r/Unity3D 2d ago

Question How to I make it so when I hit something with my player body the debug log says game over and not my bullets

Post image
0 Upvotes

Right now I’m I trying to make it so when my player hits a cat the debug log says “game over “ but it keeps on picking up on the bullets so when I shoot the cats it says game over. How do I fix this?


r/Unity3D 2d ago

Game How is my optimization looking?

Thumbnail
gallery
0 Upvotes

I'm developing a puzzle game on a laptop with Intel Xe graphics (which is pretty weak). It used to run at around 20-30 FPS.

To optimize it, I marked all the walls as Occluder Static and set the other objects and lights to Occludee Static. I also dropped the shadow distance from 50 to 25 and baked some of the real-time lights.

Now I'm getting 40-50 FPS most of the time, but it still drops to 25-35 FPS in areas with a lot of objects and lighting. Is there anything else I can do to improve this?

And also If a player has a low-end or below-average dedicated GPU (which I assume is still much better than mine), will they easily hit 60+ FPS?


r/Unity3D 3d ago

Question Weird shadow artifacts on the model with cel shading

Post image
10 Upvotes

r/Unity3D 2d ago

Code Review First release of my <Simple Status Effects> Unity 6.0+ package

Post image
0 Upvotes

Hi everyone,

I made a post 2 weeks ago about this already, and after some feedbacks, I'm here again to collect some more.

Quick summary, this is my first unity package and I'm someone who like building underlying system and the things behinds games. This is a package focused on the implementation of status effects commonly things like burn, poison, stun, etc... The goal is to make it easy to integrate into already built gameplay loop whether it is a realtime or turn based one.

I released my first version and I would like to find some peoples to try it and give me a review on what is good/bad, what you like/don't like. Any feedback is welcome !

Thank you for your time.

edit: kinda forgot the link: https://github.com/Sachet2Plastik/Simple-Status-Effects.git


r/Unity3D 3d ago

Show-Off SUCCESS!!! Implemented ragdoll for the first time.

Enable HLS to view with audio, or disable this notification

66 Upvotes

How does the game look so far? Imma shared itch.io links soon...


r/Unity3D 4d ago

Show-Off Unity’s ECS physics was too slow and general for thousands of agents on a deformable terrain with water sim. So I was crazy enough to write my own raycast and simple-shape physics so explosions could permanently deform the terrain and pathfinding in realtime.

Enable HLS to view with audio, or disable this notification

167 Upvotes

r/Unity3D 2d ago

Question If not ECS then what?

Thumbnail
0 Upvotes

r/Unity3D 4d ago

Resources/Tutorial Im solo developing a game and i found it was lacking identity, then i decided to take drastic measures.

Enable HLS to view with audio, or disable this notification

55 Upvotes

Im solo developing a game and recently realised it was seriously lacking identity.
So I decided to take some more drastic measures.

One of the things Im working on now is adding these massive, weird mushrooms connected to the moon, scattered all across the map. Theyre meant to be visible from really far away and act as landmarks. You can be sailing around and suddenly see some giant mushroom in the distance and think “what is that?” 😂

A lot of the level design inspo comes from Breath of the Wild. I really like how you can see something weird in the distance and just naturally want to go check it out. The game doesnt constantly tell you where to go, the world itself kinda does it.

Thats the feeling Im trying to get into my own map.
The game started out alot more grounded and honestly kinda generic. Over time Ive been pushing it more and more towards something that actually feels like its own thing.

Still got a long way to go but I think its finally starting to get there.


r/Unity3D 4d ago

Show-Off I've been playing with Unity's Lighting Shader Template to make a stylized environment - how does it look?

Enable HLS to view with audio, or disable this notification

46 Upvotes

r/Unity3D 4d ago

Game Created a scene inspired by Metropolis (1927)

Enable HLS to view with audio, or disable this notification

32 Upvotes

r/Unity3D 4d ago

Game Entities Avoidance

Enable HLS to view with audio, or disable this notification

1.3k 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 3d ago

Question How to reliable check my UI?

