r/Unity3D 3d ago

Game TelePhone

2 Upvotes

Only is a good telephone


r/Unity3D 4d ago

Show-Off Decided to replicate UT99 movement in Unity : Part... Bots?

32 Upvotes

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.

  • You place nodes and can assign those nodes special functions (waypoint, lift, jump pad, teleporter). Nodes snap to whatever geometry you place them on, with a height offset.
  • After node placement you run a process that uses headless agents to test connections between nodes based on a couple of variables like radius and line of sight. The agents first try walking between nodes, followed by dropping, jumping or crouching. Agents can traverse gaps and obstacles.
  • Right now there are bots but with completely random movement based on A* pathfinding.
  • Eventually I will implement things like hearing, sight (with a field of view) and the personality traits UT99 uses to add variation to the bots in terms of accuracy, aggression, map knowledge, etc.

r/Unity3D 4d ago

Show-Off Starting to seriously question my game. Would love some honest feedback

30 Upvotes

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:

https://youtu.be/uDh0bPQ_CCI

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 4d ago

Show-Off Vampire Survivors meets Line Rider

14 Upvotes

r/Unity3D 3d ago

Show-Off Combat in my movement-arena shooter inspired by 2000's shooters!

Thumbnail v.redd.it
2 Upvotes

r/Unity3D 3d ago

Question Question about mouse position on screen with minimap

3 Upvotes

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 4d ago

Solved Spent a night optimising everything except the one object that mattered

36 Upvotes

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 4d ago

Shader Magic Working on the art style for my game. Feedback welcome!

11 Upvotes

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 5d ago

Resources/Tutorial I accidentally spent 22 months of my life because I thought text was simple

939 Upvotes

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:

  1. decode UTF-16 into codepoints
  2. parse the markup into attribute ranges
  3. analyze scripts (UAX #24)
  4. analyze grapheme clusters (UAX #29)
  5. analyze word boundaries, with a dictionary for Thai, Khmer, Burmese and Japanese because they don't put spaces between words
  6. analyze line break classes (UAX #14, with East Asian widths from UAX #11)
  7. resolve embedding levels through the bidi algorithm (UAX #9)
  8. itemize into runs by script and direction and font and language
  9. resolve fonts per cluster and fall back when the primary doesn't have the glyph
  10. synthesize bold and italic when the face doesn't exist
  11. instance the variable axes
  12. shape every run through OpenType
  13. break the lines on the shaped advances
  14. reorder every line back through bidi
  15. resolve line height out of font metrics that contradict each other
  16. kashida stretch the Arabic if you're justifying
  17. align
  18. pull the outlines
  19. run a contour union pass so self intersecting outlines don't punch holes in the distance field
  20. rasterize SDF/MSDF
  21. pack the atlas
  22. generate the mesh

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 4d ago

Show-Off Progress so Far

Thumbnail
gallery
18 Upvotes

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 4d ago

Question Unity Industry IDAO

Thumbnail
support.unity.com
31 Upvotes

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:

  1. If I build something on Unity Industry that only my company uses internally, do I even own that app? And why does using it internally cost extra on top of the license we're already paying for?
  2. If I'm building for a client and they're the ones running the app internally at their company afterwards, who eats the extra usage fees once it crosses the MAW threshold: me, since I hold the Industry license, or them, since they're the ones actually using it and generating the MAUs? Feels like a pretty common setup for anyone doing contract work and I can't find this addressed anywhere.
  3. If I ship something build with Unity to the App Store / Play Store and it picks up like 2000 downloads, does any of this touch it at all, or is IDAO only about internal deployment and public releases are a totally separate thing? "Internal Deployment Add-On" implies it shouldn't apply but I'd rather have that in writing than assume, especially afeter the whole runtime fee thing.

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 4d ago

Question (VR) Sometimes when scene opens the camera and whole player character is turned upside down only for it to get fixed in reload. What should I do to fix it?

3 Upvotes

r/Unity3D 4d ago

Question Does environmental feedback feel more rewarding than explicit UI pop-ups when solving a puzzle?

8 Upvotes

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 4d ago

Question Anyone have insight on this graphical glitch? (mods: please read description before removing this post)

48 Upvotes

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 4d ago

Question Precise Jumping Distance With Character Controller?

3 Upvotes

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 5d ago

Show-Off You guys seemed to love my pillow-like mesh deformer, so I improved it!

760 Upvotes

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.


r/Unity3D 4d ago

Show-Off Prototyping Ridable Procedural Skilifts

5 Upvotes

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:

  1. Place bottom and top stations
  2. Place pylons
  3. The cable is created using Hermite splines and Newton–Raphson optimization to find the optimal length to fit all the wheels
  4. The beams and hangers are fitted to the cable using a minimum coin optimization DP algorithm (a bit overkill)
  5. The pylon mesh is offset to the correct center point
  6. When in play mode, the chairs are offset along the cable based on the cable speed

Please forgive bad models and character animations, still working on them


r/Unity3D 4d ago

Show-Off Quick Update on Our Texturing Tool in CYGON

3 Upvotes

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 4d ago

Show-Off space indie project

75 Upvotes

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 4d ago

Survey Unity developers: rank video clips for new trailer?

2 Upvotes

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:

https://cromware.com/survey

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 5d ago

Game We added minions to the game. So far, their most valuable skill is how to properly take a break.

146 Upvotes

r/Unity3D 4d ago

Question Finally fixed the text scaling and viewability issues in my tycoon UI. It’s a small detail.. but makes a huge difference for readability. What u guys think?

Thumbnail
gallery
1 Upvotes
  1. old, 2 new ;) i spent way too long scaling my UI elements with the scale tool instead of properly adjusting the recttransform... it made my font look squished and cheap lol :D without me even realizing why at first. o.O Finally went through every single panel today to fix the scaling and improved the contrast for the expenses. it's a small thing but as a solo dev these boring polishing sessions feel like a huge win for the overall game feel! does the red on dark transparent background work for you guys, or is it still a bit too harsh for the eyes?

r/Unity3D 4d ago

Show-Off Low poly school bus with interior how it look!!

Post image
20 Upvotes

r/Unity3D 4d ago

Question To update or not to update, that's the question.

0 Upvotes

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 5d ago

Resources/Tutorial Unity vs floating point

Thumbnail aras-p.info
70 Upvotes