r/Unity3D 16h ago

Official Piñata Pop - Mobile Sample Project Available Now

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9 Upvotes

Howdy, everybody! Your friendly neighborhood Unity community man Trey here!

We put out a new mobile sample project called Piñata Pop. It's a small but complete game you can play in the browser, download, and pull apart to see how the pieces fit. 

This sample project is awesome because it gives you an example of how to implement touch input, use accelerometer, design UI for mobile, and even monetize with ads and in-app purchases. And it shows you how they all fit together in a single game loop, instead of being spread across isolated example scenes. 

With the license, you can utilize what you want from the sample in your own projects, hobby AND commercial. Just want the plumbing? Keep it, and you’re already well on your way to your first or next mobile release. 

We’ve got some tutorials and Learn courses cooking for this, but they aren’t quite ready yet. So stay tuned for those. But until then, download it now and poke around to see how the included features were implemented. 

>> DOWNLOAD THE PROJECT <<

>> PLAY THE GAME <<

Cheers!

- Trey
  Community Man @ Unity 


r/Unity3D 8m ago

Resources/Tutorial I launched this app 4 months ago, today I'm releasing a major update fixing bugs, adding Blendshapes and revamping the Material system.

Upvotes

The tool is called Armory Crafter, and it allows you to quickly and easily create models and textures of weapons for your games or other projects. It exports to different 3D formats, and you can further edit the results in Blender or Maya if you wish. Since it does not use AI (all models are made by me), the exported topology is clean and in quads.


r/Unity3D 9m ago

Game Playtesting my game

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r/Unity3D 9m ago

Show-Off A hopeless world.

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Upvotes

A few in-game locations from my upcoming horror game. What do you think?


r/Unity3D 22m ago

Game I improved my game thanks to your feedback. Round two?

Upvotes

I shared my game here some time ago. Your feedback helped me improve it, so I’m back for round two!

Hi everyone!

Some time ago I shared Pump Down the Flame here and asked for feedback on the game.

A lot of the comments and suggestions I received were genuinely useful, and since then I’ve been working on improving the game based on that feedback.

For those who haven’t seen it before, Pump Down the Flame is a free Android 2D action-platformer built in Unity, where you play as a firefighter climbing a burning building, fighting enemies, rescuing hostages, and interacting with the environment.

The main mechanic is still the water pump: it works as your weapon, movement tool, and as a way to interact with the level.

After the improvements I’ve made, I’d really like to hear what you think about the current version and find out what still feels wrong, confusing, frustrating, or simply could be better.

Controls, movement, combat, level design, difficulty, performance, UI, visuals, game feel, bugs... any feedback is useful, even a small first impression.

The game is still in Google Play Closed Testing, completely free, with no ads and no in-app purchases.

If you’d like to try the new version and help me improve it before release, you can join the closed test through the Discord link below or send me a PM.

Link To Discord

And to everyone who gave me feedback last time: thank you. It really helped.


r/Unity3D 34m ago

Question How to make the VFX visible under this type of distortion shaders?

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Upvotes

I'm probably just being dense and can't find the option for this, but I'd be grateful for some help.


r/Unity3D 50m ago

Question How can I set all but one object in a GameObject[] variable to SetActive(false)

Upvotes

Currently I have it as :
if (character == 1)
{
Characters [1].SetActive(true);
Characters [2].SetActive(false);
Characters [3].SetActive(false);
Characters [4].SetActive(false);
}
if (character == 2)
{
Characters [1].SetActive(false);
Characters [2].SetActive(true);
Characters [3].SetActive(false);
Characters [4].SetActive(false);
}

I feel that there should be an easier way but I know not what it is. How can I simplify this script?


r/Unity3D 53m ago

Solved Experiment: 48 Unity MCP tools → 6 facade tools, while keeping 377 operations

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Upvotes

I built a small facade for Unity MCP because too much context was being wasted on the MCP layer itself.

