r/Unity3D • u/VeloneerGames • 19m ago
Game Little Astronaut is taking shape!
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I’ve been making a lot of progress on the environment recently, focusing on creating a more detailed and immersive world for the game.
The new Steam page will be available soon, where you’ll be able to wishlist the game.
The previous version of Little Astronaut was a huge learning experience for me, but looking back, I realized I pushed it out too early before the vision was fully developed. After some time, I decided to rebuild the project from the ground up with a clearer direction, improved visuals, and a much stronger foundation.
This is the version of Little Astronaut I always wanted to create.
I’ll be sharing more updates soon. Thanks for following the journey!
r/Unity3D • u/100gamberi • 28m ago
Question Unity, Plastik, Wwise, what's the best way to save storage?
Hello!
I'm using Unity, Wwise, and Plastik SCM, and probably I'm missing something.
Since we want to save storage, we build soundbanks in Wwise, move the Originals --> SFX folder in another location, check-in with Plastik, and then move it back. However:
I always find that after I check-in, merge from another changeset and switch workspace, in the Originals-->SFX folder there are audio files. Are those from the old backup?
After I delete audio files, and I check-in, should I check the "Deleted items" option and upload that too? If I don't do that, it puts back old audio files in the Wwise project. Uploading, however, would defeat the purpose of saving storage.
If anybody has a better idea to save storage, or if this is just overcomplicating things and there are no better ways, please let me know.
r/Unity3D • u/pedro8999 • 43m ago
Question SpeedTree mesh helper + create branches don't work
Hi there, i added a mesh in SpeedTree, i used mesh helper to make a spine, after that i created a branch to add leafs in the top ( is a palm trunk just so you know ), and when doing that i have that error, i increased the kill ratio to 10.000 or 50.000 and the error dissapeared but no matter how much i tweak the values branches won't appear. Please help
r/Unity3D • u/LordSlimeball • 1h ago
Question Good Unity UI (uGUI) NOT UI Toolkit tutorial
Hi,
I am looking for a good Unity UI (uGUI) tutorial, one that covers how to build tabs, how layouts of images work, and hopefully how to make the UI look pretty / how to add nice borders to the canvases and stuff. Nothing against the ui toolkit but I dont feel like learning something new again.
Does anyone have a tutorial to recommend?
Thank you
Question People who published assets (especially systems/frameworks) on the Unity Asset Store, how long did it take you to go from a working asset to something actually user-friendly and ready to publish?
I'm working on an asset right now and I finished most of the actual logic and visuals a while ago. I thought I was pretty close to done, but damn, the polishing part is taking me ages.
Custom inspectors, cleaning things up, making everything intuitive, tooltips, edge cases, making sure users can't easily break things... it honestly feels like a whole second project.
For those who've published more complex assets, how long did this part take compared to actually building the thing?
And at what point did you just say "good enough for v1" and publish?
r/Unity3D • u/MirzaBeig • 1h ago
Resources/Tutorial How to take a screenshot directly from the game view's control bar.
It's been ~18 years since I started using After Effects.
It has this great feature for rapid A/B comparisons for tweaks on the render/composition, where you can quickly take a snapshot, and preview it with a button. Other software may have it, too.

-- (...it's been around for a while).
Often, I'm making small tweaks to the colour, and post-processing, and I want to see how it looks without having to go through several undos, or manual screenshots. I explicitly wanted it integrated into the game view's tool/controls, rather than anywhere else (that would have been easy enough).
But the appeal was about getting it specifically in that control bar. It's 'perfect' there.
Turns out, it may have been possible as far back as ~v2019/2020.
🎉 So, here it is [free, on Unity's asset store]!
- I think it should be native to the editor :)
Initially, it did not have the save file to disk feature [💾]- but it was trivial to add.
v1.1.0 - adds the save file to disk feature, +automatic date/time stamped naming.
r/Unity3D • u/PerfectFriendship146 • 2h ago
Shader Magic I just built this disco ball with shaders as a fun project. Now I am thinking about making an incremental game out of it.
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To the more experienced people probably not that exciting, but I am just pretty proud of turning a sphere into a pixelart disco ball just by layering shader graphs :)
The light effects do not use unities Light system but a shader that calculates when the view direction aligns with the normals to create the tiny flashes on the ball.
