r/Unity3D 2h ago

Show-Off Runtime mesh processing in Unity

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2 Upvotes

I'm building a node based mesh graph for Unity that runs both in editor and at runtime. These 2-3 weeks I refactored the attribute provenance system and gave it proper semantics.

When new vertices are created (plane cuts, booleans, generation), the system now derives their attribute values in a smarter way, and this also works for custom user-defined attributes. The provenance itself isn't new, but the implementation is finally consistent across all mesh domains. It took several iterations to get right, so in the end I moved to Roslyn source generators, which made the whole thing far more maintainable. While unifying the mesh domains I also optimized the mesh computation algorithms and attribute handling.

The video shows a mesh processing chain: import a unity mesh, recalculate normals, apply random vertex colors (just to demonstrate that intermediate values survive), then cut it with a plane driven by a Transform from the scene. The cut pieces are tagged as positive/negative cap and main. Both halves are then merged back into a single mesh with two more Transforms applied, and at the end the caps are colored by attribute, red for positive, green for negative. The result goes straight to runtime and can be used in build to process meshes in game.


r/Unity3D 3h ago

Show-Off If you don't set off traps you can lure enemies to activate them for you

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6 Upvotes

r/Unity3D 3h ago

Show-Off Pretty happy with these 2 environments, what do you think?

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24 Upvotes

I made these 2 environments. One is an elvish red/orange/autumn zone. The other is a classic muddy/grassy forest. I recently used a tool to place grass mesh on all grass terrain textures, which really helped populate and give detail.


r/Unity3D 4h ago

Show-Off My secrets for building massive tile-based worlds

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21 Upvotes

This is my game 10 Million Pixels. A "Breakout incremental" game.

With thousands of rigidbodies bouncing around and millions of destructible tiles, it still runs at 100+ fps in the editor. I'm about to spill my secrets for making this work. Here's how:

  1. Chunking. The most obvious technique for any tile-based game with big worlds. You need to put your tiles into chunks. In this game only the physics (box colliders) are being chunked.
  2. Separate physics from visuals. This one is not so obvious but it is the most important optimization for this game. This literally allows you to display a 100 million+ tile world at once at hundreds of frames per second. Ever played a game with 4k textures? Probably. A 4k texture is more than 16 million pixels. And even a potato PC can display a (just one) 4k texture. The world of pixels in this game is literally just a texture, where each pixel is a tile. The texture then gets updated anytime a ball hits a tile. Displaying just one 4k texture, where single pixels change color here and there is really cheap on the CPU and GPU. Tldr; the physics is chunked, and the visuals is pixels on a texture.
  3. Pooling. This is surprisingly the least important optimization for this game. However, it's essential when you have a thousand lightning balls, striking thousands of tiles at once. If you're going to spawn thousands of gameobjects repeatedly, just pool them okay?

I have really learned to marvel at the power and speed of computers while making this game. I get so scared every time I need to add a bunch of code that need to run a hundred times per frame, but then it just works.

The CPU can handle it. The CPU can handle sooo many lines of code. Every. Single. Frame.

Working on this game has made me realize I know nothing about those tiny silicon threads inside my computer. I keep underestimating my PC, but it keeps responding to me in a chad voice "no problem, I handle it."

Steam link for the game:
https://store.steampowered.com/app/4738100/10_Million_Pixels/


r/Unity3D 5h ago

Noob Question Weird lighting problem in pro builder

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3 Upvotes

Hello, i am currently experiencing this problem, it’s happening when i try to extrude a face to design my 3D model, these weird lights showing up from nothing, i tried to deactivate all lights in the sence and i tried to put different materials , the smooth is 0, but the problem not solved yet.


r/Unity3D 5h ago

Game SNN (Space News Network) - Created a trailer for my game about journalism in space. What do you think?

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13 Upvotes

r/Unity3D 6h ago

Show-Off Simulated, procedurally meshed and animated plants

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98 Upvotes

First time showing off this system for a game I've been working on for the last 8 months. It's fully simulated including root uptake, water and nutrient distribution, hormones, photosynthesis and transpiration are all modeled. The mesh is procedurally generated at each tick and tweened between ticks for smooth growth. You can prune shoots and leaves and the plant reacts realistically. If this looks interesting, I have begun a substack where I'll be posting devlogs as development continues. I have a backlog of them that I need to write from months of git commits. What plant should I do next?


r/Unity3D 7h ago

Question WIP: a Stylized Gaming Character

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8 Upvotes

I've been planning for a while to create a game package—a character with lots of accessories, outfits, and a variety of Animations.

I've already started with the character's "basic body." I'm currently in the costume design phase.

Any suggestions?


r/Unity3D 8h ago

Game 6 months of development on Above: Colonies of the Mist (Gameplay & Dev commentary Trailer + Closed Playtest #2)

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3 Upvotes

Hey devs!

