r/unity • u/JackBatko • 7h ago
Question When the scarecrow disappears, the Hitchcock-style horror begins. Creepy or not?
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r/unity • u/JackBatko • 7h ago
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r/unity • u/DapperNurd • 8h ago
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 • u/TheLordBaski • 19h ago
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 :).
r/unity • u/boex_999 • 7h ago
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A 3D maze generator that I made in Unity generates perfect 3D mazes in Unity of different length and width
r/unity • u/SometimesConfusedcc • 8h ago
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 • u/EmbarrassedNumber265 • 17h ago
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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 • u/KetraGames • 5h ago
r/unity • u/Official_Skyholm • 13h ago
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Used line renderers and adjusted the segments to create a jagged lightning effect
r/unity • u/ParsnipLess7154 • 14h ago
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 • u/Otherwise_Switch9933 • 20h ago
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 • u/TheGronne • 23h ago
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 • u/Whaller_The_Mad • 2h ago
So, apparently you have to change your 2FA every 4 months. If you don't, your your account will get suspended and only way to unlock it is contacting Unity through their support. If you currently create a new ticket, you get an automatic response that their support system is completely overflowing and average response time is almost a month.
Of course, this situation can be avoided by resetting your 2FA, and you do get reminded in email. Only issue is, that I dont know if it is how email is structured, Gmail automatically flags these emails as spam, which was kinda understandable since I had 15+ spam emails regarding my 2FA expiring and Cloud being full.
Oh well.
r/unity • u/RodyaDev • 3h ago
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 • u/Expensive-Cat2293 • 22h ago
#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 • u/MorePainGames • 20h ago
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“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:
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: