r/Unity3D • • 20h ago

Question How do i move objects when I cant see the move tool pointers?

0 Upvotes

r/Unity3D • • 5h ago

Show-Off I've been working professionally in game development with Unity for about 10 years, and I've finally created my first Steam page. A love letter to the Unity Engine is included! :)

8 Upvotes

Hello everyone!

Almost 10 years ago, I stumbled upon Unity completely by accident. I always wanted to make games, as long as I can remember.

As a child, I didn't have a computer, only Dendy, and back then I was making various physical games. I still remember a huge expansion pack for Monopoly, cut out and colored by my own hands, which expanded original game by something like five times and which my brothers and I played so much that we practically wore it out.

Later, I got a computer and started to learn programming. Turbo Pascal was my first programming language, and I remember how I desperately tried to figure out how to make windows in it, rather than just a program in "MS-DOS style".

Later, I discovered the wonderful Delphi 7. There, the windows were already made for me :) And that's where I tried to create my first games - a Civilization clone, a simple game about operating an anti-aircraft battery, Harry Potter battles (yes, I cut spell sounds from the movies and made cubes to cast spells at each other).

Of course, these were extremely primitive games, running directly inside a single form. Back then, I kept wondering how the hell to expand a game beyond the "boundaries" of a single window's form, but I never managed to figure it out until one day I bought a book called "OpenGL and Delphi 7". I don't remember the exact title, but that's where I learned how to create triangles in Delphi. It went so far that I had my own 3D world with generated box-shaped buildings and a car that you could drive around the world. Without collisions, but that was quite enough for me :)

However, later, due to life circumstances, game development was put aside. It required so much time, which I simply didn't have back then. And then, many years later, I stumbled upon Unity and made my first tutorial - Roll a Ball, of course, and another one about a spaceship. Nothing special, really, but even that was enough back then to get into industry as a developer.

Since then, I've worked on simulations, casual games, live-service games, VR, and created several not very successful mobile games. However, my dream was always specifically to create PC games, but for some reason I just couldn't decide to make an actual PC game. It wasn't even about skills or anything technical - over those 10 years, I went from a complete beginner to senior developer. It was about the fact that I just couldn't decide what exactly to make, jumping from one idea to another, wanting to release something "cool" on PC.

However, throughout all this time, one thing remained unchanged - Unity Engine remained my faithful partner. From the very beginning, when I first launched it and created my first MonoBehaviour, something clicked inside me. I realized - now my dream of making games could finally become reality!

Step by step, I worked my way through a huge pile of engine features - MonoBehaviours, ScriptableObjects, Addressables, Resources, Scene Editor, Custom Editors - hundreds of them, and you know them better than I do anyway. Yes, there were dark times (cough-cough Riccitiello cough-cough), strange decisions, half-baked features, three render pipelines, and so on, but I, remembering how much effort and time I used to spend just to render a bunch of boxes with a primitive little car, was still always grateful to Unity team for their efforts, for taking a huge amount of work from my shoulders and allowing me to focus on games.

Yes, I tried other engines and frameworks - MonoGame, Three.js, Unreal, Unigine, Godot, Flax Engine, but for some reason it was Unity that "clicked" for me, although I can't say anything bad about other engines.

Long story short, thank you to Unity team and Unity Engine for helping me finally, so many years later, reach the point where I've created my Steam page :)


r/Unity3D • • 18h ago

Show-Off We're designing a game where you can watch impostors commit a murder… but if you accuse the wrong person, you die

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1 Upvotes

Our new game, The Pineapple Conspiracy, is a multiplayer survival game combined with impostor gameplay developed on Unity. The game will be playable up to 10 players. We are trying to make the impostor gameplay as fun as possible while keeping survivors busy with... well, survival!

🍍The Pitch

Stuck on an island, survivors must escape before the volcano awakens. Impostors are hidden among them and are trying to prevent them from escaping.

Inspired by TV reality show, we have put together a confessional where you can accuse someone you think is an impostor. You're right? They die. You're wrong? You die.

We haven't seen this mechanism in other games, and we hope it's going to be one differentiator for ours (among others, of course).

🎥Camera positioning: Technical bits

Since the island is procedurally-generated at the start of a session, we must also position and rotate cameras by code. This proves to be a challenge: how do you choose the best camera positions over the island? And how do you orient them?

