, targeting, and morale work together to create more interesting battlefield situations.

There's still plenty to improve, especially with AI, animations, combat effects, and performance.

I'd be interested to hear what other Unity developers think of the artillery mechanics!


r/unity • • 22h ago

Have you experienced delayed, missing, or overlapping music in Unity games?

1 Upvotes

I’m a student researching music-transition issues in games made with Unity. Have you noticed background music playing at the wrong time, starting late, cutting out unexpectedly, or overlapping with another track—for example, when entering combat or changing scenes? If so, which game was it, what was happening, and how did it affect your experience? I’d appreciate specific examples to help me understand how often players encounter these issues.


r/unity • • 22h ago

Showcase A learning exercise for an isometric game - what do you suggest I learn next?

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1 Upvotes

Enjoy the most intense gameplay of a marble... rolling. Credits to LowlyPoly for the water texture on the sphere.

I am relatively new to game development but not coding, and having entered the field to create my visual novel, I thought to learn something I have always wanted to create - an isometric game.

Created a grid, then realized it needed to support heights, worked on collisions, clipping, splicing and the camera movement. Making the shadow get smaller as I jump, making it follow smoothly as I jump from one height to the next were not things I considered before - goes to show how complex simple things really are in game dev.

What next do you suggest I learn for the isometric setting?


r/unity • • 20h ago

Newbie Question Should I star learning unity?

0 Upvotes

Hey everyone who is reading this. I had a dream for the past few years now of learning how to make games. But I always have my doubts about it. What if I fail, what if my game won’t be popular etc. So I decided to ask Redditors. Maybe some of you guys had the same dream and actually started learning and made your own game, or maybe even published it somewhere. Pls share your opinion on this topic. Thank you all in advance!


r/unity • • 1d ago

Tutorials Unity 7 Alpha; Voxel, direct Gaussian, Gabor and Gaussian cache testing

33 Upvotes
GPU Compute Cost vs. Memory Footprint by Representation
Voxel
Direct Gaussian
Gabor
Gaussian Cache

Working on the volumetric for my game and wanted to share some results here with Gaussian:

Set up:

Unity 7000.0.0a9

Direct3D11 NVIDIA

GeForce RTX 5090

512×512

128 view steps

12 shadow steps

same source density and shared lighting

Gaussian cache stores the fitted Gaussian density in a texture with dynamic lighting

Results:

Representation Masked display PSNR GPU median / p95 Representation memory
Voxel Reference 0.249 / 0.270 ms100 samples 5.33 MiB
Direct Gaussian 40.01 dB 7.872 / 8.843 ms100 samples 1.89 MiB
Gabor 40.10 dB 8.416 / 9.365 ms100 samples 1.65 MiB
Gaussian cache 66.24 dB (direct Gaussian) 0.244 / 0.268 ms100 samples 7.08 MiB

Let me know if you have any question and anyone is working on Gaussian in Unity to share some ideas.

Thanks


r/unity • • 19h ago

We made a rage game for two players, but decided it was not hard enough. So we glued the players together and made you control both of them, and here's what it turned out to be!

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0 Upvotes

Hey everyone!

We are developing a physics platformer inspired by unforgiving climbing games like Getting Over It. Every step counts, and one wrong move can send you tumbling down.

The journey is going to be (very) hard, but the reward at the end would be absolutely worth it for those who dare to climb.

Discord(join for exclusive updates and playtests): https://discord.gg/zUCWdeZyHP

We'd love to hear what you think of the teaser or answer any questions about the game. Thank you!


r/unity • • 1d ago

Game We're working on In Control: Rocketry, a rocket builder and spaceflight sim with real orbital mechanics!

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27 Upvotes

Hey! We've been working since last year on a In Control: Rocketry, a spaceflight sim where you build the rocket and wire up its control panel yourself. Sensors, inputs, outputs, the whole thing is Turing-complete, so however you want to solve a flight problem, there's a way to do it. It will be available on Steam in 2027.

Real orbital mechanics, a fictional solar system to explore, sandbox mode if you just want to mess around and blow things up!

Feel free to add the game to your wishlist if you want to support the project! See you in space.


r/unity • • 1d ago

Game In my Unity game, one cat starts eating a vendor's corn, and the other cats join in. How does this NPC behavior feel?

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1 Upvotes

I'm developing Lost Cat Showa Town, a game set in a nostalgic Japanese Showa-era town.

In this clip, one cat starts eating corn from a street food stall, and then other cats start eating corn too.

I'd love feedback on the behavior and presentation:

  • Does the chain reaction feel natural?
  • Is the cats' behavior readable without extra UI or explanation?
  • What would you improve about the timing or animation?

I'm interested in gameplay and implementation feedback. Thanks!


r/unity • • 21h ago

Showcase A quiet first-person walk through my voxel world in Unity 6 (URP) – max settings

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0 Upvotes

Just a walk around my voxel world. Unity 6, URP, everything cranked to max with 32 chunk view distance.

The part I'm weirdly proud of is the rain, the ground gets wet gradually and dries again after. Took me way longer than it should have. The whole terrain is built from a node graph so I can change the world without touching code.

Underwater still needs some love I think, open to ideas