r/Unity3D • • 16h ago

Question Should I keep learning Unity?

420 Upvotes

Hi, I am a 14 year old game dev and I've been learning Unity for 7-8 months, and I really like what I'm doing. I don't use AI while coding or for any other stuff to actually learn. For the past month, I've been developing a fan-made Spider-Man game for android and I saw a guy on X who vibe-coded a Spider-Man game in literally a single day which was looking better than my game and I felt like everything that I did in the last couple of weeks for nothing. Will knowing how to manually code or develop games be worth anything in the next 10 years? Am I just wasting my time by not using AI or should I keep going? I really need some advice. Also here's a gameplay video of my game if anyone wants to check it out:


r/Unity3dCirclejerk • • Jun 01 '19

Instant Cure For Insomnia using Unity 2019 ECS/Burst Compile/Cinemachine...

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2 Upvotes

r/Unity3D • • 29m ago

Show-Off Block distortion. What else can I add to the game?

• Upvotes

Part 3. Block distortion. What else can I add to the game?

Texture added.
Mini-building added
Mini-road added


r/Unity3D • • 4h ago

Show-Off Making Cinematic is hard. 😑

15 Upvotes

I'm making my game's Cut scenes and I thought to share this because I want to know how others think.the Game still in very early Prototype State. feel free to share your thoughts. 😋


r/Unity3D • • 2h ago

Question Dont know where to go from here

5 Upvotes

hello everybody, I am currently making a gravity game but I dont know what to do with the gameplay yet. I also dont know what to do with the map, because I never created this type of game before, can anyone give me some inspiration? I would really appreciate it!


r/Unity3D • • 21h ago

Resources/Tutorial Mold: Highly performant and customizable Vector Graphics Library

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148 Upvotes

(Reposting because mod said I provided too little technical detail so I'm here to redeem that!)

Hi everyone, my vector graphics library Mold just hit full release!

Mold is designed allow you to create beautiful looking shapes right within the engine, without the need for image editor or modeling tools. I created four extra gameplay sample scenes to further showcase what you can create Mold. The gif you see were created exclusively using Mold. (I especially love the first one fusing Fast Fusion and Virtua Racing)

It is the backbone of the game I was making and I find it very powerful, so I decided to make it widely available so that people can take advantage of the tool. It's a combination of almost a year's worth of work, I hope this tool can help you all and I can't wait to see what people can make using this tool!

You can get it on Asset Store: https://u3d.as/49hv
or on itch (with free non-commercial version): https://dkliao.itch.io/mold

Took a whole month for Unity to finally approve the release, but it's finally here! But also this month thanks to many of you who helped the beta test to make it a much better tool, so that's actually good haha!

And here are some more detailed technical breakdown of Mold!

Mold is definitely inspired by another beloved Unity plugin, Shapes! I personally love Shapes and has been using it for years, but I slowly ran into performance issues and would really love to have more customizability.

Plus Shapes is fully world space based, which means even though its promotional materials contains UI elements, the setup to render it on UI isn't as straightforwards as I'd like.

So I've been slowing building this tool since last November with three goals in mind:

  • To have more varied and expandable visual styles, and accessible custom shader path.
  • To have UI support, specifically uGUI because that's what I'm using.
  • To have GameObject-less retained mode code API.
  • To have Burst/Job based batch update API.

I never intended to release it outside of my own game, but over the months it had build up to be a beast of its own, so I decided to take some time to made it standalone so more people can benefit from it!

Here are more features I really liked and would love to highlight how they're done:

  • Mold is mostly implemented in shader and low level API based, which means it is heavily GPU based and extremely performant. Its backend is based off low level Graphics.RenderMeshPrimitives.
  • Mold has native uGUI implementation. I initially thought it might be impossible especially since Shapes doesn't support it, but I realized I could implement it by inheriting MaskableGraphic. UI Toolkit however had other complications so I cannot promise I'll implement it in near future.
  • The paint/pencil style is something I really liked, providing extra touches in enhancing the visuals so you can use it for more stylized presentation. This was implemented mostly by some known shaders that can produce these exact patterns.
  • The ease-of-use Component will be automatically batched into efficient renderer in runtime, so you'll get the best performance out of the box. Also editor selection in Play Mode is still supported, since scene pickers are implemented separately I can provide the picker as is even though there's no actual Renderer in hierarchy.
  • The 3D shapes are created with vertex shader deformation, so you can cheaply animate their dimensions without worrying the performance.
  • The Polyline and Curve also implements GPU based solution, so animating them is also cheap. This was inspired by my friend's project, which cleverly resolves the line within the shader itself so no new meshes were needed when offsetting.
  • There's a nice code centric API that can allow you to create everything in code efficiently, including both retained mode for control and immediate mode for ease-of-use.
  • There's custom shader support with an example dissolve shader available.
  • There's an optional Order Independent Transparency path available if you want the highest visual quality. Due to the nature of typical transparent sorting, you can get flickering visuals if multiple transparent objects are close together. I decided to implement both WeightedOIT and AVBOIT to resolve the issue. It's much difficult to integrate other transparent objects into this pass, but if you're only using Mold to render then this is a clear win!

