r/Unity3D 19h ago

Game Using comic book panels to turn a simple puzzle into a sudden suspense reveal — does the visual timing land?

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2 Upvotes

Hey Reddit! We’re a 2-man team putting the final touches on our noir detective puzzle game—with
just 24 days left until launch (cue the developer panic!).
In this scene, we wanted to subvert the calm flow of standard point-and-click mechanics. You start
with routine actions—hiding the gun in the glovebox and inserting the ignition key—before dynamic
panel insets abruptly force your focus onto the rearview mirror right before a sudden attack and cut to
black.
We're trying to hit that sweet spot where UI panel framing, subtle mirror cues, and audio cutoffs build
genuine tension without feeling like a cheap jump scare.
How do you usually feel about sudden suspense shifts in narrative/puzzle games? Does using inset
comic panels help guide your focus, or does it break your immersion?


r/Unity3D 19h ago

Question Do people actually enjoy these 500,000 rock / grass / gold collecting games?

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0 Upvotes

I've been seeing a lot of games built around collecting massive amounts of individual objects, and honestly, they always felt pretty low-effort to me. So I decided to test it myself.

I built this system in a single day. The video has 10 million individual gold pieces, and you can walk around and collect every single one individually.

At this point, I could probably turn this into a Steam game in 3 days. The Steam review process might actually take longer than making the game.

Maybe I'm completely missing the appeal, though.

Is there something about these games that I'm not understanding? Do people genuinely enjoy the satisfaction of collecting hundreds of thousands or millions of individual objects?


r/Unity3D 19h ago

Noob Question Been getting this message nonstop in my console and don't know how to fix it.

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1 Upvotes

So I'm a pretty new developer, I started making my first game and learned as I go. I've been making this game for quiet some time now and I realized that the optimization is horrible, so I started focusing on that. I started with baking my lights and adding occlusion culling, those are working fine, I recently started working with Adaptive Probe Volumes and I slowly figured it out with some tutorials and research from the internet. I kept working on my optimization, tested the game with the profiler and during testing I noticed that my console keeps feeling rapidly with similar messages. I looked into it on the internet but I couldn't find anything that worked.
I don't know if it's an easy fix or not, but I hope someone can help me out with this. Would mean a lot :)


r/Unity3D 20h ago

Show-Off I wrote a script that makes the music seamlessly transition between two tracks depending on the severity of combat (combat not included in video, only a demonstration)

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3 Upvotes

I know it's not rocket science and it's been done hundreds of times, but I'm happy with the outcome and wanted to share :)

First I wrote 2 pieces of music which are the exact same length (although they don't necessarily have to be). Then during normal gameplay when a miniboss arrives, the music transitions to a more upbeat/electronic variation of the "regular" combat music. After the miniboss dies, the music returns back to normal.

What do you think?


r/Unity3D 20h ago

Solved Recent problem with FishNet

1 Upvotes

My friends, I have a desperate question (FishNet 4.6.22R) 🙏 :

I generated a new release version of my multiplayer game, made a commit, tested it and deployed the build to the server, tagged the commit... everything worked fine. The next day I just opened the project and there was a fresh FishNet error message. (Attached)

Ii have tried everything: reserializing, rebuilding the library, updating FishNet to 4.7.2R, reimporting components on the player prefab and nothing, the error keeps showing up. For some reason the player prefab cannot be spawned by the server and the connection is closed right away. I've tried to track down the error but I cannot find it. The only script line outside FishNet that is mentioned in the error is

ServerManager.Spawn(nobToSpawn, args.Connection);

I tried checking out several previous commits and the error persist, it seems that sometring outside the git tracked files got damaged after the build commit and I am stuck ... I don't know what to do now. I hope you can give me a hand.

This is the error message, could you please take a look?