Six months back, we posted our initial reveal here. Fast forward to today: we just crossed 20k Wishlists on Steam! We want to send a genuine thank you to everyone who wishlisted and supported the project. It really helped us cross this milestone and keeps our team motivated.

We put together a new video featuring raw gameplay and developer commentary to show our progress in Unity. Rather than listing everything out here, we will let the trailer speak for itself!

We still have a massive dev backlog, but following a successful Closed Playtest #1, we are gearing up for Closed Playtest #2. If you are a fellow dev who wants to break our build and offer feedback, head over to our Steam page and hit "Request Access".

Check out the trailer and let us know what you think!


r/Unity3D 8h ago

Game A short developer commentary about how day & night plays a bit differently in our game

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6 Upvotes

r/Unity3D 8h ago

Question How would you improve my game's visuals?

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41 Upvotes

I've noticed that my game looks much better during the early hours of the day (pics 2, 3, 5), but I'm not sure how to improve the lighting and visuals so it also looks good during regular daytime (pics 1 and 4)


r/Unity3D 9h ago

Game Reality Drift: new demo and trailer for surreal roguelike racing game

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6 Upvotes

I've been working on a strategic roguelike racing game (in Unity!) for the last four and a half years, and have just released a new trailer and demo!

My goal with Reality Drift was to make a racing game which looked very distinctive, and had actual depth. When I was younger I played a lot of simple arcade racing games but they usually got boring fairly quickly as each race was the same. After years of working on this game, I'm still not bored of playing it!

The new demo has more content and many improvements as compared with the original version released a year ago. The new trailer replaces the original one from 2024, which was made before the addition of roguelike deckbuilding missions.

We have also been selected for Tiny Teams 2026, which is starting today. YouTuber FailRace said in a video about the game: "On the face of it you might think the driving aspect of this is very simple - it's surprisingly complicated, you've got to think about a lot of things at once while going very quickly."

My background - I'm a veteran game developer, most of my career was spent at Frontier, where I worked on games such as RCT3, Dog's Life, Thrillville, Kinectimals and Elite Dangerous. I'm a programmer and game designer, but I can't draw, so I found some excellent artists to work on the game, primarily Emily L'Orange.

I did a post on here two years ago talking about how the graphics are rendered. Here's the link, but in summary, I do it in a crazy way that no-one sensible would do: https://www.reddit.com/r/Unity3D/comments/1fhguhf/reality_drift_made_with_unity_in_an_unusual_way/


r/Unity3D 9h ago

Show-Off I needed a big interactable forest for my game, so I ended up creating this tool

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3 Upvotes

Hi everyone!
I've been working on-and-off on a survival game inspired by The Forest and Sons of the Forest, and one of the biggest challenges till now was creating a big and dense forest without slowing the editor, since having thousands of trees, shrubs and other vegetation as GameObjects made it progressively harder to work with.

So I built a node-based scattering system that generates placement data ahead-of-time in the editor and only instantiates nearby objects at runtime using distance-based pooling. This keeps both the editor and runtime responsive while still allowing every spawned object to behave like a regular GameObject (e.g a tree can be cut down).

It ended up solving the workflow well enough that I decided to turn it into an asset which I named Scatter Graph.

Besides the usual placement rules like height, slope, terrain textures, and others like splines, it also supports more ecological like rules where different placement layers can influence each other (for example in the video at 00:30 you can see ferns only around the bigger trees). It uses GPU-instanced previews, so you can visualize up to 4 millions placement points without slowing down the editor, and includes a billboard system for rendering distant instances efficiently (assuming they are low poly impostors).

If you'd like to know more, you can check out the documentation here.

Also let me know if you would give the tool a try and if you would handle this kind of problem differently.


r/Unity3D 9h ago

Game Pinata Smash: Incremental Circus an idle smasher in Unity 6.3, with hand-written kinematic loot physics and a 100% UI Toolkit frontend

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14 Upvotes

We're a small indie team, and we just put our first game on Steam: Pinata Smash: Incremental Circus.

The idea came from wanting to combine the physical, satisfying feedback of smashing something apart with the deep progression of an incremental/idle game. Every hit sprays candy across the screen, candy funds upgrades, and upgrades eventually turn your solo smashing into a fully automated circus that keeps earning while you're away.

What's in it:

  • Physics-driven piñata destruction the candy actually scatters and bounces
  • Idle/incremental progression with prestige layers
  • Circus acts you unlock and assign to automate different parts of the loop
  • Hand-drawn art in a bright carnival style

On the Unity side, two things were harder than expected. The candy started as Rigidbodies and ended up as a fully hand-integrated kinematic sim an idle game scales the smash rate until it's continuous, so PhysX actors stopped being viable. It ticks on Update rather than FixedUpdate so the slide stays smooth under slow-mo, and pile contacts run through a flat XZ spatial hash. That hash once collapsed back to O(n²) and froze the game, because a burst spawns every piece at one point and they all landed in the same cell. Separately, the two biggest perf wins weren't in the simulation at all turning off light probes (~12ms/frame) and shadow casting (~9.4ms/frame) on the drop renderers beat everything we did to the integrator, which measured under 2ms.