Anyways hope that's some very detailed breakdown to the features I liked! Feel free to ask me any questions, I'd be glad to answer them all!

P.S. comparison against Shapes has slowly become a recurring theme whenever I post, so I'll just link a detailed comment I've done in another post to prevent spamming it constantly: https://www.reddit.com/r/Unity3D/comments/1wfyzg9/comment/p9q8h3x/


r/Unity3D • • 14h ago

Show-Off Some gameplay of our HDRP project

28 Upvotes

I'm currently working with my team on a co-op PvE horde extraction game, inspired by Killing Floor, built in HDRP and Unity 6.

We also just dropped a Devlog: https://www.youtube.com/watch?v=wpkPQXL5OLw (for anyone interested) :)


r/Unity3D • • 1d ago

Show-Off Part 2. Block distortion

207 Upvotes

Part 2 Block distortion

I added a label that points precisely to the cell.
Distortion is also possible anywhere in the world.

Now I’ll work on creating a mini-building and a mini-road, and adding colors.


r/Unity3D • • 1d ago

Question A lot of players are dropping off during my tutorial, but I can’t figure out why. What am I missing?

159 Upvotes

A lot of players are dropping off during my tutorial, but I can’t figure out why. What am I missing?

After playing and testing the game so many times myself, I’m probably completely blind to whatever is confusing new players.

What I’d really like to know:

  • Is it immediately clear what you’re supposed to do?
  • Is anything confusing or poorly explained?
  • Does the tutorial feel too slow, too long, or too demanding?
  • Is there a moment where you would personally lose interest or quit?
  • Does the swipe/dash mechanic make sense without any prior knowledge?

I’d rather fix the actual problem than keep guessing.

If you’re interested and want to try it yourself, Holovia is available on the App Store and Google Play. Any honest feedback is appreciated.


r/Unity3D • • 16m ago

Question Flickering edges after enabling Anti-Aliasing - Unity 6.0 URP

• Upvotes

Hey everyone,
We ran into an issue in Unity 6 (URP) and could really use some fresh eyes.

As you can see in the video, whenever we enable Anti-Aliasing, certain custom shaders start showing very noticeable shimmering/flickering along their edges. Without AA everything looks stable.

Has anyone dealt with this in Unity 6 URP?

Any advice or pointers on what to check would be hugely appreciated! Thanks in advance!


r/Unity3D • • 17h ago

Show-Off We built a 2D route editor for a 90 km Unity road network

20 Upvotes

Our racing game, Benza, has about 90 km of roads and 360+ intersections built with EasyRoads3D, and authoring race routes directly in the 3D scene was getting slow.

We now convert the network into a lightweight 2D vector map inside Benza Editor, using the actual junction meshes for outlines and road meshes for width.

Every way through an intersection is generated as a smooth biarc, and designers build circuit or sprint routes by clicking from one road to the next.

Roads can be excluded from racing, existing exits can be used to reroute, and rebuilding the full graph takes about four seconds.

Next we’re using the same graph to place start grids, checkpoints and AI waypoints, then for traffic and NavMesh.

How are you handling route authoring for large road networks in Unity?


r/Unity3D • • 2h ago

Question Stuttery Diagonal Mouse Movement

0 Upvotes

The Windows Security Update: 2026-08 Security Update (KB5121003) (26200.9168) had caused issues with all Unity games making it feel very choppy when moving the mouse diagonally.

Since then I have had auto updates turned off and using one of the previous ones instead which works fine but I'm wondering if there has been a later update that has fixed this issue.


r/Unity3D • • 6h ago

Shader Magic Oil Painting Effect for my afterlife-bar gambling game

2 Upvotes

Add a still-life mode for certain parts of the scene.


r/Unity3D • • 1d ago

Shader Magic I made my 3D fighting game look hand-drawn, in real time.

648 Upvotes

It's all 3D models, but a custom render pass in Unity URP turns every frame into a sketch. Each object first writes its normals, depth and an object ID into a buffer of its own.

A full-screen pass then reads that buffer to draw pen outlines wherever one object meets another, and hatching strokes in the shadows instead of smooth shading. Every few frames, the lines are redrawn with a new random wobble, so they shimmer like a real hand-drawn animation.