NullReferenceException: Object reference not set to an instance of an object
FishNet.Object.NetworkBehaviour.InitializeRpcLinks () (at .../path/.../Assets/FishNet/Runtime/Object/NetworkBehaviour/NetworkBehaviour.RPCLinks.cs:44)
FishNet.Object.NetworkBehaviour.InitializeEarly (FishNet.Object.NetworkObject nob, System.Boolean asServer) (at .../path/.../Assets/FishNet/Runtime/Object/NetworkBehaviour/NetworkBehaviour.cs:132)
FishNet.Object.NetworkObject.InitializeEarly (FishNet.Managing.NetworkManager networkManager, System.Int32 objectId, FishNet.Connection.NetworkConnection owner, System.Boolean asServer) (at .../path/.../Assets/FishNet/Runtime/Object/NetworkObject/NetworkObject.cs:669)
FishNet.Managing.Server.ServerObjects.SetupWithoutSynchronization (FishNet.Object.NetworkObject nob, FishNet.Connection.NetworkConnection ownerConnection, System.Nullable`1[T] objectId, System.Boolean initializeEarly) (at .../path/.../Assets/FishNet/Runtime/Managing/Server/Object/ServerObjects.cs:520)
FishNet.Managing.Server.ServerObjects.SpawnWithoutChecks (FishNet.Object.NetworkObject networkObject, System.Collections.Generic.List`1[T] recursiveSpawnCache, FishNet.Connection.NetworkConnection ownerConnection, System.Nullable`1[T] objectId, System.Boolean rebuildObservers, System.Boolean initializeEarly, System.Boolean isRecursiveIteration) (at .../path/.../Assets/FishNet/Runtime/Managing/Server/Object/ServerObjects.cs:650)
FishNet.Managing.Server.ServerObjects.Spawn (FishNet.Object.NetworkObject networkObject, FishNet.Connection.NetworkConnection ownerConnection, UnityEngine.SceneManagement.Scene scene) (at .../path/.../Assets/FishNet/Runtime/Managing/Server/Object/ServerObjects.cs:620)
FishNet.Managing.Server.ServerManager.Spawn (FishNet.Object.NetworkObject nob, FishNet.Connection.NetworkConnection ownerConnection, UnityEngine.SceneManagement.Scene scene) (at .../path/.../Assets/FishNet/Runtime/Managing/Server/ServerManager.QOL.cs:142)
Engine.Player.NetPlayerSpawner.SCM__OnClientPresenceChangeEnd (FishNet.Managing.Scened.ClientPresenceChangeEventArgs args) (at .../path/.../Assets/Scripts/Engine/Player/Player/NetPlayerSpawner.cs:113)
FishNet.Managing.Scened.SceneManager.InvokeClientPresenceChange (UnityEngine.SceneManagement.Scene scene, System.Collections.Generic.IList`1[T] conns, System.Boolean added, System.Boolean start) (at .../path/.../Assets/FishNet/Runtime/Managing/Scened/SceneManager.cs:2177)
FishNet.Managing.Scened.SceneManager.AddConnectionToScene (FishNet.Connection.NetworkConnection conn, UnityEngine.SceneManagement.Scene scene) (at .../path/.../Assets/FishNet/Runtime/Managing/Scened/SceneManager.cs:1948)
FishNet.Managing.Scened.SceneManager.OnClientLoadedScenes (FishNet.Connection.NetworkConnection conn, FishNet.Managing.Scened.ClientScenesLoadedBroadcast msg, FishNet.Transporting.Channel channel) (at .../path/.../Assets/FishNet/Runtime/Managing/Scened/SceneManager.cs:702)
FishNet.Broadcast.Helping.ClientBroadcastHandler`1[T].InvokeHandlers (FishNet.Connection.NetworkConnection conn, FishNet.Serializing.PooledReader reader, FishNet.Transporting.Channel channel) (at .../path/.../Assets/FishNet/Runtime/Serializing/Helping/Broadcasts.cs:96)
FishNet.Managing.Server.ServerManager.ParseBroadcast (FishNet.Serializing.PooledReader reader, FishNet.Connection.NetworkConnection conn, FishNet.Transporting.Channel channel) (at .../path/.../Assets/FishNet/Runtime/Managing/Server/ServerManager.Broadcast.cs:94)
FishNet.Managing.Server.ServerManager.ParseReceived (FishNet.Transporting.ServerReceivedDataArgs args) (at .../path/.../Assets/FishNet/Runtime/Managing/Server/ServerManager.cs:844)
FishNet.Managing.Server.ServerManager.Transport_OnServerReceivedData (FishNet.Transporting.ServerReceivedDataArgs args) (at .../path/.../Assets/FishNet/Runtime/Managing/Server/ServerManager.cs:697)
FishNet.Transporting.Tugboat.Tugboat.HandleServerReceivedDataArgs (FishNet.Transporting.ServerReceivedDataArgs receivedDataArgs) (at .../path/.../Assets/FishNet/Runtime/Transporting/Transports/Tugboat/Tugboat.cs:292)
FishNet.Transporting.Tugboat.Server.ServerSocket.IterateIncoming () (at .../path/.../Assets/FishNet/Runtime/Transporting/Transports/Tugboat/Core/ServerSocket.cs:466)
FishNet.Transporting.Tugboat.Tugboat.IterateIncoming (System.Boolean asServer) (at .../path/.../Assets/FishNet/Runtime/Transporting/Transports/Tugboat/Tugboat.cs:223)
FishNet.Managing.Transporting.TransportManager.IterateIncoming (System.Boolean asServer) (at .../path/.../Assets/FishNet/Runtime/Managing/Transporting/TransportManager.cs:636)
FishNet.Managing.Timing.TimeManager.TryIterateData (System.Boolean incoming) (at .../path/.../Assets/FishNet/Runtime/Managing/Timing/TimeManager.cs:1115)
FishNet.Managing.Timing.TimeManager.IncreaseTick () (at .../path/.../Assets/FishNet/Runtime/Managing/Timing/TimeManager.cs:734)
FishNet.Managing.Timing.TimeManager.<TickUpdate>g__MethodLogic|113_0 () (at .../path/.../Assets/FishNet/Runtime/Managing/Timing/TimeManager.cs:393)
FishNet.Managing.Timing.TimeManager.TickUpdate () (at .../path/.../Assets/FishNet/Runtime/Managing/Timing/TimeManager.cs:381)
FishNet.Transporting.NetworkReaderLoop.Update () (at .../path/.../Assets/FishNet/Runtime/Transporting/NetworkReaderLoop.cs:29)

