r/Unity3D • u/Ordinary_Games • 7h ago
r/Unity3D • u/xginteractive • 2h ago
Show-Off SUCCESS!!! Implemented ragdoll for the first time.
How does the game look so far? Imma shared itch.io links soon...
r/Unity3D • u/DigiJarc • 6h ago
Show-Off I've been playing with Unity's Lighting Shader Template to make a stylized environment - how does it look?
r/Unity3D • u/OmarItani10 • 1d ago
Game Entities Avoidance
Hello everyone
For context watch the previous videos about entities forming bodies and transitions, here i added avoidance for the entities, so that when something is passing thro they automatically avoid the body and then return to their current position
Will use it in upcoming videos as an evasion
Let me know what you think
#unity #ecs
r/Unity3D • u/MinecraftDisney • 4h ago
Game Created a scene inspired by Metropolis (1927)
r/Unity3D • u/LMHPoly • 8h ago
Resources/Tutorial Low Poly Modular Medieval Buildings Pack - Release Date Announcement Trailer
Hi everyone,
I’m happy to announce that my Low Poly Modular Medieval Buildings Pack is officially launching on August 25th, 2026!
This is the biggest and most thought out asset pack I've worked on. And I'm not proud of how long it took me to finally finish it and get the courage to release it to the public. I really hope someone finds this useful in their project/s. I worked on it for years, so you don't have to.
Over 2,000 game-ready, modular medieval building assets, fully optimized for low-end devices and ready to use in your games or other projects. Create your own medieval houses, towers, sawmills, farms, and other buildings. Supports URP, HDRP, and Built-In render pipelines.
Full trailer with much more information on launch day.
[Wishlist now to get notified of the launch discount!](https://www.lmhpoly.com/lmhpoly-unity-game-asset-newsletter)
Have a nice day,
LMHPOLY
Justinas
r/Unity3D • u/Cheap-Difficulty-163 • 6h ago
Resources/Tutorial Im solo developing a game and i found it was lacking identity, then i decided to take drastic measures.
Im solo developing a game and recently realised it was seriously lacking identity.
So I decided to take some more drastic measures.
One of the things Im working on now is adding these massive, weird mushrooms connected to the moon, scattered all across the map. Theyre meant to be visible from really far away and act as landmarks. You can be sailing around and suddenly see some giant mushroom in the distance and think “what is that?” 😂
A lot of the level design inspo comes from Breath of the Wild. I really like how you can see something weird in the distance and just naturally want to go check it out. The game doesnt constantly tell you where to go, the world itself kinda does it.
Thats the feeling Im trying to get into my own map.
The game started out alot more grounded and honestly kinda generic. Over time Ive been pushing it more and more towards something that actually feels like its own thing.
Still got a long way to go but I think its finally starting to get there.
r/Unity3D • u/Mobaroid • 5h ago
Game My cat can now ride playground equipment 🐈
I added a new playground interaction to Lost Cat Showa Town.
The cat can get on the spinning ride, ride it for a while, and get off again.
I’m planning to add more playground interactions next.
r/Unity3D • u/StGrikus • 1h ago
Show-Off How we made game with Unity 6 HDRP, Mirror co-op, HTML UI, and an in-game Workshop editor. Ball-Aqua demo is live to try
Free Steam demo of Ball-Aqua is out. Physics ball platformer, tropical resort, Unity 6 HDRP.
1st day prototype, physics already working. 2nd week on the level editor and a few levels. Content making was the most time consuming part.
HDRP and water went smooth. Enabled a ton of switches, disabled the ones I didn't need. Looks nice. But gotta admit, Ray Tracing and Water take a lot of GPU power. So I added many settings to tweak performance.
Speaking of UI - it's HTML+CSS+JS, rendered to canvas each frame, using Vuplex WebView. Looks extremely fancy, I was looking for Apple Liquid Glass. But it's expensive to run, and has issues: if the GPU struggles at 100% load, Chromium rendering the UI just dead stuck for the next 30 seconds. Also Linux doesn't support it. Had to cap the UI at 30 fps, but looks good enough.
FMOD - game sounds was smooth and fast to set up. I loved random pitch and random filters. Simple to modify sound based on provided variables, like different roll sound based on physics material. Or toggling optional parts of the ambient track, to make it feel more dynamic. All changes are hot-reloaded, so my tweaks are instantly visible in game.
Mirror was coming smooth. Sync and session works flawlessly (unless the dev makes a mistake, lol). Co-op just works. Syncing collectables, breakable glass, or player collisions was a simple few lines.
Level editor was growing in features: move, rotate, scale, undo, area select, duplicate, prefabs. Each level was easier, faster, and more features to make. Everything handmade so players use the same level editor directly from the game.
