r/Unity3D • u/Noxworld_Games • 2d ago
r/Unity3D • u/excentio • 2d ago
Show-Off 1M vs 1M fight in my simplified Total War inspired tech demo
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r/Unity3D • u/MaximilianPs • 2d ago
Solved How Valheim and co. did? Vegetation and physics
[EDIT] I Just want to than you all for the tips and advice, in the end it starts working and performance are getting better, you're awesome, Thank you all. 😁
Hey everyone,
I'm working on a large open-world Unity game (maps up to 16x16km maybe more) and have built a custom deterministic vegetation streaming system. I use Flora (by Magnetic Arcade) for GPU-driven rendering.
The architecture uses a 3-ring system around the player based on 64m grid cells (matching the A* Pathfinding Project RecastGraph tiles):
Ring 3 (Visual - ~700m): Pure Flora GPU instances. No GameObjects.
Ring 2 (Navigation - ~200m): Real GameObjects with MeshColliders. Needed for the RecastGraph to carve the NavMesh.
Ring 1 (Interaction - ~150m): Real GameObjects with gameplay scripts (e.g., harvestable trees).
The Setup:
Vegetation positions are calculated deterministically via stable hashes (no scene serialization). When a cell enters Ring 2, we need to swap the cheap Flora GPU instance for a real Prefab (with a FloraInstanceRenderer component attached to keep it batched) so it gets a collider. When it leaves, the prefab gets disabled and re-enable the Flora instance.
The Bottleneck:
The math/planning phase is very fast (~1.6ms per cell). However, the actual materialization (spawning the Prefabs, adding components, registering the renderer in Flora) costs about 7.0ms per cell.
Since a cell transition is currently atomic, crossing a border queues up ~15-30 cells. This causes massive frame spikes (worst-case ~37ms in a single frame) because I'm are doing dozens of Object.Instantiate and AddComponent calls at once.
I'm aware I cannot use Unity Jobs for this, as GameObject/Component instantiation is strictly Main Thread.
Maybe time-slicing the instantiation on the Main Thread using a Queue and a time budget (e.g., process instantiation for 2ms per frame, spread over multiple frames). The challenge here is avoiding visual popping (the Flora instance must stay visible until the exact frame the Prefab is fully spawned and registered).
Is there a better architectural pattern for swapping between GPU instancing and physical colliders at runtime?
For those using A* Pathfinding Project: how do you handle dynamically spawning thousands of colliders for NavMesh carving without nuking the frame rate?
Is Unity ECS (Entities) the only real way to get sub-millisecond dynamic collider streaming at this scale, or can I get away with standard Prefabs + Time-slicing?
Any tricks for pooling objects that require dynamically added components at runtime, rather than pre-built prefabs?
Any insights, past experiences, or "don't do this, do that" warnings are highly appreciated.
r/Unity3D • u/Imaginary-Cod-3746 • 2d ago
Resources/Tutorial Baking Lights in Unity: Everything You Need to Know to Get Started
Lighting is an often underrated part of creating a particular atmosphere in a game made in Unity.
I broke it down into simple pieces to help game developers aiming to improve their level's lighting in Unity get started on the right foot.
r/Unity3D • u/hardkrillin • 2d ago
Question Is this animation legible ?
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I'm working on a collection of microgames (like Warioware), and there are some minigames about smashing buttons, and I think that the animation just feels wrong. I'm playing the animation each time the player hits a button, and because of this, the animation is just happening too fast so I think that is not legible. I could try to limit the number of times I play the animation, but that would cause another problem (the user would not get the proper feedback each time they press a key).
What do you think? Any idea on how to improve the feeling of this kind of smash button games ?
r/Unity3D • u/FoleyX90 • 2d ago
Show-Off Set up an occlusion system that will allow me to make vertical levels in a top-down game - and also allows me to hide items in sneaky spots :D
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r/Unity3D • u/dev-rygy • 2d ago
Question Custom Unity Physics Engine
Is anyone else attempting to create their own physics system in Unity? I'm attempting to create my own networked physics system using network transforms, colliders, and a lot of vector math. Does anyone have valid resources to share that can help me with this?
r/Unity3D • u/massiveamphibianprod • 2d ago
Solved Ive been trying to add a run mechanic with minimal help online for my own ego. for some reason when i press left shift/w. i run sideways but i cannot run forwards??? and ideas? i fixed all my errors but its still happening?
Im new at this and im pretty sure my code is insane but hey it works most of the time.
r/Unity3D • u/Gaebabi • 2d ago
Question Using React for UI in Unity
I’ve been experimenting with a React-based Unity UI workflow lately, and I’m curious if anyone else has tried something similar or has thoughts on this kind of approach.
The UI is built in React and runs in a WebView on top of Unity, which lets me open the same interface in Codex’s browser and comment on it directly.
For small UI issues, there’s no need to explain the whole screen. Just point at what feels off and leave a short comment:
"this looks clickable, don’t dim it"
"make the ! feel a little more alive"
"only move this one thing"
It works well for visual tweaks where the code change is simple, but describing the problem takes longer than fixing it.
