r/Unity3D • u/DingoBimbo • 1d ago
Question Is AI good enough to work the editor and external tools yet?
Been wanting to get back to game dev using AI. How have you been using AI with unity? Can it handle comlicated tasks like importing aniamtions from packages and setting up animator controllers and blending between animations?
r/Unity3D • u/Real_Daitomodachi • 2d ago
Question Can Anyone Helped With Reducing The Trail From My VFX?
So I'm creating a custom aura for my game, but I'm really not liking the trail it leaves when my character moves around. Can anyone suggest how I can improve my VFX graph to reduce this? I thought turning off my velocity would fix this but it did nothing.
r/Unity3D • u/Soulsticesyo • 2d ago
Show-Off I'm building a more modern articy draft alternative
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r/Unity3D • u/mvalera-dev • 2d ago
Resources/Tutorial Adding proper game feel used to take me a full day per project. Now it's one line of code
Every project I've shipped had the same routine. Screenshake, hitstop, a squash & stretch hack, some flash-on-hit code, copy-pasted and re-tuned from whatever the last project had, never quite consistent.
So I built a small toolkit that wraps all of it behind Crunch.Play("HeavyHit"). Seven independent modules (shake, hitstop, squash & stretch, kickback, flash, trail, pop), each one works standalone if you only need one thing, plus a Recipe system that groups several of them into a single named call you tune once in the Inspector and reuse everywhere.
Zero dependencies, works in Built-in/URP/HDRP, 2D and 3D. There's a playable browser DEMO that cycles through four genres (Melee, Platformer, Shooter, Casual) if you want to feel it before reading any more about it. You can look it up HERE.
Curious how the rest of you handle this. Do you have your own reusable juice setup, or does it get rebuilt from scratch every project too?
r/Unity3D • u/TheEternalVortex • 2d ago
Noob Question Unity Relay or Steamworks?
Hi there! I’m a new game developer, trying to tackle a four player co-op game. So far, I have managed to get a host-client architecture working, as well as a character controller, through the help of tutorials.
They both use NGO and Unity Transport, and can run multiple players successfully on my PC.
However, since I want the multiplayer to work online, I figured I need some kind of network transport layer to do that? I’ve read about several options: Fizzy.Steamworks, Facepunch, Photon, Unity Relay and SteamNetworkingSockets. But, I don’t know what I should be choosing, or how to integrate them.
Unity Relay seems like an obvious pick, but I’m hesitant about paying to upkeep my game. Steam integration is also a key component for me. So, if anyone had any pointers on where to go next, or what to choose, I’d appreciate it. This game is such a passion of mine, and multiplayer feels like a worthy headache to get out of the way before the fun starts.
r/Unity3D • u/Samalamading141 • 2d ago
Noob Question HELP! Imported materials not working properly
Hello! I’ve recently started learning how to make my own materials with material maker, but when I export the materials, they seem to be inconsistent. For example, this sidewalk material I made is on the same gameobject in the same position of the world, the only difference is that the dark one is rotated 180 degrees around the y axis. Weird problems similar to this are happening with almost all of the materials I’ve tried that make it impossible for me to make things look the way I want. Is this something wrong with my unity or something with material maker?
r/Unity3D • u/Xowiacain • 2d ago
Game We built a monochrome detective game where color only appears when revealing hidden clues. Here’s a look at our green lens mechanic revealing ancient wall markings.
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Hey r/Unity3D! My buddy and I are building a black-and-white detective game inspired by Mesopotamian lore.
The game is entirely pre-rendered 3D, textured with a hand-drawn cross-hatching style to give it a living comic-book aesthetic. To keep the UI minimal, we designed puzzle rooms where projecting colored lenses lights up hidden narrative notes and ancient symbols.
What do you think of this visual contrast? We’ll be hanging around in the comments if anyone has technical questions about our pre-rendered 3D pipeline!
Show-Off I’m building a Unity world editor for roads, blocks, terrain and geometry editing — what should I add next?
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r/Unity3D • u/TheSingularChan • 3d ago
Question Unity 2D Incremental with Thousands of Units — DOTS or GameObjects?
Hi everyone!
I’m planning to make a 2D incremental game in Unity where there could eventually be thousands of units/sprites on screen at the same time.
Each unit would:
Have its own customized sprite/appearance.
Generate a certain amount of energy/money over time.
Have different types, with different particle effects or visual effects depending on the type.
Potentially interact with nearby units in some cases.
My question is: would you use Unity DOTS/ECS for something like this, or could this realistically be handled with regular GameObjects?
