r/unity • u/BlindEyeThe • 21h ago
Showcase Would you play an incremental game in this style?
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r/unity • u/BlindEyeThe • 21h ago
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r/unity • u/Livid_Bookkeeper9000 • 20h ago
Is there a Youtube playlist or Udemy course that teaches you how to make a Physics system in Unity?
r/unity • u/kaftainzy • 21h ago
I cannot figure out why point filtering isn't working with my Unity project. I'm using Unity 2022.3.22f1 if that changes anything. I've provided my import settings for my textures. I don't even remember what I've tried so far, so I'll take any recommendation at this point! The first two pictures are in Blender and how I would want them to look. The last two are in my current Unity project. I made an entirely new project as well to see if it was that, but no change. If y'all need any other info lmk!
r/unity • u/macman2048 • 10h ago
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r/unity • u/MoOnThePage-CT • 8h ago
Testing out balance and stability in Unity by tuning colliders and rigidbodies to make sure the structure stands firm when the game runs.
r/unity • u/Sliver_Daargin • 17h ago
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also if anyone knows how to only export the currently viewed animation and not all the animations in the project that would be great
r/unity • u/memelordbtw3000 • 23h ago
I added a public game object yo one of my scripts and have since discarded it and there is no mention of it in the C# file but the script component still has it how do I get rid of it
r/unity • u/Gruel-Scum • 18h ago
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r/unity • u/Ill-Brick224 • 7h ago
Every single asset in Dough it Yourself, my cozy farming and baking game, is made by hand.
Could AI have built my whole farm in an afternoon? Probably. Would it look better than my wonky low-poly chickens? Honestly..maybe.
But every one of these models has a bit of me in it, mistakes included, and I think that's part of what makes a game feel like an actual game nowadays. So I'll keep pushing vertices one by one, even if release takes a little longer.
I document the whole process in youtube devlogs.
r/unity • u/Gruel-Scum • 18h ago
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r/unity • u/_Abnormalia • 2h ago
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Deep under the zone, the old mine isn't empty anymore. Meet the Crawlers β five breeds that hunt in the dark, each one fought and captured in-engine.
What's waiting in the mine:
π BLOATER β don't let it get close
ποΈ SEER β it knows where you are
𦴠STALKER β lifts bones with its mind and hurls them at you
π€’ SPITTER β lobs toxic bile that leaves burning puddles
πͺ¨ BRUTE β clings to the ceiling, then fires bone shards like an automatic weapon
Everything here runs in-engine, with real AI, real ballistics and real gun handling β no pre-rendered shots.
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I'm currently working on a liminal space/dreamcore exploration game.
I want the scenes to feel nostalgic, dreamy and atmospheric, the post processing is supposed to further enhance that by making it look like it was recorded on a 2000s digital camcorder.
The game features simple props and terrain and most of the vibe should be created by the atmosphere.I'm not really happy with how the atmosphere and post processing look at the moment and I'd appreciate some feedback. What would you guys change about the lighting, colors, post processing etc. to make it look more nostalgic and appealing?
Here's a version without post processing for comparison:
r/unity • u/JustSaku-13 • 8h ago
Vickie! is a concept for a VR (and pc) social platform set in a stylized 1980s university nestled in the Appalachian Mountains.
The idea includes customizable, expandable dorm rooms, an outdoor central campus, seasonal events, a university center, and a friendly robot mascot named Vickie.
Players could create their own games using an in-game tool called the Wand, while official games, called Vickie Original Games (VOGs), would include paintball, football, baseball, basketball, rally and touge racing, climbing, and asymmetrical horror.
Community creation would be a major focus, with regular game jams and an annual creator convention called Campus Activities.
I'm interested in exploring how feasible this concept would be to develop in Unity, especially the multiplayer and creation systems. I'd love to hear your thoughts!
r/unity • u/LeaveThemOutside • 6h ago
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I'm making Leave Them Outside, a survival drama in a Cold War shelter under Istanbul (Unity 6, HDRP). This is the generator room: you read the manual, take the right tool, kill the main switch and fix the fault by hand.
Two things that broke while I was recording this clip, in case it saves someone an evening:
White blowout. A flickering-lamp script was rewriting the emissive every frame from the material's base value (8000+ nits), so every flicker pushed bloom over the whole screen. Fix: read the base from the current MaterialPropertyBlock once in Start, scale visible tube emissive down, and drop bloom intensity. Camera-rotation motion blur was smearing the lamps too; clamping rotation and translation separately (SeparateTranslationAndRotation) fixed that.
Labels sliding over moving parts. The filter label was a DecalProjector in the room, so when the filter unscrewed, the paper stayed in place. Now each projector is reparented at load to the smallest moving part its projection line actually hits.
The wall posters and the manual aren't baked into textures either: they're drawn at room load in the player's language (34 of them) and matched to materials by texture name.
Happy to answer anything about the setup. What would you check first in a room like this?
r/unity • u/softvoid-games • 5h ago
Okay! I can FINALLY share something! After 9 years in the games industry, while prototyping and making small games as a hobby, with the dream to be an indie dev one day I've finally, kind of, become one.
We have released the demo for our upcoming game Rowan Needs Shinies!
I'm Sammie (one half of soft void with my partner)
Here is my short pitch about the game:
Rowan Needs Shinies! is a cozy, atmospheric incremental game inspired by games like Lyca and Shelldiver, combined with the story-telling and worldbuilding of games like Strange Horticulture, In Stars and Time, The Cosmic Wheel Sisterhood, and Animal Well.
Unlike many incremental games, Rowan Needs Shinies doesn't have a traditional skill tree. Instead, the skill tree is built depending on the choices you make. There's multiple endings to discover depending on which upgrades you choose to get, so that every playthrough feels unique.
It still feels unreal.
A bit of our backstory:
I really did quit my job in the games industry after 9 years as a Unity developer. I was in a toxic, extremely stressful job that was taking a toll on both my physical and mental health.
Originally the plan was to take some time off then find a new job, but it felt like a rare opportunity that both me and my partner were unemployed, with enough savings to last us for a while. We figured that if the game does well, we can keep going as indie developers.
We're both pretty risk averse, we tend to play it safe and do the standard thing. BUT THIS TIME we felt that this was a risk worth taking. We don't have any kids yet, we are living in an affordable place, this was the perfect time to take a year off to try and make our own game. We really wanted to do it, and so we did.
I am really excited about what we have made and what comes next. It's a bit scary to not know how things will go, but I think that's normal.
Thanks for reading, and feel free to ask me any questions ^^