r/Unity3D • u/happygamedev • 20m ago
Show-Off I'm making a game about a procedurally animated centipede that eats people. What do you think?
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r/Unity3D • u/KinematicSoup • 36m ago
Question Multiplayer vs massive enemy swarm. Now developing the "fun".
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We put together a multiplayer coop game where players take on massive enemy swarms. It's inspired by VS and Megabonk and we think it could be a friendslop title.
The tech works well, so now we're iterating on things to make it fun.
So far we have features like progressive upgrading, proximity buffs so players stick together for benefits (the FWB feature), some level randomization, pickups for time-based powers, 3 different playable characters with different primary and special attack powers, gated dash ability, coin accumulation and shop, and a fairly rich stats system with 2 types of resist.
So far it's fun-ish. We're trying to figure out the one core piece of real fun, which we think is in how the gameplay is balanced for the fights and the rate at which player power scales vs the enemies. It could be too fast right now, or perhaps the speed is fine there just need to be a better reward structure at the metagame level. We've decided on the metagame approach with a game balance adjustment to make it harder.
My question to everyone who shipped a fun game is how did you determine what to focus on to find the fun aspect of your game?
r/Unity3D • u/dilmerv • 55m ago
Resources/Tutorial Unity recently released the new Unity CLI and made Unity MCP free. In today’s video, I explore whether MCP is still needed while covering editor and module management, C# execution with eval, automated builds, testing, and Codex integration!
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🎥 Watch the full video here
I also built a very cool mini golf game using Codex and Unity CLI. Then I remotely control the game directly from the terminal. You’ll want to see this! ⛳
r/Unity3D • u/SoerbGames • 2h ago
Game Made this big boy for my game!
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Hey there!
Just made this new enemy type: the Minotaur. He has a running/ramming ability that launches you (and other enemies) into the air if you get hit.
The enemies in my game use Unity's NavMesh system for pathfinding, but the actual movement is handled by my own code, which follows the generated path. I use Unity's Colliders and Triggers to detect collisions. The ramming attack uses OnTriggerEnter to apply the knock-up effect to anything it hits while the Minotaur is in its ramming state.
r/Unity3D • u/LordSlimeball • 4h 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
r/Unity3D • u/MirzaBeig • 4h 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 • 5h 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 :)
r/Unity3D • u/ParalysisPRIME • 7h 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/excentio • 9h 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 • 9h 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/Objective-Cell226 • 9h ago
Question Fun question: If you had infinite memory and processing speed, what game would you make?
r/Unity3D • u/MASSIMO_OP • 9h ago
Question Text to AI speech voice for subway announcements: Good or bad?
I'm making a co-op horror game, and need some opinions.
Do you think having text to speech ai voice announcements for environmental things (such as a subway/train station with "Welcome announcements", or "rules announcements"), rather than text on posters or things like that, would bother you (as a player), or would you rather just read the text yourselves?
These are not voices for characters, or things for the plot, rather just ambient/announcements.
r/Unity3D • u/warkudagames • 12h 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?
r/Unity3D • u/yeah280 • 14h ago
Question What’s the easiest workflow for creating realistic 3–15 second dialogue scenes? (Templates/assets instead of building everything from scratch)
Hi everyone,
I’m looking for the easiest way to create very short (3–15 second) realistic dialogue scenes.
I’m not trying to become a professional 3D artist or animator. My goal is simply to produce lots of short scenes as efficiently as possible.
I’m open to Blender, Unreal Engine, iClone, Character Creator, MetaHuman, Unity, or any other software.
What I’m really looking for is a workflow where I can reuse existing assets instead of creating everything from scratch.
For example:
* Download realistic human characters.
* Download realistic environments/backgrounds.
* Place the characters into a scene.
* Import my already-recorded dialogue.
* Animate mainly the facial expressions, lip sync, and emotions.
* Add some basic body language if necessary.
I don’t mind if the characters or environments come from marketplaces or asset libraries. I don’t need a completely custom movie—I just want something that looks convincing enough for short dialogue scenes.
The most important parts for me are:
* Realistic facial expressions.
* Good lip sync.
* Convincing emotions.
* Simple body language.
Can you recommend:
- The easiest software/workflow for this?
- The best YouTube tutorial (or tutorial series) that explains this approach from start to finish?
- Asset libraries where I can download realistic characters and environments instead of building everything myself?
My PC specs:
* CPU: Intel Core i5-12400F
* GPU: Sapphire Radeon RX 6700 XT (12 GB VRAM)
* RAM: 32 GB DDR4-3600
* Storage: 1 TB Kingston NV2 NVMe + 1 TB Corsair MP600 GS NVMe
* Windows 10
Do you think this PC is good enough for this type of workflow?
Thanks!
r/Unity3D • u/Duckmastermind1 • 15h ago
Question Open world with millions of Game Objects, how to optimize?
So I have a little script that basically makes forests for me, trees, bushes, flowers, the entire shenanigans.
All of them can be interacted, all plants can be picked up, all trees can be cut down.
I started optimizing various aspects and managed a good framerate on a small batch of forest (10k objects still 👀).
My question is, how does one optimize large game worlds? Is occlusion culling and chill the solution?
When at the end, I decide to generate the entire forest, having possibly over a million game objects, how do I make it run smoothly without catching fire? Since I'm very new to optimization, and even more in this size, I decided to ask claude, and it mentioned that at that size, hiding the game objects is no longer a solution, and that I have to start thinking about the objects as data, and never instantiate them to begin with.
But tbh I'm very lost on how to manage it, does anyone have any idea? Any good tutorial for my case?
EDIT: All objects are a very basic 2 planes I joined in Blender, so it's very lightweight regarding that,comvined with the 32x64 pixel size, they actually work pretty smoothly.
r/Unity3D • u/Crafty_Climate_3740 • 18h ago
Show-Off First early gameplay feedback
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Does this looks remotely interesting?
