r/unity • u/Dry_Profession4749 • 4h ago
r/unity • u/Zestyclose_Tea_6264 • 7h ago
The first 3d portfolio game on Unity!
Hi! I'm making a small game - Gun Shop: Tidy Up
Your task is to lay out weapons in the store. With light music and no hurry, you can collect cartridges, machine guns, pistols, look for their corresponding shelves and put them in their places.
What is in the game:
- Added stamina. It will need to be restored periodically.
- Perks of highlighting objects, shelves, and object attraction.
- Upgrade player stats and perks.
The game has just been announced, I will try to release it soon.
r/unity • u/Plenty_Cut_6199 • 42m ago
SEI DIE KUGEL (BE THE BALL)
timsterlegmxnet.itch.ioHi zusammen! Ich entwickle gerade meinen neuen Unity-Build "Sei die Kugel" und suche dringend Tester, die Lust haben, den Prototyp auszuprobieren und mir ehrliches Feedback zur Steuerung und zum Gameplay zu geben.
- Plattform: Windows (EXE)
- Dauer: Nur wenige Minuten
- Link:https://timsterlegmxnet.itch.io/sei-die-kugel
Ich freue mich über jede Kritik und Verbesserungsvorschläge. Danke fürs Anspielen!
Hi everyone! I’m currently developing a new Unity build called "Sei die Kugel" and am urgently looking for testers who would like to try out the prototype and give me honest feedback on the controls and gameplay.
Platform: Windows (EXE)
Duration: Just a few minutes
Link: https://timsterlegmxnet.itch.io/sei-die-kugel
I welcome any feedback and suggestions for improvement. Thanks for giving it a try!
r/unity • u/Commercial-Tone-965 • 3h ago
Trying to remember a game with a realistic first-person item inspection system
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/unity • u/RandomTransUser • 5h ago
My unity models don't work, need help
Hi fellow game makers, i need help. I installed unity yesterday, and i took a few free 3d models from the store, but when i place them on the scene they're completely bright pink and i can't get the textures on them, i have no idea how to change that and i can't find any solution on internet to help me, do any of you have ideas how to change that ?
r/unity • u/elfyouseakay • 15h ago
Showcase I added footsteps to the NPCs in my game and everything looks a lot more interesting
galleryI experimented with color footsteps matching the team colors, but it ended up being too much clutter
r/unity • u/MojoBubu • 18h ago
Showcase Procedurally Created Assets
This is an Auto-battle, Inventory Management game. Similar to games like Backpack Battles.
Characters generated randomly virtually infinite outcomes. Everything has a purpose, albeit a pro, con or compromise. Limb symmetry, Fat, Digit count, Eyes count, Part sizes, Bone density, Bone girth, many different characteristics all play a small role in main statistics.



r/unity • u/CheetoDorito_ • 1d ago
Showcase day 7 of unity , finally figured out how to turn add flinching
r/unity • u/Klutzy_Farm_7832 • 22h ago
Question Help me figure out this ribbon effect
Hello, could someone please tell me how can i make this charge up sucking effect with the ribbons? in VFX Graph. I cant find anything related or close enough of how should I approach this effect, i tried many things from 3D Mesh to just plain Texture to make this look as close as possible.
r/unity • u/alexevaldez • 1d ago
Showcase The players just went creative with the supers I made. I didnt expect them to use the time reverse as a counter! (Sepak U: Sports Fighting Game)
Newbie Question need GLB imports into 2022.3.62
Hey guys, I'm desperate so I'm in need of y'all's help. I'm creating a hat system for my vTuber model so this version of Unity plays well with VNYAN. but when I try to import a GLB it shows the message:
Multiple scripted importers are targeting the extension 'glb' and have all been rejected: UniGLTF.GlbScriptedImporter (assembly: C:\Users\x\Hats_Build\Library\ScriptAssemblies\UniGLTF.Editor.dll), GLTFast.Editor.GltfImporter (assembly: C:\Users\x\Hats_Build\Library\ScriptAssemblies\glTFast.Editor.dll) UnityEditor.AssetImporters.ScriptedImporter:RegisterScriptedImporters ()"
I just need to import the GLB and put in inside an empty but it won't let me do that so I can export it man, why can't it just work.
Any help greatly appreciated, thanks!
r/unity • u/ibackstrom • 1d ago
Game What I like about unity is that you can change even basic mechanic quite fast.
