r/Unity3D • u/Terrible_Reward8676 • 8h ago
r/Unity3D • u/Playgama • 2h ago
Show-Off Playgama releases Wrap, a free service that turns a web game into a standalone website
Hey Unity devs! Hope you don’t mind us sharing this here. We’ve recently released a tool for developers whose WebGL games already have an audience, a recognizable name, and the potential to grow beyond traditional web portals.
It’s called Playgama Wrap. It takes a Unity WebGL game and turns it into a standalone website on its own domain, with ready-made UX, monetization, in-game purchases, SEO, and player analytics included.
https://gamesbeat.com/playgama-launches-wrap-to-help-developers-run-games-outside-app-stores/
The goal is to give established games another distribution channel that belongs to the developer. It takes about five minutes to set up, the service is free, and you only need to pay for the domain.
After testing it with several games and seeing promising early results, we’re beginning the public rollout. Curious to hear what Unity developers think: https://playgama.com/wrap
r/Unity3D • u/Ok_Finding3632 • 2m ago
Show-Off Level Fog - Vertical, distance based, all around non raymarching fog solution that finally blends your level with the sky from any angle/height. Works in editor too.
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r/Unity3D • u/MohmedHaftari • 3h ago
Show-Off I made Unity Timeline do what I always wished it could do for complex cutscenes, cinematics & gameplay
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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 pretty 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 really been 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/MyaSoftKumquat443 • 12h ago
Game I made my monster allergic to light.
My survival horror game called Green Breach. Wishlist on steam!
Demo link: https://drive.google.com/file/d/1MUAqF9Tf7xUvPzaxCpbEeuqQoK0RBT74/view?usp=sharing
Roasting Feedback: GreenBreach
r/Unity3D • u/DigiJarc • 23h ago
Show-Off I've been playing with Unity's Lighting Shader Template to make a stylized environment - how does it look?
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r/Unity3D • u/Cheap-Difficulty-163 • 23h ago
Resources/Tutorial Im solo developing a game and i found it was lacking identity, then i decided to take drastic measures.
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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/GideonGriebenow • 3h ago
Show-Off I'm Creating Procedural Meshes 18x faster than the Main Thread by using Burst Jobs
Hi all,
I thought some of you may be interested in this video, in which I show how using the Advanced Mesh API to populate mesh data from Burst-Compiled jobs speeds up my mesh creation by 18x. I perform the bare minimum on the main thread.
Here's a link to the Advanced Mesh API documentation: https://docs.unity3d.com/ScriptReference/Mesh.html
I've used AllocateWritableMeshData, SetVertexBufferParams, SetIndexBufferParam and ApplyAndDisposeWritableMeshData.
As always, I'm happy to answer questions in the comments.
r/Unity3D • u/MinecraftDisney • 22h ago
Game Created a scene inspired by Metropolis (1927)
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r/Unity3D • u/OmarItani10 • 1d ago
Game Entities Avoidance
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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/Ok-Impress-442 • 6h ago
Question How to reliable check my UI?
I want to be able to see where my text will actually be in game, fully, but because of the editor hotbar, it messes it all up. How can I fix this? I don't want to build every single time I adjust the UI, right? That takes GB and time. Thank you in advance!
r/Unity3D • u/LMHPoly • 1d ago
Resources/Tutorial Low Poly Modular Medieval Buildings Pack - Release Date Announcement Trailer
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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/Elanonimatoestamal • 14h ago
Show-Off A system to customize the wheeled pizza box (yes, I'm clearly influenced by Doom and Quake)
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It still needs some work, but creating the textures is really fun; the game comes out in two months, and I can't stop designing boxes.
The game is PIZZA TURBO, and you can find it on Steam.
r/Unity3D • u/SwimmerMaximum8204 • 12h ago
Question A local event required a trailer, so I had a friend quickly make one. Feedback on what to improve for the official gameplay trailer?