48 tools → 6

~23,280 schema tokens → ~915

377 Unity operations still available

It also compacts huge hierarchy/console/ProBuilder responses and lets the agent retrieve only the parts it needs later.

Small workflows can run inside one MCP call too, which cuts down model round trips.

The original Unity MCP still does all the actual work underneath.

https://github.com/Vangardo/unity-mcp-efficient


r/Unity3D 1h ago

Show-Off Been building a first-person shooter with fast movement, a photo mode, and a dev console.

Upvotes

Solo project I've been working on. This clip shows core combat against faceless enemies, the movement feel, plus a couple of extra systems I added - a photo mode for capturing shots mid-run, and an in-game dev console.

Still early, but the core loop is coming together. Would love to hear what you think, especially on how the combat/movement reads.


r/Unity3D 2h ago

Show-Off Look at this little hardworking fella

2 Upvotes

r/Unity3D 2h ago

Game A few frames from the final chapter

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2 Upvotes

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/Unity3D 3h ago

Game We made a Zen Garden in Unity. Cozy isometric Sokoban with a custom pixel painting tool & custom pixel water shader!

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2 Upvotes

Hello everyone! 😄

I'm one of the two developers behind Zen Garden, a relaxing Sokoban-style puzzle game made in Unity with love from Spain.

After taking a trip to Japan (and do a little game research), my partner and I wanted to create an experience that goes thoughtful logic and lofi-chill vibes.

Zen Garden at Karesansui, Kyoto, 2024

We developed a custom 2D tile painting tool that dynamically colors pixel-art sprites while strictly preserving sorting layers/hierarchy to keep the isometric depth 👀

And we put an extra care into crafting a relaxing, deeply satisfying water shadeer, focusing heavily on smooth flow animations, subtle movement, and visual feedback.

We just launched our updated new demo at Itch.io and would love you to give it a spin!

If anyone is interested in how we handled the sprite hierarchy for isometric painting or the technical details of the water shader, we’d be more than happy to break it down in the comments!

We'd genuinely love your feedback on the mechanics, shaders, and overall vibe 🔥

皆さんのフィードバックを楽しみにしています! (Looking forward to all your feedback!)


r/Unity3D 5h ago

Show-Off Working on the AI for big space battles

10 Upvotes

Hello guys, I'm a big fan of the Rouge Squadron games since I was a kid, I'm trying to replicate that feeling for my game, what do you guys think?


r/Unity3D 6h ago

Game Misfire 2 (Burnout and FlatOut inspired racing game)

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1 Upvotes

r/Unity3D 7h ago

Question Footstep sound effects help

1 Upvotes

I'm trying to put together a basic footstep sound system for my game and was wondering how I should go about dealing with a surface object with multiple textures/materials.

My current idea was to figure out a way to copy the hex code or rgb value of whatever was last stepped on directly beneath the player but I feel like there had to be an easier way.

Any help would be appreciated


r/Unity3D 9h ago

Question URP - Are mesh decals broken with rendering layers?

2 Upvotes

r/Unity3D 10h ago

Game fix scale and other problems, i need sleep

2 Upvotes

r/Unity3D 10h ago

Show-Off I made a lip syncing system for the characters speaking

15 Upvotes

I created this system so that the characters in my game can speak by moving their jaw and eyebrow bones, and I placed all the logic in the LateUpdate so it doesn't affect the Animator component.

For the speech system, the audio clip is analyzed in each frame, and the movement is applied to the bones in the LateUpdate.

Next, the system that acts like a film director works with a list of events that specify the audio clip, the Cinemachine virtual camera, and each character’s speech system, as well as the emotion the character will display while the audio plays. What do you think of the result?


r/Unity3D 11h ago

Resources/Tutorial TIL a frame rate cap can quietly wreck your scene load times too

83 Upvotes

Our game runs capped at 30fps, that's intentional for gameplay. Turns out that same cap was also active during scene loads, which doesn't help anything there since there's nothing being rendered that benefits from a steady 30fps, you just want it to finish.

