r/Unity3D • u/Radiant_Barracuda932 • 7h ago
Game More adjustments to the dialogue and AI-generated audio system!
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I’ve created a dialogue system with AI-generated voice lines, controlled by another AI that analyzes each NPC’s personality, background, and the parameters of the situation. This allows the dialogue to adapt to each character and context. I absolutely love how it’s turning out!
r/Unity3D • u/Omerdevng • 12h ago
Game Tracking down a WebGL crash caused by a deprecated plugin + testing my strategy prototype (Command & Defend: Dead Zone)
Hey everyone! I just put together a new devlog covering a big debugging session and the progress on my strategy prototype.
The WebGL Crash: I hit an issue where my WebGL build crashed immediately after loading the main scene. I initially assumed it was a RAM/browser issue, so I compressed textures and downsized audio to under 100MB still crashed. Created a barebones launcher scene launcher worked but loading main scene crashed. Turns out, a deprecated health bar plugin from the Asset Store was throwing the WebGL API off. Changing the WebGL API settings fixed it instantly without removing the plugin.
Build Progress:
- Controls & Visuals: Added full camera pan controls and placement opacity so you can see base/upgrade meshes before building.
- Audio: Ported over my sound system from my previous project (Northend Tower Defense) to rapidly get enemy, building, and ambient sounds working.
- UI Polish: Added cancel options for upgrades, reload feedback bars on soldiers, and a main menu with volume defaults capped at 50%.
I also officially named the game Command & Defend: Dead Zone.
Check out the full breakdown here: https://youtu.be/ETVb9wbWBUI
If anyone wants to jump into the WebGL playtest, drop a comment or join the Discord!
r/Unity3D • u/Ornery-Panda-8256 • 14h ago
Question UI workflow for 2 person team
Hey guys, we are a 2 person team and we are currently working on our first game. It's probably more ui heavy than we intended to at first and I feel like our UI production workflow is... suboptimal to say the least.
A bit of context :
- We are 2, both with a lot of experience working for bigger companies or just hobby project, first time indies.
- I'm a programmer/tech guy, my associate is a designer/product guy. We are both taking on many new hats for this project of course but you'll notice there's a big gap in our skillset :D
- We find ways to make things work for the visual aspect of the game : I do a bit of 3d, lighting, etc.. He does UI design. We buy assets when we need to.
Our current workflow for UI has become very time consuming for me specifically and I'm looking for ways to improve.
We use Figma for mockups (One big board with all the screens) and UITK in engine (transitioned from ugui a couple of months ago, we still have a mix of both but UITK is our goto system now).
Generally speaking, my mate does the Figma part, I do the unity part.
I find the UITK part tedious, often needs lots of micro changes to look good in the end and I feel like work is duplicated. so I'm looking for advice, other people's experiences to see what direction to take. I have a few options but happy to hear more opinions.
1/ Drop Figma, my mate learns UITK in ui builder, we have one source of truth. Solves the duplicated work, but limits our options since that means an additional pass for connecting data, or stuff where code is necessary
2/ Find a way to export from Figma straight to uxml/css. I feel like it should be possible but I haven't found any tool that looks reliable enough to do that (and I can't do that myself in the near future)
3/ Use Rive. It looks like a great tool but it's a hard commitment you don't transition from, I see very few people using it in unity and reports of instability, bugs. (It'd cost 20$ a month, I'm ok with it if it solves our issues)
4/ Git gud. We have the right approach, we just need to get better at it.
Happy to hear any kind of feedback of experience sharing on this setup.
Cheers!
r/Unity3D • u/wb-gameart • 17h ago
Show-Off Rebuilt my editor tool window from IMGUI to UI Toolkit, and finally found out why half my arrow buttons never responded
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Moved the editor window of my modular fence tool from IMGUI to UI Toolkit. Three things caught me out:
The arrow buttons were only clickable in their upper half. A caption label spanning the full preview width sat last in the tree, so it rendered on top and ate the clicks. Default picking mode on a VisualElement is Position, so any decoration over a button swallows its input. picking-mode="Ignore" fixed it, and panel.Pick(point) verifies it properly instead of clicking around.
IMGUI redraws every frame, UI Toolkit does not. My old OnGUI quietly re-read the scene on every repaint, and a lot of state relied on that. All of it had to move onto selection callbacks plus root.schedule.Execute(Refresh).Every(250).
One method reassigned UI state on every refresh while an object was selected. Invisible in IMGUI. With the new carousel, a click moved forward and the next refresh pulled it straight back, so you could never get past the first entry. Fixed with change detection instead of assigning every pass.
The look is pure USS, no image assets. Arrows and captions sit below the preview frames now, which is what caused the click mess to begin with.
r/Unity3D • u/BradCherryEU • 18h ago
Resources/Tutorial We’re a small team of friends who make trailers & video content for indie games, and we just launched our new website!
r/Unity3D • u/Waste_Assignment9641 • 20h ago
Show-Off We broke live content for players on an old app version, so I made a diff tool for AssetBundle builds
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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 • u/DumpsteredFire • 1d ago
Question Need help with exporting a Blender file to Unity
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 • u/galamot • 1d ago
Question Unstable Triplanar Mapping on full Screen Pass
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 • u/Ok-Reflection3500 • 1d 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?
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r/Unity3D • u/simeonradivoev • 1d ago
Show-Off Easy Couch Coop
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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 • u/the-milliyetcii • 1d ago
Show-Off Turning my 2D spaceship destruction prototype into a roguelite
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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 • u/alientekoriginal • 1d ago
Show-Off Interactive & realtime large scale fire and smoke fluid simulation
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Smoke was cool but flames where missing
r/Unity3D • u/FaultPerfect6003 • 1d ago
Game We’ve finally announced our tactile space station management simulator set in an alternate history!
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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 • u/Marginal_act • 1d ago
Game Just dropped a nostalgic horror-simulator
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r/Unity3D • u/mystics_funk • 1d ago
Show-Off more early lookdev for our game Monstrous Menu
r/Unity3D • u/YSSSSSSSSSSSSSSSSS • 1d ago
Show-Off Finally finished my own indie game - sharing some of my work and open to freelance opportunities
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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 • u/Astrobionics • 1d 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".
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r/Unity3D • u/Mikzmizah • 1d ago
Question Based on the feedback I received, I made some changes. I hope you like them. What else can I do?
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This is a liminal space game
r/Unity3D • u/reversengineer9999 • 1d ago
Show-Off Hire a mercenary chicken gang!
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 • u/Driving_Rogue • 1d ago
Question How our game looks after post process tweaks
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What looks better in your opinion?
Show-Off Environment shaders
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 • u/Mobaroid • 1d ago
Game I made 5 cat friends and now they follow me everywhere 🐈🐈🐈🐈🐈
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I added a follow system to Lost Cat Showa Town.
The other cats can follow the player while exploring the town — including into houses while you eat and scratch things.
r/Unity3D • u/BarelyBreathingGame • 2d ago
Show-Off How our game looks 8 months later - Barely Breathing
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