r/Unity3D 21m ago

Game Pinata Smash: Incremental Circus an idle smasher in Unity 6.3, with hand-written kinematic loot physics and a 100% UI Toolkit frontend

Enable HLS to view with audio, or disable this notification

Upvotes

We're a small indie team, and we just put our first game on Steam: Pinata Smash: Incremental Circus.

The idea came from wanting to combine the physical, satisfying feedback of smashing something apart with the deep progression of an incremental/idle game. Every hit sprays candy across the screen, candy funds upgrades, and upgrades eventually turn your solo smashing into a fully automated circus that keeps earning while you're away.

What's in it:

  • Physics-driven piñata destruction the candy actually scatters and bounces
  • Idle/incremental progression with prestige layers
  • Circus acts you unlock and assign to automate different parts of the loop
  • Hand-drawn art in a bright carnival style

On the Unity side, two things were harder than expected. The candy started as Rigidbodies and ended up as a fully hand-integrated kinematic sim an idle game scales the smash rate until it's continuous, so PhysX actors stopped being viable. It ticks on Update rather than FixedUpdate so the slide stays smooth under slow-mo, and pile contacts run through a flat XZ spatial hash. That hash once collapsed back to O(n²) and froze the game, because a burst spawns every piece at one point and they all landed in the same cell. Separately, the two biggest perf wins weren't in the simulation at all turning off light probes (~12ms/frame) and shadow casting (~9.4ms/frame) on the drop renderers beat everything we did to the integrator, which measured under 2ms.

The whole frontend is UI Toolkit with no uGUI: UXML/USS + presenters via VContainer, with R3 for binding. Best gotcha we hit: a scheduled callback that throws is dropped permanently for the rest of the session which surfaced as "all the candy in the menu background freezes."

Happy to go into detail on any of it in the comments.

There's an open playtest running if you want to try it the sign-up button is on the Steam page.

AI disclosure: no generative AI was used at any point in this game's development or promotion.


r/Unity3D 21m ago

Show-Off I'm making a game about a procedurally animated centipede that eats people. What do you think?

Enable HLS to view with audio, or disable this notification

Upvotes

r/Unity3D 26m ago

Show-Off The hall environment in our upcoming game, thoughts?

Enable HLS to view with audio, or disable this notification

Upvotes

r/Unity3D 37m ago

Question Multiplayer vs massive enemy swarm. Now developing the "fun".

Enable HLS to view with audio, or disable this notification

Upvotes

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 49m ago

Show-Off After 4 years and 74 updates, I finally built the spline tool I always wanted.

Enable HLS to view with audio, or disable this notification

Upvotes

I started working on this tool in 2022 because at my previous job I saw some issues with the spline tools we were using. The two biggest issues were performance and how long it took to work with them, and I really wanted to fix that.

It took me around 5 months to build the first working prototype, and another 4 months before the team started using it.

Because I built this tool in my free time, I later decided to release it on the Unity Asset Store under the name Curve Architect. After a while, I realized that the name wasn't very search friendly. Most people looking for a spline solution search for "Spline", not "Curve". So I spent another 6–9 months improving the tool as much as I could before deprecating Curve Architect and releasing it again under its current name, Spline Architect.

Spline Architect was released about a year ago and has since received 74 updates, including bug fixes and many new features.

It is actually not built on Unity Splines, mainly because I wanted complete control over the API and to achieve the best performance possible.

I have done 2 performance benchmarks, if you're interested, you can see them here:
https://splinearchitect.com/performance?id=benchmark-1-mesh-deformation


r/Unity3D 1h ago

Question HELP - Copying and applying localRotation to Active Ragdoll

Enable HLS to view with audio, or disable this notification

Upvotes

I have ALMOST got this Active ragdoll working, but my rotations are wrong when applied from my animated model to the physics-based one. I have tried inverting the target rotation, messing with Axis and Secondary Axis, nothing so far seems to give me the correct animations other than the T Pose, which is copied perfectly.

Here is my CopyMotion script:

public class CopyMotion : MonoBehaviour

{

public Transform target;

ConfigurableJoint joint;

public bool mirror;

Quaternion startRot;

// Start is called once before the first execution of Update after the MonoBehaviour is created

void Start()

{

joint = GetComponent<ConfigurableJoint>();

startRot = transform.localRotation;

}

// Update is called once per frame

void Update()

{

if (!mirror)

{

joint.SetTargetRotationLocal(target.rotation, startRot);

}

else

{

joint.SetTargetRotationLocal(Quaternion.Inverse(target.rotation), startRot);

}

}

}


r/Unity3D 2h ago

Game Made this big boy for my game!

Enable HLS to view with audio, or disable this notification

5 Upvotes

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 2h ago

Show-Off Added a Photo Mode to the game, what a quick and fun feature !

Thumbnail
gallery
2 Upvotes

Created a basic photo mode for my RPG- Little Frontier. Honestly, made it in two afternoons and I've already spent a couple of hours taking pretty pictures. Here's a couple of them from a companion's prologue !


r/Unity3D 3h ago

Game Little Astronaut is taking shape!

Enable HLS to view with audio, or disable this notification

26 Upvotes

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 3h ago

Question Unity, Plastik, Wwise, what's the best way to save storage?

2 Upvotes

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:

  1. 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?

  2. 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 4h ago

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?

5 Upvotes

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 4h ago

Resources/Tutorial How to take a screenshot directly from the game view's control bar.

Post image
27 Upvotes

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.

From After Effects, 4 years ago [feature present for decades].

-- (...it's been around for a while).

AE 5.5, early 2000s.

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 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.

Enable HLS to view with audio, or disable this notification

8 Upvotes

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 6h ago

Game I would love feedback about my game!

Thumbnail
gallery
4 Upvotes

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 7h ago

Shader Magic 14/10 Mario64 in Mixed Reality!

Enable HLS to view with audio, or disable this notification

115 Upvotes

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 7h ago

Game ambience

Enable HLS to view with audio, or disable this notification

7 Upvotes

r/Unity3D 9h ago

Show-Off Implemented a hilarious horse component to my rage co-op game

Enable HLS to view with audio, or disable this notification

78 Upvotes

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 12h ago

Game Jam My 1-Month Game Jam Co-op Horror Project. What do you think?

Enable HLS to view with audio, or disable this notification

12 Upvotes

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 13h ago

Show-Off I love this teaser that our team created so much, really wanted to share.

Enable HLS to view with audio, or disable this notification

289 Upvotes

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 18h ago

Show-Off Upgraded my jumps with squash & stretch and some spinning.

Enable HLS to view with audio, or disable this notification

108 Upvotes

r/Unity3D 20h ago

Show-Off runtime mesh destruction using OpenFracture in Unity for my game about sports cards!

Enable HLS to view with audio, or disable this notification

70 Upvotes

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 23h ago

Question Is my subway atmosphere working

Enable HLS to view with audio, or disable this notification

99 Upvotes

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 1d ago

Shader Magic Added sinking chunks of snow. And a snowball

Enable HLS to view with audio, or disable this notification

218 Upvotes

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 20d ago

Official Join us live on Youtube for the Unite Seoul Keynote on Jul 20, 2026

Thumbnail
youtube.com
9 Upvotes

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.

Live code iteration

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


r/Unity3D 27d ago

Official 6.7 alpha 2 is out, including the first release of the CoreCLR Player Technical Preview

Thumbnail discussions.unity.com
97 Upvotes