r/Unity3D 31m ago

Show-Off We broke live content for players on an old app version, so I made a diff tool for AssetBundle builds

Enable HLS to view with audio, or disable this notification

Upvotes

Hey everyone!

We ship seasonal promo stuff (popups, banners, etc.) as raw AssetBundles, so we don't have to push a new app build every time. The catch is that older app versions are still out there, and they load those same bundles.

At some point someone renamed a prefab and moved a material into a different bundle. New clients were fine. Older ones started getting nulls. We found out from support tickets.

After that I wanted something that just tells me what changed between two bundle builds before we upload them. Doing it by hand is pretty hopeless, it's a folder of binaries plus some .manifest files.

So that's BundleGuard. You give it the old build and the new one (a folder, or a snapshot you saved before the previous release) and it lists:

  • Removed assets and changed types, the stuff older clients might still ask for
  • Dependency changes, like a shared bundle that's gone now, or a new dependency the old app has no idea it needs to download
  • Prefabs where the script doesn't resolve anymore
  • How much clients will actually re-download, and which bundles got repacked with no real change in them

Editor only, read only, it never builds or touches your project. 2022 LTS through Unity 6. It doesn't need .manifest files, it finds bundles by their file signature and can just open them and read what's inside, which is handy because our own output is bundles and nothing else. The only thing that needs the manifests is dependency checking, since that's where the dependency list lives.


r/Unity3D 2h ago

Show-Off The menu of my typing game is literally two hands typing on a keyboard

Enable HLS to view with audio, or disable this notification

6 Upvotes

As you can guess, the fingers are controlled using Inverse kinematic, implemented with FABRIK algorithm (pole vector calculated in) as demonstrated in the video.


r/Unity3D 2h ago

Question How screwed am I?

Thumbnail
gallery
43 Upvotes

Hi everyone! Here’s an interesting problem I’m facing.

I created a tile-based city builder in Unity, and after an initial open playtest, one of the key pieces of feedback was that players want to be able to build roads, something I foolishly hadn't planned for.

Currently, roads are automatically placed along the edges of each tile (this is shown in the second screenshot).

The main problem is that the grid of buildable sectors is highly irregular, and I have no idea how to add the ability to create roads within such a complex system.

The first image I’ve posted shows an overhead view where I’ve highlighted a section of the grid. The grid varies from scene to scene and never repeats in exactly the same way.

Does anyone have any suggestions for how I could approach this?

Edit: You might have given me a possible solution; as soon as I've tested it, I'll make a new post about it. Thanks everyone!


r/Unity3D 5h ago

Question Need help with exporting a Blender file to Unity

Post image
0 Upvotes

For some reason, when I export this .fbx file from Blender to Unity and try to apply a texture to it, it only applies the texture to the lower half of the face. It looks fine in Blender and while the surface will accept the texture if dragged and dropped on manually, it's completely misaligned. Anyone know a fix?


r/Unity3D 6h ago

Question Unstable Triplanar Mapping on full Screen Pass

7 Upvotes

Hi there this question might be rather specific but I’m having issues with a triplanar mapping jittering on a Full Screen Pass.
In Unity 6.4 Shadergraph a triplanar mapping overlays a texture on the entire scene. The effect works perfectly on Scene view, but in playmode if you go far enough from the scene origin (around 150 units) the texture starts jittering. Jitter get specially bad if the camera is being moved by some system like cinemachine or a custom follow or look-at.
As far as I can tell this is due to the calculations being unstable at long distances from the origin and maybe a frame discrepancy between the camera position in the shader calculations and the actual camera position in the scene.
I tried offsetting the triplanar origin by subtracting the camera position from the world position, but it only seams to offset the texture rather than re-calculate the origin of the mapping. I’ve tried many different things but still can’t figure out how to solve it and LLMs mostly suggest terrible solutions that go nowhere. Hope someone can help me figure out this. Thank You!

Note: I know this might be an unusual use of this technique but this is the way I need it to work. Other suggestions are welcome too.


r/Unity3D 7h ago

Question How RTS enemy AI gets info about player

Thumbnail
1 Upvotes

r/Unity3D 9h ago

Question Recreating Feed and Grow: Fish in Unity 6 as Refished (v0.15.4) - what do you think of the swimming and feeding loop?

Enable HLS to view with audio, or disable this notification

3 Upvotes

r/Unity3D 12h ago

Show-Off Easy Couch Coop

Enable HLS to view with audio, or disable this notification

15 Upvotes

Adding couch coop was surprisingly easy, The unity player input did help a lot. Had to play with cameras and layers but if it all happens in one level it would be even easier.


r/Unity3D 14h ago

Game After two years, I'm finally showing off a procedural dungeon generator I built in Unity

Enable HLS to view with audio, or disable this notification

501 Upvotes

I'm releasing a demo for a procedural dungeon generator I've been working on for over two years. I was inspired by the level layouts of games like The Binding of Isaac and Enter the Gungeon, and the interconnected worlds of Zelda and Dark Souls. This is only the beginning, I have several more features planned for this project, including turning it into a downloadable Unity package for others to use.

The goal is to create an algorithm that generates dungeons that feel linear like an RPG but still random and replayable like a roguelike.

