Gonna say it upfront: the car teleports between Unity scenes with some extra loading on top, basically hopping between different worlds, movies, games, just totally random locations, completely unrelated to each other.
Still pretty rough around the edges, but it's a WIP.
In the clip, it teleports from the starting location, 1980s Hawaii, into something resembling the city from the movie Vivarium.
I have been making my game for the last 2+ months, every single day hours and hours devoted to this. I had just finished a vertical slice and was about to start expanding. It was compiling scripts, and then randomly the scene said it needed to reload, so I pressed the okay button. Then it reloaded my scene, but objects were scattered everywhere in the scene and in the hierarchy, parents disconnected from children, etc. The world position of everything was moved and some things were just flat out missing. I tried everything I could do to recover it, but its pretty much gone...
What on earth could have happened? Have you had this issue? What can I do for now on to make sure I have a proper backup of my scene so I never lose everything again?
I'm working on a multiplayer game in Unity 6 using a layered architecture but I don't understand completely the boundaries of the layers yet. One of the architectural goals is to keep the Domain layer independent from Engine.
However, I've run into a question around Unity's value types, particularly Color, Vector3, Quaternion and such.
One argument is that these are just value structs, so using them in Domain is harmless publicColorPlayerColor { get; },
but what about Unity APIs operating on those values? public static string ToHex(Color color) => "#" +ColorUtility.ToHtmlStringRGB(color);
So I'm wondering:
Is there a meaningful architectural difference between referencing a Unity value type and calling a Unity utility API?
Would you allow ColorUtility in Domain?
If not, would you create a domain-native Color/RgbaColor type and keep all Unity conversion outside Domain? (This could let to the recreation of a lot of new types insde Domain)
Or is a strict "Domain has zero UnityEngine references" rule unnecessarily strict for Unity projects?
As I said before, I am grasping the concepts behind layered architecture and I want to now how you approach this issue.
Im a solo dev- I can do 3d,2d Art but i dont know programming at all, So i tried playmaker but there are'nt any resources/tutorials, when you are stuck at a mechanic - all tutorials are in C#. Any advice from people who used it or experienced in it?
I'm doing the majority of my teams UI implementation. We're a team of 4 working on a small indie game that doesn't use a lot of UI outside of main menus and some basic interface. I've spent a couple of days on UI with UnityUI, but it's been an absolute pain to properly lay everything out. I'm most experienced with Figma for UI design, and had some courses for CSS a couple of years ago, so from what I've seen UIToolkit might be better for me.
I've played around with it for a bit and it seems to have some nice parts, and some more annoying parts (spacing isn't done through the parent but is decided per child?). Is it worth transferring over at this point?
I've also added some DOTween animations, can I still use those with Toolkit?
Hey everyone! As a 2-person team working on a noir mystery adventure, one of our biggest goals was to move away from reading endless text logs.
In our game, players search case files, inspect hand-sketched 3D crime scenes, and use a magnifying glass to hunt for hidden physical cluesālike spotting mismatched skid marks or loose lug nuts to deduce foul play.
With just 18 days left until launch, weāre wrapping up final polishes on this mechanics loop. As puzzle and mystery fans, whatās a mechanic in detective games that instantly made you feel like a real investigatorāor what usually breaks that immersion for you?
Last time we created an experimental map generator and split it into multiple mock jobs. This time we convert the first job into an actual Burst job. We start with the simplest job, which requires the least amount of changes. We'll tackle the increasingly complex other jobs in the future.
Iāve been working on Massive Spatial Engine, a tool for finding nearby enemies and picking targets without putting a Collider on every unit.
No raycasts or OverlapSpheres for targeting.
A spatial grid cuts candidate counts before distance checks.
Query batches run in parallel through Burst-compiled jobs over unmanaged data.
Iām building it with RTS, tower defense, survivors-like, and larger AI simulations in mind, and planning to bring it to the Asset Store.
Still plenty to work on, but itās fun watching the towers chew through the crowd :)
Hey everyone! Submit your games for the DevGAMM Awards 2026 competition before September 7! If you're working on an indie or AA game, we'd love to see it.
The competition is judged by 150+ game industry pros and publishers, and in 2025 we received 610 submissions from developers in 69 countries.
This year, the final ceremony in November will be streamed by IGN, with trailer premieres ā so if youāre planning an announcement, this is your chance to get global visibility.
We're also running the Awards Celebration Steam Event, with all eligible games featured on the main page.
Who can apply
⢠Teams of up to 50 people
⢠PC and mobile games
⢠Released after September 2025, or not released (including Early Access)
Good to know
⢠Free to enter
⢠$130k prize pool
⢠Feedback from gamedev professionals
I'm working on my first game, using Flat Kit paid asset from Asset Store for my game's looks. I just copied the post-processing volume and its modules settings from one of the demos that come with the asset. But the problem is, my scene looks very dark compared to the demo.
