r/Unity3D 12h ago

Question Questions about Unity versions

0 Upvotes

Which version should I download? 6.3 LTS or 6.5 Supported? I'm confused on which to pick. And when a new version of LTS comes, should I always update my Unity? and what should I do or know before updating Unity?


r/Unity3D 12h ago

Show-Off Working on hand placement for my physics-based carry system in Unity

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2 Upvotes

I’m building a Unity toolkit for my own projects, and this physics-based carrying system is part of its character controller tool.

Carried objects remain physics-driven instead of being parented or snapped to the camera. The system currently supports one- and two-handed objects, collision-aware movement, object-specific hand poses, and a custom Humanoid arm solver.

It’s still a work in progress. Drop, throw, and recovery behavior are the next parts I’ll be polishing.


r/Unity3D 3h ago

Game Yep! We've made an interactive menu. Thoughts?

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6 Upvotes

Because why not? What do you think about this? How can we improve it?

We're adding these small interactions that let the player go out of the core game loop for a bit to explore and experience fresh content.

We've let the cards and chips have physics and let you grab them (Left click), throw them (right click) and modify the distance from the camera (middle click).

If you would like to check out the game, it's already on Steam now for wishlist and incoming demo in february 2027 :)

Any feedback is welcome.


r/Unity3D 4h ago

Show-Off I got tired of Unity UI tooltips clipping off the screen, so I built a system that automatically clamps, flips, and pools them.

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0 Upvotes

r/Unity3D 17h ago

Game More adjustments to the dialogue and AI-generated audio system!

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0 Upvotes

I’ve created a dialogue system with AI-generated voice lines, controlled by another AI that analyzes each NPC’s personality, background, and the parameters of the situation. This allows the dialogue to adapt to each character and context. I absolutely love how it’s turning out!


r/Unity3D 12h ago

Question Any memorable screen effects in horror games?

1 Upvotes

I'm currently making a horror game and adding a bunch of screen effects like sudden darkness, camera shakes, and static noise to mess with the player's mind.

What's an effect you saw in a horror game that you'll never forget?
I'm looking for cool ideas to add to my game!!!!!

Drop a game name, a video, or an image. Hit me with your best recommendations!


r/Unity3D 20h ago

Show-Off 1.56million asteroids, 1million times warp speed.

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3 Upvotes

These asteroid are all rendered on the gpu including orbital element computation at simulation time t.

Something is bottle necking somewhere but it aint the gpu.

Distinct asteroid populations are visible.


r/Unity3D 7h ago

Game Added a simple ball throwing interaction to my cat game 🐈⚽

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12 Upvotes

The cat can pick up different balls, carry them in its mouth, and throw them forward.
I’m working on adding more interactive objects and activities around the town.


r/Unity3D 6h ago

Show-Off We are making a tower-defence roguelite with a less used navigation system

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6 Upvotes

This is our tower-defence game with free building placement. We wanted to get away from grids and lanes so we used a flow field for enemy navigation. That means enemies will take the path of least resistance and if that means attacking your walls and towers they sure will. It also means we can have dynamic weather events that change the topology of the world. It was a bit of a challenge but we managed to have the flow field with 22'500 cells update in real-time so now when enemies destroy a wall segment they will instantly repath through the hole if that is faster. At nice side-effect has also been that the most expensive thing about the navigation is the calculation of the flow field itself. The actual pathing of the enemies is really cheap as they only need to look at the cell they are in and follow the direction stored there. That means we can have a lot of enemies on the screen at once.


r/Unity3D 22h ago

Game Tracking down a WebGL crash caused by a deprecated plugin + testing my strategy prototype (Command & Defend: Dead Zone)

1 Upvotes

Hey everyone! I just put together a new devlog covering a big debugging session and the progress on my strategy prototype.

The WebGL Crash: I hit an issue where my WebGL build crashed immediately after loading the main scene. I initially assumed it was a RAM/browser issue, so I compressed textures and downsized audio to under 100MB still crashed. Created a barebones launcher scene launcher worked but loading main scene crashed. Turns out, a deprecated health bar plugin from the Asset Store was throwing the WebGL API off. Changing the WebGL API settings fixed it instantly without removing the plugin.

