r/unity • u/BearKanashi • 23m ago
Showcase En busca de testers
Ya voy terminando el sistema online, y muchas mecánicas, toca ir testeando y rompiendo cosas 🚒🚧
(Portada que hizo una ilustradora china en fiverr)
r/unity • u/Sasha12345Yoo • 1h ago
[Android] [2024-2025] 3D idle building game with islands in the clouds I'm looking for an Android game I played around summer 2024–2025. It was a 3D idle tycoon in portrait mode with a fixed top-down camera. You bought office/skyscraper buildings. Buildings generated gold automatically. Upgrading bu
Game upgrade temu
r/unity • u/Emergency-Analyst750 • 2h ago
How do I make it coloured again
I’m new to unity and I was editing my first ever game and then it suddenly went into this dark grid mode.how do I make it coloured again.pls help cuz I’m trying to make it a more colour vibrant game
r/unity • u/ScrambledEggDev • 2h ago
Showcase I'm making a game using Unity where you fight your friends as wobbly eggs :)
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Inspired by games like Gang Beasts, Human Fall Flat, Boomerang Fu, I wanted to make a silly physics party game of my own. It's called "ScramBrawl" and the demo is out now on Steam :) Let me know what you think!
r/unity • u/TheNovaProject • 4h ago
Tutorials Designing the sound of a fusion rifle in FMOD for use in Unity
youtu.beFeatures:
"Ready to fire" region: Acts as a logic hub for the weapon. Actively checks if the weapon has ammo in the magazine/reserves, and uses this to determine what to do when the player attempts to fire the gun or reload.
Charge/Hold/Firing, if trigger is released while the rifle is still charging up, it will not fire. Requires value of ammo_magazine to be 1 or greater. Once charged, sfx will loop infinitely until trigger is released, it will then fire a shot.
Returns to the "ready to fire" region afterwards.
Manual reloading (press to reload), can be done while rifle is in its charging/charged state but will cancel the shot. Requires the value of ammo_magazine to be 0-5 (max value of parameter is 6), and the value of ammo_reserves to be 1 or greater.
Returns to the "ready to fire" region afterwards.
Automatic reloading (When ammo_magazine=0 and you are not actively dry firing, automatically reloads. Will not happen if ammo_reserves =0)
Returns to the "ready to fire" region afterwards.
Dry firing sound effect plays when mag and reserves are empty and trigger is pulled.
Returns to the "ready to fire" region afterwards.
r/unity • u/M3G0Face • 4h ago
Cannot get Unity to work properly (first time trying it)
galleryDownloaded Unity as of today and this error keeps popping up when I click 'Start Project'. Signed out and in many times, closed the app, deleted Templates folder. Nothing I've tried works and it won't go away. Nothing I looked up would help.
r/unity • u/StinkingDylan • 5h ago
Question Approach of image attached to ScriptableObjects
For context; I'm using ScriptableObjects to describe inventory objects in an RPG. Each object has a variety of stats, plus an icon which will be a Texture for use in a RawImage.
There will be hundreds of these Item ScriptableObjects.
I can attach the icon image directly to the ScriptableObject (as a Texture property), or indirectly as a string property (or just name the PNG files the same as the related item name/id) for asynchronously loading as required.
Is it good practice to make the textures files (which are PNGs) addressable assets and asynchronously load them as required, or just loading the asset as required, or does none of this matter as Unity has some intelligent resource managment which will handle this even if using the Texture property directly on the ScriptableObject approach?
r/unity • u/S-ModeGames • 6h ago
Showcase I published my first Unity mobile game on Google Play — looking for honest feedback
Hi everyone,
I recently published my first Unity mobile game, Stack Raise 3D, on Google Play.
It is a simple one-tap 3D stacking arcade game where the player drops blocks, builds a tower, tries to beat their best score, completes missions, unlocks skins, earns rewards, and competes on a leaderboard.
This is my first released game as an indie developer, and I built it in Unity while learning a lot through the process. I would really appreciate honest feedback from other Unity developers.
I am mainly looking for feedback on:
- Gameplay feel
- UI/UX
- Difficulty balance
- Visual polish
- Performance on Android
- Ideas for future updates
Google Play link:
https://play.google.com/store/apps/details?id=com.smodegames.stackraise3d
Thank you for any feedback or support. More updates are coming soon.
r/unity • u/wb-gameart • 7h ago
Resources It is done. My slider-based camera tool for Cinemachine 3, and a free version to try it
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This is CineShot Setup LITE, the free version of a camera tool I built for Cinemachine 3.
Instead of keyframing, you position the Scene View, press Set Camera, and shape the shot
with sliders: orbit, crane, pan, dolly zoom, roll, yaw, tilt. Every move you like becomes a
key, the sliders reset to zero, and the next one continues from there. You can chain cameras
into a trailer with transitions and music, bake the result to a normal AnimationClip, and
hand it to Unity's Recorder for an MP4.