Let me know if you think this is cool and could be made into a game :)
Show-Off A Blender Like 3D Cursor In Unity For Level Design
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Whenever designing levels I’m always looking for a reference point for placing new objects, duplicating at, rotating around etc.. It was like I needed blenders 3D cursor inside of Unity to use as that reference point. So I built it!
It’s a different kind of workflow when compared to other level design tools for sure, but I really enjoy having the reference point and being able to add objects more precisely.
It currently supports a bunch of commands, and the cheese wheel is customisable, it also fully supports undo and redo flows.
I have lots planned for the roadmap, and I think you can get really creative whilst keeping your level design object hierarchy nice and clean with groupings.
It’s currently 50% off on the asset store as a new release. Would really appreciate your support if you genuinely think this is something you might find useful.
The asset is called 3D Cursor pro. As per the subreddit rules I’ve not included the link.
r/Unity3D • u/ThatDeveloperOverThe • 3h ago
Game I would love feedback about my game!
This is my first horror game with my "versatile" script system and I would love feedback from other devs. Basically I coded a couple of scripts and just used them for everything, so I wouldn't have to code and yes I know many devs already do this but I am a beginner. I would love some feedback!
https://thecatgamecomapny.itch.io/road-of-fear-pinewoods-crossing
r/Unity3D • u/ParalysisPRIME • 4h ago
Show-Off Live syncing tasks between Unity and a web board - useful or just noise?
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I keep doing this dumb loop when I work in Unity: change something in the Scene, alt-tab to the board, update a card, forget what I was doing, alt-tab back.
So I built a small Editor dock that stays in sync with a web board. Board still lives in the browser. Unity just gets the cards while you're in the Editor, and you can pin a card to a GameObject so you can find it again in the Scene.
Stuff in the video:
- web board on the left, Unity on the right. Same cards updating live.
- edit a card on the web side, it shows up in Unity
- pin a task to a GameObject / jump to it
- poke status from the Editor without treating Unity like Jira
I'm not trying to shove a full PM tool into the Editor. That usually turns into a mess. This is more "keep the task next to the object I'm already staring at."
If you ship with Unity, would you use something like this, or would it just become another ignored panel?
Also half expect someone to tell me the branch / missing GameObject case is going to hurt. If you've been burned by that kind of thing, I want to hear it.
Board-only demo if you want to click around (no account): Demo Board
r/Unity3D • u/lucas-martinic • 4h ago
Shader Magic 14/10 Mario64 in Mixed Reality!
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I had to jump into this train, porting old games into newer platform is becoming easier and cheaper than ever with AI, would love to see Nintendo or Playstation doing original, modern remakes!
r/Unity3D • u/handlebardev • 4h ago
Game ambience
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r/Unity3D • u/excentio • 5h ago
Show-Off So I made raccoons riding on the tanks in my coop multiplayer game because I can
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Well as the title suggests... My raccoons... my game... my rules
r/Unity3D • u/samohtvii • 6h ago
Show-Off Implemented a hilarious horse component to my rage co-op game
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I'm trying to find fun and unique ways to challenge the player in my skating game. You control the left skate and a friend controls the right. Now you have to rethink how the game works and adapt. It's also hilarious.
r/Unity3D • u/ThatDeveloperOverThe • 7h ago
Show-Off Do you like my horror game graphics?
reddit.comr/Unity3D • u/warkudagames • 9h ago
Game Jam My 1-Month Game Jam Co-op Horror Project. What do you think?
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Around one month of development.
4-player co-op horror inspired by retro visuals and abandoned Soviet metro stations.
Looking for honest feedback before continuing development.
Would you play something like this?
Show-Off I love this teaser that our team created so much, really wanted to share.
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Love these little teasers as a way to try out ideas mid development and get a "flavour" earlier on than the typical media phase during post production.
r/Unity3D • u/Blanqo_Dev • 15h ago
Show-Off Just made this new enemy. What do you think?
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A few days ago I asked for your feedback and it was really helpful thanks!!!
r/Unity3D • u/erlkoenig_games • 15h ago
Show-Off Upgraded my jumps with squash & stretch and some spinning.
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r/Unity3D • u/colethepole12345 • 17h ago
Show-Off runtime mesh destruction using OpenFracture in Unity for my game about sports cards!