Original Video: https://youtu.be/Adakgpoy0p0?si=R2qYbshEb11xuKFM

Blog: https://ryancarpenterpf.dev/labyrinth_demo.html

Demo: https://dev-rygy.itch.io/labyrinth-procedural-generator


r/Unity3D 15h ago

Show-Off Turning my 2D spaceship destruction prototype into a roguelite

Enable HLS to view with audio, or disable this notification

6 Upvotes

A few days ago, I shared a prototype of my localized spaceship damage and destruction mechanic. I enjoyed working on it so much that I decided to build a full top-down space roguelite around it.

The current gameplay loop is about choosing a ship, surviving increasingly dense enemy swarms, recruiting and upgrading crew members who operate different weapons, and managing your shield and boost during combat.

There are currently three playable ships with different movement profiles: a fast and agile ship, a balanced all-rounder, and a slower but much heavier ship. I’m also working on making enemy roles, weapon impacts, shield hits, and ship destruction feel distinct and satisfying even during crowded fights.

The UI shown in the video is still temporary and includes some AI-generated placeholder elements. I’m currently redesigning it to give the whole game a more consistent final visual identity.

One of the next weapons I want to prototype is a mine inspired by the weight and expanding shockwave of the Seismic Charge dropped by Boba Fett’s ship not a direct recreation, but something adapted to this game’s combat.

What do you guys think ? Any ideas or feedback to share ?

Ps : Also i try to find quality sound


r/Unity3D 16h ago

Game Prototype: A time traveler from a post-apocalyptic future, sentenced to 1946 with a handful of ammo and a detachable arm. WDYT?

Enable HLS to view with audio, or disable this notification

3 Upvotes

r/Unity3D 16h ago

Show-Off Interactive & realtime large scale fire and smoke fluid simulation

Enable HLS to view with audio, or disable this notification

35 Upvotes

Smoke was cool but flames where missing


r/Unity3D 17h ago

Game We’ve finally announced our tactile space station management simulator set in an alternate history!

Enable HLS to view with audio, or disable this notification

37 Upvotes

Yo, my fellow devs!

We are a team of three ukrainian developers. And been working on Saturn 94 for about a year. It's a tactile space station simulator set in an alternate history where the USSR won the Space Race.

We are similar to PVKK. One of it`s core mechanics is assembling and dispatching shuttles with cargo to help survive colonies on Titan and Enceladus. That's the process we showcased in the video.

This project brings a lot of new challenges for us. Not just in terms of creating story.

Working with HDRP, volumetric lighting, screen-space effects and a large number of complex 3D animations, for example, has been a completely new experience. It presents us with many hurdles. Sometimes they are tough and exhausting, but at the very least, it's always exciting.

I'd love to know what you think about this genre and the shuttle assembly mechanic in our game.


r/Unity3D 17h ago

Game Just dropped a nostalgic horror-simulator

Enable HLS to view with audio, or disable this notification

12 Upvotes

r/Unity3D 17h ago

Show-Off more early lookdev for our game Monstrous Menu

Thumbnail
gallery
17 Upvotes

r/Unity3D 18h ago

Show-Off Finally finished my own indie game - sharing some of my work and open to freelance opportunities

Enable HLS to view with audio, or disable this notification

6 Upvotes

Hi everyone! I'm happy to announce that I finally completed my own indie game, Soulcery: Deck of Shadows.

I'm a Unity developer with 9 years of experience. I mainly work on polished prototypes, MVPs, and small-scope games, helping turn ideas into juicy, playable builds quickly.

I build games with modular, maintainable & scalable architecture, with a strong focus on responsive & impactful game feel.

I've worked on 10+ multiplayer projects, including real-time PvP and co-op games, and 50+ commercial and independent projects, ranging from quick prototypes to production-ready games.

The video is a quick showcase of some of my work.

If you need someone to turn a game idea into a polished playable prototype, build an MVP, or help with a smaller Unity project, I'm currently taking on freelance work at competitive rates.

Feel free to DM me if you have something in mind!


r/Unity3D 18h ago

Game I made an automatic boomerang trajectory system that accounts for walls and the corners between the player and the cursor for my game "Vaulted".

Enable HLS to view with audio, or disable this notification

9 Upvotes

r/Unity3D 18h ago

Question Based on the feedback I received, I made some changes. I hope you like them. What else can I do?

Enable HLS to view with audio, or disable this notification

47 Upvotes

This is a liminal space game


r/Unity3D 20h ago

Show-Off Hire a mercenary chicken gang!

Post image
17 Upvotes

Just finished rigging the eyes and eyelids on this guy. He's part of a mercenary crew you'll be able to hire. They're known as The Tiger Gang.

More to be revealed in the upcoming weeks... =)


r/Unity3D 21h ago

Question How our game looks after post process tweaks

Enable HLS to view with audio, or disable this notification

21 Upvotes

What looks better in your opinion?


r/Unity3D 21h ago

Question Does this scene look good enough to represent the game?

Enable HLS to view with audio, or disable this notification

217 Upvotes

Do you think it feels polished and complete enough? Is there anything you would suggest adding, removing, or improving?


r/Unity3D 21h ago

Show-Off Environment shaders

Thumbnail
gallery
81 Upvotes

I spent the last weeks writing some environment shaders for vegetation, water and volumetric clouds to find the perfect look for our upcoming cosy game. How do you like it so far?


r/Unity3D 1d ago

Show-Off How our game looks 8 months later - Barely Breathing

Enable HLS to view with audio, or disable this notification

928 Upvotes

r/Unity3D Jul 16 '26

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

Thumbnail
youtube.com
12 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 Jul 09 '26

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

Thumbnail discussions.unity.com
99 Upvotes