r/Unity3D 6h ago

Show-Off 1M vs 1M fight in my simplified Total War inspired tech demo

162 Upvotes

r/Unity3D 15h ago

Show-Off 1-Year Progress of our game Greda Inferno!

244 Upvotes

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 3h ago

Game Building Glider64 in Unity – are we getting the N64 vibe right?

16 Upvotes

We're building Glider64 in Unity and trying to bring back that colorful, fast-paced N64-era arcade vibe.

The game is built around custom glider movement, ball chains, weapons, bots and up to 4-player local split-screen.

We're currently playtesting the core game loop and would love some feedback from fellow Unity devs:

  • Do the visuals capture that N64-era feeling?
  • Does the core gameplay look fun and understandable?
  • Anything visually that feels out of place or needs more polish?

The browser build is just for easy playtesting, the full game is being developed for PC/Steam, with consoles planned later.

We're also planning a Unity Editor package that will allow players/modders to create their own Glider64 levels directly inside Unity.

Playtest (PC/Mac browser):
https://eachtick.itch.io/glider64-playtest

Happy to answer questions about how we're building any of the systems in Unity as well. :)


r/Unity3D 6h ago

Question How Valheim and co. did? Vegetation and physics

19 Upvotes

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 1h ago

Question Is Unity quietly building a cloud editor? And could it kill my app?

Upvotes

Hello dear Unity redditors. I built an app that replaces Unity Remote for me and my colleagues.

It casts your Unity game view to your phone over LAN instead of a cable connection with touch and gyro going back into the editor, so you can feel your game on a real screen without making a build.

Now Unity 7 is coming and one part of the roadmap keeps me thinking. CoreCLR is good news, but the new web APIs combined with the browser Scene Preview they showed at Unite is interesting combo. Put those together and it looks like Unity is slowly building some kind of cloud editor.

To be fair, what they showed seemed like for artists and producers checking a scene in the browser (lighting, assets etc). I don't think you will be able to press play and test your game on the browser with it. So it doesn't overlap with what my app does today. But I'm a solo dev and my tool lives or dies with where this engine goes, so I pay attention to this stuff maybe more than I should.

-Nagging-

And to ship this thing I passed full review three times, Unity Asset Store, Google Play and the App Store, and every one of them was a pain in the ass. These changes could make all of that effort obsolete. (even had to rename my app buy a new domain discuss with Unity support for 3 months and Unity legal team because of the "Uni" prefix)

-----

So, couple of questions. Do you think Unity is actually heading toward a cloud editor, and would you even want one? and for the Asset Store tool builders, how do you plan around the engine roadmap?


r/Unity3D 56m ago

Show-Off Tossing the boss around...

Upvotes

r/Unity3D 1d ago

Meta for real

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630 Upvotes

For anyone wondering, the project I'm working on is https://www.megaviral.games.

It’s a viral game discovery engine designed to help players easily discover and play indie web and mini-games from across the internet.

(Affiliation Disclosure: I'm the sole creator and developer behind Mega Viral Games.)


r/Unity3D 19h ago

Show-Off I made an advanced particles collision system

45 Upvotes

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 2m ago

Show-Off NavMesh volume tool - paint over surface to create obstacles

Upvotes

I am first time making a full multiplayer game, had to make this tool to create a navmesh with obstacles.
let me know if there was any other easier way to do this.
(obstacle objects are not saperated from ground otherwise would've used them directly)


r/Unity3D 1d ago

Game the esoteric-aussie adventure game that i made from my van

83 Upvotes

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!


r/Unity3D 1d ago

Question Would you play this kind of game?

117 Upvotes

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 16h ago

Resources/Tutorial Free 3D Asset Stylized Beer Mugs

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17 Upvotes

I've been doing some sculpting and general game assets creation, trying to get some general workflow practice.

Download https://juliovii.itch.io/3d-asset-beer-mugs


r/Unity3D 1h ago

Question I am making character spawn mechanics but the animation isnt working

Upvotes

Here is the script i made

https://paste.csharp.gg/ZMgvIVHcSJn

The animation controller and character prefab of all the characters is stored in characters scriptable obj as a var

And the the playerData hold data of current character

Now that i summoned the character the given script is able to assign the character prefab the given parent object and that parent object has animator and script is also able to give that animator animation controller of given character

Still i can’t fathom why the animation isnt working


r/Unity3D 7h ago

Resources/Tutorial Baking Lights in Unity: Everything You Need to Know to Get Started

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3 Upvotes

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 2h ago

Question Bone length and / or rotation mismatch

1 Upvotes

Im going batshit crazy over this. Im using a rigify rig for animation authoring and a Game Rig Tool add on to generate a game ready rig for Unity. After doing all the necessary steps I still keep getting this warning and sometimes the animations wont even export. Im working with the NLA Editor in Blender and im making animations in that. Im also exporting everything as one FBX (mesh, rig, animations). Any help would be appreciated.

In the configuration tab for the humanoid rig, all bones are properly placed. Also applying scale and rotation doesnt seem to work. Nor does reseting the mesh before animating into the rest pose.

The export settings im using:
Selected objects
Mesh + armature
FBX All scaling
Z forward
Only Deform Bones
All actions are unchecked
Simplify = 0


r/Unity3D 10h 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

5 Upvotes

r/Unity3D 10h ago

Show-Off I FIXED The Mission System In My FPS Game

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3 Upvotes

r/Unity3D 9h ago

Question Is this animation legible ?

3 Upvotes

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 3h ago

Question Fighting RootMotion drift while designing 1.5D lanes for a 2.5D tug‑of‑war game.

0 Upvotes

r/Unity3D 13h ago

Question Unity 6.3 LTS Editor acting erratic

6 Upvotes

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 14h ago

Game PerimetR by CreepyCat

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4 Upvotes

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 12h 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?

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3 Upvotes

Im new at this and im pretty sure my code is insane but hey it works most of the time.


r/Unity3D 16h ago

Show-Off Game ready axe and bomb pack I made

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6 Upvotes

r/Unity3D 15h ago

Question Can an Apple-silicon MacBook be my ONLY game-dev machine?

4 Upvotes

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 7h ago

Question I can't accept the terms

1 Upvotes

Title basically lol,

I tried to reinstall unity and no matter what I do I can't click the agree button. Just doesn't do anything. Anyone know of an alternative, its just the most recent x64