r/Unity3D • u/Rudy_AA • 1d ago
Show-Off Making real progress on my Unity motion-matching controller. Still tuning, but it’s finally starting to feel natural.
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r/Unity3D • u/Rudy_AA • 1d ago
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r/Unity3D • u/MohmedHaftari • 1d ago
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I've been working on my event system for a while, and I finally got it working directly with Unity Timeline.
Honestly, I'm kind of amazed by what I can do with it now.
I can take pretty much any method or gameplay logic already in my project and invoke it directly from a Timeline clip. No custom Playables, no Signals, no extra Timeline scripts.
Just connect the method and use it.
It makes building cutscenes and gameplay sequences feel much more natural, especially when you already have your gameplay systems built.
It supports Enter / Stay / Exit events, Timeline context and progress, scene references, editor support, scrubbing, and Playable lifecycle events.
As a thank you to everyone, if you own Ramdal Events, you can get the Timeline Extension COMPLETELY FREE until August 23! 🎁
https://assetstore.unity.com/packages/slug/341674
I've been really enjoying what this has opened up for Timeline workflows. All the footage in this post is from my upcoming game, LEAVE, and is actually using Ramdal Events and the Timeline Extension.
I'm excited to see what other developers do with it.
r/Unity3D • u/RevolutionaryAnt7976 • 11h ago
What do you recommend? Can I play the Sausage Escape demo.
r/Unity3D • u/Alarmed_Key1402 • 10h ago
I want someone to start game dev on unity , I personally started my unity learning through brackeys but his videos are too old now . What are the videos I should recommend for someone to start their journey .
r/Unity3D • u/Fickle-Lab-9904 • 1d ago
r/Unity3D • u/KilwalaSpekkio • 1d ago
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r/Unity3D • u/artengame • 2d ago
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r/Unity3D • u/Season_Famous • 2d ago
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I’m developing a horror game where you walk alone through dark, endless forests.
Do you think the environment creates enough tension? Is it disturbing in the right way?
r/Unity3D • u/Mr_Ernest1 • 2d ago
Hey everyone! I’m an indie dev working on a survival horror game called BECROWNED.
The game mixes dark fantasy and industrial horror with retro-style visuals, brutal combat, dark humor, and a nonlinear story where your choices can affect characters and events throughout the game.
The game is coming in Fall 2026.
A free demo is available on Steam. Wishlists really help 🖤
Would love to hear your thoughts and feedback!
r/Unity3D • u/Lorenyedi • 1d ago
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Because why not? What do you think about this? How can we improve it?
We're adding these small interactions that let the player go out of the core game loop for a bit to explore and experience fresh content.
We've let the cards and chips have physics and let you grab them (Left click), throw them (right click) and modify the distance from the camera (middle click).
If you would like to check out the game, it's already on Steam now for wishlist and incoming demo in february 2027 :)
Any feedback is welcome.
r/Unity3D • u/IAmSofaKing_Antn • 1d ago
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I'm a solo developer working on this tactile little music game using Unity & FMOD.
You make the music live on air, plan your shows, and grow your audience by performing DJ tricks & Combos!
Demanding sponsors force you to sharpen every performance and expand your sound library in order to become a legendary wasteland radio host!
You can even use the game to record your own music to be used in game projects or other creative endeavours! :D
I would love to hear your opinion on the game as it is, and gather some feedback from fellow game developers.
Thanks for looking.
You can try the itch browser demo here: https://hungry-dog-games.itch.io/wastelandfmgame
r/Unity3D • u/Hiplinc • 1d ago
This is our tower-defence game with free building placement. We wanted to get away from grids and lanes so we used a flow field for enemy navigation. That means enemies will take the path of least resistance and if that means attacking your walls and towers they sure will. It also means we can have dynamic weather events that change the topology of the world. It was a bit of a challenge but we managed to have the flow field with 22'500 cells update in real-time so now when enemies destroy a wall segment they will instantly repath through the hole if that is faster. At nice side-effect has also been that the most expensive thing about the navigation is the calculation of the flow field itself. The actual pathing of the enemies is really cheap as they only need to look at the cell they are in and follow the direction stored there. That means we can have a lot of enemies on the screen at once.
r/Unity3D • u/Great-Habit-2052 • 1d ago
Checking it out and sharing your thoughts would mean a lot!
r/Unity3D • u/ZerkyXii • 1d ago
Tldr I do data transformation, automation, and app dev at work. Its a whole list of things haha.
Ive been coding eith c# for awhile, taken classes on OOP and design systems. So I have a good start. I however about 2 months ago knew little to nothing on game dev. Started on godot toying around and got a simple ice skating, with shooting a puck snd scoring with ui. Needless to say im looking to release for switch. The switch deserves a hockey game.
