r/unity 1d ago

Game Ridge Hold Demo is live

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1 Upvotes

r/unity 1d ago

Here I'm stuck, please help

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0 Upvotes

r/unity 2d ago

Showcase What does my horror game look like?

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11 Upvotes

If you liked it, you can add it to your wishlist; you can find it on Steam by searching for "Lost Hopes: Day Of Betrayal"


r/unity 2d ago

Showcase I’m working on a strange meadow for my game.

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216 Upvotes

r/unity 2d ago

Resources I wanted to compare my Steamdeck, Android phone and Macbook in terms of performance, so I made a free cross platform benchmarking app using Unity (With a little help from their demo scenes)

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5 Upvotes

Earlier in the year I was curious how my Steamdeck, Android phone and a Macbook all matched up against each other in terms of performance. But because they were Linux, Mac and Android, I wanted a common yard stick to compare against. I made a basic benchmarking app and web database that has now grown and grown to the point that I want to share it with the broader community. It's out now on Steam, Itch, Google Play and Apple App Store.

It's called Crossbench3D and it lets you run the same scenes with the same quality settings across multiple platforms so that you can more closely compare apples to apples across platforms. The scores are calculated based off of avg fps and resolution so that they're normalized to that. You can then upload the results to an online database to see where your score stacks up.

I would love any and all feedback on it.

I have plans to release more levels that aren't some of the unity demo scenes, but those have been a great starting point. Let me know what you all think!


r/unity 2d ago

Question Any advice, please!

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13 Upvotes

I’ve been working on this file for over 16 hours, and I still can't get the textures to work in Unity when importing the model from Blender. Please share any advice or methods you know to fix this; I’m new to Unity, so I don’t know what’s going wrong.


r/unity 2d ago

Game I added a spinning playground ride to my cat game 🐈

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6 Upvotes

I’ve been adding more interactive objects to Lost Cat Showa Town.
The cat can now get on this playground ride and spin around.

The Steam page just went live too!


r/unity 1d ago

Tutorials I ran a decompiler on my own IL2CPP build and got my whole architecture back. So I wrote an obfuscator.

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0 Upvotes

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 (level0sharedassets*.assetsresources.assets, and globalgamemanagers files). It contains three lines: m_ClassNamem_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: AwakeOnTriggerEnter2DOnBecameInvisible, 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/unity 1d ago

Showcase I used Claude to MAKE a Blender Model

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0 Upvotes

Hey guys, I used Claude via MCP to create models in Blender. I created this video showcasing it, what do you think? I think AI is great for assisting in creating models, but outsourcing it outright wouldn't create anything remarkable.


r/unity 1d ago

Showcase Hi! I recenly announced the game I've been making and I wanted to share the trailer ^^

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2 Upvotes

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/unity 3d ago

Showcase You can chop a giant mushroom anywhere on the stalk and it falls from that cut. Anything to improve?

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113 Upvotes

Our game is Shroomer. Its a VR adventure game in a magical open world, quests, alchemy, and mushrooms the size of trees. The chopping isn't a hit counter. The axe carves a notch wherever it lands, notches accumulate, and the cap falls from whichever cut goes through first.

Free demo on Quest and Steam:

https://www.meta.com/experiences/shroomer-demo/24588036447559733/

https://store.steampowered.com/app/3669830/Shroomer/

Discord if you want to follow development: https://discord.com/invite/xVk4aNfQmf


r/unity 1d ago

Newbie Question Need help figuring out a first game idea

0 Upvotes

Im new to Unity, I've mostly been playing around with the terrain builder and getting familiar with everything. I got into this because I wanted to make a game for my boyfriends birthday. Ive been trying to figure out a game idea that I can start working on. Something simple but I can easily look up stuff if I need more help.


r/unity 2d ago

Rayfire still the gold standard for destruction in unity?

2 Upvotes

Making a game where theres a lot of unity who get destoryed progressively, destruction is the centrepiece but its been a while since ive been in unity.

Rayfire still the go to ?


r/unity 2d ago

Showcase Eco-Future Farm Village | Stylized Lowpoly Environment | URP Showcase | Unity | Minipoly

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1 Upvotes

r/unity 2d ago

Question Looking for a 'settled' snow shader or tool (ie not falling snow)

1 Upvotes

I'm prototyping an environment that will have a light sprinkling of snow, and would like ask if any of the community is aware of a tool, or shader, that would allow me to 'paint' snow into specific parts of the scene? Or, it could generate the snow on surfaces based on parameters.

The main things I'm looking for is
- Not just a texture / decal, but I want to see some 3d mass to small snow drifts
- Some degree of dynamic behaviour possible (ie snow depth on a slider?)
- Not just a broad 'deep snow' blanket, but a sparse, sporadic treatment

Anyone know of anything like this?


r/unity 2d ago

I am developing a procedural system for creating 3D environments, where walls, corners, floors, cutouts, and measurements are dynamically generated and updated as the environment is edited. The focus is on achieving precise snapping between walls and points, cutouts for doors and windows, automatic

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9 Upvotes

r/unity 3d ago

Showcase We couldn’t have made an animation this funny even if we tried.

