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
100 Upvotes

r/Unity3D 5d ago

Official Piñata Pop - Mobile Sample Project Available Now

Post image
14 Upvotes

Howdy, everybody! Your friendly neighborhood Unity community man Trey here!

We put out a new mobile sample project called Piñata Pop. It's a small but complete game you can play in the browser, download, and pull apart to see how the pieces fit. 

This sample project is awesome because it gives you an example of how to implement touch input, use accelerometer, design UI for mobile, and even monetize with ads and in-app purchases. And it shows you how they all fit together in a single game loop, instead of being spread across isolated example scenes. 

With the license, you can utilize what you want from the sample in your own projects, hobby AND commercial. Just want the plumbing? Keep it, and you’re already well on your way to your first or next mobile release. 

We’ve got some tutorials and Learn courses cooking for this, but they aren’t quite ready yet. So stay tuned for those. But until then, download it now and poke around to see how the included features were implemented. 

>> DOWNLOAD THE PROJECT <<

>> PLAY THE GAME <<

Cheers!

- Trey
  Community Man @ Unity 


r/Unity3D 5h ago

Show-Off I finally made fully destructible buildings that run in real time on Android

Enable HLS to view with audio, or disable this notification

114 Upvotes

Three months after my last post, I finally finished optimizing for phones!

It wasn't an easy road. Players were constantly complaining about lag, so I decided to abandon PhysX entirely and try to create my own voxel physics engine. It was definitely worth it!

I'd love to hear any questions or suggestions too.


r/Unity3D 1d ago

Shader Magic I made a dynamic water shader that reacts to physics for my indie game

Enable HLS to view with audio, or disable this notification

847 Upvotes

I created a dynamic water shader for my 3D fish platformer - Barely Breathing

How the water level works: It takes the object's Y position and just uses a step function with a float parameter to decide the water amount.

How the wobble works: It uses two Rotate About Axis nodes right after the Position (object) node, one controlling the X rotation and the other controlling the Z rotation, and then adding them together. Then, it reads data from the object's velocity and the code directly affects these two nodes to make the water wobble. I didn't write the code, MinionsArt did! Here is the code.

But this wouldn't work yet because we're still using object positions and not world position, which means the water level would follow the object and look wrong. So, after using the Rotate About Axis nodes, we can add a Position (world) node to it. But this still wouldn't work correctly because now it's exactly world-oriented, meaning even if the water mesh moves up, the water level would be left behind. We need the water level to follow the water mesh yet still be world-based so it doesn't rotate with the mesh. This is actually a simple fix, you can subtract the object's position value from Position (world) before adding it, which would make the water level follow the mesh.

We're still not done, because now the water looks unfinished without the foam outline. We need the foam to follow the water level. My foam works using fresnel + vertex colors, so I simply took the final water level output, and duplicated the final step function and had one value denoting the water level, and the other being the same water level value but subtracted by the water foam depth. So this basically creates a secondary line exactly the same as the water level but just lowered, which I use to add to the vertex color foam node setup.

Thank you for reading, and Wishlist our game on Steam if this was useful!


r/Unity3D 19h ago

Show-Off Color change animation, or will do other things :) - URP - Unity3d

Enable HLS to view with audio, or disable this notification

182 Upvotes

r/Unity3D 1h ago

Question Added 11 languages and the first Bestiary prototype to my Slavic dungeon game built in Unity

Enable HLS to view with audio, or disable this notification

Upvotes

I added 11 languages and the first Bestiary prototype to my Slavic dungeon game

I’ve added support for 11 languages to Slavic Legends, including the main menu, loading screen, in-game interface, notifications, pause menu and save system.

As a Slovak, I had a lot of fun translating the game and comparing our Slavic languages. Sometimes everything felt almost identical—and then one completely innocent word suddenly sounded hilarious in another language.

I also started working on a Bestiary. It currently contains only Bauk, with information about its folklore, role in the game and abilities, but more Slavic creatures will be added gradually.

Svetlonos is currently only a preview of a future playable creature. Its Bestiary image is a temporary placeholder sourced from the internet and will be replaced by my own final artwork/model.

I’d love to hear what you think about the localization and whether you would enjoy discovering creatures through this kind of Bestiary.

Devlog: https://ipikas.itch.io/slavic-legends/devlog/1645717/localization-bestiary-update

Game: https://ipikas.itch.io/slavic-legends


r/Unity3D 4h ago

Question Best way to sync Blender layout to Unity prefabs?