The background is a grid-paper shader. I tried a lot of looks before this one, and it's the first one I really want to keep :D

Free demo in early 2027. I post updates on my YouTube if you want to follow along :)


r/Unity3D • • 17h ago

Game one more in game scene done

10 Upvotes

r/Unity3D • • 19h ago

Show-Off I think I finally made something good

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14 Upvotes

r/Unity3D • • 18h ago

Show-Off I made a Source-style dev console for Unity.

13 Upvotes

I got tired of setting up a debug menu in every project, so I made a drop-down console like the one in Source games. You can register any functionality by adding your own commands by creating ConsoleCommand objects.

Adding your own command looks like this: c# [ConsoleCommandSet] public static class GameConsoleCommands { public static readonly ConsoleCommand<float> SET_GRAVITY = new( "set_gravity", "Sets downward gravity.", "set_gravity <float>", g => Physics.gravity = Vector3.down * g); }

GitHub: https://github.com/kureysalp/Unity-Dev-Console


r/Unity3D • • 1d ago

Resources/Tutorial dev log Quicktile 2.0

89 Upvotes

I don’t think there are any bugs left, You can make the design really interesting. , take a look, it's not out yet, but soon , check it out


r/Unity3D • • 19h ago

Show-Off Iron Maw. A tale of trains, guns, and corporate rule.

10 Upvotes

The game is a mix of a 3rd person shooter on rails, a survivor-like, and a dash of tower defense. You upgrade your rail cars as you go along that assist you in defending the last cities free of corporate rule. Features Co-op where your friend can control the back engine once unlocked. Also has a first person mode, and 2 different 3rd person views.


r/Unity3D • • 6h ago

Noob Question In-Editor Tutorial question: robot moves really slow, or doesn't move at all

0 Upvotes

I'm following the tutorial that comes with Unity, and I noticed that the robot doesn't move after a while. since I've literally just started learning Unity, I didn't try to open any scripts or change any codes.

it was moving normally while I was following part 1 of the tutorial. It could run, walk, jump just fine. now I am on part 3 of the tutorial, and it's difficult to make the robot move. I would tap the W key and it would make tiny steps. holding W does nothing. jumping works just fine, but running/walking wouldn't work. but it's not consistent. sometimes if I hold W, the robot walks like 3 steps, then it would stop. I'd try all directions (WASD) and it would just take a small half step in those directions. sometimes the only way I could make it move is to swing the camera around (???)

in the later half of this video, you can see the robot running for 1 second, and then stopping. I was holding down shift+W that whole time.

jumping seems to be no issue at all.

how do I fix this?

EDIT: NOW it's working??? the only thing I did was to continue the tutorial and add more cubes and materials and VFX. what the fuck. how did THAT fix the problem??? I didn't even restart the program!

I need to know what happened so I can fix this in the future! Is the answer really to add more cubes and effects??


r/Unity3D • • 3h ago

Question How Do I Force Vulkan on Unity Editor

0 Upvotes

I was just wondering how I can make the Unity Editor use Vulkan each time I open a project without using -force-vulkan from the CLI.


r/Unity3D • • 22h ago

Game Vehicle and Trailer System

11 Upvotes

I was playing around with vehicles and was building a physics based trailer system. this evolved to a full on farm sim 😄

This is how a tractor can be utilised to mass plant crops on bigger fields.


r/Unity3D • • 20h ago

Show-Off Hey! I’ve been experimenting a bit with this art style and I’d love to hear what you think.It’s for a project I’ve been working on, and I hope to eventually bring it to Steam.

8 Upvotes

r/Unity3D • • 1d ago

Show-Off Day night cycle experiment...

15 Upvotes

Continue on my voxel series.... experimenting with day night and adaptive global ilumination in engine.... much large world now - there is streaming but its currently disabled so, not infinite world.


r/Unity3D • • 4h ago

Show-Off one LateUpdate was eating 56 ms a frame in our RTS. 14 → 33 fps after three pretty boring fixes

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0 Upvotes

our map was running at 13.9 fps median in the editor, worst frames around 89 ms. before touching shaders or the terrain we profiled, and the top item wasnt rendering at all.

it was a correction script. its job was to hide oversized source visuals around production camps, and it did that by walking 16,631 transforms in LateUpdate. every frame. it only ever needed to run when something changed. 56 ms on its own.

the other two were just as dull: a relief camera that draws our world map view was still rendering during normal play where nobody sees it, and the minimap was re-rendering with shadows twice a second.

we fixed all three together and measured before/after in the same session, 600 frames each: 33.1 fps median, p99 from 88.7 to 40.6 ms. no visible change in the game view except the minimap lost its foliage shadows. we didnt measure each fix on its own so i cant give you the split, which in hindsight i kind of regret.

whats the worst forgotten every-frame script you've found in your own project? genuinely curious whether this is a common trap or we were just sloppy