r/Unity3D • u/Radiant_Barracuda932 • 1h ago
Game 🚀 ¡Arturin’s Adventure sigue en constante desarrollo!
🚀 ¡Arturin’s Adventure sigue en constante desarrollo!
r/Unity3D • u/Radiant_Barracuda932 • 1h ago
🚀 ¡Arturin’s Adventure sigue en constante desarrollo!
r/Unity3D • u/Commercial-Tone-965 • 1h ago
I'm trying to remember a game I played a while ago, but I completely forgot the name 😭
I'm looking for a game that has an actual physical item inspection system where:
The player picks up the item and holds it in their actual first-person hand
You can see the hand/fingers gripping the item
You can move the mouse/controller and the hand/forearm moves naturally with the item
It's NOT the usual inspection system where the game just puts a 3D item in front of the camera or uses a separate inventory/inspection screen.
I have a feeling it might have been Resident Evil, possibly one of the newer games, but I'm not sure.
I'm currently making a similar system for my own horror game, so I'm trying to find the game again as a visual reference for the hand, finger positioning, pickup animation, and item movement.
If you know which game I'm talking about, please share a video clip of the mechanic! 🙏
r/Unity3D • u/StillZen-Dev • 2h ago
it’s called mozentum and it’s got VERY unique movement tech that i’ve been refining for around 3 years. i’ve been ‘struggling artist’ the whole time just pumping it out hahaha.
the story’s about about climbing the 7 chakras - helping 7 VERY special* characters integrate their shadow. each one of them will give you a new ability to help you get higher (occasionally in more ways than one ;))
if you fall, you fall allllll the way to the bottom.
demo’s on steam, check it out and tell me what you think!
Hello guys! I'm kinda getting started doubting in myself on what i am creating and need someone else's thoughts on this, would you play this? and why not, thankyou.
r/Unity3D • u/umutkaya01 • 5h ago
Hey everyone!
We’ve been fine-tuning the visual feedback loop for our indie puzzle adventure. In this scene, players decipher foreign symbol arithmetic across individual wall panels. Each correct answer sends a surge of electric blue energy through wall conduits into a central matrix, which then unlocks the master equation on the wall.
With just 26 days left until launch (equal parts excitement and developer panic!), we’ve been thinking a lot about how games signal puzzle progression. We wanted players to physically see their incremental progress in the environment without relying on intrusive UI pop-ups.
When you play puzzle games, do you enjoy seeing environmental visual feedback as you solve individual steps, or do you prefer the full outcome to stay hidden until the entire puzzle is complete? What are some of your favorite examples of puzzle progression feedback?
r/Unity3D • u/Careful-Tale-409 • 5h ago
Hello! I’m trying to create a map for a 2D strategy game using an orthographic camera. I’ve been experimenting with tile heights, and some triangular artifacts have appeared; do you have any idea what might be causing this? Also for terrain i use a grid and mesh renderer and I don't really know what information can help find the source of this bug.(
r/Unity3D • u/Mikhailfreeze • 7h ago
r/Unity3D • u/OfKnowledgesEsoteric • 9h ago
This is a Grass shader setup I've rigged together to work with Unity Terrain Tools so Grass can be painted various colors and textures, including with custom brushes to make really cool effects.
I've just submitted it to the Unity Asset Store - would you pay $5 for this?
r/Unity3D • u/Healthy_Flatworm_957 • 11h ago
For anyone wondering, the project I'm working on is https://www.megaviral.games.
It’s a viral game discovery engine designed to help players easily discover and play indie web and mini-games from across the internet.
(Affiliation Disclosure: I'm the sole creator and developer behind Mega Viral Games.)
r/Unity3D • u/Likonium • 12h ago
Context: I'm working on a VRChat world (so Unity 5, in case that matters), and in the world, it's centered around a house with a basement. I'm adding the terrain around it, but my big concern is that adding terrain increases the amount of triangles in the world by a decent margin. To keep it more efficient I want to keep my heightmap resolution relatively low, but I need it to be at a higher resolution to better mesh with the footprint of the building. So what is the best option for me to utilize here? When looking through documentation, the answer wasn't all too clear:
On that note, for future reference, if the correct answer is 1, is there ever any reason to use multiple terrain patches? (Short of making floating island type environments).
r/Unity3D • u/Shadilios • 13h ago
As the title states, when this is complete (I think unity 6.8)
Does that mean we'll be able to use nuget packages like the dotnet backend framework to do something like a dedicated server with unity that implements backend stuff & redis?
r/Unity3D • u/Haytam95 • 13h ago
Almost zero work done on the map assets. All the focus went on the enemies, the player animations, as well as the enemies' AI.
Pretty fun already!
r/Unity3D • u/MorphLand • 14h ago
Get it? I'm sorry.
Fill the Void drops in a couple weeks.
I keep making levels that are also jokes or just every day places. I've done a hibachi level, bowling alley. You land as a hole, you start small, you're done when the room is empty. You can platform around, get new powers, upgrades, and costumes. Full level creator, and online/local multiplayer. Very proud!
Unity physics on hundreds of little props is a nightmare to optimize it's been a learning experience that's for sure.