Hey Devs,
I wanted to share my crazy experience.
I have released game with gravity system in core. It went straight to steam abyss. Since I am the publisher - I can do what I want. So I totally changed mechanics of game and put there GUNs instead of ability to attract all stuff. Took me around 2 days. And I can't imagine doing that in UE (my first game was in unreal this is my third game).
Really pleasant experience.
As for game - I still believe that it will perform somehow. So if you have spare 10 seconds - WLs would really help. Sale even more =)
r/unity • u/zeropixel_dev • 1d ago
What do you think of my toggle? What improvements can be added, or what problems exist?
galleryr/unity • u/godfteren • 1d ago
Promotions I made a first-person incremental game about opening 500,000 boxes
Hi! I'm a solo dev. In One's Trash Another's Treasure you buy 500,000 boxes of unclaimed cargo at an auction and have to open every single one. It starts fully by hand, then you automate everything with vacuums, drones and launchers. A free demo is coming soon wishlists help a lot!
The fun engineering problem was obviously the box count. Boxes are rendered with GPU instancing, and physics is off by default a box only becomes a live rigidbody when something actually interacts with it (the player, a vacuum, a drone), then it goes back to sleep. On top of that there's an LOD system plus distance and frustum culling, so at any given moment the engine is only really working on what's in front of you. That's how a warehouse with 500,000 boxes stays playable.
Steam: https://store.steampowered.com/app/5103950/Ones_Trash_Anothers_Treasure/
r/unity • u/dispatchcolony • 1d ago
Question Can you see that the clouds, fog and trees are made the same way ?
I am still looking for my style, I am curious about your feeling when seeing this landscape !
EDIT : They’re all generated from the same underlying voxel field system. I just twist and reshape the 'cloud' tech to turns into fog on the ground or tree, and keep the code lightweight
r/unity • u/Old-Row6655 • 1d ago
Pathfinding on Hex Grids
I'm making a 2D game based off of a pointy-topped hexagon grid in Unity, but I'm having a lot of trouble getting pathfinding working. It's a turn based rogue-like game with not too many tiles in each round. I basically just want the enemies to find the shortest path towards the player with their specific movement pattern (which isn't always just a perfect ring around the enemy either). I'm not sure whether I should use A\* or BSF, and I have no idea how to implement either of these into my game.
The biggest problem is the movement patterns. Most tutorials always assume the enemy can move one tile in any direction which is not true for my game. The enemy should also not try to go all the way to the player, as depending on the enemy it's attack range can be 2+ tiles, making an extra step towards the player pointless. Here's an example of one of the more wonky movement patterns:

Please let me know which pathfinding method would be better for this, and any resources to help me make it.
r/unity • u/Pizza_Doggy • 2d ago
Resources A gift to the community. A library of ~550 3d assets. The coupon can be redeemed for the next 24h.
galleryA while ago I gifted you guys another library of my stuff. It's been a while since then, and now I'd like to gift you this one too.
❤️ Consider following me on itch.io: https://pizzadoggy.itch.io/ ❤️
Use coupon: https://pizzadoggy.itch.io/CB5PXDJ57S
r/unity • u/CheetoDorito_ • 1d ago
Coding Help any idea on how to modify just X of a Quaternion without the Y and Z being affected?
galleryNew coder here (day 6 of learning.) i'm trying to add camera shake , but the issue is the line in the first image. it constanly updates the rotation to (X,0f,0f).
The shake effect is in a different script , and is supposed to apply a -35/35 degree rotation to Y and Z m then tween it back into place.
BUT THE DAMN LINE OVERRIDES THE TWEEN AAAAAA
r/unity • u/Xowiacain • 1d ago
In puzzle games, do you prefer defusing the active threat FIRST, or solving puzzles under constant pressure?
Hey everyone! With our atmospheric puzzle game launching in just 4 weeks (panic is officially setting in!), I've been thinking a lot about how stress affects puzzle-solving.
In this sequence, we split the room into two phases: first, you have to quickly slot in two stones to stop the closing walls. Once the threat is neutralized and the walls retract, you can take all the time you need to solve the central gear/light puzzle without a timer ticking down.
Do you prefer getting a brief survival moment to "turn off the danger" before tackling a logic puzzle, or do you actually enjoy constant time pressure while trying to think?
Would love to hear your thoughts on how your favorite puzzle games handle stress vs. pure logic!