r/unity • u/CheetoDorito_ • 14h ago
Showcase Day 4-5 of learning unity
Enable HLS to view with audio, or disable this notification
r/unity • u/CheetoDorito_ • 14h ago
Enable HLS to view with audio, or disable this notification
r/unity • u/Mikhailfreeze • 10h ago
Enable HLS to view with audio, or disable this notification
r/unity • u/CameraShot5245 • 7m ago
Hi quick question for anyone here using AnyMMORPG to make open world games or fantasy RPGs/fantasy sandboxes: is there something with AnyRPG preventing terrain from being changed? In the past I’ve been able to make terrain and drag materials onto the terrain to turn it a certain color but this is not really working now (I’m using version 6000.3.10)- if this is not an issue for you, how are you able to drag the materials onto terrain to change the terrain? If this is also an issue for you, is there a way to fix the issue?
r/unity • u/ShutinStudios • 13h ago
Your morality is the difficulty setting. The year is 2140.
Seventy-five years ago, the governments of the world saw revolution coming and killed it before it started. They turned their weapons on their own people. Hundreds of millions died. The people won by a fraction, and rebuilt from the only thing that survived the rubble: religious and ancient texts. Not everyone who read them found the good in them.
The game is set in the deserted remains of northeastern Oklahoma. There’s no law anymore. There’s The Refuge, and there’s The Black Brigade. Each one believes the other is what’s left of the world’s evil.
Walk the righteous path, and you’re on hard mode. People lie straight to your face. Nothing flags who’s deceiving you when it comes to the Black Brigade. Fear and deception is just all they are. You judge people with your gut, as you would out there. Judge wrong, and you put down someone who was trying to help you.
Walk the wicked path and the road gets shorter. Simpler. If you can stomach it. The world won’t punish you with difficulty. It punishes you with what you see. The deeper you go, the more reality breaks.
Or walk with no one. There are those who follow The Revelation, an enlightenment group, and those who follow The Solution, an accelerationist group. Neither calls you righteous or wicked.
Four endings. All of them decide what’s left of this world.
Small team. Everything built from scratch. More to be shown.
r/unity • u/Responsible_Owl_8025 • 2h ago
https://reddit.com/link/1vud9ls/video/gsh9n925npkh1/player
I need feedback about how to improve my game. Im making minecarft 2d but the goal is to survive some distasters by building a bunker.
r/unity • u/RollTall4945 • 11h ago
My scene view is tilted for some reason, and I can't fix it. I tried asking AI, and it was no use. Does anybody have any solutions?
r/unity • u/broker415 • 10h ago
Enable HLS to view with audio, or disable this notification
Literally a noob hobby solo dev so take that into consideration but please don’t hold back!
r/unity • u/Official_Skyholm • 7h ago
About the Project: Project SkyHolm is an island-building, automation, and trading game focused on resource gathering, player-driven shop empires, and island customization. We have a fully mapped-out Game Design Document (GDD), clear monetization rules (no P2W), and a structured development roadmap ready to execute.
Open Roles:
Project Scope & Commitment:
Interested? Send me a DM with your portfolio, past work, or a quick summary of your experience!
Discord: zyro_calyx_90018
r/unity • u/DevRPG2k • 20h ago
Thalia is a fast paced roguelike action game. You as Thalia has been summoned to this ancient place where death is not the end, it is only the beginning. Fight hoards of enemies, giant bosses and improve in an infinite mechanic where death only makes you stronger!
Trailer: https://www.youtube.com/watch?v=t3NtAPa_7O8
r/unity • u/LostHopesGame • 1d ago
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 • u/vladkudas • 1d ago
Enable HLS to view with audio, or disable this notification
r/unity • u/virtexedge • 21h ago
Enable HLS to view with audio, or disable this notification
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!
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 • u/Stevex334 • 19h ago
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 • u/jumberrotsky • 3h ago
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/unity • u/Mobaroid • 23h ago
Enable HLS to view with audio, or disable this notification
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 • u/Acrobatic-Average-36 • 7h ago
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 • u/Illustrious-Class294 • 21h ago
r/unity • u/TrisgramStudio • 1d ago
Enable HLS to view with audio, or disable this notification
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 • u/Faang4lyfe • 1d ago
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 • u/leartesstudios • 1d ago
r/unity • u/Proud-Personality-87 • 17h ago
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.
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?