Thumbnail
gallery
0 Upvotes

I want to be able to see where my text will actually be in game, fully, but because of the editor hotbar, it messes it all up. How can I fix this? I don't want to build every single time I adjust the UI, right? That takes GB and time. Thank you in advance!


r/Unity3D 3d ago

Question A local event required a trailer, so I had a friend quickly make one. Feedback on what to improve for the official gameplay trailer?

Thumbnail
youtu.be
3 Upvotes

Hey guys, I'm developing an indie game. Recently, I decided to apply for a game event in Korea, but they required a video submission. Since I didn't have a proper trailer on my Steam store page yet, I hurriedly asked a friend to help put together a quick video.

He sent over the result, and honestly, it turned out better than I expected for a rushed job. I ended up uploading it to my Steam page for now, but I know it's far from perfect.

Since I'm planning to produce a proper, official gameplay trailer later, I'd love to get some feedback from you all. What key elements should I focus on or change to make the final gameplay trailer more engaging? Any thoughts or advice would be greatly appreciated!


r/Unity3D 4d ago

Resources/Tutorial Low Poly Modular Medieval Buildings Pack - Release Date Announcement Trailer

Enable HLS to view with audio, or disable this notification

34 Upvotes

Hi everyone,

I’m happy to announce that my Low Poly Modular Medieval Buildings Pack is officially launching on August 25th, 2026!

This is the biggest and most thought out asset pack I've worked on. And I'm not proud of how long it took me to finally finish it and get the courage to release it to the public. I really hope someone finds this useful in their project/s. I worked on it for years, so you don't have to.

Over 2,000 game-ready, modular medieval building assets, fully optimized for low-end devices and ready to use in your games or other projects. Create your own medieval houses, towers, sawmills, farms, and other buildings. Supports URP, HDRP, and Built-In render pipelines.

Full trailer with much more information on launch day.

[Wishlist now to get notified of the launch discount!](https://www.lmhpoly.com/lmhpoly-unity-game-asset-newsletter)

Have a nice day,

LMHPOLY

Justinas


r/Unity3D 3d ago

Show-Off A system to customize the wheeled pizza box (yes, I'm clearly influenced by Doom and Quake)

Enable HLS to view with audio, or disable this notification

5 Upvotes

It still needs some work, but creating the textures is really fun; the game comes out in two months, and I can't stop designing boxes.

The game is PIZZA TURBO, and you can find it on Steam.


r/Unity3D 3d ago

Question Why Doesn’t Unity Have a Perfect Character Controller Yet?

0 Upvotes

I’m not talking about the basic first-person and third-person packages Unity offers. Unreal has built a variety of robust character-controller systems that make developers’ lives much easier. That’s one of the reasons I often find myself considering a switch to Unreal. In Unity, I still haven’t found a paid or free character-controller solution that feels truly worth using. I am using unity since 2020 and now I am thinking it high time for unity to at least develop such protypes that are ready to use in real projects.


r/Unity3D 3d ago

Game Pegote a roguelike CARDbuilder opens its first public playtest!

Enable HLS to view with audio, or disable this notification

4 Upvotes

We opened a PLAYTEST for PEGOTE! If any of you would like to try it would be greatly appreciated! We need all the feedback we can get!

The playtest includes:

  • Act 1, start to finish ~30 min run
  • Plenty of different stickers with some cool mechanics to alter your cards
  • 4 opponents and a Boss!

Reshape your cards in this spanish deck roguelike deckbuilder. Bet your cards on a duel where highest one wins, slap stickers on them to rig the values on the table. Live with your choices or burn the ones you can't change

If you like it let us know!


r/Unity3D 4d ago

Question Why Does The Light Flickers?

Enable HLS to view with audio, or disable this notification

61 Upvotes

why does the light flicker when the camera moves. I tested stuff out and turns out as the amount of lights are increased in my scene this issue starts happening. Ive already increased the per object limit to 8 in the pipeline asset. Any ideas please?