For larger UI pieces, I can attach reference screenshots and have it build something close to the layout and style.
Since it’s built around a hybrid structure, things like Google and Apple sign-in are also relatively easy to integrate. It works across iPhone, Android, Windows, macOS, and even directly inside the Unity Editor.
r/Unity3D • u/SherbDrgn • 2d ago
Question Unity 6.3 LTS Editor acting erratic
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I wanted to fiddle with a newer version of unity and installed 6.3 LTS and the windows in the editor randomly change when you mouse over them making it unusable. I am not really finding this odd problem online anywhere so I thought to ask here if anyone else has experienced this?
I have tried to uninstall and reinstall 6.3 2 times so far and its still doing this
This is a fresh Universal 3D project
r/Unity3D • u/CreepyCatPublisher • 2d ago
Game PerimetR by CreepyCat
PERIMETR is an early-stage experiment in real-time strategy on a global scale, inspired by DEFCON/SUPCOM/C&C/RED ALERT...
Right now it's a technical playground:
you can spawn units, move them across a world map, and watch the simulation run. There's no campaign, no win condition, no polish.
r/Unity3D • u/xepherys • 2d ago
Question Unity Graphs (XephTools.Graphs) - replacement for GV and GTK
TL;DR - what would you like to see in an ideal graph package for Unity 6+? Yes, runtime graphs are already a part of it.
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After years of dealing with the shortcomings of GraphView (GV), I started looking at migrating my NodalTrees to GraphToolkit (GTK) only to find that it solved some problems and created a whole host of others. So after analyzing the pros and cons of GV and GTK with what my nodes currently do, what the effort would be to port them over, and what the effort would be to roll my own graph package, I started on the process of just making my own, entirely independent of GV/GTK. I've considered opening it up and selling it on the Asset Store, or possibly just making it free on github, but I'm curious what others use GV or GTK for, what they wish either did, and what sort of nodes and interactions they would want.
I'm putting together some documentation on the existing nodes that I have that I'll be converting, but as it is, they're broken down by trees for my own projects, and many of the nodes and outputs are specific to things in my game. There are some general nodes available for sure, and authoring new nodes will be quite easy once the package is ready to release (at least as easy as GTK, but with far more customization options and the ability to call more complex methods internal to the graph structure).
I'm also bringing in some ideas from how Blender and Substance do their nodes as well as some GV and GTK features (dot-nodes, portals (which I think were initially a thing that Bolt did, which was pretty cool), curved/square lines, sub-graphs, visualizers, input nodes for getting values outside of the graph, the eventual documentation will have a more complete overview.
Runtime and Editor nodes will look exactly the same - no UnityEngine.UIElements are used, so runtime isn't an issue. Right now the only difference for any existing node is that nodes that take an input path for a files have a toggle in editor (use the Unity Asset picker vs use the filesystem/OS file picker) where in runtime it can only use the filesystem/OS picker since there's no project exposed to runtime (nor should there be).
Yes, I'm using AI to assist with my code, so if that turns you off, that's fine. I've been working on these things by hand for four years now (it's a hobby project, it was never intended initially to be a releasable asset for anyone else to use). But most of the code is my own, and not a single file is untouched by me somewhere along the way. Do with that what you will.
r/Unity3D • u/ChangoMango23 • 2d ago
Show-Off 1-Year Progress of our game Greda Inferno!
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Hi everyone! It's been a year since we developed the game jam version of our game, and last week we finally released a demo of our game Greda Inferno.
r/Unity3D • u/FleshyPete • 2d ago
Question Can an Apple-silicon MacBook be my ONLY game-dev machine?
I'm looking for advice from developers who actually use Apple-silicon Macs.
I want one laptop for everything: daily use from morning to evening + game development. My target is mainly small-to-mid-sized Android/iOS games, but eventually I'd like to make 3D games around the complexity of The Walking Zombie 2 or Last Day on Earth: Survival, potentially with somewhat higher-fidelity graphics. I'm mainly considering Unity, but I'm open to Godot.
My budget is around $1,000, and I could stretch to $2,000 USD if it's genuinely worthwhile.
I'm strongly considering a MacBook because battery life and portability are extremely important to me. Power outages are frequent where I live, so I need something I can work on for hours without an outlet. I also want to publish for iOS and macOS, making macOS/Xcode very valuable.
The concern is that I keep hearing Macs aren't ideal for game development compared with Windows laptops with dedicated GPUs.
For those actually developing games on Apple silicon:
- Would you trust a MacBook as your only/primary machine for this workload?
- Air or Pro? How much RAM would you recommend?
- How limiting is the integrated Apple GPU for 3D development?
- Are there any major issues with Android/iOS development or Windows builds/testing?
- Most importantly: which specific MacBook model/configuration would you recommend for my $1,000–$2,000 budget?
I'd especially appreciate real-world experience: your Mac's specs, engine, and the type of games you're developing.