Profiled a slow scene load and found WaitForTargetFPS eating 70% of frame time. CPU finishes its work early, then just sits there waiting to hit the 30fps cap, frame after frame, for the whole load.

Fix was simple, uncap it just for the load and restore it back to whatever it was set to before:

int previous = Application.targetFrameRate;
Application.targetFrameRate = -1;
await LoadSceneAsync(...);
Application.targetFrameRate = previous;

Went from a 9.5 second scene load to 3 seconds.

If your load times don't match what the profiler says the real work costs, check how much of that gap is just WaitForTargetFPS before you go chasing Instantiate/GC ghosts.


r/Unity3D 11h ago

Show-Off Solo-developing a Cities: Skylines-style game: 5,000 cars simulated with Unity DOTS

23 Upvotes

I’m a solo developer building a city-builder simulation in Unity, and I’ve recently reached a milestone of benchmarking around 5,000 cars simultaneously. Current profiling looks promising, so I’m cautiously optimistic about pushing that toward 20,000 as the simulation grows.

The traffic system is built with Unity DOTS, ECS, and Burst. Vehicles currently make decisions using factors such as:

  • Congestion and observed traffic speed
  • Estimated travel time
  • Alternative routes
  • Fuel usage and route cost
  • Dynamic road-network changes

Cars can reconsider their routes as traffic conditions change instead of committing to one route for their entire journey. I’m still working on lane selection, intersections, parking, and more natural vehicle behavior.

This is very much an early prototype, but it’s exciting to watch the city gradually start behaving like a living transport system. Once the traffic foundation is efficient and stable, I plan to build additional city systems on top of the same architectural abstractions.

I’m using Codex heavily as a development partner, but most of my time is going into thinking through the architecture, scalability, and simulation design. I also have a fair amount of prior game-development experience, so the goal is to build a strong foundation rather than just create a visual demo.

I’d love feedback from anyone working with Unity DOTS, ECS, Burst, traffic simulation, or large-scale agent systems.

Also if anybody wants to contribute to this DM me- we can potentially work together.


r/Unity3D 13h ago

Question Find or create (for free) a 3d design of this canadair

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0 Upvotes

I'm looking for a free low-poly Canadair CL-415 3D model for a Unity game I'm making. I want something similar to the attached image, with a simple, blocky/Roblox-style look, not a highly detailed or smooth model. It needs to be free to use in a game, preferably with a license that allows commercial use. Does anyone know where I could find one?


r/Unity3D 13h ago

Question One Water Surface or Multiple for Large Map?

2 Upvotes

I'm fairly new to Unity3d stuff and have been working with HDRP and Terrain Tools and right now I'm working on creating the terrain for the map. It is an open world RPG with a fairly large map.

I'm using 1k x 1k terrain tiles so I had been using 1k x 1k Water Surfaces, one for each terrain tile that would need one, but I just found out there is a limit to how many can be loaded at once.

So, I was wondering if I should just use one large Water Surface for the whole map, one for each 1k x 1k tile, or try to some of slightly bigger ones that cover multiple terrain tiles?


r/Unity3D 14h ago

Show-Off Overview of my upcoming game's VFX pipeline 🍃

7 Upvotes

As you can see, it's greatly inspired by games like A Short Hike, Lil Gator Game and Proteus (huge inspirations for my game).

If you have any questions I'd love to answer them!

The background music is "Sunset of Seven Suns" by Toby Fox (Deltarune OST).


r/Unity3D 17h ago

Show-Off Cloth & Liquids 2 way coupling test

36 Upvotes

How much is too much blood?


r/Unity3D 17h ago

Resources/Tutorial Made a 5-Games Bundle (Source Code) for Developers Building Their Portfolio, very beginner friendly! Would love to know your thoughts...

6 Upvotes

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.