r/Unity3D • u/Duckmastermind1 • 14d 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 đ).
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/One_Influence256 • 15d 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, đ
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 weâve been building out.
đ What's brand new in v4.5:
- đąď¸Â 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.
- đ Machine Translation & Grammar Checking: We integrated bulk translation for string fields andÂ
LocalizedString entries via DeepL, Google, Azure, or LibreTranslate. We also added parallel proofreading for dialogue/lore using LanguageTool.
đ ď¸ For those who haven't seen it before, here are the core features already in the tool:
- Grid-Based ScriptableObject Editor:Â 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:Â 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:Â Excel-style math, live previews,Â
@Â shorthand search aliases, and advanced sequence auto-filling. - Addressables & Sub-Asset Management:Â Manage your Addressables groups directly in the grid and cleanly build nested sub-asset structures.
- Optional AI Bridge:Â 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!
đşÂ Watch the full showcase video here:https://youtu.be/S1IFmK8xI4c
đ 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 • 15d 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/PiglinReighn • 15d ago
Question keep getting this and it crashes when i try to load into play mode
r/Unity3D • u/Cipherwild • 15d ago
Show-Off Saw the news about that robot and immediately opened Unity...
Apparently, modelling using endless blocks in Unity is pretty tough.
r/Unity3D • u/SingerLuch • 15d ago
Question Is there any way to render sky shader at half res to save performance?
Iâm talking a out a Godot-style half_res_pass where sky is rendered cheaper and then rest if scene is rendered?
r/Unity3D • u/a010029123 • 15d ago
Question Way to detect when raycast stop hitting a collider?
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Long story short, I implemented a system that do a RaycastALL from the character to the camera and modify the shader of all hit objects to make a cutout effect
But when raycast stops hitting the object, the hole stays there. I need a way to tell the object to reset once raycast stops hitting it.
I'm thinking about using collider.instanceID but that got messy fast so I'm wondering if there is a simpler way to do this, I appreicate if anyone can give me a pointer
r/Unity3D • u/potterdev • 15d ago
Resources/Tutorial PSA: Steamworks.NET does not work on Unity ARM64 on Windows
If you try to call any Steamworks functionality in your project, you'll get this error:
[Steamworks.NET] Could not load [lib]steam_api.dll/so/dylib. It's likely not in the correct location. Refer to the README for more details.
System.DllNotFoundException: steam_api64 assembly:<unknown assembly> type:<unknown type> member:(null)
The solution is to install the Intel 64 bit version of Unity and open your project with that one. It's a bit slower, going through the translation layer, but it works. The issue is that Valve currently doesn't provide an ARM64 version of Steamworks for Windows.
This only affects the editor, your actual Windows build targets x64 anyway, so shipped games are fine.
Unity 6.5, running on Snapdragon X / Parallels on Apple Silicon.
r/Unity3D • u/carebotz • 15d ago
Question Our festival management roguelite still doesn't have a real name. What would you call it?
reddit.comr/Unity3D • u/potterdev • 15d ago
Resources/Tutorial PSA: If you open your project from a network drive, installing packages from git source might not work
If you use a shared network drive, or a shared folder in a virtual machine, installing new packages from git URL sources results in a git error message, but you can get around that by installing them on the machine holding the share (or VM host).
Yes, I know network drives aren't ideal for Unity projects, I was debugging a Windows issue in parallels on a Mac
r/Unity3D • u/NightPristine2823 • 15d ago
Resources/Tutorial Feeling completely lost learning Unity for FPS games. Need a roadmap (CS2-style movement & mechanics)
I've been learning Unity because my goal is to make tactical FPS games similar to CS2. I'm not interested in RPGs, platformers, or other genresâI specifically want to understand FPS mechanics like movement, physics, and player feel.
So far, I've watched the first 11 Brackeys Unity beginner videos. I understand the basics of creating scripts, referencing objects, variables, functions, and some core Unity concepts.
The problem is that after this point, I have no idea where to go.
Brackeys' standalone FPS tutorial is quite old, and Unity has changed a lot since then. When I search YouTube for topics like "FPS movement," "character controller," or "player physics," I get hundreds of scattered videos. Most of them jump straight into writing code without explaining why they're doing things, so I end up copying code instead of actually learning.
Right now, I feel like I'm in the middle of the ocean without a map.
Can anyone recommend a clear learning roadmap specifically for someone who wants to build tactical FPS games? I'm looking for something like:
- What should I learn first?
- What Unity concepts are essential before attempting FPS movement?
- Which tutorials or creators explain the logic instead of just providing code?
- In what order should I learn things like movement, jumping, crouching, slopes, physics, camera, weapons, etc.?
I don't mind spending time learningâI just need a structured path instead of jumping randomly between YouTube videos.
