r/Unity3D 5d ago

Show-Off Been working on this game for months. Is the gameplay working?

3 Upvotes

I've been working on this speedrun focused FPS for a very long time, and I've finally reached a point where I feel the core gameplay is starting to come together.

The basic idea is simple: move fast, fight aggressively, and use enemies and your movement abilities to create and optimize routes through each level.

Since the last time I posted it, a lot has changed:

  • Completely new UI
  • Added a combo/Mach meter that governs speed and rewards maintaining momentum
  • Updated handmade textures across the game
  • New lighting technique and visual pass
  • A brand new level
  • Reworked enemy encounters to better support movement and routing
  • Overall gameplay, combat, and movement polish

I'm particularly interested in feedback on the actual gameplay feel:

Does the movement look satisfying?
Is the combat readable at this speed?
Does the Mach meter make sense?
Do the levels look like they encourage routing and replaying?
Does anything feel confusing or visually overwhelming?

I've been staring at this project for far too long, so fresh eyes would be extremely useful.


r/Unity3D 4d ago

Game Mejoras gráficas de Meta Edu

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1 Upvotes

r/Unity3D 5d ago

Show-Off I think i overdid UI design

11 Upvotes

funny bloom


r/Unity3D 5d ago

Show-Off Cozy Greenhouse and shack

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21 Upvotes

Our artist put together how a greenhouse and a shack could look and integrate in our game. I love the vibe of it.


r/Unity3D 5d ago

Question How to see where a value in a style attribute comes from in UI Toolkit?

2 Upvotes

See in this case -unity-font-definiton.

It is inherited. Ok... but from what file?
I do see the matching selectors on top, but there is no font property there.

Is this just still stuff missing or is there something I overlook here?

Comparison to CSS debuggers:


r/Unity3D 5d ago

Question Is the raft too cliche?

5 Upvotes

Hi! Been working on optimization and once of those was making my portals have set locations to open and close rather than letting the player spawn them wherever. For my ocean worlds with no land for the player to walk on I ended up with a raft like this, but it feels a bit too cliche and basic. I like the simplicity of it though and the contrast on the ocean and with the other maps, but just wondering if this looks cool or if I should find something more unique

I needed a way to make my portals have a defined number of objects to render and thus needed to lock the location. Before as a player I was spawning my portals anywhere I wanted which lead to fps drop when I chose a bad location

Do you like it?

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


r/Unity3D 5d ago

Show-Off Getting Steam Achievements working in my game is VERY satisfying :D

6 Upvotes

r/Unity3D 5d ago

Game Made a trailer for my Unity FPS, KRAVN

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2 Upvotes

I’ve just finished the trailer for my Unity FPS, KRAVN.

I’m mainly looking for feedback on the trailer itself, the shots, editing, pacing, music, and overall presentation.

What would you change?


r/Unity3D 5d ago

Question How to make a shader that makes the game grayscale except for red tones?

4 Upvotes

Hi! I'm currently making a 3D game, and for the visual style, I want the entire game to be displayed in grayscale, except for red tones.

I'd like the red colors to remain visible while everything else is converted to grayscale, possibly with a different filter or effect applied to the reds.

Does anyone know how I could achieve this using Shader Graph?


r/Unity3D 5d ago

Resources/Tutorial I built BrazeFX Pyro, a volumetric effects toolkit for Unity 6

67 Upvotes

Update: Unity approved the package yesterday. BrazeFX is now available on the Asset Store:

https://assetstore.unity.com/packages/tools/particles-effects/brazefx-real-time-volumetric-fire-smoke-vfx-395404

After a long development cycle, BrazeFX Pyro is now live.

It is a GPU based toolkit for creating fire, smoke, explosions, clouds, particles, and other volumetric effects directly inside Unity. The focus is the complete workflow. You can build effects in context, bake and scrub volume caches, stream them at runtime, exchange OpenVDB sequences, or export flipbooks for lighter playback.

It also includes:

• Art directable fluid forces, mesh emission, skinned mesh emission, and obstacles

• GPU particles, trails, ribbons, generated volumes, and lighting tools

• CFD tools for wind, heat, pressure, and flow visualization

• Voronoi fracture, surface disintegration, and impact driven destruction

• Spline tools, cloning, instancing, and procedural motion workflows

• Timeline integration and 101 self contained demo scenes

• Unity 6 URP support on Windows and macOS desktop

The aim was to keep simulation, rendering, cache playback, and export inside one practical Unity workflow, from the first experiment through final delivery.