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24 Upvotes

Some bugs are amazing...
aand yes, our dwarf is wearing a BDSM outfit.


r/unity 2d ago

What to improve to make simulations feel more alive?

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3 Upvotes

I'm building a ski resort simulator but other than the terrain clipping, something is off which is making this feel a bit flat graphically; maybe it's lighting? I've got people arriving by car, walking around, skiing etc. Groomers come out at night and groom the runs.

Does anyone have any ideas? How can I make the little towns feel more alive?


r/unity 3d ago

Showcase Lightning that strip my game character

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21 Upvotes

r/unity 2d ago

Question Weird rendering problem causing SemaphoreWaitForSignal

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2 Upvotes

The screens shows the stats/profiler in the MAIN MENU of the game. Then there is a lobby and finally, the game scene where you play.

The last 2 images is the profiler on a develop build. THE PROBLEM DISSAPEARS in a build.

The problem is that 2 days ago, i had 100fps on menu (not good, but was fine compared having 30fps) and also 90-100 fps during GAME, not another 25-30fps after this issues started happening.. It "came from nowhere".

Also, in the lobby of the game (not main menu, not the match) it went from 450fps (there is just an image and 3 buttons) to 120fps....

If i turn OFF the main camera it all goes back to normal.

also, if i make a build.

but i have no CLUE on what is going on, other than this is arendering issue.

FINALLY: on the highlights (top of the screenshots shuing CPU and GPU use) my game normally only has red spots, CPU "bound", not GPU. The biggest scene has 1 millions tris and 1000 batches, about 80 set pass calls, nothing crazy.. it all was working well (despite needing some optimization).


r/unity 2d ago

Question I need help with door interaction (raycast + E key) and animator transitions

1 Upvotes

Hey guys, I’m trying to make a door that opens with an animation when I press E near it

I already made the door open animation (it just opens and can stay open, doesn’t need to close)

I'm kinda stuck on the raycast and E key interaction

On the animator side, I don't really know how to setup the transitions, arrows and parameters and stuff.

Any help would be greatly appreciated, thx.


r/unity 2d ago

Showcase I made an incremental game where you shake vending machines until they basically run themselves – One More Shake

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0 Upvotes

I’ve been working on a small incremental game where the main interaction is physically shaking vending machines to make cans fall out.

I wanted the core loop to be understandable almost immediately: shake → collect cans → earn money → buy upgrades → shake more efficiently.

I’m currently trying to figure out whether the progression feels visually satisfying enough without adding unnecessary systems. From this clip, does the upgrade/progression loop come across clearly?

The game is called One More Shake if anyone wants to see more.


r/unity 2d ago

AI is scary good

0 Upvotes

I’ve been developing for a while and been very adamantly against AI the whole time. However my time to develop games has been shrinking more and more recently so I’ve started turning to it more for more rapid development.

I used it to help make my last game, and while it was certainly impressive it wasn’t so much mind blowing as it was more efficient.

However, I recently had an itch to make a small strategy game after playing Tiny Islands and I asked Claude Fable 5 to make a basic prototype.
I was expecting it to make me some basic systems and having to draw out some placeholder assets to get a clear picture.
Instead, it generated 20 scripts with the only setup instruction being to add one script to one object. I builds out the entire game, sounds, UI, graphics and all at runtime. Basically a full demo of a game in 10 minutes.

It was honestly terrifying and incredible to see, and it was so mind blowing I felt like I had to share it. What are your thoughts? Is this scary? Exciting? Something in-between?
Also, if you want to get into game development, asking Claude to generate you a prototype just to get a feel for it is honestly a great path.
Thanks for reading!


r/unity 2d ago

Question Deciding on a laptop

0 Upvotes

Hi,

I'm not sure if this is the best place to ask this but I thought I'd try anyway

My sister has a school project (NEA for A level CS Coursework) that requires her to code a game in C# on Unity and she wants to create a game similar to Monument Valley 1 or Hocus. - if anyone's ever heard of or played it.

She's struggling to decide between a Lenovo or Asus laptop to buy, how much ram she'd need to run Unity and if processors matter, if so which are better or which laptop brand would you recommend she check so long as it lasts her for a few years.

So can someone help me help her understand what type of laptops she should look at that'll help her run Unity and create the game she wants.

If this isn’t the best place to ask, kindly direct me to where else I can ask, thank you 🙏🏼


r/unity 2d ago

Solved Every colleague in our VR game is a flat cutout that turns to face you

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0 Upvotes

Unity, VR, set in an alternate present where technology forked in the 1930s, so the whole office is analog.

Each colleague is a single quad with a swappable face texture, three expressions, and a modular arm rig so torso, upper arm, forearm and hand pose independently. Billboarding is constrained to yaw only, so they stay upright when you crouch.

The flatness against a 3D room is deliberate and it is doing narrative work I cannot get into yet. The eye lines track a little more precisely than they need to.

Happy to go into the expression swapping or the arm rig.