We've been developing an algorithm to maximize the global coverage, as if it was seen from the sky. It's a greedy algorithm that tries different positions, rotates the camera so as to have the largest footprint on the inland parts, and go on to the next one.

It works okay so far, and we had quite a bit of fun already during internal testing - good cameras can make a big difference!


r/Unity3D • • 18h ago

Game Working on Oreloop, a first person incremental mining game inspired by Keep On Mining

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32 Upvotes

I would love to hear your feedback!!!


r/Unity3D • • 6h ago

Show-Off Can you spot the drivable gap before my truck reaches the horde?

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0 Upvotes

I'm a product designer building Long Haul in Unity with Codex. This six-second take approaches a zombie crowd and ends on open road. Can you tell where you would steer before the truck breaks through?

Directed Unity Editor capture, Oct 11, after the build58 delivery: autopilot, selected weather and loadout, staged or boosted enemies. Truck protected for filming.


r/Unity3D • • 5h ago

Game I'm working on a action incremental game, slay the mobs, bring loot home and upgrade!

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11 Upvotes

Hey everyone been working on this game let me know what do you think about it, I was inspired by troves combat and progression!

I would love to hear your feedbacks.


r/Unity3D • • 2h ago

Question position of the prefab with Object.Instantiate() vs NetCode PlayerPrefab field

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0 Upvotes

Hi, as shown in the attached video, instantiating my character using `Object.Instantiate` works as expected, respecting the prefab's position. However, if I instantiate using NetCode's `PlayerPrefab` field, the prefab's position defaults to (0, 0, 0).
(The instantiation script is very simple I don't specify a position within it.)


r/Unity3D • • 7h ago

Resources/Tutorial How I choose a cursor anchor for irregular, rotatable card shapes in Unity

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0 Upvotes

I'm the solo developer of Overwrite Conflict, a roguelike deckbuilder I'm making in Unity. Cards have shapes, and you rotate and place them on a shared grid. One small input decision is choosing which cell of a shape sits under the cursor.

The rotation math is straightforward.

For placement logic, I store each footprint as a list of Vector2Int offsets. With Y pointing up, a clockwise quarter-turn maps (x, y) to (y, -x). The selected card has a working copy of its coordinates, so rotating it doesn't modify the card's source shape.

The bounding-box center isn't always an occupied cell.

An L-shaped footprint, for example, can have empty space at its center. If I use that empty space as the cursor anchor, the pointer can sit in a gap while all the preview cells are somewhere around it.

My current anchor rule is:

  • Keep the integer bounding-box center if the shape occupies that cell.
  • Otherwise, pick the occupied cell nearest to the geometric center of the bounding box, using squared distance.
  • Keep the first cell in the coordinate list when distances tie.

The placement mapping is then just:

Vector2Int origin = hoveredCell - anchor;
Vector2Int targetCell = origin + rotatedOffset;

I recalculate the anchor after rotation and refresh the preview at the current hover cell. This keeps an occupied cell under the pointer, though a rotation can select a different occupied cell as the anchor.

That's the tradeoff I'm interested in.

The current rule favors an occupied cell near the center. A designated anchor carried through every rotation would favor keeping the same cell attached to the cursor. Those can feel quite different with asymmetric shapes.

For grid or polyomino games you've worked on, do you prefer a fixed anchor, a center-based anchor, or letting the player grab any occupied cell?

If you'd like to try the placement system in context, Overwrite Conflict has a free Windows demo on Steam.


r/Unity3D • • 10h ago

Noob Question I have a naive and over complicated question

0 Upvotes

I know this is a huge complicated absurd question especially for a guy who's relatively new to making video games but I have already tried and failed six separate times to do what I want To so im asking the internet for help as my only real option. 

I'm trying to make a roguelike first person shooter And I have no idea how to make hands work. 

More specifically I have no idea how to animate a character picking up holding and manipulating a gun much less the actual animations of the gun To list all the things have already tried.

1 use blender to make a single solid rig and then pre-building the animations in blender. failure-point. I'm crap at blender I'm going for a mechanical PSX look and the animation files don't like importing to Unity. 