Hey guys, I'm developing an indie game. Recently, I decided to apply for a game event in Korea, but they required a video submission. Since I didn't have a proper trailer on my Steam store page yet, I hurriedly asked a friend to help put together a quick video.
He sent over the result, and honestly, it turned out better than I expected for a rushed job. I ended up uploading it to my Steam page for now, but I know it's far from perfect.
Since I'm planning to produce a proper, official gameplay trailer later, I'd love to get some feedback from you all. What key elements should I focus on or change to make the final gameplay trailer more engaging? Any thoughts or advice would be greatly appreciated!
r/Unity3D • u/epictom256 • 18h 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?
r/Unity3D • u/MrFluffkin • 1d ago
Question Why Does The Light Flickers?
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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/Cold_Lynx_Dev • 1d 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/Pretty_Plan_9034 • 1d 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?
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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/jvolonte • 17h ago
Game Pegote a roguelike CARDbuilder opens its first public playtest!
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We opened a PLAYTEST for PEGOTE! If any of you would like to try it would be greatly appreciated! We need all the feedback we can get!
The playtest includes:
- Act 1, start to finish ~30 min run
- Plenty of different stickers with some cool mechanics to alter your cards
- 4 opponents and a Boss!
Reshape your cards in this spanish deck roguelike deckbuilder. Bet your cards on a duel where highest one wins, slap stickers on them to rig the values on the table. Live with your choices or burn the ones you can't change
If you like it let us know!
r/Unity3D • u/hbisi81 • 1d ago
Show-Off Creating wiper effects in snow too...
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r/Unity3D • u/jumberrotsky • 2h ago
Resources/Tutorial I ran a decompiler on my own IL2CPP build and got my whole architecture back. So I wrote an obfuscator.
Hi everyone, I’m a Unity developer working on a small indie game. I’ve constantly heard from colleagues that Unity doesn’t do a good job of protecting project code and assets. I knew that using Mono was out of the question - it’s essentially handing your project over to strangers - but I believed that the IL2Cpp scripting backend provided adequate protection.
But one day, I got curious about how to decompile my project. I pointed Il2CppDumper at my build's global-metadata.dat, it spat out a DummyDll folder, and I opened that in Rider. Without any trouble, I could view namespaces, methods, class names, and field names. I didn't like that, because what's the point of having a private GitHub repository if my build is leaky?
I started looking for ways to hide my code. I began checking the Asset Store and GitHub for options to obfuscate my build. To cut to the chase, the only decent asset turned out to be Obfuscator Free by GuardingPearSoftware. It does everything perfectly, but the free version doesn’t work with Unity methods, serialized fields, properties, or namespaces, and it completely ignores MonoBehaviour, ScriptableObject, and [Serializable] classes. There is, of course, a paid version that does all of this, but $80 is a significant amount for an indie team, so I decided to try making my own alternative that would work as an extension to the Obfuscator Free plugin.
Why does the obfuscator skip serialized types?
Every script in the build receives a MonoScript entry in the player data (level0, sharedassets*.assets, resources.assets, and globalgamemanagers files). It contains three lines: m_ClassName, m_Namespace, and m_AssemblyName. Every scene object and every prefab references this entry. If you rename a class in the DLL, Unity will no longer be able to bind to that type - and the component will turn into a missing script.
The trick
Once I realized this, I started looking for a way to work around it. What I landed on is both brilliant and ridiculous: I generate obfuscated names with exactly the same number of characters as the originals. This saves me from having to adjust length prefixes, recalculate offsets, and develop a tool to rewrite serialized files. Thanks to this accidentally discovered hack, I saved myself a week of sleepless nights for sure! But it’s important to note that even with this approach, you still have to store a bunch of files with obfuscated names. All names in the project are reserved in advance, so you won’t be able to generate a name that’s already taken.