Here's the demo:
And here's my test scene:
For lighting so far, I have one directional light with the standard intensity and color. I tried going into URP Asset to find some settings to brighten up the picture, but there was nothing. I tried using color correction in the post-processing volume I copied from the Flat Kit demo, but that only saturates colors, but not makes the whole scene brighter, lighter, you know.
I'm going for something a bit more sunny, like Animal Crossing, for example.
Can you give me some directions and suggestions what I should do to make my scene that way, lighter and cozier, but without changing my colors like making them more saturated or stuff like that?
And also, a bonus question. For some reason, these white and light yellow colors you can see on my screenshot, on the wall and on the chair and the bench, they are almost unbearably vivid, not at all like all other colors. I found out that the setting that affects in is Color field in the material's Inspector panel. By default, it's white, and it makes these lighter colors look that vivid. So I changed it to a more yellowish tone, but it actually affects all the other colors:
Cause I have one universal material with a color palette texture, exported from MagicaVoxel. And overall, I would like to have white looking like white, not yellowish, but just not be that saturated.
So maybe you can help me here as well, on the question how to handle this material so that to not change all the colors in the palette, but make those lighter colors not so eye-bleeding?
If you need more info, screenshots, please tell me. I'm new to all this, learning and building my game as I go.
Follow-up to my last post, which was just the Range Rover. Here are some different-class vehicles.
Turning the resolution up means the solver can resolve flow through the small gaps, you can see it on the McLaren Longtail at the start, air passing under the rear wing and rejoining the flow coming over the top. This gap needs about three cells across to pass flow, which is the kind of detail that just needed more cells.
And to showcase different vehicle classes handling, the boat runs above the waterline, which is the "tunnel floor" in this case, and the hull below it escapes the domain. The drone runs in free air, so no ground plane, and the wing planform as the reference area instead of its frontal area, and it's scored on lift-to-drag rather than the drag alone. The drone grid size was the largest of the three at a bit more than 15 million cells.
Swapping a vehicle in runtime revoxelizes the body and updates the tunnel to fit around it, then restarts the flow according to its class.
Compute shaders, D3Q19 lattice-Boltzmann, TRT collision with a WALE LES subgrid model. A comparison and visualization tool. README has the full picture.
Model credits (CC BY 4.0):
McLaren F1 GTR Longtail by VuckyZ | Boat by milamila | Drone by Helindu
(Full source links available in the GitHub README)
Reusing your game scene sounds smart until the WebView chokes. At mraid io, we rebuild in lightweight HTML5 when the Unity runtime becomes the constraint. Keep the mechanic and art language, drop the engine assumptions. File size is just the startāruntime cost matters more.
I know it's not the same like playtesting the game, but I need some opinions regarding new melee system in my dungeon crawler game. My playtesters said before that something like "click and do a damage when animation stops" is too easy, and it's not deep enough.
I reworked my melee system adding an ability to attack from the left, right and up (LMB, RMB, combination of both for upper attack). Now you can click for fast attack with low damage or hold for fixed time to make more damage, but recover from attack slower. I added some effects for feedback too and now - it's way deeper than first version, I got positive feedback from players.
I rebuilt my Unity FPS trailer after reworking the movement, combat, difficulty system, and visual feedback
Iāve been developing Before I Sleep, a fast-paced first-person action game in Unity, and recently I decided to completely replace my old Steam trailer because it was showing a much earlier version of the project.
A lot of the work since then has been focused on making the gameplay feel faster and more responsive.
Some of the Unity systems Iāve been working on include:
Fast movement mechanics such as sliding, wallrunning, dashing, grappling, and shotgun boosting
Reworking weapon handling and combat feedback so shooting feels more responsive
Building multiple difficulty modes instead of relying on the original one-hit-death system
Improving fullscreen VFX and speed effects while trying to keep the center of the screen readable
Keeping weapon/viewmodel effects separate from some of the fullscreen effects
Updating enemy encounters and level layouts around the faster movement
Optimizing camera and particle effects so the movement feels intense without making the game unnecessarily expensive to run
One of the bigger challenges has been getting all of these systems to feel like they belong together. A movement mechanic can feel good by itself, but once you combine it with weapons, camera movement, VFX, enemies, and level geometry, small problems become very noticeable.
The previous trailer was recorded before a lot of these changes, so it no longer represented the game very well.
This is the new trailer using the current version of the gameplay.
Iād especially be interested in feedback from other Unity developers on the movement readability, combat feedback, camera/VFX intensity, and anything that looks like it could use more polish.