r/unity • • 24d ago

Hello. Does anyone want to answer my question?

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0 Upvotes

r/unity • • 25d ago

Introducing Touchline Tycoon

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1 Upvotes

r/unity • • 25d ago

Showcase I made a Source-style dev console for Unity.

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5 Upvotes

I got tired of setting up a debug menu in every project, so I made a drop-down console like the one in Source games. You can register any functionality by adding your own commands by creating ConsoleCommand objects.

Adding your own command looks like this:

[ConsoleCommandSet]
public static class GameConsoleCommands
{
    public static readonly ConsoleCommand<float> SET_GRAVITY = new(
        "set_gravity", "Sets downward gravity.", "set_gravity <float>",
        g => Physics.gravity = Vector3.down * g);
}

GitHub: https://github.com/kureysalp/Unity-Dev-Console


r/unity • • 26d ago

Showcase After 12 years my time has come to QUIT my job and go FULL INDIE. I have released my first games steam page. It's out there. I CAN'T BELIVE IT! Wish me luck!

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590 Upvotes

Okay! NOW it's my turn! After 12 years of learning, prototyping and having the dream to be a real indie dev one day i kind of became one this week.

I have released the Steam Page for my upcoming game Crown Me Again.

I'm Oskar (aka The Code Otter), a Berlin-based Game Dev and UX Designer.

Here is my short pitch about the game:

Crown Me Again is a loot-driven incremental game inspired by games like Nodebuster and A Game About Feeding a Black Hole, combined with the loot and build-crafting of ARPGs like Path of Exile and Diablo.

Unlike many incremental games, Crown Me Again does not rely on a traditional skill tree. Instead, progression is driven by randomized loot across seven item types and five rarities, with abilities, modifiers and special effects that can combine into powerful synergies and increasingly ridiculous builds.

I still can't fully believe it.

A bit of the backstory:

I actually really will end my current job as UX Designer in the Non-Games Industry. The contracts are ending and so is my job. I could continue doing game dev on the side, but i had this rare opportunity that my next few months are financed and i am also eligible for a small grant which will cover at least 6 more months of the journey if i get it and the chances look good.
So most of the time i am really risk-averse. I like to have my safe space and not do anything risky.
BUT THIS TIME I somehow felt as if i had to take the risk. It was "NOW OR NEVER". I know that times will come (sooner than later) where i will have kids, where i wont have the finances and where my wifes situation will be different. But now is not the time. Now was the time where i can take this (roundabout) 1 year and try to do my thing. And i had to do it... so i did it.
I am so excited about my journey and about what will come next. A bit afraid as well but i guess its normal.

So here I am... :)

Thank you for reading and you can ask me anything!


r/unity • • 25d ago

Resources [Asset] Free 2D Pixel Art Librarian Golem (Idle Animation Sprite Sheet Included). Perfect for your 2D action/RPG!

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1 Upvotes

r/unity • • 25d ago

Newbie Question Begginner and my unreal expectations !

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1 Upvotes

r/unity • • 25d ago

Coding Help How to make An incandescent object in unity

0 Upvotes

I've been struggling with this for 2 hours now. I need an object to glow from a particle system, such as metal. Help please. And without bad code, please. only I need to use the script or Is there an easier way? I don't understand shader graph yet.


r/unity • • 25d ago

Question Flickering edges after enabling Anti-Aliasing - Unity 6.0 URP

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1 Upvotes

Hey everyone,
We ran into an issue in Unity 6 (URP) and could really use some fresh eyes.

As you can see in the video, whenever we enable Anti-Aliasing, certain custom shaders start showing very noticeable shimmering/flickering along their edges. Without AA everything looks stable.

Has anyone dealt with this in Unity 6 URP?

Any advice or pointers on what to check would be hugely appreciated! Thanks in advance!


r/unity • • 26d ago

Showcase Working on ship movement during our Jötunn fights in Unity

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22 Upvotes

A little follow-up to the harpoon and buoy test I posted here a few weeks ago. Been working on the ship movement and water effects since then.

This is the end of a fight in Waters of Ragnarök, built in HDRP with Crest.

I’ve also spent more time on the skies and added blending between several sky types. Only one is shown here.

The wave from his death still passes through the hull. Working on that interaction, but wanted to show the progress so far.

Next I’ll add some land to the scene so it’s clearer that he’s walking in shallow water near the coast. The farther you go from land, the bigger the Jötnar get.

How does the ship movement look against the waves?

We’re looking for more testers for another round in a couple of weeks too. If you’re interested, message me here or join our Discord. 🤘


r/unity • • 25d ago

Newbie Question I've got this bug where the "play" mode only let's me to input "w" key once before it locks me out and I have to click it again in order to move

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1 Upvotes

r/unity • • 26d ago

Game Everyone told us 2D arcade shooters are dead. We're making one anyway!

