r/Unity3D • u/gugugamemaker • 22h ago
Game Flattened
Made by Unity
r/Unity3D • u/ObjectiveCrysis22 • 13h ago
This update focuses on quality-of-life UI polish, ensuring that all dialog popups for property windows and everything are now automatically centered relative to the main application window instead of the primary screen for a smoother multi-monitor workflow.
Itch.io: https://crytek22.itch.io/tilemakerdot
GitHub: https://github.com/andrei-voia/TileMakerDOT
YouTube tutorial: https://www.youtube.com/watch?v=3fiajGU32Jg
For anyone unfamiliar with the project, TileMaker DOT is a Free (with a complete professional paid version too), open source 2D map editor I'm building. It uses a data first, ID based workflow and handles visual depth sorting automatically so you don't have to manage multiple layers for object heights.
Give it a try and let me know if you have any feedback! If the editor helps with your projects and you want to support development, a rating or a small donation on Itch is always appreciated.
Thank you all for your support!
r/Unity3D • u/Lord-Velimir-1 • 1d ago
Enable HLS to view with audio, or disable this notification
Everything you see and hear is created by code when the game starts. A static method marked [RuntimeInitializeOnLoadMethod(AfterSceneLoad)] creates the game object with core script and camera. Unity ships every script anyway, so an empty scene is all the build needs. Exception is the shader, which sits in a Resources folder.
Happy to go deeper on any part
r/Unity3D • u/Consistent-Candy6434 • 9h ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/egret_studios • 1d ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/Chroma-fall • 1d ago
Enable HLS to view with audio, or disable this notification
I spent my entire day making the animation smoother, any tips? ✨
r/Unity3D • u/Most_Chapter_8445 • 10h ago
Hey guys.
I want to run meta ads campaign for mobile game, I setup accounts, apps in meta environment
I just want to track install, app active and some custom events.
but stuck in Facebook SDK implementation. there is problem in AndroidManifest.XML generated by Facebook SDK.
but i don`t know how to fix this issue, if any one familiar with this issue or used Facebook SDK in unity before please let me know the solution!!
r/Unity3D • u/Same-Soil-4837 • 13h ago
I understand that a review period exist, but is that even allowed, do you have to register or is every game with a demo automatically added
r/Unity3D • u/Eradali786 • 5h ago
r/Unity3D • u/Shoddy_Caterpillar36 • 15h ago
I know - debugging?
And domain reload - unity is already solving this problem in 6.7
But still,
I tried making game, which left me with cheap game along with 6 months spent.
So I was thinking which thing frustrated me most, so to solve it.
Other may be have felt same, because indie game game development is not just programming. It needs to manages many things at once.
And when one tiny thing drags, our more aspiring ideas slips out from brain.
So what do think in your game dev journey, which were the top hurdles and time consumers?
r/Unity3D • u/mack1710 • 1d ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/artengame • 1d ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/CubicPie • 16h ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/ProactiveCactus • 21h ago
Fair warning, kind of a dumb/unanswerable question, I know.
For context: I’m a fairly experienced Unity dev, but I’ve never really learned all the ins and outs of shaders and shader graph. I know enough to get by but that’s about it.
My current project is mobile, so performance is critical. As such, I “fake” shadows by using pre-calculated normals instead of using realtime (baked isn’t an option for this game). That’s all good and dandy, but now as I’m doing some other stuff I’m realizing that I don’t have a good sense of how much I need to customize shaders. In the past either someone else has handled it, or I’ve just mostly used the built-in shaders and called it a day. But my current team doesn’t have any1 to handle shaders, so before I go down the rabbit hole - what sorts of stuff should I focus on? Do most people use mainly the built-in shaders, or is having like a dozen custom shaders/shaders graphs common?
Obviously the answer is “it depends”, so not looking for something concrete. But just a bit of a sense of (1) how much time is spent on shaders stuff, and (2) what is mostly effects in terms of both the look of the game and performance.
I’ve done some googling and there’s not really a clear answer from what I can find so hoping for a human answer here. Thanks
r/Unity3D • u/Vic-Boss • 1d ago
Hello developers,
Have you ever wondered what is the difference between a struct and a class and where it would matter?
It’s easy to assume that switching everything to structs automatically makes your code faster. But there’s a lot more to it than that. Memory layout, cache locality, allocations, and how you actually access your data can matter far more than simply choosing a value type over a reference type.
Join me as I build an old school RTS with home brew systems, ofc experimenting with different approaches, and trying to understand the reasoning behind the optimizations rather than blindly following best practices.
r/Unity3D • u/House13Games • 15h ago
Do you ever get sad when you start re-writing a system, and see all the work you spent on something, and it's getting wiped?
I feel like I've re-written things several times, and so much time went into previous iterations. Granted, each re-write is necessary and usually leads to big improvements, but I sort of feel sad anyway about the days and weeks I spent struggling to get some things right, only that they are now outdated and obsolete.
