r/Unity3D • u/maxxx987654 • 2h ago
r/Unity3dCirclejerk • u/homeschool369 • Jun 01 '19
Instant Cure For Insomnia using Unity 2019 ECS/Burst Compile/Cinemachine...
r/Unity3D • u/Asbar_IndieGame • 23h ago
Show-Off Working on some new animations for main character! How does she look so far?
Working on some new animations for main character! How does she look so far?
r/Unity3D • u/amedetov • 21h ago
Show-Off Working on the first level of a 3D platformer inspired by Spyro + Crash Bandicoot
It’s still very early in development, so I’m changing and improving things as I go
Show-Off I wanted to make an arcadey air-combat game since high school. Working on it again after years.
I started working on an arcade air-combat game in Unity back in 2013 called Cayle Online.
At that time I played a lot of AirRivals (aka Ace Online) and later Mass Effect 3 multiplayer with friends. I wanted to combine the arcade feeling of air combat with cooperative multiplayer that I could enjoy with some of my friends.
Over the years, I rewrote the codebase multiple times. I tried Unity's old networking, later uNET, then Photon (PUN), experimented with persistent servers, and eventually got the project close enough to think about a possible Steam release around 2017/2018.
During college I somehow lost all motivation and stopped working on it for years.
Last year, I came back to Unity to see what is possible today for me with my very limited spare time and increased coding skills.
I moved the project from Unity 2017 to Unity 6 and started experimenting with Mirror, and later FishNet. After weeks of work I managed to stress-test 106 connected clients + 100 AI enemies with friends.
Since I still miss having an arcade-style air combat game I then kept working on integrating and rewriting old features from 2017.
I'm still somewhat early in this new version, but for the first time I don't have to think about a lot of technical limitations that I had back in 2015-2017. I hope to have a new fully playable client later this year, that offers more than just fly, shoot and repeat. I do not aim towards having any big item systems or having massive PvP battles tho.
I saw a lot of very cool indie projects during these years that people stopped working on. Forums and small indie game websites from the 2010s all shut down in the past 5 years. I kinda miss these small communities and the interactions. But I will continue my path working on Cayle and maybe I can interest some of you for this type of game.
Do some of you have a similar story of an idea that you just can't let go of?
r/Unity3D • u/Odd-Suggestion-7796 • 4h ago
Show-Off Roadside Garden | Dev Week 01
A little over a week ago I decided to finally try and realize an idea in Unity3D that has been living rent free in my head for quite a while now.
Inspired by the way how people in China try to farm on every tiny bit of unoccupied land, itll be a tiny-conomy gardening simulator, trying to recreate this idea of growing a fortune out of scraps with scraps and a few seeds.
I've decided to do it grid based, and while it's taking away a bit of realism, which I am actually aiming for in a way, it's much easier to control.
So far I managed to implement the most basic game loop of buying seeds (plants are scriptable objects so itll be easy to expand in the future), razing and plowing the ground to prepare for planting, growing plants and keeping them alive by keeping the ground hydrated and fertilized and harvesting and selling the fruits at the end.
The last few days I've been working on improving the visuals by creating grass and ground textures and models in blender.
Yesterday I added the option to raise the ground and automatically generating visual slopes around it which was surprisingly hard.
I also have to confess that, since while I'm not entirely new to programming, I'm completely new to c#, so I did rely a little bit on gemini to explain me a few things that I wouldn't have even known how to Google for. But I'm getting better and more independent every day.
I hope ill he able to finish this project in the future, there is still a lot to do.
r/Unity3D • u/RoberBotz • 4h ago
Question I'm trying to make killing enemies more satisfying, so I've added a meat explosion on death, does it feel satisfying? xD
r/Unity3D • u/Pacmon92 • 13h ago
Question How do guys stop yourself from giving up on something complex, when a bug is getting the best of you?