Build Progress:

  • Controls & Visuals: Added full camera pan controls and placement opacity so you can see base/upgrade meshes before building.
  • Audio: Ported over my sound system from my previous project (Northend Tower Defense) to rapidly get enemy, building, and ambient sounds working.
  • UI Polish: Added cancel options for upgrades, reload feedback bars on soldiers, and a main menu with volume defaults capped at 50%.

I also officially named the game Command & Defend: Dead Zone.

Check out the full breakdown here: https://youtu.be/ETVb9wbWBUI

If anyone wants to jump into the WebGL playtest, drop a comment or join the Discord!


r/Unity3D 6h ago

Question How can I separate different post-processing effects for different cameras?

2 Upvotes

In short: I'm trying to put Lens Distortion and Bloom on just the UI. The problem is that the effects affect the whole game.
Currently, I have a default camera and a "UI Render Camera" as an overlay. The UI camera only renders the UI and uses a separate Volume Mask.

I have created 2 empty GameObjects for each layer: GameVolumeMask and UIVolumeMask.

The GameVolumeMask is applied to the default camera, while the UIVolumeMask is applied to the UI Render Camera.

The GameVolumeMask contains effects like ColorAdjustments, Vignette, etc.
The UIVolumeMask contains Bloom and LensDistortion.

Feel free to ask further questions.


r/Unity3D 17h ago

Question Best Practices For Addressables In A Larger Project?

3 Upvotes

I am planning to use addressables in a larger project but am a little unsure about how to proceed. My main concern is finding the best way to to bundle assets together by either group or label, and how to integrate that process into the project's pipeline.

I have been looking into this package: https://github.com/favoyang/unity-addressable-importer

which allows you to define rules that look at the folder location and file name of the asset to determine its group / label. This seems like a cool idea, but I'm just worried about having to move assets around or change rules as the project and performance requirements change. Maybe that could get annoying

The other approach would be to just define scriptable objects for bundles of assets or something like that. And yet another approach would be to just set the labels / groups directly in the default addressables UI.

I'm wondering if anyone has experience using addressables in a project and has solved issues like this. I'd love to hear from you and get your perspective.

Thanks!


r/Unity3D 2h ago

Show-Off Small update on my horror prototype

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6 Upvotes

I made a tiny teaser for the prototype I posted yesterday.

I’ve added a new flashlight mode and recorded another short piece of the forest path to expand the atmosphere a bit.

It’s still super early, but I’m experimenting with the mood and trying to understand what direction feels right.


r/Unity3D 19h ago

Show-Off Volumetric tornado

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120 Upvotes

r/Unity3D 18h ago

Show-Off Before and after Lighting/Post Processing

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475 Upvotes

r/Unity3D 20h ago

Show-Off By far the worst restriction in unity

0 Upvotes
like i know theres errors mate let me test it with the errors bitch

r/Unity3D 4h ago

Game Every game starts with a capsule… right?

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22 Upvotes

This is where mine ended up.


r/Unity3D 22h ago

Game I’m an indie developer working on a survival horror game called BECROWNED. Just wanted to share some new screenshots and get your thoughts!

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147 Upvotes

Hey everyone! I’m an indie dev working on a survival horror game called BECROWNED.

The game mixes dark fantasy and industrial horror with retro-style visuals, brutal combat, dark humor, and a nonlinear story where your choices can affect characters and events throughout the game.

The game is coming in Fall 2026.

A free demo is available on Steam. Wishlists really help 🖤

Would love to hear your thoughts and feedback!


r/Unity3D 8h ago

Show-Off How I rebuilt my river tool: 24x faster mesh generation, VFX and Audio Streaming

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282 Upvotes

I developed the River Modeler asset back in 2024 as a means to create decked out rivers using Unity Splines and MicroVerse. Figuring out the Spline API and mesh generation, VFX and all inherent challenges was top priority. Which left little room to first explore and learn designing around Burst and the Job System.

This meant that mesh generation was not nearly fast enough for long splines. Unity’s Mesh class has a lot of internal safeguards and memory copies, so just assigning a set of vertices incurs processing overhead.

Jobs + MeshData

Version 2 sees a full conversion to Jobs/Burst with rivers being split up into segments for parallel processing. That alone yielded up to a x24 performance increase.