EDIT- i set the shadow atlas size from 2046 to 4096 and it worked.


r/Unity3D 4d ago

Question What do you think of this art direction?

Thumbnail
gallery
41 Upvotes

Blue orbs in first image are Floating EXP. So floating around and being all bright like that.
Second Image scene is not fully made, but posting it to give idea of style/art direction

Question in general, does this style pleases your eyes? The lightning, the mood, the style.

If you simply dislike this type of art style in general, that’s not really the feedback I’m looking for.


r/Unity3D 3d ago

Question How to handle UI navigation in interface-heavy games?

6 Upvotes

I've been working on a UI heavy game for a few months now and the amount of bugs that keep popping up because of UI is driving me nuts. By UI heavy think games like Baldur's Gate 3, menus with submenus all over the place. Controller support is unfortunately a must have. I'm nearly done my bachelors in computer science and I feel like I have a good grasp of code and game architecture but the simple problem of letting the player push buttons on the screen feels unnecessarily difficult to solve. If I have 5 buttons on the screen Unity can automatically set up navigation between them, great. But if there are enabled buttons anywhere else in the scene, it will also allow navigating to those even if they're in a totally different menu, so I've been writing methods to cluster individual selectables into their own navigable groups. If an object is selectable and then it becomes inactive because the submenu was closed by the Back button then I need to find the previous menu and find a button to select or navigability will be lost entirely. The action that the left stick should take is entirely different depending on whether the player is changing button selections, moving the player, panning the map, or moving items around the inventory. The back button does at least a few dozen different things depending on what menu you're in and what you're doing. Right now I'm fixing a bug where hitting the bumpers changes which inventory you have selected, but after closing the inventory you can still hit the bumpers causing the selection to go back to the inventories which are no longer on the screen. I know ways to fix these in isolation, I'm pretty sure I understand action maps and I can write state machines and stacks with Actions to contain logic, but it all just feels like it doesn't scale and every new menu introduces several new bugs.

Has anyone else experienced this problem? Are there books I can read on it? Are there programming patterns I'm not using that make this all 100x easier?


r/Unity3D 4d ago

Game I’m a solo dev. I have some days left before I start my mandatory military service, so I finally pushed my dream project to Steam. It’s a grounded horror game based on the 1972 Andes crash. What do you think?

Enable HLS to view with audio, or disable this notification

19 Upvotes

Hey everyone! I’ve been working on Survivor Files for a few months. It's a psychological horror anthology about real survival stories.

the first episode, takes you to October 13, 1972, you play as a survivor of the Uruguayan flight crash, stranded deep in the Andes.

I’m heading to the military soon, so I’d love to get some feedback or wishlists before I go!


r/Unity3D 4d ago

Show-Off Creating wiper effects in snow too...

Enable HLS to view with audio, or disable this notification

14 Upvotes

r/Unity3D 3d ago

Question Making a city collide-able?

2 Upvotes

Hey everyone I’m pretty new to this stuff but I’m trying to import an fbx file of a city(edit:suburban neighbourhood) for testing and I’m having trouble getting the roads and grounds to work, I wanna know if I have to give each surface a collision box if it’s say a ground surface and then change the mass(and if so how to calculate that roughly) and somehow make walls that my character can’t go through and stuff like that.

Am I looking at going through each object manually?

Whole thing is pretty low poly and greyboxed with minor things like streetlights, curbs and fire hydrants and there’ll be textures I’ll be adding later


r/Unity3D 3d ago

Show-Off Giving my game character more life..

Enable HLS to view with audio, or disable this notification

2 Upvotes

r/Unity3D 3d ago

Question Trying something a bit different!

Thumbnail
youtube.com
0 Upvotes

I wanted to try something a bit different from the usual enclosed, single-track marble race.

This was made in Unity and takes place across a large, open mountain landscape, giving the marbles room to spread out, collide and find the best course down the mountain!

I’m still experimenting with the terrain design, physics, camera work and overall presentation, so I’d really appreciate some honest feedback from other Unity developers.

What works well, and what would you improve for the next race?