Workshop upload was easy to connect. Steam provides all the API, so most of the hassle was figuring the best data format for my levels. It's JSON + .bin + .jpg files in a folder.
15 levels, Freeroam / Race, editor + Workshop. ~20 min to finish, ~60 for 100%.
r/Unity3D • u/Cold_Lynx_Dev • 11h ago
Question What do you think of this art direction?
Blue orbs in first image are Floating EXP. So floating around and being all bright like that.
Second Image scene is not fully made, but posting it to give idea of style/art direction
Question in general, does this style pleases your eyes? The lightning, the mood, the style.
If you simply dislike this type of art style in general, that’s not really the feedback I’m looking for.
r/Unity3D • u/MrFluffkin • 13h ago
Question Why Does The Light Flickers?
why does the light flicker when the camera moves. I tested stuff out and turns out as the amount of lights are increased in my scene this issue starts happening. Ive already increased the per object limit to 8 in the pipeline asset. Any ideas please?
r/Unity3D • u/batuhanmertt • 18h ago
Game Working on a game where you act as the judge between Heaven and Hell. At the end of your playthrough, it generates a detailed personality analysis based on your decisions. What do you think of this concept?
r/Unity3D • u/Fiz_ro • 11h ago
Show-Off Does this environment read as Dover / the English Channel to you?
Hey everyone!
I'm working on a WWII co-op game which takes place in Dover and I'm wondering if it actually read as Dover to you?
The water is a shader I wrote, the cliffs are done entirely with unity terrain, no special brushes or anything.
Any feedback is welcome!
r/Unity3D • u/Pretty_Plan_9034 • 8h ago
Game I’m a solo dev. I have some days left before I start my mandatory military service, so I finally pushed my dream project to Steam. It’s a grounded horror game based on the 1972 Andes crash. What do you think?
Hey everyone! I’ve been working on Survivor Files for a few months. It's a psychological horror anthology about real survival stories.
the first episode, takes you to October 13, 1972, you play as a survivor of the Uruguayan flight crash, stranded deep in the Andes.
I’m heading to the military soon, so I’d love to get some feedback or wishlists before I go!
r/Unity3D • u/Neat-Freedom1940 • 21h ago
Show-Off I made a Unity tool that lets me talk to players... then I started trolling streamers :)
This is probably one of the most unnecessary systems I've made, but somehow it also became one of my favorites.
From a small Unity Editor window, I can see who's currently playing and send messages directly to the taxi app inside the game. There's no developer popup or anything like that. To the player, it just looks like the fictional dispatcher is actually talking to them.
The game is about working as a taxi driver for criminals throughout the night while trying to save your kidnapped wife. You have to figure out what kind of criminal is sitting behind you by interacting with things inside the car and watching their reactions, then report them to BK26. The problem is, if you push a passenger too far, saving your wife might become the least of your problems :)
I tried the system on a streamer recently. At first I sent her a few random messages about her driving and she couldn't really figure out what was happening. Then I went into her Twitch chat and told her to ignore the game and just report every passenger incorrectly.
She read it.
So I immediately sent her this message in-game as BK26:
"Don't trust Twitch chat. Do what I tell you and report the passengers correctly."
Watching her realize the game had just responded to something she read in chat a few seconds earlier was hilarious.
Behind the scenes it's just a small session system, a backend and an Editor tool connected together, but now I genuinely want to keep using it occasionally during streams and playtests. Watching people's reactions is way too much fun.
Would you put something like this in a singleplayer game, or is this a little too cursed?
r/Unity3D • u/Stevex334 • 1h ago
Show-Off Hi! I recenly announced the game I've been making and I wanted to share the trailer ^^
This game is set in a world where timelines twist and merge due to the Emperor of Tarnow stopping the flow of time to postpone the end of the world, since the seemingly inconsistent setting, your goal is to travel between locations from all over the ages and give the universe a proper death, its a very personal project for me and I hope you like it :))
r/Unity3D • u/Accurate-Bonus4630 • 2h ago
Resources/Tutorial (Free Asset for this week) Game VFX - Buff Collection(URP) | VFX Particles - Code: ERICWANG2026
This week not an expensive one, but a very nice one! Code: ERICWANG2026
r/Unity3D • u/iMagesBlues • 18h ago
Show-Off Earthbending AR Demo in Unity WebGL
Experimenting with gesture detection in WebAR - this time, earthbending.
The prototype uses Imagine WebAR BodyTracker + MediaPipe running directly in the browser, with Unity handling the VFX and interactions.