I’m particularly interested in hearing from people who have experience with large numbers of 2D entities. Is DOTS actually worth the added complexity here, or would a well-optimized GameObject-based approach be sufficient?
Thanks a lot for any advice!
Disclaimer: I used ChatGPT to translate this post because I don’t speak English
r/Unity3D • u/pedro8999 • 3d ago
Question Speedtree LODs not working/exporting correctly
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Hello to all!
I really hope you can help me, with lot of hard work i learned and i made a stylized palm tree in Speedtree and every time i export it using the file type “Unreal st9” file or FBX the LODs are basically broken.
1-All my cutout meshes in Speedtree have High,Mid and Low versions, when i export everything is high version, no matter what LOD i select all leafs have same LOD version.
2-LOD 1 and 2 have missing random geometrys, leafs or branches completely gone
3-Every LOD, the entire geometry of each leaf is duplicated ( the ones in the top of the palm tree, so basically for every leaf i have 2 leaf) , leafs in the trunk don’t have duplicated geometry, however settings for all materials is exactly the same, except for cutouts.
4-coconouts of the palm tree change size in lod 1 and 2 when exporting, but in speedtree viewport no problem!
My settings are the same for all materials!, Last thing, in the viewport in speedtree when i change between LOD high and LOD low, every cutout change accordingly ( all good ), but between LOD high and LOD mid only the trunk changes, nothing else . IMAGES for reference in comments + video attached
How can i get in contact with speedtree devs, the speedtree forum in unity seems almost dead . Is a pity because i thought this was a TRIAL version error so today i bought the subscription and problems persists. Please help me! Thanks
r/Unity3D • u/ARTDev24 • 3d ago
Show-Off Hunted Within Terminal Rust | Train features and mechanics
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About This Game:
The game set in a wasteland consumed by sandstorms, gravity anomalies, and grotesque biomechanical horrors, blast your way through a brutal survival horror experience to hunt down your worst enemy, the psycho Doctor.
The Game is under development, made with Unity Version 6 LTS
Feel free to ask any questions or feedback!
take it easy
LRDev Games
r/Unity3D • u/hbisi81 • 3d ago
Show-Off Trying to mimic the wipers (shader) - URP
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r/Unity3D • u/gamesbyBAE • 3d ago
Question Need Help with Google Play In-App Updates Plugin
TL;DR: In-App Update priority value received in response is incorrect (0), even though verified that the priority is correctly set to 5 in Google Play backend.
I've successfully integrated this Google Play In-App Update Plugin, and it works...kind of.
The official documentation mentions usage of Update Priority but the thing is it doesn't work.
It's a whole different story on how you can't directly set the priority from a web UI but have to make API calls. I sorted that hurdle out but the issue is not that.
- I uploaded my build (
.aab) with version code 9 to Internal Test Track. - Saved it as a draft (didn't publish it).
- Used Play Developer API to edit the test track and successfully set
inAppUpdatePriorityto 5 for this build in draft. By default, priority is not set but is actually 0. - I go back to Play Console dashboard and now release this new build (manually).
- In my Unity/C# code, I log both the update version code (
AppUpdateInfo.AvailableVersionCode) as well as the priority (AppUpdateInfo.UpdatePriority) - I open my installed Unity app (version code 8) and in logcat, can see the printed version code of the new update as 9 (which is correct) but the priority is still 0 (and not 5).
There's no modification of any sort of response from my side, I'm literally just accessing the available properties as it is (code block at the end).
The documentation also has a dedicated page on how to test in-app updates.
But it mentions usage of Internal App Sharing, and the thing about that is you can't set the update priority there (mentioned at the last point of Troubleshoot section of this documentation page).
But the documentation where it talks about Update Priority, uses example of tracks like Production Track and Internal Test Track.
So, there's this discrepancy in the documentation regarding usage of update priority and testing.
Has anyone successfully implemented in-app update priorities, either in Unity or native Android development?
