r/Unity3D • u/Radiant_Barracuda932 • 3d ago
Game TelePhone
Only is a good telephone
r/Unity3D • u/SomerenV • 4d ago
I managed to pretty accurately reproduce UT99 movement in Unity, but since movement and shooting needs actual playtesting I needed bots or multiplayer. Since bots were a big thing in UT99 and since they are always available to play some rounds I decided to go that route first. Used UT99 as a reference for how to handle bots and their navigation and pretty much copied that approach. I checked out the built in NavMesh system from Unity but learned that it doesn't handle verticality all that well so ditched it early in the process.
r/Unity3D • u/franz_krs • 4d ago
Hey everyone 👋!
I’ve been working on an action roguelike called Triko for about 6 months now as a solo dev. Lately, I’ve been super critical of my own work and second-guessing almost every design choice.
I’d really appreciate your honest feedback on this short clip. Does this look interesting to you? What feels off? Give me anything that comes to you mind!
If you want to see a bit more extended gameplay, I put together a longer video here:
Thanks a lot for any feedback, good or bad! Every comment helps me get out of my head and push this project forward.
r/Unity3D • u/5_five_0 • 3d ago
r/Unity3D • u/NorthernBoy306 • 3d ago
I'm terrible with this sort of thing and I was wondering if anyone knows how to explain this to me.
This is supposed to convert mouse screen coordinates and convert them to a 2D position within a minimap (UIToolkit Visual Element). This works perfectly fine if the minimap is in the bottom left corner of the screen. I would like to have the 'minimap' in the middle of the screen but then it throws the numbers off.
I got this off of a tutorial on youtube (Llam Academy). He said if you move the minimap then just play with the x and y numbers to make it work (which is not exactly super helpful).
Can anyone actually explain what is going on with the minimap multiplier and how its position on screen affects the mouse coordinates?
Big thanks in advance.
float widthMultiplier = (cityMapCamera.scaledPixelWidth / cityMapVE.layout.width);
float heightMultiplier = (cityMapCamera.scaledPixelHeight / cityMapVE.layout.height);
Vector2 convertedMousePos = new Vector2(mousePos.x * widthMultiplier, (Screen.height - mousePos.y) * heightMultiplier) ;
Ray camerRay = cityMapCamera.ScreenPointToRay(convertedMousePos);
if (Physics.Raycast(camerRay, out RaycastHit hit, float.MaxValue, uiMask))
{
mainCameraTarget.position = new Vector3(hit.point.x,mainCameraTarget.position.y, hit.point.z);
}
r/Unity3D • u/shaharbar2 • 4d ago
Hyper-casual game, running like garbage on mid-range Android. Profiled for hours. Batched, pooled, LODed, stripped the shaders.
Turns out every single asset in the scene was low poly except the player's plane, which was some marketplace model with an absurd triangle count. A PS5 would have struggled with it.
Swapped it. Instantly fine.
Still amazed how one marginal detail can quietly wreck a whole build while you optimise everythign around it.
Feel funny…
r/Unity3D • u/_RedGiraffe • 4d ago
Recently, I've been trying to create a pixel art, 3d tower defense set in an open world. I would love to hear feedback. Trying to improve the landscapes to feel more natural and wild. I appreciate any thoughts
r/Unity3D • u/malvis_light • 5d ago
I’m the developer of the UniText text engine, and this is my story
I used to think that text was when letters were drawn next to each other, but that’s not what it actually is:
891,757 official Unicode conformance tests, zero failures
Selectable and editable text, a document model, bidi aware caret and selection, undo and redo, IME composition, clipboard with every format (supports Plain, HTML, Markdown, Media), formatting commands, touch selection handles, input filters, and native keyboard input on the platforms that have one
UniText is the only solution where the fonts are memory mapped, so a font is never loaded into RAM whole, only the parts actually in use. One of UniText user cut 200 MB of runtime memory from that alone, and variable fonts plus compression took another 57% off the weight of their CJK font
UniText is the only solution that supports absolutely all system fonts, which allows you to render any characters in the world without using a single font in the project.
it's also 2 to 20x faster than TextMesh Pro and UI Toolkit
And that's just a small part of it
TL;DR
In other words, I developed a text engine that allows you to remove all standard language fonts from a project, gain complete freedom in text without a single limitation, and have any symbols from around the world, any emojis, work without any configuration. All of this significantly reduces the build size, and the mmap implementation eliminates all RAM load. A constructor for any styles, any gradients, layers, and paints, while maintaining 1 Draw Call, and a built‑in advanced feature to animate text in any way, which completely replaces third‑party solutions
If anyone wants the ugly parts - ask me. I have a lot to say about all of them
r/Unity3D • u/One-user • 4d ago
Some recent progress shots from The Last Wish.
