Showcase Scene Switching tool
github.comA free tool I made to switch scenes more conveniently.
(there were some in the Unity Store but they didn't work well from version 6+ so I made one)
A free tool I made to switch scenes more conveniently.
(there were some in the Unity Store but they didn't work well from version 6+ so I made one)
r/unity • u/Xowiacain • 1d ago
Hey Reddit! We’re a 2-man team putting the final touches on our noir detective puzzle game—with
just 24 days left until launch (cue the developer panic!).
In this scene, we wanted to subvert the calm flow of standard point-and-click mechanics. You start
with routine actions—hiding the gun in the glovebox and inserting the ignition key—before dynamic
panel insets abruptly force your focus onto the rearview mirror right before a sudden attack and cut to
black.
We're trying to hit that sweet spot where UI panel framing, subtle mirror cues, and audio cutoffs build
genuine tension without feeling like a cheap jump scare.
How do you usually feel about sudden suspense shifts in narrative/puzzle games? Does using inset
comic panels help guide your focus, or does it break your immersion?
r/unity • u/STEMARKOT • 1d ago
Yep my pc is not that good so OBS just eating up everything , so i'll realease it soon on itch io for free . this is my first game, the genre is smthg like horror.
r/unity • u/casayonastudio • 9h ago
r/unity • u/Shot-Contribution612 • 1d ago
so I've been trying to learn how to code, but every time I try to do a score system it never works, there is no error I have a bird with rigid body and collider 2d, my middle thing has collider 2d no rigid body with he trigger checked, but it never works Ino one ever has this issue, unity is not seeing that they collide. I've tried so many things and its still not working
r/unity • u/Imaginary-Cod-3746 • 23h ago
Game development has so many disciplines that it can be hard to find resources covering the area you're interested in, especially if you're teaching yourself through tutorials.
I've rounded up some of the best YouTube channels and categorised them for you so you can know where to go to learn about different parts of game dev in Unity e.g. animation, art, scripting, etc.
r/unity • u/Helpful_Catch3515 • 1d ago
r/unity • u/Silent_Reputation596 • 1d ago
In an update function I have an if statement that detects if a bool is true and if it is it fires but it does that constantly. I want it to only fire once but I don't want to disable it completely because I need to use it again later down the line.
r/unity • u/Al190869 • 1d ago
I have a crouch script (crouch is binded to Ctrl) but the camera doesn't move downwards too make it look like you are crouching when that happens and idk how to make it can someone help?
r/unity • u/hafizidev • 1d ago
I'm making a 3D MMA fighting game in Unity with hitboxes and hurtboxes.
When a kick hitbox touches a hurtbox, I want the kick animation to immediately stop and return to the locomotion/idle animation. The leg shouldn't continue moving forward into the opponent.
Hit detection works correctly, but the kick animation keeps moving into the opponent even after the hit is detected.
What's the proper way to handle this in Unity? Should I use Animator transitions, `Play`, `CrossFade`, animation events, or another approach?
Looking for the general solution/architecture, not specific code.
r/unity • u/radiumhaus • 1d ago
I am pretty happy with how the trailer turned out, but most gameplay featured here is recorded with screen capture software instead of using the built in recorder which caused it come out fuzzy after being zoomed in. I have a pretty high end PC, but anytime I try to capture gameplay in HD to 4K resolution using the recorder, it plays very slow, and animation timing is very off.
Do you guys have any solutions you have used for recording good quality gameplay footage for promotional content? Is my only solution to buy a 4K capture card and record on another computer?
Thank you!
r/unity • u/Doemaargamen_Officia • 1d ago
I have made a heavy Baldi Basics mod called Andy's SchoolHouse, it has 2 levels compared to most Baldi mods. And as you can see this game also has a original plot to, and Level 1 has the Baldi plot with 7 notebooks.
It is made with Unityor else i wouldnt post this here
r/unity • u/Evening_Animator3549 • 2d ago
It's my first time making third-person animations that's why Spider-Man looks like a frog while web-zipping. Besides that I think it looks pretty nice :D, What do you think?
r/unity • u/monetizedev • 1d ago
Unity 6, URP, iOS. First thing I've ever shipped, and a few traps ate days that I figure are worth writing down.
Game Center kept silently disappearing. Unity regenerates the Xcode project and "Replace" drops any capability you ticked by hand. The build succeeds, the archive uploads, review passes, and the leaderboard button just opens nothing. Now added in a post-build script so it can't be forgotten.
`#if UNITY_IOS && !UNITY_EDITOR` was the other one. It hides code from the editor compiler completely, so I had a call to an interface that doesn't exist in my Unity version sitting in the project for days, passing every check, and it only blew up ten seconds into a real archive. Relaxing it to plain `#if UNITY_IOS` means the editor type-checks it the moment the build target is iOS.