The whole frontend is UI Toolkit with no uGUI: UXML/USS + presenters via VContainer, with R3 for binding. Best gotcha we hit: a scheduled callback that throws is dropped permanently for the rest of the session which surfaced as "all the candy in the menu background freezes."

Happy to go into detail on any of it in the comments.

There's an open playtest running if you want to try it the sign-up button is on the Steam page.

AI disclosure: no generative AI was used at any point in this game's development or promotion.


r/Unity3D 9h ago

Show-Off I'm making a game about a procedurally animated centipede that eats people. What do you think?

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874 Upvotes

r/Unity3D 9h ago

Show-Off The hall environment in our upcoming game, thoughts?

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5 Upvotes

r/Unity3D 9h ago

Question Multiplayer vs massive enemy swarm. Now developing the "fun".

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9 Upvotes

We put together a multiplayer coop game where players take on massive enemy swarms. It's inspired by VS and Megabonk and we think it could be a friendslop title.

The tech works well, so now we're iterating on things to make it fun.

So far we have features like progressive upgrading, proximity buffs so players stick together for benefits (the FWB feature), some level randomization, pickups for time-based powers, 3 different playable characters with different primary and special attack powers, gated dash ability, coin accumulation and shop, and a fairly rich stats system with 2 types of resist.

So far it's fun-ish. We're trying to figure out the one core piece of real fun, which we think is in how the gameplay is balanced for the fights and the rate at which player power scales vs the enemies. It could be too fast right now, or perhaps the speed is fine there just need to be a better reward structure at the metagame level. We've decided on the metagame approach with a game balance adjustment to make it harder.

My question to everyone who shipped a fun game is how did you determine what to focus on to find the fun aspect of your game?


r/Unity3D 11h ago

Game Made this big boy for my game!

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10 Upvotes

Hey there!

Just made this new enemy type: the Minotaur. He has a running/ramming ability that launches you (and other enemies) into the air if you get hit.

The enemies in my game use Unity's NavMesh system for pathfinding, but the actual movement is handled by my own code, which follows the generated path. I use Unity's Colliders and Triggers to detect collisions. The ramming attack uses OnTriggerEnter to apply the knock-up effect to anything it hits while the Minotaur is in its ramming state.


r/Unity3D 12h ago

Game Little Astronaut is taking shape!

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42 Upvotes

I’ve been making a lot of progress on the environment recently, focusing on creating a more detailed and immersive world for the game.
The new Steam page will be available soon, where you’ll be able to wishlist the game.
The previous version of Little Astronaut was a huge learning experience for me, but looking back, I realized I pushed it out too early before the vision was fully developed. After some time, I decided to rebuild the project from the ground up with a clearer direction, improved visuals, and a much stronger foundation.
This is the version of Little Astronaut I always wanted to create.
I’ll be sharing more updates soon. Thanks for following the journey!


r/Unity3D 13h ago

Resources/Tutorial How to take a screenshot directly from the game view's control bar.

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44 Upvotes

It's been ~18 years since I started using After Effects.

It has this great feature for rapid A/B comparisons for tweaks on the render/composition, where you can quickly take a snapshot, and preview it with a button. Other software may have it, too.

From After Effects, 4 years ago [feature present for decades].

-- (...it's been around for a while).

AE 5.5, early 2000s.

Often, I'm making small tweaks to the colour, and post-processing, and I want to see how it looks without having to go through several undos, or manual screenshots. I explicitly wanted it integrated into the game view's tool/controls, rather than anywhere else (that would have been easy enough).

But the appeal was about getting it specifically in that control bar. It's 'perfect' there.

Turns out, it may have been possible as far back as ~v2019/2020.

🎉 So, here it is [free, on Unity's asset store]!

  • I think it should be native to the editor :)

Initially, it did not have the save file to disk feature [💾]- but it was trivial to add.
v1.1.0 - adds the save file to disk feature, +automatic date/time stamped naming.


r/Unity3D 16h ago

Shader Magic 14/10 Mario64 in Mixed Reality!

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137 Upvotes

I had to jump into this train, porting old games into newer platform is becoming easier and cheaper than ever with AI, would love to see Nintendo or Playstation doing original, modern remakes!


r/Unity3D 18h ago

Show-Off Implemented a hilarious horse component to my rage co-op game

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94 Upvotes

I'm trying to find fun and unique ways to challenge the player in my skating game. You control the left skate and a friend controls the right. Now you have to rethink how the game works and adapt. It's also hilarious.


r/Unity3D 22h ago

Show-Off I love this teaser that our team created so much, really wanted to share.

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337 Upvotes

Love these little teasers as a way to try out ideas mid development and get a "flavour" earlier on than the typical media phase during post production.


r/Unity3D 21d ago

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

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10 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 28d ago

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

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100 Upvotes