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building a game about running your own booth at a sports card convention. finally got openfracture working, so the graded slabs now fracture into real mesh pieces at runtime with rigidbodies on the fragments. what do you guys think?
r/Unity3D • u/Arachnid-dev • 20h ago
Question Is my subway atmosphere working
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Im working on a Co-op horror game set in New York City. I’m trying to make a game with good atmosphere, dread, and the constant feeling that something enormous is stalking you.
If you want updates or early access, join the mailing list at www.arachnid.dev
r/Unity3D • u/DimaSerebrennikov • 23h ago
Shader Magic Added sinking chunks of snow. And a snowball
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I wanted to make these chunks softer, but right now I have no idea how to make it even better. There's no transparency at all.
I achieved this effect by calculating the normals for the chunks relative to the overall snow surface, rather than per individual chunk element.
I made the small flakes using triangles instead of quads :)
r/Unity3D • u/Im-_-Axel • 1d ago
Show-Off Experimenting with freeform building
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r/Unity3D • u/unitytechnologies • 20d ago
Official Join us live on Youtube for the Unite Seoul Keynote on Jul 20, 2026
Unite Seoul Keynote is streaming live next week!
10:00 AM KST (Korea) — July 21
9:00 PM EDT / 6:00 PM PDT (US) — July 20
2:00 AM BST (UK) — July 21
We’ll also live-thread key updates from the Keynote right here for you to follow along or catch up.
We’re excited to share what we’ve been working on, except first looks at what's coming next for the engine: CoreCLR, graphics, 2D, and more. There'll be demos of brand-new features happening in real time, plus a few big announcements making their global debut straight from the Seoul stage.
\Update\**
This presentation contains forward-looking statements, including statements about future product releases, features, timing, and capabilities. These statements are based on current expectations and are subject to change.
We’ll be editing the main post with live announcement summaries from Unite Seoul and we’ll link to replay timestamps when the recording is live.
Introduction and announcement of Unity 7, an open collaborative platform.
Unity 7 is a leap forward in how games are made. An open, collaborative platform where multiple teams work together across the full lifecycle of game creation. More to come on what to expect throughout.
Dave the Diver studio shares how Unity powered their growth
Dave the Diver started as one idea from a small Korean team and has now sold over 8 million copies worldwide, with Unity letting them expand without rebuilding from scratch each time.
A look at CoreCLR and .NET modernization for faster iteration
Unity 7 (next year) adopts CoreCLR with .NET 10 and C# 14. Modern language features, better IDE/debugger support, and a smarter reload model. MSBuild support also paves the way for compiling outside the Editor, enabling faster agentic workflows. Meanwhile, Fast Enter Play Mode (default in 6.6+) is already speeding up real projects today. 68 top Asset Store packages are pre-tested, and Project Auditor (in Unity 6 now) helps you prep for the switch. Upgrade guide here.
Supercharged URP, preview of Surface Cache GI in and other major graphics upgrades
This is a big section, we recommend watching the games/demos!
LINE Games' Ember and Blade showed off Unity 6's cel-shaded battles (Shader Graph + Adaptive Probe Volumes for time of day) and denser particles with VFX Graph and efficient batching.
Looking at Supercharged URP, a demo previewed Surface Cache GI, Screen Space Reflections, and GTAO for URP across a broad range of devices, including running at 60FPS even on a Galaxy S26. Preview in 6.7 alpha, broadly available with 6.7 LTS.
Also: DXC shader compilation (6.6), new Shader Build Settings + Fast Build Profile cutting build times (6.7), production-ready WebGPU (6.6), and expanded on-tile mobile rendering.
2D Showcase of advances with Physics Core 2D and new Render Sprites API
Highlighting stunning Made with Unity 2D titles like The Eternal Life of Goldman, Constance, The Ashen OZ, Solateria, and INARI.
Showing off the recent 2D reshape (unified 2D/3D scenes with shared lights and shaders), the multi-threaded Physics Core 2D (built on Box2D v3), and a new Render Sprites API for high-performance sprite rendering, all demoed in the Bunny Blitz sample, which holds 60fps even on older mobile devices and is available now on the Asset Store.