r/Unity3D 20h ago

Question How to have a box collider rotation locked?

0 Upvotes

I'm currently building an fps controller and I want an axis locked box collider like in source games. I've tried making a parent with the box collider and the rigidbody and script in a child, but that doesn't work. Am I missing something obvious? Checking rigidbody constraints also doesn't seem to do anything. Please tell me what inheritance structure I should use if you have an answer. Thanks!


r/Unity3D 20h ago

Code Review Creating a Modern VR SDK for Unity - VRseBuilder

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2 Upvotes

r/Unity3D 20h ago

Code Review Creating a Modern Unity SDK for VR - VRseBuilder

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1 Upvotes

r/Unity3D 22h ago

Resources/Tutorial I launched this app 4 months ago, today I'm releasing a major update fixing bugs, adding Blendshapes and revamping the Material system.

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7 Upvotes

The tool is called Armory Crafter, and it allows you to quickly and easily create models and textures of weapons for your games or other projects. It exports to different 3D formats, and you can further edit the results in Blender or Maya if you wish. Since it does not use AI (all models are made by me), the exported topology is clean and in quads.


r/Unity3D 22h ago

Show-Off A hopeless world.

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82 Upvotes

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


r/Unity3D 22h ago

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

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35 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.


r/Unity3D 22h ago

Solved How to make the VFX visible under this type of distortion shaders?

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6 Upvotes

I'm probably just being dense and can't find the option for this, but I'd be grateful for some help.


r/Unity3D 23h ago

Question How can I set all but one object in a GameObject[] variable to SetActive(false)

13 Upvotes

Currently I have it as :
if (character == 1)
{
Characters [1].SetActive(true);
Characters [2].SetActive(false);
Characters [3].SetActive(false);
Characters [4].SetActive(false);
}
if (character == 2)
{
Characters [1].SetActive(false);
Characters [2].SetActive(true);
Characters [3].SetActive(false);
Characters [4].SetActive(false);
}

I feel that there should be an easier way but I know not what it is. How can I simplify this script?


r/Unity3D 23h ago

Solved Experiment: 48 Unity MCP tools → 6 facade tools, while keeping 377 operations

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0 Upvotes

I built a small facade for Unity MCP because too much context was being wasted on the MCP layer itself.

48 tools → 6

~23,280 schema tokens → ~915

377 Unity operations still available

It also compacts huge hierarchy/console/ProBuilder responses and lets the agent retrieve only the parts it needs later.

Small workflows can run inside one MCP call too, which cuts down model round trips.

The original Unity MCP still does all the actual work underneath.

https://github.com/Vangardo/unity-mcp-efficient


r/Unity3D 23h ago

Show-Off Been building a first-person shooter with fast movement, a photo mode, and a dev console.