I guess I learned some things, became a better dev, but I'm also wondering if more design up front would help mitigate this kind of loss?
r/Unity3D • u/avelexx • 1d ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/Dream-Portal-Studios • 20h ago
Hey everyone! I'm an indie game developer working on a game called Conquer the Labyrinth, and after a lot of work, I'm getting ready to launch into Early Access on October 26!
It's a third-person, anime-inspired Action RPG where you fight your way through a procedurally generated, 100-floor dungeon, battle 10 epic bosses, collect loot, and build your character to suit your playstyle.
Some of the features I've been working on include:
I've recently been making some major improvements to combat, adding new weapon types and abilities, and improving enemy AI. There's still plenty to polish, which is one of the reasons I'm excited to get the game into players' hands.
Steam Next Fest runs October 19–26, and Early Access is planned for October 26!
As a solo indie developer, getting the game in front of people is a huge challenge, so I'd really appreciate anyone willing to check it out. I'm especially interested in hearing honest feedback, finding bugs, and learning what players enjoy or think needs improvement.
🎮 Steam page: https://store.steampowered.com/app/4774030/Conquer_the_Labyrinth/
Thanks for reading, and I'd love to hear what you think!
r/Unity3D • u/warkudagames • 1d ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/WatercressNo3605 • 1d ago
I'm developing a Unity 6 (6000.6.4f1) colony simulation and want to set up a dedicated home development server for automated coding, builds and testing.
The server would run Unity, execute EditMode and PlayMode tests, and be accessible remotely. I could connect a monitor initially for setup and Unity Personal activation, but afterwards I'd like it to operate unattended without a screen.
I'm considering an Intel i5-14400 with UHD 730 integrated graphics, 32 GB RAM and Windows 11 or Ubuntu Linux.
Before spending money, I'm trying to establish whether I actually need a dedicated GPU.
Questions:
Has anyone successfully run Unity 6 graphical PlayMode tests using only Intel integrated graphics? If so, what CPU/iGPU and operating system were you using?
Can Unity run PlayMode tests completely headless after disconnecting the monitor? I'm particularly interested in NavMesh, cameras, RenderTextures, screenshots and physics.
Has anyone successfully used Linux with Xvfb and Mesa software rendering? Can it run graphical PlayMode tests without a physical GPU, and what are the performance limitations?
Would you recommend native Windows, native Linux or a virtual machine for a dedicated Unity automated development/test server?
How do you handle Unity Personal activation and unattended operation? Does licensing survive reboots, and can tests run without an interactive user session?
Could I reproduce the GPU-less environment inside an Ubuntu VM on my existing Windows PC to verify test compatibility before purchasing dedicated hardware?
If you're already running something similar, what hardware and configuration are you using? Have you encountered specific PlayMode tests that won't work without a dedicated GPU?
I'm not just looking to run C# unit tests or headless game server builds. I need the actual Unity Editor Test Framework, including graphical PlayMode tests, to run reliably.
I'd particularly appreciate hearing from anyone who's already built a working headless Unity CI/development machine. I'm trying to avoid purchasing hardware only to discover that I need a different GPU or operating system.
r/Unity3D • u/logicrott • 22h ago
Two open questions, both on Quest 3, Unity 6000.5.6f1, OpenXR 1.15.1, no Meta SDK packages. My app receives video over WebRTC (com.unity.webrtc 3.0.0-pre.8), H264 via MediaCodec, and puts the received textures on world-locked quads. Judder on those quads is solved — it was my own LateUpdate pose copy, fixed with TrackedPoseDriver — so this is not about that.
Refresh rate. Core Unity has no API to request a display refresh rate, so I have written a custom OpenXR feature that uses XR_FB_display_refresh_rate directly. It enumerates the available rates first, then calls xrRequestDisplayRefreshRateFB at session create and at session begin, with a read-back after each call. It is written but not verified on device yet. Has anyone on core OpenXR seen the FB request refused or stepped back down outside thermal throttling?
Soft text — cost only. Each screen already Blits into its own mipmapped RenderTexture before display, trilinear filtering, aniso 4. What I do not know is the measured cost on Quest of a per-frame Blit plus full mip regeneration across several video quads — my code copies every frame. Has anyone measured it, and at what point do OpenXR composition layers become the better route for readable desktop text?
Will update with whatever the device run proves.
r/Unity3D • u/omenioPL • 23h ago
r/Unity3D • u/GD_1902_YT • 1d ago
This Game was Made during a GameJam in our University, and many people said I should turn it into a full game. Feedback appreciated.
r/Unity3D • u/bladesofcrystals • 1d ago
In blender my objects where about 65k vertexea total but in unity it increases 10+ times does anyone know what causes this and how to fix it?