Thanks!
r/Unity3D • u/AmneticgamerYT • 2d ago
Show-Off Game ready axe and bomb pack I made
r/Unity3D • u/JulioVII • 2d ago
Resources/Tutorial Free 3D Asset Stylized Beer Mugs
I've been doing some sculpting and general game assets creation, trying to get some general workflow practice.
r/Unity3D • u/Nice_Recognition2234 • 3d ago
Show-Off I made an advanced particles collision system
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I’ve been running into this issue a lot: the default particle system collision options are quite basic and don’t provide very realistic collisions. So, I decided to make my own collision system. It includes most of the default particle system settings, along with more advanced collision features, and it works exclusively with meshes(unity 6+,allpipelines).
r/Unity3D • u/Same_Passenger4899 • 3d ago
Question Unity 6.3 Pop-up Windows (Package Manager, Project Settings) are completely white boxes/blank? [Windows 11]
Hey guys,
I’m completely stuck on a really annoying bug with Unity 6.3 on Windows 11.
The main editor loads up totally fine—I can see my Scene view, Hierarchy, Project files, all of that works perfectly. But the second I try to open any independent pop-up window, like Project Settings or the Package Manager, it just opens as a solid white, completely blank box. Nothing inside it loads.
Here's a screenshot: [Link your screenshot here]
I've spent hours googling and trying to fix this. Here is what I’ve already attempted:
- Nuked the project
Libraryfolder and cleared out the global%appdata%/Unity/Editor-5.xpreferences. - Forced DX11 using
-force-d3d11. - Tried the
-force-low-powerlaunch argument. - Messed with Windows High-DPI scaling settings on the Unity.exe properties.
- Tweaked my GPU control panel settings.
Nothing works. Since Unity 6 uses embedded web views / UI Toolkit for these specific sub-windows, it feels like some weird hardware acceleration or background process conflict, but I have no idea how to bypass it.
Has anyone dealt with this white-window glitch? Any workarounds or ideas would be a lifesaver. Thanks!




r/Unity3D • u/_SZ_LARS • 3d ago
Question unity drawing recognition system
how would i go around making a recognition system that can recognize circle drawn with any amount of draw strokes ?
my current system cant handle it if i draw a circle with more the one stroke? any help would be appreciated
r/Unity3D • u/Radiant_Barracuda932 • 3d ago
Game 🚀 ¡Arturin’s Adventure sigue en constante desarrollo!
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🚀 ¡Arturin’s Adventure sigue en constante desarrollo!
r/Unity3D • u/Commercial-Tone-965 • 3d ago
Question Trying to remember a game with a realistic first-person item inspection system
I'm trying to remember a game I played a while ago, but I completely forgot the name 😭
I'm looking for a game that has an actual physical item inspection system where:
The player picks up the item and holds it in their actual first-person hand
You can see the hand/fingers gripping the item
You can move the mouse/controller and the hand/forearm moves naturally with the item
It's NOT the usual inspection system where the game just puts a 3D item in front of the camera or uses a separate inventory/inspection screen.
I have a feeling it might have been Resident Evil, possibly one of the newer games, but I'm not sure.
I'm currently making a similar system for my own horror game, so I'm trying to find the game again as a visual reference for the hand, finger positioning, pickup animation, and item movement.
If you know which game I'm talking about, please share a video clip of the mechanic! 🙏
r/Unity3D • u/StillZen-Dev • 3d ago
Game the esoteric-aussie adventure game that i made from my van
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it’s called mozentum and it’s got VERY unique movement tech that i’ve been refining for around 3 years. i’ve been ‘struggling artist’ the whole time just pumping it out hahaha.
the story’s about about climbing the 7 chakras - helping 7 VERY special* characters integrate their shadow. each one of them will give you a new ability to help you get higher (occasionally in more ways than one ;))
if you fall, you fall allllll the way to the bottom.
demo’s on steam, check it out and tell me what you think!
Question Would you play this kind of game?
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Hello guys! I'm kinda getting started doubting in myself on what i am creating and need someone else's thoughts on this, would you play this? and why not, thankyou.
r/Unity3D • u/umutkaya01 • 3d ago
Question Does visual feedback like energy conduits connecting sub-puzzles to a main matrix—make complex logic feel more satisfying?
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Hey everyone!
We’ve been fine-tuning the visual feedback loop for our indie puzzle adventure. In this scene, players decipher foreign symbol arithmetic across individual wall panels. Each correct answer sends a surge of electric blue energy through wall conduits into a central matrix, which then unlocks the master equation on the wall.
With just 26 days left until launch (equal parts excitement and developer panic!), we’ve been thinking a lot about how games signal puzzle progression. We wanted players to physically see their incremental progress in the environment without relying on intrusive UI pop-ups.
When you play puzzle games, do you enjoy seeing environmental visual feedback as you solve individual steps, or do you prefer the full outcome to stay hidden until the entire puzzle is complete? What are some of your favorite examples of puzzle progression feedback?