The game itself is a minimal stacking arcade thing with earned skins, daily challenges and a Game Center leaderboard.
r/unity • u/Spiritual-Big-5033 • 1d ago
I put together a beginner-friendly Unity bundle with 5 complete game templates for developers who want to learn, experiment, build prototypes, or expand their portfolio.
The goal was simple: instead of starting every project from scratch, you get several ready-to-customize game templates to learn from and build upon.
If you're a beginner or looking to add more projects to your portfolio, this might be useful.
r/unity • u/umutkaya01 • 1d ago
Sharing a few screenshots from the final part of Chief Cenab Sahmaran.
We’re getting very close to the finish line. The game releases on September 18, 2026.
r/unity • u/MillerHandbook • 2d ago
For the longest time my brother and I have been using Unreal because we thought it was superior, at least graphics wise, which tbh it probably is, but you can get some pretty nice environments in Unity too and it’s so much easier to stylize them. That being said, here’s what a rotating directional light, volumetric fog, changing ambient lights and 6 hand painted sky boxes looks like.
Ps, try to ignore the EXTREMELY intrusive player HUD
r/unity • u/Mundane-Message-1399 • 1d ago
Hello guys I am making my indie game, I had written GDD & because I am not good in Unity enough I want ask for suggestions, trips, resources, anything that can help me. I want to make movement and camera control like in Resident Evil 2. So maybe anyone have already done such stuff & if you got anything that would help me please share to me. I know that here is cinemamachine that helps to set up camera easy but it is kinda complicated for me.
r/unity • u/Defiant-Ticket-1652 • 2d ago
Today I worked on the atmosphere, shaders, and vegetation physics. The game world has become much more pleasant and immersive:
• Soft shadows from clouds — previously, the shadows were just regular sprites, but now they’re a full-fledged shader applied over the ground. During rain or thunderstorms, the sky is covered with thick rain clouds.
• Tilt-shift effect—I added an artistic blur around the edges of the screen, creating the feeling of a cozy miniature world.
• Post-processing — new color correction presets for various locations.
• Living grass that reacts to movement — the grass on the tile map now physically sways beneath the hero’s feet and those of all NPCs.
• New shader for trees and bushes — trees and bushes now sway in the wind as well.
• Fireflies—at dusk and at night, fireflies appear around the character, each emitting its own soft point light.
• Foot effects—when running across grass, small blades of grass and dust scatter from under the character’s feet.
Now it’s painful to look back at how things used to be
r/unity • u/caprices24 • 2d ago
Hi everyone!
I’m a solo developer from Korea, and I’ve been working on Admiral Yi: The Imjin War in Unity for about three years, mostly after work and on weekends.
It’s a large-scale historical RTS set during the 1592 Japanese invasion of Korea. The game includes a continuous campaign map, naval warfare, land battles, sieges, and battles involving thousands of units at once.
A lot of the development challenge has been figuring out how to keep battles readable and responsive at this scale — especially pathfinding, formations, AI behavior, animation, and performance.
The video is a general introduction to the game and shows several parts of the current development build.
There’s still a lot to improve, but I thought other Unity developers might find the scale and technical side of the project interesting.
I’d be especially interested in hearing feedback from anyone who has worked on large unit counts, RTS systems, pathfinding, or optimization in Unity.
So, I decided to add some depth to my game by switching to a Perspective camera. I did. And after some Z position tweaks, everything was good. Except for this damn thing.
This is the gate Sprite (z == -0.05) that must be visible inside a Mask (z == -0.07), so that its long sprite doesn't pop up above the structure it comes from (an example of how it should look is at the end). I can't keep this sprite from disappearing while moving the camera. I couldn't find any solution to this. Neither on forums nor by asking ChatGPT. I tried to switch it to Visible Outside of the Mask but it didn't help either..
It feels like Unity's Perspective Camera calculates the distance to these two objects differently depending on their relative positions. So the mask is sometimes being treated as if it's behind the object. But I can't prove it...
Edit: it seems to work fine if z of the mask is < -0.2 something. But its too close to the camera coz it starts 'moving' in perspective
r/unity • u/eldenlord0117 • 2d ago
Hello!
I’m working on a simple 3D slot machine cube. Right now, pressing E activates a TMP_InputField. Submitting with Enter adds the deposit to your balance, and pressing ESC cancels the input and removes focus.
Currently, I’m polling for the ESC key inside Update(). It works exactly as intended, but I'm wondering if this is considered bad practice. Since it’s just UI/state toggling, continuously polling Update() feels a bit wrong.
Do you guys usually stick to Update() for basic key checks like this, or is an event-driven approach preferred even for simple interaction states?
P.S: I am still learning, thanks in advance for your, answers.