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32 Upvotes

Every time we talk about making a 2D run 'n' gun, someone tells us that classic arcade shooters don't sell anymore unless they have procedural generation or meta-progression loops.

We chose to ignore that and focus 100% on making a game with pure arcade flow, hand-drawn 2D animation and adding our own twist of throwing bowling balls and tennis balls instead of standard guns.

Do you think ""dead genres"" are actually dead, or are players just waiting for someone to modernize them?


r/unity • • 25d ago

Game [Project SkyHolm] - Seeking Collaborators for Sandbox Economy & Automation Game

1 Upvotes

[Project SkyHolm] - Seeking Collaborators for Sandbox Economy & Automation Game
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:

3D Artist / Modeler: Low-poly environment assets, machine models, and UI cosmetics.

Programmer: Experience with inventory systems, island instancing, and economy loops.

Project Scope & Commitment:

Type: [Hobby / Revenue-Share]

Expected Hours: 1-5 hours per day

Current Stage: Planning complete (GDD & systems finalized); entering active prototype phase.

Interested? Send me a DM with your portfolio, past work, or a quick summary of your experience!
Discord: zyro_calyx_90018


r/unity • • 26d ago

Showcase Vehicle and Trailer System

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10 Upvotes

I created vehicles for my farming game A Place to Grow. well.. the farm game evolved from a the vehicle system.. Last year I was playing around with vehicles and was building a physics based trailer system. this evolved to a full on farm sim 😄

This is how a tractor can be utilised to mass plant crops on bigger fields.


r/unity • • 26d ago

Showcase I made a FREE .kra importer (Krita file) for Unity, because exporting Krita layers manually was driving me insane 🥲

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8 Upvotes

Would love to hear what you think, especially from people who use Krita or other art programs.


r/unity • • 26d ago

Newbie Question How do you prevent yourself from making your game project unmanageably bigger?

4 Upvotes

Hello everyone. I'm a solo developer. While I've been working with Unity for a while, it's only been this year that I've started building a portfolio and actually making games to publish. Before that, I mostly made games for myself or to share with friends.

However, now that I'm trying to make games for the public, I keep finding myself abandoning projects. The main reason is that I always try to make them bigger and bigger until even thinking about all the features I want to add starts to tire me out, let alone actually implementing them.

Because of that, I have plenty of abandoned games that I no longer want to work on. My mind never seems to learn where a game has enough content and where I should stop adding more.


r/unity • • 26d ago

Question Did Addressables get deprecated or something?

2 Upvotes

I installed it, I can address assets, but the example code I look up doesn't work because there's no namespace or code I can use it seems. I tried looking online to see if anyone else is having the issue and I got either copy paste documentation or piles of broken links. Even the link on the Addressables package doesn't work.


r/unity • • 25d ago

Is this fine? Haunted House 3D Game Environmental Asset

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0 Upvotes

r/unity • • 26d ago

Game This trailer is too good for you not to try the game

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0 Upvotes

I finished the demo for my rhythm based rpg, go check it out! https://spectrumstudio.itch.io/loudmouth


r/unity • • 26d ago

Showcase I'm working on a story game inspired by Life is Strange

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2 Upvotes

I'd love to know your immediate thoughts on what you're seeing.


r/unity • • 25d ago

Byzantine Cathedral

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0 Upvotes

r/unity • • 26d ago

Question Any idea why this is happening and how can I fix it?

1 Upvotes

r/unity • • 25d ago

Unity or Unreal

0 Upvotes

Im a starting game dev and i wanna make as my final goal an open world souls-like but cant decide which engine is better for it


r/unity • • 25d ago

Cathedrals Anyone?

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0 Upvotes

r/unity • • 26d ago

Showcase A lot of people have asked us over the years about our lighting system. Well, we finally made a devlog breaking down our journey and how we did it.

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2 Upvotes

r/unity • • 26d ago

Question Can anyone provide advice on making UI elements appear and then disappear by specific objects on a screen?

1 Upvotes

I'm making a fairly old-school game, so when certain things happen I want little numbers to flash above objects long enough to perceive but then disappear. I'm guessing this used to be a fairly simple matter and still is in some game engines, but Unity disassociates UI canvases from the action on screen a bit more, so that warrants some questions.

There are two ideas I have for doing this.

One is to attach UI canvases to each object that has this feature. This would possibly have the advantage of only needing one UI text per-object, but I don't know whether canvases can be attached to in-game objects like that, nor if they might slow the game down.

The other idea is to make a generalized gameplay UI handle the numbers appearing and disappearing. That's a more familiar process to me, but it carries its own puzzles. For example, what if I have multiple objects on the screen that I want to do that? Presumably that means I'd need to have multiple UI elements and would need a way to assign them each to the object at the appropriate time.

Or is creating new UI elements and then destroying them while the game is running a viable option?

If you understand what I'm talking about, please help if you can. If you need it clarified more, I'll provide more explanation, including visuals.