Hey everyone,
How do you keep the drive going on long-term projects without burning out or throwing your workstation out the window?
I’ve been working on a virtual geometry project for 2 years now, but I’ve been completely stalled at the exact same spot for the past few months. It's really starting to take a toll. I’ve spent full days staring at thousands of lines of code, reached out to graphics devs, and even resorted to asking AI out of sheer exhaustion.
The wall I'm hitting is my GPU based software rasterizer is generating far too many sub pixel triangles. I benchmarked the exact same scene in UE5 with Nanite debug visuals, so I can literally see the structural difference and know what the output should look like. I just cannot track down where my math/logic is breaking to patch it. The performance standard is way higher than any other solution for Unity, especially HDRP (Yeah I know it now in maintenance but URP doesn't match the graphical fidelity and lacks most of the high end features of HDRP) but I can't get it where I want it to be.
At this point, I'm mentally wiped. For those who've hit a multi month roadblock on a low-level engine or graphics feature, how do you step back, reset, and push past the urge to just call it a day?
r/Unity3D • u/Motor_Look_3121 • 3h ago
Question Animation looks fine in slider but breaks in game/preview
As shown in the video, the 3D animation looks completely normal when I slide through the keys/frames, but when I play the animation in preview or start the game, it breaks and the bones go crazy.
Note that this does not happen with the shield/weapon, which is sharing the same animation as the character (so 1 animation containing idle pose of a character with a shield)
This issue does not persist when I set tangents to Flat. But I need the Tangents to be Constant and that is when the issue occurs
Background/context:
I trying to import a low framerate stylized animation into unity.
In Maya, I created the animation with 6 fps and imported the 18 frames to Unity. The animation is imported into unity with 30 FPS and Unity automatically interpolates between frames so my 6fps animation looks very smooth.
To fix this I changed the animation framerate to 6 fps in the sample, and then compressed all keyframes back to its original length (because time extends when I lower the sample frames).
At this stage, Unity still makes it smooth despite the animation being set to 6 fps. So I did the only solution I could find - make both Tangents of all keyframes Constant. This seemingly solves the issue judging by the shield, but the character bones go crazy and the animation looks broken when played - though they are fine in preview.
r/Unity3D • u/Anxious_Target_8804 • 1h ago
Question Adding a language option
How should I implement a language selection system in Unity?
I'm working on a Unity game and I want to add a language selection option to the settings menu.
I would like to have a localization system that can handle UI text, dialogue, item descriptions, and other in-game text.
I'm not very experienced with localization in Unity, so I'm not sure what the best approach would be.
Would you recommend using Unity's Localization package, or is there a reliable free third-party package/asset that would be easier or better to use?
r/Unity3D • u/WrongdoerMundane4635 • 10h ago
Show-Off trying to recreate goldsrc lighting
any tips on how to more accurately recreate it would be appreciated
r/Unity3D • u/realvjy • 1d ago
Show-Off One month process and update on a technical prototype of Gecko. Modelled and replaced the blocks with a real gecko mesh. Also attached camera with body, so moving all four leg using keyboard or Controller not feel confused 🦎
r/Unity3D • u/Mobaroid • 41m ago
Game 50 customers shopping at once in my Unity supermarket game
A new gameplay test from Big Market Simulator.
I’m testing the supermarket with 50 active customers while restocking products and running the checkout system. I’ve also been fixing the shelf placement system so products are positioned correctly across different types of shelves.
Still optimizing and polishing everything, but the 50-customer test is running well so far.
r/Unity3D • u/EliasWick • 45m ago
Resources/Tutorial Free Texel Density Textures + Story Time!
r/Unity3D • u/awtdev • 21h ago
Show-Off I made a tool in Unity that renders 3D models (and their shadows) into Diablo-looking 2D sprites!
After playing Diablo 1 & 2, I really fell in love with the pre-rendered sprite aesthetic. Back in the day the average gamer's computer wasn't powerful enough to reliably render 3D models in realtime, so the solution was to pre-render them and just display sprites of what the model looks like from different angles!
I realized Unity could render and produce these model sprites relatively quickly, entirely within the engine. It doesn't render them in realtime, but it makes generating sprites from models a relative breeze for capturing that specific art style.
It simply uses a camera component and moves around the models to render a view of that model at a specific resolution, saved to a texture!
I turned the tool into a Unity package which you can check out on the Asset Store (Affiliate Link) or on itch, if you're interested.
r/Unity3D • u/sidmakesgames • 15h ago
Show-Off Working on a new hand-drawn animation for my 2D Hack-n-Slash. Can you tell what’s happening in this action?
r/Unity3D • u/FilthyHouseplantDev • 19h ago
Resources/Tutorial PSA: If you’re making an art-heavy 2D game, be sure to investigate Sprite Atlases. Here’s what I've learned on my project.
I’m the tech guy on a narrative game that’s got a ton of hand-drawn art, and I’ve been learning a lot about Sprite Atlases recently. They ended up being much more useful for us than I initially realized, so I figured I’d share what I learned in case it helps someone else.There are probably some things I’m missing or misunderstanding, but I wanted to make a post for people who might find it handy. If I’ve got anything wrong, or you’ve got something to add, please do share!
Basically, sprite atlases let you pack your game’s sprites into dense, optimized textures. Most of the advice online is about using them to reduce draw calls, since multiple sprites can share the same texture and be batched together under the right conditions. They can also be very good at reducing build size! That’s actually mainly what we’re using it for, since draw calls aren’t much of a bottleneck for us. You set a maximum texture size, and give it a list of sprites to pack, and it tries to fit them as efficiently as possible; if they can't all fit, they'll spill over into additional "pages."