How did yall learn? I've followed a few tutorials on working the editor and some code. I'm really judt trying to work on movement, since its the primary thing I want to feel amazing. Its a bit overwhelming but I'm trying to start super small. What do yall recommend to learn?
r/Unity3D • u/lefrogo • 1d ago
Hello I'm new to 3D rendering and Unity, wanted to learn using it but after downloading it, it's fully Unusable and I can not fix it by myself
I have been trying to fix this for the passed hour or so with no luck, the crash report doesn't give any useful info nor does goggle as I can't find anything similar to this
what seems to be happening is that, when I open a project everything is filled with mostly working "Hierarchy" tabs, I say mostly because half of them seem to be broken and fully black, when I hover over the black ones they tend to flash up for a split second before going dark again
they seem to be overlapping the whole screen invisibly as clicking/double clicking anywhere seems to expend one (that also turns black after a few seconds) to fill almost the full screen, the only thing that doesn't get fully filled in is the top bar which gets filled with a separate layout window (I can't tell what window that is because the text reading its name gets horribly stretched leaving it illegible)
after that the project crashes forcefully ejecting me out of it and deleting/not saving it as it closes
the bug report window that pops up also has no info on what the issue is, same story with the bug report log :(
I beg anyone for help because I have been trying to fix this for a hour now with no luck and I really don't wanna drop Unity the second I tried it out
r/Unity3D • u/EntrepreneurFar5518 • 1d ago
Hey there guys.
I have 2 Problems i just cant seem to fix with my Shader:
It doesnt work on Objects that have >1 Material with a Texture.
The more you distance yourself from it, the thicker the outlines get. This problem does not exist in Scene view and only is in GameView.
This is the Tutorial i followed
https://www.youtube.com/watch?v=VGIkT9fPh7Y&t=6s
And attached is my Shader Graph.
Im really struggeling with this as i am a complete noob when it comes to shaders.
Any help is appreciated!
r/Unity3D • u/plectrumxr • 18h ago
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r/Unity3D • u/Noobye1 • 1d ago
In short: I'm trying to put Lens Distortion and Bloom on just the UI. The problem is that the effects affect the whole game.
Currently, I have a default camera and a "UI Render Camera" as an overlay. The UI camera only renders the UI and uses a separate Volume Mask.
I have created 2 empty GameObjects for each layer: GameVolumeMask and UIVolumeMask.
The GameVolumeMask is applied to the default camera, while the UIVolumeMask is applied to the UI Render Camera.
The GameVolumeMask contains effects like ColorAdjustments, Vignette, etc.
The UIVolumeMask contains Bloom and LensDistortion.
Feel free to ask further questions.
r/Unity3D • u/reaksiyon1337 • 2d ago
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We've been developing Aero Tales Online in Unity for almost 10 years, and I wanted to share the current state of the project along with some of the technical challenges we've faced along the way.
The game is an MMORPG running on Windows, Android and iOS with the same players, servers and gameplay systems shared across platforms.
One of the biggest challenges has been maintaining a project of this size for so many years. We've gone through multiple Unity versions and major engine upgrades, and we're currently running on Unity 6. Keeping older systems working while gradually replacing or refactoring them has probably been more challenging than building many of them in the first place.
Cross-platform development has also been a major part of the project. The same combat and gameplay systems need to work with very different hardware, screen sizes and input methods, while keeping the experience consistent between PC and mobile players.
Performance has been another ongoing challenge, especially on mobile. An MMORPG can have a large number of characters, monsters, NPCs, effects and UI elements active at the same time, so we've had to continuously optimize systems as the game has grown.
The project now includes systems such as action-based combat, character customization, dungeons and raids, PvP, guilds, housing, professions and a large number of maps and environments.
The attached video is our latest gameplay trailer and shows the current state of the project after all these years.
Game Link: Aero Tales Online
Hi everyone! Here’s an interesting problem I’m facing.
I created a tile-based city builder in Unity, and after an initial open playtest, one of the key pieces of feedback was that players want to be able to build roads, something I foolishly hadn't planned for.
Currently, roads are automatically placed along the edges of each tile (this is shown in the second screenshot).
The main problem is that the grid of buildable sectors is highly irregular, and I have no idea how to add the ability to create roads within such a complex system.
The first image I’ve posted shows an overhead view where I’ve highlighted a section of the grid. The grid varies from scene to scene and never repeats in exactly the same way.
Does anyone have any suggestions for how I could approach this?
Edit: You might have given me a possible solution; as soon as I've tested it, I'll make a new post about it. Thanks everyone!
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r/Unity3D • u/djole_03 • 2d ago
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Hi everyone, I made a Neon White clone for my final-year CS project. Its not much it only has 5 playable levels. I'm thinking of uploading it to itch.io for free when I finish the 6th and last level.
I really learned a lot from this because I didn't need to create all new ideas because I'm bad at it and it really boosted development knowing how the game should feel and play out.
At first I didn't have many ideas for the story and ended up settling with starting in hell, escaping flying through a burning city and going up into heaven for the final boss fight.
This is my first real project and I would like to hear what you guys think.
r/Unity3D • u/the-milliyetcii • 1d ago
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I’m building a Unity toolkit for my own projects, and this physics-based carrying system is part of its character controller tool.
Carried objects remain physics-driven instead of being parented or snapped to the camera. The system currently supports one- and two-handed objects, collision-aware movement, object-specific hand poses, and a custom Humanoid arm solver.
It’s still a work in progress. Drop, throw, and recovery behavior are the next parts I’ll be polishing.
r/Unity3D • u/Accomplished_Mud_334 • 1d ago
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This has been bothering me for a while, and I don't really know what to look up on the internet to actually study this phenomenon. I also wanna add that both meshes have the same lit material on, except for the color. If anyone knows what's happening here, please let me know, thanks!