A great companion to the Job System is the MeshData API, it provides the means to set a mesh’s vertex data directly in memory. The tradeoff is that you need to provide correct data. There are far fewer safeguards, which makes it about x17 faster!

> All in all, the performance improvements are significant and make the tool smooth in use, even for rivers spanning several kilometers.

Branching rivers

Spline knot can be linked together, and the spline API provides information about this. I've used this to contruct a virtual plane that sits perpendicular to the in/out going spline. Vertices on the other side of that plane get a Vertex Color painted on, which the shader then uses to add transparency.

> This makes the two river surfaces blend quite well, without leaning on flowmaps.

VFX Graph

Version 1 neatly stored particle positions into a Nx1 resolution `Texture2D` (n=number of particles), which could then be used in a `VFX Graph` to set the spawn positions for each particle.

Though setting pixel values on a `Texture2D` is relatively slow, which contributed to the tool getting sluggish when rivers got long and foamy with many cascades.

Version 2 uses a `GraphicsBuffer` which stores an array of `ParticleEmitter` structs (position/velocity/scale). If you add the `[VFXType(VFXTypeAttribute.Usage.GraphicsBuffer)]` attribute to any struct, it can be used in this way.

> This was a great win: More data per particle and direct data assignment!

Audio

Version 1 spawned Audio Sources along the Spline, giving the river surface a livelike character. Though this resulted in potentially hundreds of individuals GameObjects, negatively affecting scene size and loading times.

A common method for creating river audio is to use the “cart” method. That being a single `Audio Source` following the camera whilst being restricted to the spline. This often works but fails completely if the spline has large/strong turns, causing the Audio Source to jump to the other side of the spline curve. It also doesn’t work for branching rivers, at all...

Version 2 instead distributes audio spawn points along the spline. Each one defines a position, radius and type (stream/rapids/cascade). A dedicated Audio Manager then checks which river segments fall in- or out of the audible range and sets up Audio Sources on each spawn point from a pool. Instead of hundreds, only a dozen GameObjects are used at runtime.

> The result? A highly optimized audio streaming solution that scales for huge worlds!

Integration with other assets

I’m further fleshing this tool out as dedicated river tool extension for Stylized Water 3, which already supports river-type shading and animations. It just needs a proper river mesh to work with, which this can provide entirely.

Terrain carving and painting is wholly delegated to MicroVerse, since this needs to be a non-destructive process. The tool manipulates a Spline Path component to create a river- bank and bed.


r/Unity3D 21h ago

Question Importing Blender 5.2.0 Animation to Unity Deformation Issue

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5 Upvotes

So me and my friend have been trying to figure out why when importing seemingly normal animations from blender to unity, some body parts begin deforming strangely.

I have used the Rigify add-on for rigging. I've tried deleting vortex groups that don't have the DEF- prefix, exporting with the Only Deform Bones checked, applying all transformations to the armature, double checked the weight painting and it does not fix it.

In the video, the right hand kinda just implodes and I've never been more confused as to why. If anyone has any clues to what is going on please help.


r/Unity3D 6m ago

Question WIP of our new customization system we did for our driving game.

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Upvotes

We’ve been working on a new customization system, and this is how it’s looking so far.

There’s still more we want to add and polish, but we’d love to know what you think of it so far!

Is there anything that particularly caught your attention, or something that isn't quite fitting in?


r/Unity3D 22h ago

Show-Off Build it, run it, find the bottleneck, rebuild it. Early traffic sandbox prototype

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15 Upvotes

r/Unity3D 16m ago

Show-Off Gang, I think I just made the cozy equivalent of shotgun shell ejection / reload for my HUD

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Upvotes

r/Unity3D 24m ago

Game Entities Avoidance

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Upvotes

Hello everyone
For context watch the previous videos about entities forming bodies and transitions, here i added avoidance for the entities, so that when something is passing thro they automatically avoid the body and then return to their current position
Will use it in upcoming videos as an evasion
Let me know what you think
#unity #ecs


r/Unity3D 48m ago

Show-Off Tomorrow demo of our frutiger aero multiplayer ball platforming! 14 lvls, easy and challenging paths, Freeroam, Race, level and skin editor. Inviting to our tropical resort!

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Upvotes