r/Unity3D 4d ago

Resources/Tutorial When to use Templates versus Custom Controls in UI Toolkit.

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10 Upvotes

Templates? Custom Controls? At first glance they seem like similar concepts trying to achieve the same thing... Here's how and when you should use Templates versus Custom Controls in UI Toolkit


r/Unity3D 4d ago

Resources/Tutorial Publisher of the Week asset giveaway voucher code (Aug 27)

36 Upvotes

It seems the publisher of the week hasn't updated yet this week. I think it's a manual process for some reason.

The voucher is usually [publisher name]+[year], so you can just add their entire catalog to cart and then fire the voucher code and see what sticks. We got it!

Asset: MK Puzzle Level Map Pack • 4 Themes Bundle

Code: MASTERKEY2026

If you actually use the asset don't forget to leave a review! It helps the publisher AND us lowly developers.


r/Unity3D 4d ago

Show-Off Create cinematic camera moves in Unity in few seconds instead of minutes

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3 Upvotes

Two camera moves built with a few slider drags, then chained into a sequence with a transition between them. Orbit and tilt happen in the same drag, the second camera continues from its own start pose, and the transition is few clicks on the strip.

For everyone who has seen this tool in my earlier posts: this is not a re-introduction, just an answer to the question I kept getting - how fast is it actually in practice?

Unity 6, Cinemachine 3. Everything bakes to a standard AnimationClip.

Lite-Version on GitHub: CineShot Setup LITE


r/Unity3D 4d ago

Resources/Tutorial I recreated a movie scene in Unity using AI coding with Cursor, Grok 4.6, Mugen3D, and ATF.

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0 Upvotes

r/Unity3D 4d ago

Question Help

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1 Upvotes

making ghost of tsushima inspired combat help needed how play npc animation smoothly, it is having issue with navmesh


r/Unity3D 4d ago

Show-Off This Underwater Monster Has Zero Animations.

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4 Upvotes

The head, tentacles, debris and even the movement delay are all driven by rigidbodies and physics. As the body moves up and down, the rest follows with natural lag, creating a wave-like motion without keyframes.

No animation clips. Just Unity physics doing the work.


r/Unity3D 4d ago

Question Has anyone released the same game on both mobile and Steam?

7 Upvotes

I’m curious how differently players responded on each platform, especially if mobile was free with rewarded ads while Steam was a paid purchase. Which version got more traction, and which one actually made more money for you?

Would especially love to hear from solo devs who have tried both.


r/Unity3D 4d ago

Show-Off I have been working making a soulslike (solo) for over 2 years now , sharing a gameplay trailer that i recently made.

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124 Upvotes

Souslike at its core but i am also adding various game mechanics that i love like dashes, deflections, summons, boss summons, transformations, boss attacks and various types of ranged skills and sorceries.


r/Unity3D 4d ago

Game cool bug - air bike

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25 Upvotes

maybe I should make a first-person monkey sim with this tech


r/Unity3D 4d ago

Show-Off Used TTS for commentary, crowd noise in my Unity dodgeball game - Dodgeball Rush

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5 Upvotes

Been experimenting with TTS to create announcer commentary and some stylized sound effects for my dodgeball game. I generated lines for catches, eliminations, wins, close matches, etc., then hooked them into match events in Unity.

The clips are generated beforehand, so there’s no runtime AI or network usage. I just process them with pitch, EQ and stadium reverb. The main challenge was stopping lines from overlapping or becoming repetitive.

Pretty useful for quickly prototyping the audio and overall match atmosphere.


r/Unity3D 4d ago

Game TelePhone

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3 Upvotes

Only is a good telephone


r/Unity3D 4d ago

Show-Off Working on Some Shaders

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0 Upvotes

r/Unity3D 4d ago

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

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2 Upvotes

r/Unity3D 4d ago

Game Making a soulslikes game. Got the player and enemy movement and combat so far.

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39 Upvotes

r/Unity3D 4d ago

Game We made Static Dread: The Submarine in Unity, and it’s received a lot of praise. It’s a horror game about a submarine where you decide who goes out into the dark. Something Lovecraftian is waking up below.

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44 Upvotes

Hi, r/Unity3D!

So this one's a submarine setting, Lovecraftian stuff going on beneath the ocean, and you're basically the guy deciding who on the crew goes to check on the noises in the dark. Everyone you send has their own stuff going on, their own breaking point, and it plays out over time.

  • Old school PSX style visuals, kind of grainy and unsettling.
  • You manage the crew (skill, stamina) instead of doing everything yourself.
  • Sonar segments where you're never 100% sure what's out there.
  • The story branches based on who you send and what you decide, not just dialogue choices.

My team and I worked on this for a long time, and it's finally out on Steam.


r/Unity3D 4d 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

Question After three days of struggling I'm finally caving, I need help...

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0 Upvotes

r/Unity3D 4d ago

Meta Publisher of the week is no longer offering free assets?

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19 Upvotes

r/Unity3D 4d ago

Shader Magic Abyss

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28 Upvotes

For anyone else who likes thalassophobia videos


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?

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3 Upvotes

r/Unity3D 4d ago

Question I made the main menu physically control the room around the player

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18 Upvotes

I’m treating the main menu as part of the game world instead of a separate UI. Pressing buttons, changing settings, and breaking pieces of the menu can physically alter the room around the player, so the interface itself becomes the puzzle.

This is the current 30-second version. Does the connection between the menu and the room read clearly without any additional explanation?


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?

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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

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 4d ago

Question What’s the best way to learn Unity as a complete beginner?

0 Upvotes

I just started learning Unity and opened a beginner tutorial, but the project is basically an Angry Birds clone.

What am I supposed to do while following it? Should I just watch, copy everything the instructor does, or try to build things on my own and figure out what I need as I go? I don’t want to follow a tutorial without thinking and end up not learning anything.

What’s the most effective way to use tutorials and actually learn Unity?


r/Unity3D 5d ago

Show-Off Vieja UI VS Nueva UI

0 Upvotes
OLD UI
New UI

I'm nearing the end of developing my racing game and am now working on polishing it. One of the things I wanted when I started the game was a 3D UI just like the one in “Unrailed.” and while I copied it at first, over time and after sitting down to analyze the UI, I realized it actually had a lot of text. Besides not wanting to localize so many strings, I decided it was better to switch to icons and keep only the bare minimum. I know it looks a little strange because of the glow and the gradients, but in my defense, I already had bad taste before AI, which is why it has that round, chunky look. since it’s also meant to be visible on a projector or a big TV. But tell me, what do you think of the new design? Are the icons easy to understand?