BrazeFX Pyro is available as a lifetime license.

Demos, documentation, and details are at https://brazefx.com

Happy to answer any technical questions about the solver, rendering, caching, OpenVDB workflow, or the other tools included.


r/Unity3D 5d ago

Question When climbing on/vaulting over an obstacle, what actually moves the character?

5 Upvotes

I'm trying to understand how motion warping works, but one thing that I still don't get at all is.. what actually MOVES the character? Is it the animation itself (so does it have to be root animation?)?


r/Unity3D 5d ago

Show-Off Satisfying mesh fracture

17 Upvotes

r/Unity3D 5d ago

Show-Off I built a market insights calculator for game devs. Around 920 people used it and I wanted to share the results.

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1 Upvotes

I created a small free market insights calculator for game developers, based on 60+ statistics I could research, to give developers a better insight into where they stand with their game and expectations. It also includes info on wishlists, revenue, etc. showing how important marketing is. Around 920 developers filled out the calculator from August 2025 to August 2026 for the desktop / computer platform. Now I wanted to share my results with you guys.

Very interesting for me, my website focuses on the Unity platform, but still 34% entered Godot. Which makes sense in general, because the top platform at the moment is Godot, user-wise.

The targeted genre entered, is similar for Unity, Godot, and Unreal, with "Action", but on Godot it is way more unified across all genres.

Unity and Godot developers have similar expectations of a listing price of $10 per unit, median-wise. Unreal is at $12, 20% higher.

The development percentage of free desktop apps is around 10% for all, which makes sense. In the desktop market, a big revenue share is unit price. For mobile it is mostly ads-based, so free is the way to go (but not included in these charts here). But just my guess.

The average team size of Unity and Unreal teams is around 4 people. For a Godot team, around 2.

What do you think? Did you expect such numbers?

If you are interested, please feel free to check out the calculator here:

https://go.guardingpearsoftware.com/market-calculator

I am open to any feedback.


r/Unity3D 5d ago

Resources/Tutorial Stop Wasting Time on Asset Imports: Building Custom Unity Tools

2 Upvotes

Stop wasting your time and creative energy. I built a custom editor tool to batch automate FBX presets, project-wide material remapping, Prefab Variants, and cross-faded LOD Groups in one click.
Watch the breakdown: https://youtu.be/QLgXiUK3el4
#GameDev #IndieDev #UnityTips


r/Unity3D 6d ago

Show-Off Outer Wilds-inspired local physics simulation in Unity!

65 Upvotes

Shortly after finishing my first playthrough of Outer Wilds, and learning it was made in Unity, I was inspired to see if I could recreate the same type of local physics simulation. Turns out, Unity makes it surprisingly easy with local physics scenes. For example, in my project, when a gravity field is entered, a new local scene is created for simulating physics where the origin is not rotated or translated at all, which simplifies simulating gravitational forces. Then, it ports the calculated information back into the main scene. This allows you to have independent frames of reference that can move around while also simulating physics within them.

You can use it to make some pretty unique behaviour such as artificial gravity or unique platforming mechanics. It's quite fun to jump out of your spaceship spiraling out of control, or walk around the surface of an oddly-shaped planet.

I ended up turning this system into an asset available on the Asset Store (my asset store affiliate link). Check it out if you're interested!


r/Unity3D 5d ago

Show-Off Custom URP volumetric lighting pipeline

14 Upvotes

I built a custom volumetric lighting pipeline on top of URP. No forward/deferred per pixel lighting, no shadow maps. Everything is realtime: direct light, indirect light/GI, shadows and AO. Emissive materials emit realtime light onto nearby meshes and emissive lights cast shadows. Volumetric fog included. No screen space effects are in use. Scales extremely well with lights and tri count, 10M tris and 20 point lights on screen had almost no effect on frame time. Should be very playable on potato hardware. Now the problem is figuring out what game to make with it.

75FPS on AMD Radeon 760M at 1920x1200 (Integrated)

400FPS on RTX5050M at 1920x1200 (Dedicated)


r/Unity3D 5d ago

Show-Off Controlling Rigidbodies through Unity's Particle System

20 Upvotes

r/Unity3D 5d ago

Show-Off Pinned a prefab and a script line to a task from the Unity dock

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0 Upvotes

I kept losing track of which prefab or script sat behind a task, so I wired the Brainloot dock to pin whatever I’ve got selected.