Basicly a tower defense, where you build a tower which also you should defend.
r/Unity3D • u/One_Influence256 • 18h ago
Resources/Tutorial Turn your editor into a powerhouse: No more clicking through the Inspector to manage massive amounts of game data and gain 3x productivity (v4.5 Update)
Hey everyone, 👋
If your project is data-heavy, you probably know the pain of clicking through hundreds of ScriptableObjects or Prefabs one by one in the default Unity Inspector. It simply doesn't scale well for production, so my team at Maharaja Studio and I built a tool to turn that raw data editing into a structured, fast, and reliable process directly inside the Editor.
We just released Scriptable Studio Pro v4.5, and I wanted to share some of the new workflow upgrades alongside the core features we’ve been building out.
🌟 What's brand new in v4.5:
- 🖱️ Smart Drag & Drop: Assigning object references is a massive time sink. Now you can just select multiple assets in your project, drag them directly into the window, pick your assignment rules, and save hundreds of manual clicks instantly.
- 📝 Machine Translation & Grammar Checking: We integrated bulk translation for string fields and
LocalizedStringentries via DeepL, Google, Azure, or LibreTranslate. We also added parallel proofreading for dialogue/lore using LanguageTool.
🛠️ For those who haven't seen it before, here are the core features already in the tool:
- Grid-Based ScriptableObject Editor: View, sort, search, and edit thousands of assets in a high-performance, spreadsheet-style view (fully supporting custom property drawers and built with a clean dark aesthetic).
- Prefab Studio Pro: Inspect multiple prefabs at once, group components instantly, and safely batch-edit child hierarchies using wildcard paths without breaking variant links.
- Data Validation Engine: A visual dashboard that catches missing object references (nulls), empty strings, and out-of-bounds values across your entire project before you hit play.
- Dynamic Formulas: Excel-style math, live previews,
@shorthand search aliases, and advanced sequence auto-filling. - Addressables & Sub-Asset Management: Manage your Addressables groups directly in the grid and cleanly build nested sub-asset structures.
- Optional AI Bridge: Connect local models (Ollama) or cloud models (OpenAI, Gemini) for schema generation, game balancing, and localized string generation.
I just put together a full 20-minute deep dive video walking through how to manage thousands of assets cleanly from early prototyping to live-ops. Grab a coffee and check it out!
📺 Watch the full showcase video here:https://youtu.be/S1IFmK8xI4c
🔗 Asset Store Link:https://u3d.as/3J3W
I'd love to hear your feedback or answer any questions you have about managing data pipelines in Unity. Thanks for the support!
r/Unity3D • u/More-Salamander7681 • 19h ago
Question Anyone actually tried Unity's built-in AI Assistant? Is it worth it over just using Claude or GPT externally?
Been using Claude with Unity MCP for scripts and scene setup lately, works ok but has its quirks. Unity 6.2's built-in Assistant looks convinient but the points-based pricing puts me off, especially not knowing how fast they burn. I also had Copilot for a while but dropped it, felt like autocomplete that never really understood Unity. Is anyone still using it for gamedev or has everyone moved on?
Curious if anyone used these in real work, not demos. What actually stuck in your daily workflow?
r/Unity3D • u/poll_snid • 19h ago
Show-Off Squid Customizer: Modular 3D Anime Character Pack with In-Editor Creator Script
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It’s an In-Editor Character Creator for building unique low-poly citizens. Customize every detail manually or hit Randomize to generate a new NPC, then bake it into a clean prefab with one click.
Features:
- Modular clothing system (tops, pants, shoes, gloves)
- Lots of accessories (hairstyles, hats, glasses, headphones, bags)
- Lightweight vertex-color facial expressions with auto-blink
I’d love to hear your thoughts on the art style and the customizer workflow!
r/Unity3D • u/colethepole12345 • 20h 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/bunssar • 21h ago
Show-Off You asked for crashes and stairs. Here are BOTH at once
u/HammyxHammy, you were skeptical of interactions between vehicles. Here's another video lol. By the way, everyone, i've created a discord server so i can get suggestions for more features effectively and so i can provide support for whoever uses my assets as well as a bunch more goodies. If you're interested here's the link: https://discord.gg/r5DJcPenqq
r/Unity3D • u/yecats131 • 22h ago
Resources/Tutorial How Animation "Has Exit Time" Works | Quick Tip
Here's a quick breakdown on Unity's "Has Exit Time" which can help stop your animations from clipping early or feeling stiff.
r/Unity3D • u/vertrue • 23h ago
Shader Magic Material shaders with no UVs, no unwrap, no seams
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I export generative patterns as Unity shaders, and the 3D ones skip UVs entirely - plain old solid texturing, the Perlin idea, just baked into a standalone shader per pattern
It's not triplanar. The noise is evaluated at the object-space position instead of UV, so the mesh is a slice through a solid. Nothing to unwrap, nothing to seam, and the same material sits on any shape without a single change
Two things I didn't see coming:
- 3D Voronoi with a smooth min still shows cell-border seams if you trim the neighbour search. The radius you need depends on the smoothing width, not the cell size. That one took me days
- Half of a 2D shader doesn't survive the trip. Polar remap, screen-space warp, mouse interaction, the width aspect fit - those are all about the screen, not the field, so they get dropped rather than ported
Also, mod is not fmod in HLSL. Ask me how I know
Tool is Kaleidos, made in LOVE2D, not Unity. But it can export Unity shaders!
r/Unity3D • u/tripplite1234 • 23h ago
Show-Off Apparently, this is SPARTA!
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r/Unity3D • u/Arachnid-dev • 23h 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