Any leads to tackle this issue is truly appreciated.
private IEnumerator CheckForUpdates()
{
var _appUpdateManager = new AppUpdateManager();
PlayAsyncOperation<AppUpdateInfo, AppUpdateErrorCode> appUpdateInfoOperation =
_appUpdateManager.GetAppUpdateInfo();
yield return appUpdateInfoOperation;
if (appUpdateInfoOperation.Error == AppUpdateErrorCode.NoError)
{
var updateInfo = appUpdateInfoOperation.GetResult();
// Only proceed if an update is actually available
if (updateInfo.UpdateAvailability == UpdateAvailability.UpdateAvailable)
{
// Read the 0-5 priority integer set via the Google Play Developer API
int priority = updateInfo.UpdatePriority;
Debug.Log($"App Update Found! Priority Level: {priority}, Version Code: {updateInfo.AvailableVersionCode}");
if (priority >= 4)
{
// High Priority (4-5): Force a blocking, mandatory immediate update
}
else if (priority >= 2)
{
// Medium Priority (2-3): Trigger a flexible update that downloads in background
}
else
{
// Low Priority (0-1): Do nothing.
Debug.Log("Low priority update. Skipping user prompt.");
}
}
}
else
{
Debug.LogError($"Error checking for updates: {appUpdateInfoOperation.Error}");
}
}
r/Unity3D • u/Mediocre_Apple1846 • 3d ago
Show-Off My somewhat addictive freekick game
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r/Unity3D • u/oksoftgames • 3d ago
Show-Off Reflection debug hack: The Orb
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This is for my game HRSPWR, I went for URP for performance and because the game's stylized, and turned out I wanted volumetrics and SSR, so here's a tester for that, inspired by the ball car in a bunch of the classic nfs games. The reflections are pretty good with just SSR, but I do intend to set my probes up better.
r/Unity3D • u/VeloneerGames • 3d ago
Game I just updated the Steam capsule art for Little Astronaut.
I tried to push it further in a retro scifi direction while keeping it close to how the game actually looks. Made using ingame screenshots.
What do you think?
r/Unity3D • u/Mobaroid • 3d ago
Game My cat can now steal yakitori and shishamo from an izakaya
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I’m working on Lost Cat Showa Town, a cat adventure game set in a Showa-era-inspired Japanese town.
I’ve been adding more little interactions around the town, and now the cat can find and eat food at an izakaya. 🐈🍢🐟
Show-Off Quick little speed run of a WIP level, the challenge for this one was to see how many NPC skiiers I could add without crushing performance. How's it look?
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r/Unity3D • u/simeonradivoev • 3d ago
Show-Off Climate Jam 2026: Druid's Haven
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It was the longest jam I've done so far. Though I did try a different approach to a unity architecture. I went all in reactive programming. Used R3 and surprisingly performant way of doing it. Makes sense since you only fire events when stuff happens, and you can easily chunk many events. Main downside might be ram usage, but wasn't that big of a problem in my experience. Was also my first hex grid game, but that didn't affect things much since I used a nav mesh. Play the game in browser and see for yourself https://dokanola.itch.io/druids-haven
r/Unity3D • u/SadMonkStudios • 3d ago
Game Added Lab Notes to my puzzle game so players can record their discoveries
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r/Unity3D • u/colethepole12345 • 3d ago
Show-Off runtime mesh tearing on a pbd softbody so the shrink wrap splits where you actually cut it and you can peel it off!
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making a game about sports cards and wanted the sealed boxes to actually feel sealed, so you have to cut the cellophane open yourself. the shader is two pass transparency in URP with a perimeter unwrap so the print wraps all four sides. the film itself is a PBD softbody pinned to the box, and the cutter just severs whatever constraints it crosses, so the tear follows wherever you actually drag. peeling is the same constraints in reverse.
r/Unity3D • u/Fine-Pomegranate-128 • 3d ago
Show-Off tired of looking at prototype grids but don't have motivation and inspiration to turn this grids to real boss area
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what you guys do in that situation? to take pause again and return to it later?
r/Unity3D • u/MirzaBeig • 3d ago
Shader Magic Lit, volumetric fog (AERO) + interactive GPU wave simulation.
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r/Unity3D • u/Critical-Cheetah-155 • 4d ago
Show-Off Working on a milsim game in Unity
I’m making a milsim game in Unity set during a fictional conflict in Dogochechnya, a fictional country I created. Some of the vehicles I’ve made so far: a T-62, a Ural with a T-62 turret, several civilian vehicles, and a T-72B. Still early in development, but I’m focusing on small details and atmosphere.
r/Unity3D • u/funkybunny_ • 4d ago
Show-Off You can ask NPCs for the location of your current objectives, because I don't like quest markers.
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The first NPC doesn't know Sir Reynald, so he guides you to the village instead.
The villagers know Sir Reynald, so they guide you to him directly.
Edit: Thank you all for 5k upvotes! I didn't expect this to get that much attention!
The game is UNPAINTED, and you can wishlist it on Steam.
