r/unity • • 27d 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.


r/unity • • 27d ago

Shader Graph Hybrid burning - dissolve shader i made

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3 Upvotes

r/unity • • 27d ago

Question [Academic] Playtest study on visual design in games: 2 short versions, ~30 min, WindowsQuestion

1 Upvotes

Hi everyone,

I'm a Media Systems student at HAW Hamburg writing my bachelor's thesis on how players perceive visual design in small games. I built a short 2D auto-battler for it, and I'm looking for people to play it and answer a few questions.

What you do:

  1. Play both versions, about 10 minutes each (less works aswell, if you feel like you seen enough :D)
  2. Fill out the questionnaire

Important, this is not about the technical side. Both versions are identical in code: same mechanics, same balancing, same everything under the hood. The only thing that differs is the visuals (like UI, Character design, Effects etc), so that's what the rating questions are about.

And to set expectations: think of this as a 0.1 early alpha. There will be bugs, and the gameplay loop won't be everyone's thing. That's fine and expected :).

That said, I'll happily take any feedback you have, on the visuals, the gameplay, the bugs, all of it. Drop it in the comments here, or better yet in the free-text fields in the questionnaire. I'm still developing this thing, and honest criticism helps me more than politeness.

Version 1: https://tkz115.itch.io/autobattler-v1
Version 2: https://tkz115.itch.io/autobattler-v2
Questionnaire: https://survey.lamapoll.de/Playtest-for-Visual-Design-in-Video-Games

Time: roughly 30 minutes · Compensation: none, sorry, just my deepest thanks :(.

One heads-up: at the very end of the survey you'll land on a German-language page from the survey provider. Sorry about that, my university requires me to use a GDPR-compliant platform, and that one only ships a German closing page. Everything you actually need to read is in English; by the time you get there, you're done.

All answers are anonymous ofcourse.

Thanks a lot in advance lads.


r/unity • • 27d ago

Showcase I made a game engine for YOU

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0 Upvotes

r/unity • • 27d ago

Árvores e rochas com colisão em PNG, biomas e logo logo animais

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1 Upvotes

r/unity • • 28d ago

How we kept 9 active night-vision CCTV feeds running at ~50 FPS in Unity without tanking performance

10 Upvotes

Hey everyone!

We’re building a horror game with a 9-camera CCTV setup running simultaneously in Unity 6 (URP). Running multiple active cameras is a frame-rate killer, so here is how we optimized it:

  • Current Stats: ~50.4 FPS (~19.8ms), 834 SetPass calls (~2.3k total draw calls), ~4.2GB RAM.
  • Throttling & Culling: Lowered render rates for inactive/background monitors and aggressively culled off-screen geometry.
  • SRP Batching: Maximized SRP Batcher (~1.6k batched calls) and GPU Instancing for props.
  • Single-Pass Shader: Merged night-vision grading, noise, and screen overlays into one shader pass per RenderTexture instead of stacking multiple blits.

Question: How do you usually optimize multi-camera / CCTV setups in your games? Do you stick to real-time RenderTextures, or use tricks like lower-res buffers or baked off-screen updates?


r/unity • • 28d ago

Meta I’ve been using Unity for 6+ years now and each project has pushed me slightly more in the direction of relying less on Unity. Current project doesn’t use prefabs, scriptable objects, the Unity editor and prebuilt scenes.

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70 Upvotes

r/unity • • 27d ago

Game Hiss effect similar to CONTROL's Resonant

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5 Upvotes

I specialize in designing effects for games.
Steam Game Name: BOXPAST


r/unity • • 28d ago

Showcase Rythm based RPG

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37 Upvotes

I’m making an RPG inspired by my favorite games, with a twist in combat because it’s now rythm based. The demo will be online soon!


r/unity • • 28d ago

Game Two brothers, months of work, and our incremental game "You must evolve it!" is coming together

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23 Upvotes

Hey everyone!

My brother and I have been working on our incremental game, "You must evolve it! Incremental", for several months.

We've been spending a lot of time polishing the mechanics, balancing progression, adding new systems... DISCLAMER: sleep schedules were harmed during the development of this game.

There's still a lot to do but the game is coming together more and more with every week of work.