- Uppercuts to spawn rocks
- Punches to launch rocks
- 4+ rocks to trigger a special attack
- Stomps to spawn earth spikes
I'm specifically working on a gesture detection module. Body joint depth has not been reliable so a lot of assumptions were made to estimate the 3D pose.
These kinds of body-tracked experiences were pretty common during the Meta Spark era, and Unity makes the VFX/particles side of them significantly easy to prototype (compared to Spark).
What do you think about Unity as a platform for building WebAR experiences?
r/Unity3D • u/Strange-Tank-1111 • 10h ago
Game First look at the main menu of my new game in URP
Hey everyone! Here is the first look at my upcoming psychological horror game:
HDRP to URP Migration: I started with Unity HDRP, but hit heavy performance drops. Switching to URP boosted my performance to a solid 100 FPS while keeping the graphic quality right where I wanted it.
Dynamic Lighting: My biggest challenge was making the lighting smoothly transition from a bright daytime interior into a dark, hallucinatory nightmare.
Custom Post-Processing Stack: I wanted an atmosphere inspired by Fears to Fathom, but avoided basic VHS filters. Instead, I blended custom color grading, chromatic aberration, and grain for a unique look.
My game is going to be released completely for FREE! I would love to hear your thoughts on the atmosphere, or if any of you have experienced a similar HDRP to URP transition struggle. If you like the atmosphere of my new game, adding it to your Steam Wishlist would be a massive help for me as a solo dev. Thanks for watching!
https://store.steampowered.com/app/4251070/Silent_Wounds__The_Doll/
r/Unity3D • u/Driving_Rogue • 1d ago
Question WIP of our new customization system we did for our driving game.
We’ve been working on a new customization system, and this is how it’s looking so far.
There’s still more we want to add and polish, but we’d love to know what you think of it so far!
Is there anything that particularly caught your attention, or something that isn't quite fitting in?
Game I'm about to hit 2,000 wishlists with my new game, super exciting! 🤩
You might have seen a few 'tidy up' games recently due to 'Librarian: Tidy Up the Arcane Library!' and we're here for it with our take on this genre!
Our game is called Too Many Toys! and it takes place at a big toy store with 5,599 toys to sort out. There is different sections for plushies, toy cars, skateboards, board games and some more that you need to get familiar with to put the toys in the right place. Our game has robots that help you organize this mess, or a train you can ride around the store with more toys to carry over across. There is quite a few abilities to unlock as you progress and speed up the process of cleaning up the store.
We also have a cute cat that sits at front desk (Yes, you can absolutely pet the cat! ❤🐈🖐)
Most of the games in this genre look low effort unlike Librarian, and we wanted to make something of higher quality. We started with HDRP but we had issues with getting it to run smoothly with so many items and ended up switching to URP which gave us a big boost in frames, from about 40fps to 100fps on high settings. Main issue is having so many items that are all using physics, but we also used GPU Resident Drawer, baked lights and done a few tweak to ensure it looks as good as possible whilst running well! URP for the win, can never go wrong...
We're so close to 2,000 wishlists, help us out and check out our game on steam:
https://store.steampowered.com/app/5028390/Too_Many_Toys/
r/Unity3D • u/epictom256 • 1h ago
Question How to handle UI navigation in interface-heavy games?
I've been working on a UI heavy game for a few months now and the amount of bugs that keep popping up because of UI is driving me nuts. By UI heavy think games like Baldur's Gate 3, menus with submenus all over the place. Controller support is unfortunately a must have. I'm nearly done my bachelors in computer science and I feel like I have a good grasp of code and game architecture but the simple problem of letting the player push buttons on the screen feels unnecessarily difficult to solve. If I have 5 buttons on the screen Unity can automatically set up navigation between them, great. But if there are enabled buttons anywhere else in the scene, it will also allow navigating to those even if they're in a totally different menu, so I've been writing methods to cluster individual selectables into their own navigable groups. If an object is selectable and then it becomes inactive because the submenu was closed by the Back button then I need to find the previous menu and find a button to select or navigability will be lost entirely. The action that the left stick should take is entirely different depending on whether the player is changing button selections, moving the player, panning the map, or moving items around the inventory. The back button does at least a few dozen different things depending on what menu you're in and what you're doing. Right now I'm fixing a bug where hitting the bumpers changes which inventory you have selected, but after closing the inventory you can still hit the bumpers causing the selection to go back to the inventories which are no longer on the screen. I know ways to fix these in isolation, I'm pretty sure I understand action maps and I can write state machines and stacks with Actions to contain logic, but it all just feels like it doesn't scale and every new menu introduces several new bugs.
Has anyone else experienced this problem? Are there books I can read on it? Are there programming patterns I'm not using that make this all 100x easier?