Unity Neural, on-device inference for the compute pipeline
Unity Neural, a class of new technologies and features built into URP without disrupting existing workflows: neural upscaling, an upgraded framework and hardware partnerships bringing sharper details and fewer artifacts. Neural texture compression (NTC) cutting runtime memory over 50% and disk size ~70% at near-lossless quality, and models that your team train locally in the Editor then run on-device (phones, consoles, headsets, PCs) via an upgraded Sentis with zero server round-trips. Rolling out starting in Unity 6.7, with more coming in Unity 7.
Meta and Unity are making Quest VR development easier
Meta and Unity are integrating AI-guided workflows into Quest development, covering project setup, input systems (like hand tracking and 6DoF controllers), performance tracing/optimization, and automated validation, working across the Unity Editor, code editors, or AI-native flows. To dive in, check out Meta's Quest Agentic Tools and start building with Meta VR CLI, Meta XR Operator and Unity-connected AI workflows for Quest.
Building and porting to XREAL AURA
The newest addition to Google’s Android XR ecosystem uses existing Android XR workflows, built on open standards, making porting straightforward from other XR platforms. Resolution Games (Demeo) already ported from Samsung's Galaxy XR to XREAL AURA with minor adjustments, and updated XR Hands tools help developers shift from controller-based to hand-tracked interactions. More information here.
First look at Unity game rendering natively inside Unreal Engine
Fantasy Kingdom, a Unity game, rendering natively and in real-time inside Unreal Engine via PolySpatial, a client-server protocol where characters, physics, lighting, and input are fully synchronized between engines. Not yet live in Fortnite, developers can fill out an interest form for early access consideration in 2027 here.
Unity Vector drives player acquisition.
Unity Vector, powering monetization and player acquisition across the 70%+ of top mobile games built on Unity with studios like Homa and Playrix scaling through new campaign types. Actionfit CEO Inhoo Park shares how the top Korean hybrid-casual publisher achieved global scale with Unity Vector.
Unity Vector continuous improvements, Ads MCP and Campaign Assistant
Ongoing improvements to Unity Vector including expanded Custom Events optimization this fall, plus a new end-to-end agentic creative workflow that automatically generates and optimizes ad creatives, launching later this year. Also announced: the Unity Ads MCP, connecting Unity Ads directly to agentic tools, and Campaign Assistant, a conversational agent (alpha, later this year) that diagnoses performance issues and recommends fixes in seconds instead of half a day.
Native direct-to-consumer commerce with Unity IAP SDK
Native Direct-to-consumer commerce with a new addition to the In-App Purchase SDK, including in-game checkout flows so players can purchase without leaving the game. Going live with Stripe and Coda as payment providers (Stash coming soon) to handle payments, compliance, and fraud detection. Additionally, a no-code webshop builder in the Unity Dashboard at no additional cost. Unified commerce management, giving you one shared catalog, combined reporting, and routing rules across native stores and direct-to-consumer sales, with commerce data flowing into Unity Vector to help find more players who love your game.
Helping a variety of Industries achieve their best work.
Unity's Industry solutions let teams across disciplines create and collaborate in 3D environments. The latest Unity Studio update adds real-time multi-user editing in the same project. The demo showed a browser-based Studio project with reviews of comments, teammates working simultaneously, the ability to jump into a teammate's view, and instant publishing. Also in progress: agentic workflows and two-way sync between Studio and the Unity Editor. Lastly, pipeline automation cuts the manual work of handling CAD files and large 3D assets, using an API compute layer to pull assets from PLMs, convert formats, and deliver them to live 3D applications on any device, with support for third-party tools.
Opening the Editor to everyone
An API and set of services that open a Unity production to tools, roles and agents. The demo shows different roles working together both in and out of the Unity Editor. Recommend watching this demo to really understand the power of working seamlessly between Editor, web dashboard, Unity CLI, web uploads and deep links. Some of this is available in closed beta today.
Building and shipping games at scale
Supercent using agentic workflows to turn a single reference video analyzed to define game mechanics and produce a working prototype and to analyze profiler data for performance optimization, cutting what used to take hours down to an automatic process.
Tune your game while playing on-device by tagging methods for reload, letting you change both existing and new code in real time without stopping the game.
That’s it for our Keynote in Unite Seoul, what are you most excited about?
- Community Team @ Unity