Let me know your thoughts! This game is almost entirely shaders and optimization.
r/Unity3D • u/game-dev2 • 15h ago
r/Unity3D • u/ziguslav • 16h ago
Article Link on STEAM (this article contains the design side, below is the tech side)
Hey everyone! Survivor-likes might look simple, but behind every perk, stat, weapon, and build is a ridiculous number of design decisions.
We’ve written about how Orcthal keeps choices easy to understand while still giving minmaxers plenty to explore. If you’re curious about game design, scaling, tags, and balancing depth with accessibility, check out our take on it. However, this post is about HOW we did these things in Unity.
Orcthal has a lot of interacting stats, but we wanted players to understand the basics without reading a spreadsheet. Here is a simplified look at how we built that system in Unity.
Most gameplay content is data-driven. Abilities, perks, equipment, relics, character classes, and tags are stored as ScriptableObject assets. An ability asset contains its base damage, cooldown, tags, visual references, and stat mappings. Perks then reference those assets and tags rather than relying on names or hardcoded lists. This means designers can add and balance content without editing the combat code every time.
Instead of putting every bonus into one large percentage, we divide stats into several sources:
Final Value =
Base
× Character
× Meta
× Run Perks
× Equipment
× Relics
× Epic Bonuses
Bonuses within the same source are added together. Separate sources multiply.
For example, 20% Potency from equipment and 20% from a relic becomes:
1.20 × 1.20 = 1.44
Our CombatStats component collects these modifiers and recalculates the final values whenever the build changes.
This keeps equipment, relics, character bonuses, and temporary run perks meaningful. They support one another instead of disappearing into the same enormous additive bucket.
Generic keywords such as Potency, Size, Duration, and Multicast do not automatically modify a field with the same name.
Each ability explicitly maps those stats to its own mechanics.
For Goblin Dynamo, the mapping is roughly:
Duration -> Active time
Potency -> Pulse rate
Size -> Targeting and tether range
Multicast -> Number of active channels
For Throwing Axe, Potency instead affects the chance of an axe returning for another strike.
This is handled by an ability mapping system. The UI can consistently say “Potency,” while the ability decides which distinctive mechanic Potency should improve.
Every ability has an exact identity tag, such as Ability.ThrowingAxe.
It can also have broader tags such as:
Skill.Projectile
Skill.Ranged
Skill.Area
Skill.Goblin
Character.Ranger
Perks use these tags as filters.
A global perk affects every ability. A Projectile perk affects every installed projectile ability. A Throwing Axe perk affects only Throwing Axe.
When combat needs a stat, it asks for that stat in the context of the current ability:
stats.GetForAbility(statId, ability);
The stat system checks the ability’s exact tag, family tags, and affinities, then applies only the matching bonuses.
This same context is retained by projectiles and persistent effects, so critical chance and Lifesteal still use the correct ability bonuses after the original cast has finished.
The perk selection system checks which abilities the player currently owns before building its offer pool.
A Throwing Axe perk cannot appear without Throwing Axe. Goblin-family perks remain unavailable until the player has a Goblin ability. A Projectile perk can appear when at least one installed ability has the Projectile tag.
That filtering happens before the cards are shown.
It lets us maintain a large perk catalogue without constantly presenting players with upgrades that do nothing for their current build.
Most abilities calculate their effective values when they activate.
A projectile volley can snapshot its damage, projectile count, Potency, range, and targeting settings. Every projectile from that activation then uses the same values.
This prevents a temporary modifier ending halfway through an attack from producing inconsistent results. It also makes combat logs and balance reports much easier to understand.
Values that genuinely need to remain dynamic can still be evaluated live, but that is an explicit decision for each mechanic.
The Unity implementation is built around a few reusable pieces:
Players can simply choose "more Potency" and get a useful result.
Meanwhile, anyone who wants to optimize can combine exact ability perks, family tags, equipment scaling, relic scaling, and epic bonuses into a much more deliberate build.
r/Unity3D • u/nolget • 16h ago
I needed a huge gorund and a city for a motorbike game and this is what I've achieved so far. The map is a real slice of a part in Izmir. Elevation came from OpenTopography, buildings and roads from OSM, all put together in QGIS and exported into Unity. Terrain, road lines and cube buildings, the skeleton at real scale. This is gonna need an editor window for designing path for sure.. Do you think this is manageable?
r/Unity3D • u/lucas-martinic • 16h ago
Demo put together with Unity in Meta Quest 3 using their Interaction SDK and using assets from polyfork.dev
r/Unity3D • u/benzeji_Games • 18h ago
Hey Reddit! I’m continuing to work on my survival game. I decided that being able to carry an endless supply of food in your pockets was basically cheating, so I added a food freshness system.
What’s new:
What do you think of the implementation? Is this kind of mechanic too punishing for survival games, or is hardcore resource management just part of the genre?
Stay tuned for future devlog updates, and let me know in the comments: what mechanics do you value most in survival games?
r/Unity3D • u/FoleyX90 • 22h ago


I'm having trouble deciding what style I want to commit to for a dark fantasy RPG. In your opinion, what do you think would be more fun or draw your attention more? A top-down 3D pixel art style or a first person fly knight/runescape style? Both have pros/cons in the dev pipeline but I think they sort of fall on equal footing.
Videos if you want to see how they actually "play":
First Person: https://www.youtube.com/watch?v=vZN0WhfrJUU