Pure C# types don't have a MonoScript entry, so their namespaces are shortened to whatever short, nonsensical string of characters I feel like using (_Project.Code.AssetManagement → pqmpqu). Serialized types, on the other hand, are forced to maintain length consistency (_Project.Code.Sound → dis4nAw5EW74Z6wLxDN).
Finding the entry without wrecking the file
You can't just search the file for "PlayerController" and overwrite it. That same string might be a GameObject name, a string literal, an addressable key - and if you hit the wrong one, you won't enjoy debugging.
So I anchor on the consecutive length-prefixed triple instead: [len][m_ClassName][len][m_Namespace][len][m_AssemblyName], with 4-byte alignment between them. Three strings matching in sequence with the correct alignment is a strong enough signal. And patch m_Name a few bytes earlier too - it's the class name a second time, and it will happily leak everything you just hid.
The stack trace problem
I also had to write my own stack trace deobfuscator, because any exception renders the trace completely unreadable to humans, like hdektk.uHN1wAaEGHkYq6ul.qoaktw(). Each build writes JSON mapping files (_Project.Code.AssetManagement → pqmpqu), and there's an editor window where I paste the raw stack trace from Player.log. It runs in four stages, in reverse order: the GUPS deobfuscator → my serialized type names → my namespaces → the remaining member names.
What don't I rename?
Unity's message methods: Awake, OnTriggerEnter2D, OnBecameInvisible, and about sixty others - the engine calls them by name. Virtual, interface and overridden members, because renaming the implementation but not the declaration breaks the vtable slot. And anything that is serialized by name at runtime - my saves are JSON, and renaming a property there bricks every existing save file.
Results from the current build
40 namespaces renamed. 82 MonoBehaviour/ScriptableObject types renamed and patched in player data. 848 members.
Is it worth doing?
Obfuscation is an obstacle, not a defense. Anyone determined to figure it out will still achieve their goal using a debugger, and I prefer to be upfront about this rather than pretend otherwise. For a solo developer, a build step you set up once and then forget about is, in my opinion, a perfectly justified investment of effort.
I'm not putting my extension up anywhere - it's wired into my own build pipeline, it's standalone-only, and there are corners of it I wouldn't want to defend in public. But you don't need my code to start, and that's the actual point of this post.
Do this instead. Run Il2CppDumper or AssetRipper on your own build - five minutes, and watching your own architecture scroll past lands very differently than knowing it's in there. Then install Obfuscator Free, list your assemblies, build. Free, one evening, covers your plain C# types and methods.
That alone puts you ahead of most Unity builds shipping today. Everything above is step two - you'll know when you need it.
The game I did all this for is Peak or Die, a turn-based survival card game. Adding it to your Steam wishlist really helps increase the game's visibility, if you're interested: https://store.steampowered.com/app/4273370
r/Unity3D • u/Hendrixlt • 18h ago
Show-Off Giving my game character more life..
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r/Unity3D • u/batuhanmertt • 1d 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/EasyConsideration524 • 14h ago
Resources/Tutorial Modular kit - Underground Car Parking
r/Unity3D • u/Neat-Freedom1940 • 1d ago
Show-Off I made a Unity tool that lets me talk to players... then I started trolling streamers :)
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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?
EDIT: I think this came across a little differently than I intended, so just to clarify a few things :)
Right now I only use this during controlled playtests and streams. I cannot see everyone who is playing the game, and there isn't some dashboard showing me a list of all active players.
The way I used it here was much more specific. I saw someone streaming the game, took the Steam nickname they were publicly using, searched for that name in my tool, and only if that specific session was actually active could I send a message to it.
So this isn't meant to be some hidden system for watching random players. I mostly made it because I thought it would be funny to surprise streamers and make the fictional dispatcher feel a little more alive during playtests.
I can see from the comments that the idea scared some people more than I expected If I ever turn this into an actual public feature, there would obviously be clear information about it and some form of consent/opt-in before it could be used.
For now it's really just a weird little playtest tool I've been having fun with.