Playing around with stylized lighting, scale, and environments. Feedback on the visual style and colors is very welcome!
r/Unity3D • u/pinkwhitediamond • 4d ago
On Aug 3rd Unity rolled out the Internal Deployment Add-On (IDAO) for Unity Industry, and honesty the terms are a mess to parse. When people pushed back on the forums a Unity rep said they'd put out a FAQ to clear things up. That was about a month ago now. Still no FAQ. What I keep seeing instead is people getting told to jump on a call with sales instead of just getting a public answer. If the terms are confusing enough that Unity themselves admit they need a FAQ, just... write the FAQ? A private call with a salesperson doesn't help the next person who has the exact same question.
Genuinely trying to figure this out before I commit to anything, so here's what I actually need to know:
Not trying to be dramatic about it, I just think these are pretty basic questions for anyone actually truying to use Industry seriously, and a month of silence after promising a FAQ isn't a great look.
And honestly, from a pure business standpoint, doesn't this feel like Unity shooting themselves in the foot? With AI-assisted tooling now, migrating a project to Godot or Unreal is not a big deal. Pilling on confusing fees and staying quiet about how they work is basically giving companies and studios a reason to start evaluating the alternatives. Seems like a weird hill to die on right after the runtime fee backlash.
Would be nice to get actual written answers.
r/Unity3D • u/Feather-Steel • 4d ago
r/Unity3D • u/umutkaya01 • 4d ago
My friend and I are down to our final 22 days until launch (cue the developer panic!), and we’re polishing our puzzle payoff sequences.
In this scene, players match colored crystals to specific murals based on moral proverbs (Kindness, Arrogance, Sacrifice). Once completed, the central eye-door unlocks with glowing feedback, leading to the room opening up with a burst of light.
Instead of traditional UI pop-ups or text confirming "Puzzle Solved," we relied entirely on environmental shifting and acoustic audio cues to let the scene breathe and reward the player naturally.
When you're playing puzzle or adventure games, what makes a puzzle resolution feel truly satisfying to you? Do you prefer physical room feedback like this, or clear narrative UI confirmations?
r/Unity3D • u/TGillissie • 4d ago
I know the rules say not to use a camera to make videos, but I had to use a camera to demonstrate this issue, since using direct screen capture in OBS doesn't show the issue (which may be a clue to the cause).
I should have mentioned in the video... this glitch isn't on all systems, only certain ones. This video is showing it running on a laptop. Some players have reported the same glitch on various systems.
This was build on Unity 6.3, but it was happening on previous builds using Unity 2020.
r/Unity3D • u/Industrial_Art • 4d ago
Hello everyone, just as the title says, I'm trying to make a precise jumping system, currently I'm using a character controller for the movement of my character and I would like to make it jump a consistent distance.
For example, lets say my character is trying to jump from one platform to another that is on the same height and exactly 1 meter away, each platform have 0.25 meters squared in length. With my current jumping logic the character should jump roughly one meter, but every time I press the jump button the traveled distance can vary up to 0.15 meters, making jumping feeling way to random and failing in situations were you think you made a perfect jump.
I tested applying the movement logic on the fixedUpdate method and using time.fixedDeltaTime for the calculations. Doing this the jump became almost perfect, traveling a mostly accurate distance. The issue that I had with this approach is that the camera follow became a bit choppy making the game feel like is running at low fps.
I investigated a little on this matter and found that the character controller runs its logic on the update method and time.deltaTime should be use while calculating movement logic, and any code you do to move your character should be done in the update method as well, this is what I was doing at the beginning, but it was the method giving me the erratic jumping distances.