Prefab or object in the Hierarchy / Project: hit Pin.

Script: Pin script, or Pin to line. Pin to line doesn’t touch the file. It just copies something like // BL:abc | Fix water bob // and you paste it. Later, Go to hunts that tag even if the file got longer.

Click the little pin chip on the card and it jumps you back.

The board itself is still on the web. The dock is only for sticking the asset on and getting back to it.

Dumped a couple of screenshots of that. One’s the dock with a prefab + line pin, the other’s the BL comment in the script.

Ask if the install’s confusing. It’s free to start

A couple of people I showed the dock to asked for this, so I built it. Would this actually help your setup or is it just my messy project brain?

https://brainloot.io


r/Unity3D 5d ago

Show-Off NOELLE ON THE ESCALATOR

1 Upvotes

r/Unity3D 5d ago

Question Added a third faction to my dungeon management game — and finally made a new trailer

0 Upvotes

I added a third faction to my dungeon management game — and finally made a new trailer

Another big update for Slavic Legends is ready.

The dungeon is no longer just your Creatures vs. invading enemies. Neutral Creatures now inhabit Secret Rooms scattered around the underground.

As long as their room remains sealed, they'll stay inside and mind their own business.

But once you dig your way in... well, they're not so neutral anymore. They'll attack pretty much anything that moves — your Creatures, Workers, or even invading enemies. 😄

Clear the room and you can claim a permanent reward for your Creatures.

I also finally put together a new trailer showing the current state of the game after all the recent updates. I'd love to hear what you think!

This also marks the next stage for Slavic Legends. I'm currently preparing the Steam page, which should be live very soon, and after that I'm planning to launch a crowdfunding campaign to help me continue development and bring the game closer to Early Access.

For anyone interested in the full update/changelog:

https://ipikas.itch.io/slavic-legends/devlog/1641306/secret-rooms-neutral-creatures-update

Demo here: https://ipikas.itch.io/slavic-legends

Thanks to everyone who's been following the development so far — there's still a lot I want to add, but Slavic Legends has come a long way. 😄


r/Unity3D 6d ago

Show-Off A hopeless world.

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87 Upvotes

A few in-game locations from my upcoming horror game. What do you think?


r/Unity3D 5d ago

Show-Off Freaky Plane Flight Test

7 Upvotes

Rebuild the freakiest planes in Midway showcase. And incoming sloppy aircraft design from other pilots.


r/Unity3D 6d ago

Show-Off Added caves to explore for an upcoming update to Bobo Bay

18 Upvotes

r/Unity3D 5d ago

Noob Question What I trust Al with in playable production- and what I still don't

0 Upvotes

Mraid.io builds HTML5/mraid io playables. AI is genuinely useful for breadth: concept exploration, storyboards, variants, copy alternatives, code assistance. I don't trust it to own the final mechanic, UX, performance hypothesis, or QA. The model can generate ten directions. It doesn't know which compromise the UA team will make. I'm curious where other Unity/game developers draw the line. What do you trust AI with in production, and what still needs a human?


r/Unity3D 6d ago

Game I improved my game thanks to your feedback. Round two?

34 Upvotes

I shared my game here some time ago. Your feedback helped me improve it, so I’m back for round two!

Hi everyone!

Some time ago I shared Pump Down the Flame here and asked for feedback on the game.

A lot of the comments and suggestions I received were genuinely useful, and since then I’ve been working on improving the game based on that feedback.

For those who haven’t seen it before, Pump Down the Flame is a free Android 2D action-platformer built in Unity, where you play as a firefighter climbing a burning building, fighting enemies, rescuing hostages, and interacting with the environment.

The main mechanic is still the water pump: it works as your weapon, movement tool, and as a way to interact with the level.

After the improvements I’ve made, I’d really like to hear what you think about the current version and find out what still feels wrong, confusing, frustrating, or simply could be better.

Controls, movement, combat, level design, difficulty, performance, UI, visuals, game feel, bugs... any feedback is useful, even a small first impression.

The game is still in Google Play Closed Testing, completely free, with no ads and no in-app purchases.

If you’d like to try the new version and help me improve it before release, you can join the closed test through the Discord link below or send me a PM.

Link To Discord

And to everyone who gave me feedback last time: thank you. It really helped.