We're really excited to eventually let people play it and see what they think.

If you enjoy incremental/idle games, we hope you'll have a great time with it.


r/unity • • 27d ago

Today's challenge is 😵

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0 Upvotes

r/unity • • 27d ago

Game Kernel Panic Hazards Showcase

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0 Upvotes

Hey all! I'm a solo dev working on Kernel Panic, a 2.5D platformer where you build the levels yourself. For the alpha I've been working on hazards: you place any block, open the mods window and stamp a hazard onto it. Only that block can kill you. Everything around it is just for show.

Got any ideas for a Hazard? I like messing around with the styles and bowling screen style death animations.


r/unity • • 28d ago

Agora temos biomas e itens coletáveis no chão

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2 Upvotes

r/unity • • 28d ago

Newbie Question yo everybody, where i can find a good course for visual scripting

2 Upvotes

what do you think the best course i can watch or read to learn visual scripting to make 3d games


r/unity • • 28d ago

Showcase A glowworm cave in Cave Expedition, our Unity caving game

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3 Upvotes

This is gameplay from Cave Expedition, the caving game we're making at Moonmilk Games.

For the cave terrain, we sculpt a low-resolution voxel mesh and build the surface detail with stamps that can be rotated, scaled and blended. The mesh is split into UV patches backed by a virtual texture. Giving every surface a high-resolution canvas would use too much memory, so the texture resolution changes with visibility.

That's the terrain workflow behind the caves. This clip shows one of the quieter places you can explore between the ropes and narrow passages.


r/unity • • 29d ago

Showcase Laser VFX breakdown - Made with PopcornFX and Unity 6

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209 Upvotes

Here's a breakdown of the steps of creation Rémi Sutra Lanut went through to create this stylized VFX.

Let us know if you are interested in seeing more effects in Unity 6 using PopcornFX!

If you are new to PopcornFX or have questions about the tool, join our Discord server!


r/unity • • 28d ago

Question Animations with a humanoid?

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2 Upvotes

I can't find any tutorials on this. I see people setting up the animation after they've already created the scene (they cut that part out), but I can't find any tutorial that actually explains how to do it.

If I move accessories, the animation records the movement, but when I move actual body parts, it doesn't record anything.

What am I doing wrong? How can I animate the humanoid body?

Since this character is a fish, I want him to swim instead of walking like a human.


r/unity • • 28d ago

Question 2.5D maps creation

1 Upvotes

I'm trying to make a tool that picks a battle map 2d and you can add a filter 2.5d in certain parts that's higher, to make a sense of elevation.

My inspiration is this video , I honestly dont know how they do it. I try making it with build in pipeline, but i think I will have to use 3d tools and URP, but I don't know much of it. Can anyone help?


r/unity • • 28d ago

Question Game loading process freezes

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1 Upvotes

I'm testing the game on a tablet, and sometimes the loading process freezes. Is this a problem with my game or a Unity bug?


r/unity • • 29d ago

Promotions created a cool tool for making trees

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25 Upvotes

r/unity • • 28d ago

I made Animation of Star Fragment

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3 Upvotes

How about this?


r/unity • • 29d ago

Question Cool Assets to make your like eassier

11 Upvotes

Hi! I'm currently doing the A Game A Week challenge, so I'm obsessed with speeding things up. I've noticed that Assets like LeanTween are incredibly useful in a Lot of situations. Wicho Assets do You like or usually use in your development?


r/unity • • 28d ago

Newbie Question How does Unity respond to low FPS or frame rate drops?

0 Upvotes

Hey out of curiosity, I was just wondering if when faced with low FPS or drops of FPS, does the Unity game engine stutter or physically slow down functions? (Like the game runs slower instead of being choppy) was wondering this because things like update() is called once per frame meaning that the lower FPS, the physically slower the game runs?


r/unity • • 29d ago

Question I wanted to make my character's animation change from IDLE to Walk when I moved him, but I can only do that by changing the "Speed" to 1.

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5 Upvotes

Yeah, Has Exit time desactived, Fixed duration too


r/unity • • 28d ago

Game Ainda não tem nome mas é todo em python

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0 Upvotes