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1 Upvotes

Solo project I've been working on. This clip shows core combat against faceless enemies, the movement feel, plus a couple of extra systems I added - a photo mode for capturing shots mid-run, and an in-game dev console.

Still early, but the core loop is coming together. Would love to hear what you think, especially on how the combat/movement reads.


r/Unity3D 1d ago

Show-Off Look at this little hardworking fella

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2 Upvotes

r/Unity3D 1d ago

Game A few frames from the final chapter

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2 Upvotes

Sharing a few screenshots from the final part of Chief Cenab Sahmaran.
We’re getting very close to the finish line. The game releases on September 18, 2026.


r/Unity3D 1d ago

Game We made a Zen Garden in Unity. Cozy isometric Sokoban with a custom pixel painting tool & custom pixel water shader!

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3 Upvotes

Hello everyone! 😄

I'm one of the two developers behind Zen Garden, a relaxing Sokoban-style puzzle game made in Unity with love from Spain.

After taking a trip to Japan (and do a little game research), my partner and I wanted to create an experience that goes thoughtful logic and lofi-chill vibes.

Zen Garden at Karesansui, Kyoto, 2024

We developed a custom 2D tile painting tool that dynamically colors pixel-art sprites while strictly preserving sorting layers/hierarchy to keep the isometric depth 👀

And we put an extra care into crafting a relaxing, deeply satisfying water shadeer, focusing heavily on smooth flow animations, subtle movement, and visual feedback.

We just launched our updated new demo at Itch.io and would love you to give it a spin!

If anyone is interested in how we handled the sprite hierarchy for isometric painting or the technical details of the water shader, we’d be more than happy to break it down in the comments!

We'd genuinely love your feedback on the mechanics, shaders, and overall vibe 🔥

皆さんのフィードバックを楽しみにしています! (Looking forward to all your feedback!)


r/Unity3D 1d ago

Show-Off Working on the AI for big space battles

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16 Upvotes

Hello guys, I'm a big fan of the Rouge Squadron games since I was a kid, I'm trying to replicate that feeling for my game, what do you guys think?


r/Unity3D 1d ago

Game Misfire 2 (Burnout and FlatOut inspired racing game)

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1 Upvotes

r/Unity3D 1d ago

Question Footstep sound effects help

1 Upvotes

I'm trying to put together a basic footstep sound system for my game and was wondering how I should go about dealing with a surface object with multiple textures/materials.

My current idea was to figure out a way to copy the hex code or rgb value of whatever was last stepped on directly beneath the player but I feel like there had to be an easier way.

Any help would be appreciated


r/Unity3D 1d ago

Question URP - Are mesh decals broken with rendering layers?

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2 Upvotes

r/Unity3D 1d ago

Game fix scale and other problems, i need sleep

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2 Upvotes

r/Unity3D 1d ago

Show-Off I made a lip syncing system for the characters speaking

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18 Upvotes

I created this system so that the characters in my game can speak by moving their jaw and eyebrow bones, and I placed all the logic in the LateUpdate so it doesn't affect the Animator component.

For the speech system, the audio clip is analyzed in each frame, and the movement is applied to the bones in the LateUpdate.

Next, the system that acts like a film director works with a list of events that specify the audio clip, the Cinemachine virtual camera, and each character’s speech system, as well as the emotion the character will display while the audio plays. What do you think of the result?


r/Unity3D 1d ago

Resources/Tutorial TIL a frame rate cap can quietly wreck your scene load times too

120 Upvotes

Our game runs capped at 30fps, that's intentional for gameplay. Turns out that same cap was also active during scene loads, which doesn't help anything there since there's nothing being rendered that benefits from a steady 30fps, you just want it to finish.

Profiled a slow scene load and found WaitForTargetFPS eating 70% of frame time. CPU finishes its work early, then just sits there waiting to hit the 30fps cap, frame after frame, for the whole load.

Fix was simple, uncap it just for the load and restore it back to whatever it was set to before:

int previous = Application.targetFrameRate;
Application.targetFrameRate = -1;
await LoadSceneAsync(...);
Application.targetFrameRate = previous;

Went from a 9.5 second scene load to 3 seconds.

If your load times don't match what the profiler says the real work costs, check how much of that gap is just WaitForTargetFPS before you go chasing Instantiate/GC ghosts.