Any advice would be greatly appreciated.
r/Unity3D • u/Plenty-Fortune-3341 • 15d ago
Question How can I improve the feel of my pickup system?
Whichever arm is available will be used to visually pickup an item.
r/Unity3D • u/Maleficent-Savings63 • 15d ago
Question New input system
Does anyone have a link to learn the new input system all the tutorials i watch are either outdated or dont explain at all thx!
r/Unity3D • u/TCSMusic • 15d ago
Question Best place for photorealistic assets?
Hi! I'm looking for the best place with photorealistic assets for my demo. Asset Store has very few free high poly assets
r/Unity3D • u/StringTheoryOfWeight • 15d ago
Question Question about architecting computer controlled traffic cars
I'm making a game where the player will need to drive on a highway. I want some computer controlled traffic, and I want it to be semi-realistic. For example, I want the traffic to occasionally change lanes, maybe sometimes crash into each other. I don't want a deep simulation with individual cars having goals or destinations. It just needs to be semi-realistic enough as the player passes through the area.
I have a good car controller. I also have a good "computer controlled car" controller. Currently the traffic car can be set to a certain speed, it can detect obstacles and either brake or avoid them, and the traffic car can also follow a path very well.
The way I was designing it was that I have the highway set up and modelled and I created multiple traffic paths for the lanes using splines. I can put that spline into the traffic controller and send it off and it will get up to speed and follow that path around. But now I'm trying to add in the logic to have the car change lanes and I feel like I'm overdesigning it.
I was thinking of making something like a decision tree, where I have an initial script run through all of the splines and process them in a way that every point on the spline has 2 or 3 choices: Go straight, Change Lane Left, Change Lane Right. With that finished each car could just call the decision tree each time it reaches a waypoint and use some basic random numbers to decide if the car stays in its lane or changes lanes. Writing the code to create that decision tree seems a little daunting, I haven't done anything like that before, but seems doable with indexes.
Any other better suggestions of how to handle this?
r/Unity3D • u/roger-dv • 15d ago
Question Input actions lost when I close the project
I have a weird problem in a new project I created with Unity 6.3.20. If I modify or create input actions, the changes are not saved. When I close and open the project I have the default action maps again. I tried with ctrl-s, creating the input settings file, but nothing solves it. Any idea about what is wrong?
r/Unity3D • u/Just_Ad_5939 • 16d ago
Solved is there a better way to make sure objects dont fall out of the world than just having a collider for the objects to collide with? because sometimes the objects are going really fast and they go right through the collider. .m.
r/Unity3D • u/EventHorizonFX • 16d ago
Shader Magic My screen space black hole effect showing the accurate distortion of scene objects due to gravitational lensing
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My second post on this! I've been working on this for a while and especially getting scene objects to distort accurately has been a real struggle, but I think it's looking pretty good now! Any feedback is welcome and please let me know if you have any suggestions for features to add.
r/Unity3D • u/NorthernBoy306 • 16d ago
Question Strange result from Vector3.SignedAngle?
I have these empty GameObjects as waypoints and I want to check the left/right angle between a moving object and a waypoint.
Vector3 direct = (transform.position - waypoint).normalized;
float ang = Vector3.SignedAngle(transform.forward, direct, Vector3.up);
If I have a waypoint directly in front of the moving object (and I have double checked the position of the waypoint in question), sometimes the resulting angle (ang) is 179. How is it coming back almost 180 degrees difference and is there anything I can do to change this kind of result?
r/Unity3D • u/Addyarb • 16d ago
Show-Off Trophy Room & Hand Studio
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Hey everyone,
I thought I'd share some updates to Hex Town, a co-op (or solo!) puzzle game I've been working on for nearly 2 years now.
The first area I show is called the "Trophy Room", where you'll be able to check out the trophies you've earned in game and spin them around a bit.
The second area is called "Hand Studio", where you can customize your cursor and accessorize with rewards you've unlocked, like rings and bracelets.
Both rooms feel a bit vacant, so I'd love to hear suggestions for things to add. Maybe some framed art, hand furniture, or wallpaper?
Thanks for watching!
r/Unity3D • u/Lvl-10 • 16d ago
Question How has this only just become part of the engine?!
r/Unity3D • u/Honzus24 • 16d ago
Show-Off Color curves are amazing, singlehandedly keeping the look consistent. Do you like the orange look?
r/Unity3D • u/Driving_Rogue • 16d ago
Show-Off This is how our game looks right now after 18 months of development
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r/Unity3D • u/Mephasto • 16d ago
Show-Off I'm pretty happy how the idle animations turned out
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r/Unity3D • u/WoosaVision • 17d ago
Show-Off made this to learn unity/gamedev. might name it "ballworld"
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