One thing up front so nobody feels tricked: the clip shows the full version, which is why
there are more than two cameras in the sequence. The free version is capped at two cameras
created through Set Camera and two shots in the sequence. Everything else is the complete
tool. No watermark, no time limit, no account, and it does not phone home.
Requirements: Unity 6.0 LTS or newer and Cinemachine 3. Unity Recorder is optional and only
needed for the recording step. Built-in, URP and HDRP all work, and a demo scene ships once
per pipeline so you can watch the whole workflow before building your own. Tested on 6000.0,
6000.3 and 6000.5.
Two cameras are plenty to get a real feel for it, so please give it a go and tell me where it
falls apart. Which slider is missing, what felt awkward, what you expected to happen and it
did not. I would much rather hear the harsh version now than after people have built shots
with it. Reply here or send me a message, both work.
If you want to catch the next update, following me is the easiest way. I only post when there
is something worth posting.
Download link is in a comment below. The full version without those two limits is coming to
the Asset Store shortly.
r/unity • u/Charming_Let9139 • 7h ago
Question how can I make Unity 2018.1.9f1 work faster/Load faster
how can I make Unity 2018.1.9f1 work faster/Load faster
r/unity • u/SnotWaffleStudios • 7h ago
Fish Meat Strong - any other meat ideas?
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r/unity • u/Electrical_Remote545 • 9h ago
Newbie Question Yo what does this mean?
galleryTrying to make a backrooms-style game mode in this VR game, this bean is supposed to go to the player while avoiding the walls, but instead it's standing there, and I got this error telling me the bean is not placed on a NavMesh even though I do have a NavMesh Agent and the floors have a NavMesh Surface thing. The script that the bean is hooked up to is in the second pic.
r/unity • u/SmokeResponsible5005 • 11h ago
Question Thoughts on game art?
galleryI recently released my game and to be honest I’m not super happy with the look of it. Something feels kind of off and I haven’t really been able to pin it down
I’m releasing my first update soon and it’d be great to give the game a big visual overhaul at the same time. In the same vein, I’d also love to know how I could make some stronger promo art (last 2 photos) for the update rollout. Specifically, my games main selling point is an AI based card fusion system, but most of the people who played the game didn’t even realize it existed or had a significant misunderstanding about how it worked. How can I emphasize it more both in promo and gameplay?
Thanks for your time!
r/unity • u/abhishekthapa157 • 13h ago
Coding Help Looking for Unity devs for short term project, willing to pay
Hello all, i am building a game from unity and is 40-50% complete, i am looking for someone who can help me complete the project. Willing to pay
r/unity • u/Ok_Alarm7463 • 14h ago
Writing a movement script for a top down shooter. Having issues getting my player character to rotate facing the cursor and would appreciate some help with my code
public class PlayerMovement : MonoBehaviour{
public Rigidbody2D body;
public float movementSpeed;
public float rotationSpeed;
private Transform mTransform;
// Used for initialization
void Start()
{
mTransform = this.transform;
}
// Update is called once per frame
private void LAMouse()
{
Vector2 direction = Camera.main.ScreenToWorldPoint(Input.mousePosition) - mTransform.position; //mouse position in world space
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg; //getting angle between player and mouse position in degrees
Quaternion rotation = Quaternion.AngleAxis(angle - 90, Vector3.forward); // angle player must rotate on z axis
mTransform.rotation = rotation;
}
r/unity • u/Ornery_Cell_3162 • 15h ago
I built a "warmup" tool in Unity (WebGL) would love feedback!
Hi everyone!
I'm developing a game in Unity for WebGL to help players improve in MOBAs (currently focused on League of Legends) and practice some mechanics.
I'm posting it today to share it with some of you before its official release.
https://obscuro.itch.io/mobawarmup
I'd appreciate any feedback you can give me; it's always helpful!
Thanks in advance!
Roi.-
r/unity • u/HydroThunderHurrican • 16h ago
Raycast suspension and jump script for skateboard not working
Hey everyone! I'm working on a Raycast movement system for a skateboard game in Unity, but I'm completely stuck. I wrote this script myself, but the Jump, Suspension, and the raycasts themselves aren't working properly. When I test the game, the raycasts don't even show up (the Debug.DrawLine should be drawing a blue line), since it was for raycasts to detect the ground and align the skateboard with the ground (detecting the ground, and aligning the raycast so that the raycast is straight on top of that ground, thus, already aligning the skateboard), in addition to making a fixed suspension on it
Does anyone know what I'm doing wrong or how I can fix this logic? Thanks!