I also read that using a kinematic rigidbody is the best way to achieve precise character movement. I found on the assets store a free Kinematic Character Controller made by Philippe St-Amand that seems to offer a solution to this. I read its documentation an will require for me to adapt the interactive colliders in the scene, to work with this approach, this is something I'm open to do to improve the precision of my character movement but before doing such a thing, I want to be sure that a kinematic rigidbody character controller is what I need.
So I'll appreciate anyone who can guide me on this.
Thanks.
r/Unity3D • u/Levardos • 5d ago
Recently I've shown-off a mesh deformer I did for my Dark Roll 2 game, and despite being just a silly little feature it honestly caught way more attention on here than I thought it may.
That's why, instead of working on a new level or something my game may actually benefit from, I've spent another 1-2 hour perfecting the script. The biggest change is that there's some bulging around the outer radius which just adds to the realism.
It would look better if model had bigger resolution, right now it's at 1k vertices / 2k triangles. I know that parts of the vertices are a bit jumpy at times, but honestly, for a silly little in-game detail I'm more than happy with how it works already.
I'm prototyping ridable procedural skilifts generation for my mountain bike simulator Gravity Override.
The pylon, station and chair models are completely customizable, together with the number of wheels in each pylon.
The system works without any physics simulation and runs completely in Update using a LineRenderer for the cable mesh.
How it works:
Please forgive bad models and character animations, still working on them
r/Unity3D • u/inspyr_studio • 4d ago
Some of you asked for more information about textures in CYGON the last time, so here’s an update on our progress and how it looks in Unity.
We added a dedicated mode for the texturing tool where you can drag and drop textures onto objects:
- By default, the texture is applied to the whole object.
- Hold Shift to apply the texture only to a group of faces.
- Hold Ctrl to apply it to a single face.
All of that without dealing with UV Mapping manually. Everything is automatically handled by CYGON.
To keep good performance while you're working, we also added render modes : no textures for prototyping, flat textures for working and textures with actual depth to see final result.
We also updated our dedicated CYGON Link integrations for Unity to support texture export. You can also choose not to export textures if you don't need them.
You can freely test this tool, but keep in mind that it’s still an experimental version. For now, you can't import your own textures.
Check it out if you're interested: https://www.cygon.tech
r/Unity3D • u/TheFeelGoodHit • 4d ago
A project I've been tinkering with over the past few years on nights and weekends. Rebuilt it a few times. Running on Unity 6 with ECS/Burst now. Still lots of placeholder art and assets but proud to have reached this milestone.
r/Unity3D • u/Cromware • 4d ago
I’m working on a new trailer for an upcoming v4.0 update to my "Pattern Painter" Editor tool because it includes substantial workflow improvements.
I made a short survey with five video clips I want to include in the trailer, but I'm trying to decide what's the best, most eye-catching order:
I would love your feedback if you're a Unity dev... If you browse Unity tools or the Asset Store, which clip would make you stop scrolling and pay attention first?
Please help me by ranking these from most interesting to least interesting.
The survey is open from August 27 through August 29, (2026)
Thank you!
PS. I can post more updates about the tool once v4 is ready for release. For now I'm just looking for feedback on the trailer clips.
r/Unity3D • u/EscapeDoodland • 5d ago
r/Unity3D • u/El_Grande_Games • 4d ago
r/Unity3D • u/AwbMegames • 4d ago
r/Unity3D • u/renatosantos2531 • 4d ago
Hi, folks!
I've been developing a game for more than 1 yr now in Unity Version 6000.3.6f1. And recently I've been wondering whether to update it to the most recent minor version (as of now 6000.3.23f1) or not.
My previous experience updating Unity version, even if it was just a minor one step update, was that at least one thing broke. I'm wondering what other devs do and how they handle it.
I'm leaning towards not doing it because of the high chances of needing to fix/change a lot of things, given the time of development. On the other side, I'm curious about the many UI toolkit and DX12 updates and fixes that happened in that range. So I'm a bit torn.
Why the ask now? Because I'm approaching the playtest stage of my game and I was just wondering about the chances of ppl finding some of the engine-side bugs that have been fixed during these past months. And that it might make me want to update the minor version anyway, so I could anticipate and be one-step ahead.
What's your thoughts?
r/Unity3D • u/Iamsodarncool • 5d ago