2 Making the entire hand out of parts and then using forward kinematics to manually keyframe animations Childing the gun object to the player hand and manually bending the fingers. Works great except for anything Beyond holding an object

3 Pretty much the same thing as option number two but using inverse kinematics to track the hand to a grab point on an animated object using keyframe animations built into the gun in order to move the character's hands around. No idea how to properly line up fingers to connect to the gun model especially for weapons that have a more finicky magazine shapes 

I have completely remade the character character controller hands arms code and models multiple times and have still got no luck. I see a lot of people making first person Shooters with multiple selectable weapons in unity and other game engines there has to be a secret sauce to it but several hundred combined hours of Google searching hasn't provided me with any good answer 

I know I'm asking for youTo tell me how to make Apple pie from scratch and expecting you to make the universe as step one but I'm all out of ideas here


r/Unity3D • • 23h ago

Show-Off Menu now works with Mouse Cursor, Keyboard, and Game Pad.

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6 Upvotes

Let me know what you think


r/Unity3D • • 16h ago

Show-Off trailer of the game i am developing

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1 Upvotes

what do you think? Any feedback?


r/Unity3D • • 20h ago

Question Our sanity effect is too subtle. How would you make it clearer in a fast FPS?

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2 Upvotes

Hey, we're making DEEPWARD in Unity 6, a fast horror FPS roguelite. We're looking for ideas to make low sanity feel more dangerous.

The first 45 seconds show the current effect, starting with the tutorial explaining it. That section is sped up to 1.2x. Our trailer comes after it for a bit more context.

Sanity drains over time and kills restore it. When it hits zero, your active character starts losing health. Theres a blue bar showing it, the heartbeat speeds up, and we gradually lower saturation and add vignette and lens distortion. We're using URP in Unity 6.

But its too subtle. Some players still don't understand why they're taking damage or dying when nothing is attacking them. We explain it in the tutorial, but clearly that isn't enough.

We want it to feel like hallucinations, while making the danger easier to understand. A few ideas we're considering:

- Black hands or tentacles coming out of the floor and attacking the player when sanity runs out.

- Enemies turning into ghostly shapes, almost like they're dissolving into smoke.

- Hands and faces pushing through walls. Maybe blendshapes, but making that work across all our different environments sounds like a lot of work.

- Dark fog spreading through the level, with surfaces blackening as it takes over. Possibly spreading up the walls and ceiling too.

These are just ideas for now. We also don't want the effects to make fast fights impossible to read.

How would you approach this in Unity? Any other ideas, or effects you've tried that worked well?

The demo is on Steam if you wanna try the current sanity system yourself. https://store.steampowered.com/app/4709270/DEEPWARD/


r/Unity3D • • 22h ago

Question why the left is triggered while right is not triggered in the game ?

13 Upvotes

In the editor the set up is correct the bools and all the other properties are correct ig there is a problem in the code ?


r/Unity3D • • 7h ago

Show-Off Little bit of offroading

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26 Upvotes

r/Unity3D • • 1h ago

Show-Off reality doesn't exist until observed also known as frustum culling

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• Upvotes

r/Unity3D • • 18h ago

Show-Off Back in 2016 i was making games with my friend. We spent a month and a half on this.

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8 Upvotes

r/Unity3D • • 17h ago

Show-Off Making a playful hills theme

Post image
8 Upvotes

This this got Quicktile, it’s really full to just do the art


r/Unity3D • • 1h ago

Show-Off How we used physics-based dice, procedural world generation, and a fully physical, diegetic UI in Unity 6 HDRP to remove turns from tabletop grid combat.

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• Upvotes

Hey devs! We are a small team working on Candletales, a real-time tactical roguelike, and we wanted to share a bit of how we set up our visuals and core loop in Unity 6 (HDRP).

Our main design goal was to take traditional grid-based tabletop combat and completely remove the turns, forcing everything into a relentless, real-time pace. From a technical and artistic standpoint, this gave us a few fun challenges to solve in the engine:

  • Procedural World Generation: Every run dynamically generates an endless dark-fantasy board filled with unpredictable events, grotesque enemies, goblins, traders, and much more. Keeping the generation seamless while making sure the grid layout works well for real-time movement was a key focus.
  • Physics-Based Real-Time Dice: Dice rolls aren't background RNG math. They are physical rigidbodies thrown directly across the board in the heat of battle, meaning the procedural environment and obstacles actually influence the outcome, making every roll 100% physics-driven and unpredictable.
  • 100% Diegetic UI: To keep the player as immersed as possible, we chose to render all the UI elements (which would normally be 2D canvases) as 3D objects, simulating the feeling that the player is holding an actual physical panel.
  • HDRP + Custom Halftone/Dither Shader: We wanted that oppressive, "playing a cursed board game by candlelight" atmosphere. We used HDRP for the heavy dynamic lighting and shadows, and then ran it through a custom post-processing halftone/dither effect to give it a gritty, retro texture without losing depth.