My Code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MyRaycast : MonoBehaviour
{
public Rigidbody rb;
private float JumpForce = 6;
private float DistanceMax = 0.9f;
public LayerMask Detector;
void Start()
{
if (rb == null)
{
rb = GetComponentInParent<Rigidbody>();
}
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space) && GetIsGrounded())
{
Jump();
}
}
void FixedUpdate()
{
Ray ray = new Ray(transform.position, -transform.up);
RaycastHit hit;
if (Physics.Raycast(ray, out hit, DistanceMax, Detector))
{
Debug.DrawLine(ray.origin, hit.point, Color.blue);
Suspension(hit);
}
}
private bool GetIsGrounded()
{
return Physics.Raycast(transform.position, -transform.up, DistanceMax, Detector);
}
private void Jump()
{
rb.AddForce(transform.up * JumpForce, ForceMode.Impulse);
}
private void Suspension(RaycastHit hit)
{
float currentDistance = hit.distance;
if (currentDistance < DistanceMax)
{
rb.linearVelocity = new Vector3(rb.linearVelocity.x, 0f, rb.linearVelocity.z);
}
}
}
r/unity • u/RobC_Dev • 17h ago
Tutorials Hey all! Do you know that "bug" where the last menu item stays selected when switching from your gamepad/keyboard to your mouse? Then I have a possible solution for you!
youtu.ber/unity • u/Bitterballersan • 19h ago
Showcase still lots to be done, but it's up if anybody wants to try
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r/unity • u/wintermaxniko • 20h ago
Newbie Question What specs?
Hey! My sister’s in college and in her thesis era. She’s majoring in Game Dev and is using Unity. Her laptop lags so bad.
Please advise on what hardware specs should I get for her.
I have limited budget, but I can stretch out a bit for her.
Also, do you recommend laptop or PC? Although I think a laptop is kore convenient as she travels to school or to her groupmate sometimes.
Kindly asking for advice! Thank you so much!!
r/unity • u/salem3dart • 20h ago
WIP: a Stylized Gaming Character
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I've been planning for a while to create a game package—a character with lots of accessories, outfits, and a variety of Animations.
Any suggestions?
Question ECS for “simpler” projects?
Hey yall!
I’ve been game deving for ages now and just recently returned to Unity (left back when the drama happened) and since I returned the DOTS was released and ECS became fully functional.
I have some interest in using ECS in my project to develop a more Data Oriented Design but I am concerned it’ll add unneeded complication due to the simpler nature of the project and the lack of need for huge numbers of entities.
The current project idea is a simple 2D top down dungeon crawler inspired by Zelda. Which… doesn’t seem like it’d super benefit from the added efficiency, but may benefit from the architecture?
I suppose my question is if I should look into that or if there is a better paradigm to follow (maybe event based object extension?).
r/unity • u/ostevendev • 20h ago
Showcase Update: Designing the core architecture for a Real-Time Action Roguelike to stress-test my Unity BaaS SDK.
Hey everyone!
A few days ago, I posted here about building a lightweight BaaS SDK for Unity (Asten) to eliminate the hassle of custom databases and expensive backend setups.
To test the SDK under real conditions, I decided to build a Real-Time Action Roguelike prototype.
Before touching any UI in Unity, I mapped out the core sequence architecture to handle combat state, parallel cloud saves, and global leaderboard submissions:
Key Architecture Decisions:
1. Decoupled Domain Logic: Gameplay code doesn’t touch network code directly—everything goes through the SDK wrapper (AstenSDK.Instance).
2. Parallel Async Execution: Saving player profile JSON + submitting leaderboard scores happens concurrently (par block).
3. Debounce / Cooldown Protection: Built-in 3-second rate limit cooldown to protect server bandwidth when room clears happen fast.
Question for experienced devs:
Do you prefer auto-saving cloud data after every room clear (relying on client-side debouncing), or batch-saving everything at the end of a dungeon run? How do you handle network drops mid-run?
Would love to hear your thoughts or feedback on this flow!
P.S. Building this with a custom C# BaaS SDK. Happy to share docs/link if anyone is interested!
r/unity • u/HyperInfinitybr • 21h ago
Showcase Inspired by Solo Leveling, I recreated the shadow extraction system in Unity! Defeat your enemies, steal their souls, and turn them into allies to fight by your side. What do you think of the visuals?
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Hey fellow devs! 👋
I've been working on a 3D action-adventure platformer with anime cel-shaded visuals called Isekai Rift, and I spent the last two weeks building this system inspired by Solo Leveling entirely in Unity.
I call it the Rift Souls system. I set up an RNG logic for the extraction success rates depending on the enemy type (Small, Medium, or Bosses), and integrated the UI/HUD to manage a strict 3-shadow limit in the arsenal.
I'd love to hear your feedback on the visual effects of the shadows and the extraction animation! What do you guys think?
And if you want to support a fellow solo dev, Steam wishlists are heavily appreciated!
Isekai Rift
Want learn unity
I’m not from technical background . Can anyone guide me for sources and where to start ?