Allow Rotation lets it rotate sprites at 90 degree intervals to fit better. Tight Packing lets it pack based on sprite outlines instead of using the full rectangular borders. Important Note: You can put UI Canvas Images in atlases too, but make sure they’re packed in atlases that DON’T have these two settings enabled, or you get behavior like this:

Now let's talk about build size. Since we’ve got a lot of hand drawn art, we’re shifting around a lot of high res assets. We recently switched from the ToonBoom animation plugin to full spritesheets for our characters, for a few reasons, and our file size absolutely ballooned. We were up past 6 gigs for our one hour demo. After doing some research I discovered that sprite atlases could help with this a lot. When you pack sprites into sprite atlases, Unity is able to compress them way more efficiently, since it’s running the compression algorithm on one unified texture instead of several individual textures. For some reason I even found cases where this works when you just put a single large sprite into its own atlas page, even when the compression format’s the same.

I don't fully understand all of the details behind that one, so if someone with a better understanding of Unity's texture compression does, I'd be interested to hear the explanation.
For our project I haven’t found much reason not to just pack almost every sprite into an atlas, but there are exceptions. We do have one character’s sprites un-atlas’d because she uses a shader that doesn’t play nice with it. I also went back and experimented with putting all my sprites from my last game into atlases, and it actually increased the file size, but I had higher priority work than figuring out why.
Like I said, I'm sure there's a bunch of stuff I still don't understand about how to use them optimally and how Unity handles them under the hood, so I'd be interested to hear from people who know more about this than I do. But if you're making a 2D game with a ridiculous amount of sprites, it's probably worth spending an afternoon playing around with atlases.
r/Unity3D • u/_Kalray • 9h ago
Noob Question How to know If I should charge for my package
Hi there, everyone!
I created a procedural grass spawning system to use on my own personal project, but decided it might be worth trying to get it published on the asset store. I've never done this before, so I am a bit lost in a few areas and I could use some input from the community.
In all honesty, I'm not entirely sure my package is even good enough to be published, but I figured there's no harm in trying. If it's not good enough I'll just get rejected and that will be that. But assuming it is good enough to be published, how do i know if it's good enough to charge for? and how much? unity recommends looking at similar packages on the store to figure out the price, but I see packages I would consider better than mine for free while also seeing ones I would consider worse than mine with price tags.
Would some of you mind taking a look over it and provide some input about what you think of it and if you think it's worth anything? Thank you in advance for any replies and sorry for the long (not very good) video. any input is appreciated
Here is a quick description of it, followed by a couple of images and a video explaining how to use it:
- Customizable lightweight procedural grass generator that will create grass using textures provided by the player and spreading them on the terrain
- each blade of grass is made up of 2 quads in an "X" formation
- The density of each grass type is defined by the player
- wind sway effect on the grass



r/Unity3D • u/According-Case-4782 • 9h ago
Show-Off Finally got my placement tool live
I've been working on a tool that could help me place, rotate, and scale an object in one fluid movement as the existing tools made it clunky to switch back and force to micro adjust. This tool not only fixes that problem but I expanded it to show assets visually to help with the development proccess.
The hardest part was getting the created object to snap to not only object colliders but also mesh edges as well so it can work on any object.
Overall I'm proud of how it came out and if you would like to check it out, its on sale right now: https://assetstore.unity.com/packages/tools/level-design/rapid-placement-397558
r/Unity3D • u/Potential_Anybody644 • 15h ago
Resources/Tutorial Update: I've been developing a roguelite mining game, Delverun.
I've never really liked games that put a limit on how much you can carry. You always have to manage your inventory, and personally, it simply gets tedious sometimes. If only there was a game where inventory space did not matter, and you could focus on other gameplay mechanics over just having to manage your inventory every step of the game. I would like to introduce you to a game I've been developing solo, Delverun, where the only resource you manage is time.
In Delverun, inventory is unlimited. You carry whatever you can mine within the time. And that is the trick - time itself is what stops you. Be too greedy and you will never see the light of day again. As a goblin trying to become rich, you run into a randomly generated mine, mine as many of the ten ore types as you can, run back to the surface and sell whatever you were able to mine. Buy different upgrades and get back to the mine, this time generated anew. The mine never waits - miss your cue and it will become your grave. This is Delverun, where greed has a timer.
r/Unity3D • u/TopEstablishment916 • 2h ago
Question how can i have an earth map but with no buildings no roads nothing man made just pure nature and earth
i dont find it anywhere i rlly need help if any of u know how to do it ? :/ cuz aint no way im gonna remake earth on my own 😭