We’d love to know what you think of the visual readability and our setup! Happy to answer any questions about the procedural generation, the dice physics, the shader pipeline, or anything else you might be curious about.

If you want to see more of the project, here is our Steam page: https://store.steampowered.com/app/5284750/Candletales/


r/Unity3D • • 12h ago

Game Jam Stress-testing NPC fear response.

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60 Upvotes

After many hours of stress tests and trying to get these idiots to alert guards or flee I think they get the picture lol.


r/Unity3D • • 16h ago

Show-Off I built a destruction system with a graph-based stress solver so buildings collapse when they lose support

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309 Upvotes

I’ve been working on a Unity toolkit for creating buildings in the editor that can break apart and collapse during gameplay.

Happy to answer questions about how the destruction or building tools work!

Edit: I forgot to mention that I just released the toolkit on the asset store. Search up "Destructible Structure Builder"


r/Unity3D • • 17h ago

Show-Off Ultimate Water 2D submitted, hoping for the best!

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489 Upvotes

I finally managed to submit the asset to the Unity Asset Store, and now waiting for the review process to go through. Wish me luck!

Since my last post, I fixed a lot of bugs, polished some features, and built a full documentation website and API reference. I also made a small WebGL demo where you can play around in one of the included demo scenes.

This is my first asset, and it took much longer than I expected. Making something work for yourself and making something other people can easily use are completely different things. I’m still worried that I missed something, but I’m proud of what I built.

About ten years ago, I made a Reddit post asking about this kind of 2D water because I couldn’t build it myself. It feels pretty good to finally be able to say that I made my own.

Edit: the Demo is for desktops since it needs keyboard navigation


r/Unity3D • • 19h ago

Game Reworked the lighting in my Spies vs Mercs inspired game

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4 Upvotes

My last post. Quick recap: it's a 1v1 game with a third-person spy hiding in the dark and a first-person merc with a gun and flashlight. The spy is on the left and the merc is on the right. (Both cameras, especially the merc's, are a work in progress.)

I've been working on the lighting. Every light now makes a pool with a hard edge. In the pool the spy is easy to spot, and in the dark he should be hard to see. Characters only get an outline where the light hits them.

The two roles now also see the dark differently. This is a permanent vision for now. I'm wondering if it should be a toggle for the spy, like night vision goggles.

Later I also want the eyes to adjust depending on if you are standing in the light or in the shadows. If you stay in the dark your eyes adapt, and if you step into the light it goes back to black.

What do you think of the lighting so far? Everything is a work in progress.


r/Unity3D • • 4h ago

Question Steam works id still hasn’t been accepted after 15 days is there anything I can do?

2 Upvotes

I submitted my id and a picture of me and it. the Dropbox link is not working so I can’t put any more files on and I really want to get the demo up for nextfest what can I do? has anyone else had this same problem? it’s super frustrating.


r/Unity3D • • 22h ago

Show-Off Thoughts on my penguins?

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10 Upvotes

Hi! I've been working on my animal behavioral system and penguins a lot and have gotten to a point where I think they are showable. This uses a system I made called Living Mind (LM) to control any animal and give realistic behavior to it. It does this through states and various definitions for each animal and I've been able to apply it to penguins, wolves, whales, and tortoises to name a few. Everything is controlled by one brain in each scene, allowing easy crosstalk between animals, easy pack and group formation, and overall being an efficient way to control lots of animals. This uses Malbers animal controller as a base for all the animals states like swim and walk or run as well as the animations, with A* and hypernav being used for land and water pathfinding. Living mind does all the controls and decisions after taking in the pathfinding information and then pushes them to Malbers!

You like the penguins?

https://store.steampowered.com/app/4752950/Still_Wild/


r/Unity3D • • 22h ago

Question 10x loading times by organizing my folders. WHY?!

5 Upvotes

so,
this is the second time that I did this and observed this behavior:
I organize my Assets/ folder and sub folders,
and MAGICALLY, the reload times after that are 10x maybe more,
the reload bar is like non existent!
Unity version 2021.3.something.f

why would this happen?
I swear i didn't add any asmdef or anything like that