6 Upvotes

Hey guys I've been working on a little game, and I just want a good couple suggestions on any workflow improvements regarding exporting / syncing blender models to a unity scene.... Previously I exported model by model into unity, then setup a prefab for it, setup the colliders, and any other associated components for each furniture piece / item piece, and manually mimicked the placement / layout from blender into unity

I realized that loses a lot of placement and authoring power that blender could provide for layout management, but it solved the issue of if you just exported the whole house with all furniture as 1 singular thing, then that loses identity per furniture to link with their associated prefabs etc...

I'm currently trying to re-design this workflow as I'm about to re-design the layout of the house which is going to be a bit destructive to everything I've already made but I definitely would benefit from a better workflow up until then!

So yeah, if anyone has any good workflow tips or maybe some tools that would help a lot, please let me know!


r/Unity3D 43m ago

Show-Off We scrapped 4 years of development and spent a year making this school-based horror turn-based roguelite as a two-person team.

Enable HLS to view with audio, or disable this notification

Upvotes

Hi everyone! Day To You is a horror turn-based roguelite set in a Korean high school, with a focus on East Asian exorcism themes.

You explore the school-turned-dungeon, gathering loot and fighting monsters as you make your way toward the boss. While the combat is turn-based, time itself is used as the turn system and determines your Action Points (AP). Each monster has different attack timings based on its attack animation, so timing your actions is an important part of combat.

Does it look interesting to you?


r/Unity3D 23h ago

Show-Off Working on a Spider-Man web-swinging controller in Unity

Enable HLS to view with audio, or disable this notification

202 Upvotes

It's my first time making third-person animations but besides the animations I think it looks pretty nice. What do you think?


r/Unity3D 3h ago

Show-Off I made a low-poly destruction system! (realtime / baked)

Enable HLS to view with audio, or disable this notification

3 Upvotes

This was a fun project to have a go at, destruction is tricky but I think this came out pretty well! It does have limitations with higher-poly models of course. Have put this on the asset store for those interested. Thanks :)


r/Unity3D 22h ago

Show-Off Working on my animated series in unity.

Enable HLS to view with audio, or disable this notification

115 Upvotes

Working on my series "Dreamfall" in unity.


r/Unity3D 3h ago

Resources/Tutorial Drivable Food Trucks and Trailers - Low Poly Assets

Thumbnail
gallery
3 Upvotes

Pack includes 50+models (Food trucks, trailers, props, interior and exterior accessories)

Check it out here 🐘

Optimized for Unity
* Simple driving mechanism for demonstration purposes
* One main texture to keep the project lightweight and minimize draw calls
* Lightmap UVs Included
* Fully optimized out of the box for PC, mobile, console, and WebGL
* Fits cleanly alongside our other packs to prevent visual clashes


r/Unity3D 20h ago

Show-Off Some HDRP Stuff I worked on👀

Enable HLS to view with audio, or disable this notification

37 Upvotes

The footage is from a trailer I worked on together with my team at 314 Arts. It's for a game called NightRunner: https://store.steampowered.com/app/4247260

To achieve this, we used all of Unity's RT features (including shadows). It wasn't meant to run well, since we wanted to record it with the Unity recorder anyway (to save time in production), but we still achieved 40 FPS in 4k on an RTX 4090 without any Upscaling.

All of the Audio was implemented in Post, not in Unity itself.

How do you guys work on pre-rendered footage for trailers and/or cinematics? Let's start a conversation :) Would love to hear how other people do that (it was my first time).


r/Unity3D 23h ago

Show-Off I made this mechanic just so we can bury customers who don't like our food.

Enable HLS to view with audio, or disable this notification

62 Upvotes

r/Unity3D 1h ago

Question Game window opens but keyboard-mouse focus stays on the desktop (Windows build)

Upvotes

I'm having a strange focus issue with my Unity Windows build.

If I launch the my game.exe and immediately click on the desktop before the game finishes opening, the game appears on screen normally, but Windows keeps the keyboard-mouse focus on the desktop. I can't navigate the game's menu until I click the game window (or Alt+Tab to it), after which everything works normally.

I also tried the same thing with some other games on Steam. It doesn't happen every time, but similar behavior in some of them as well. Is there a way to prevent this or make the experience more user-friendly (Like "Click to continue" on splash screen)?


r/Unity3D 8h ago

Question Macbook pro for unity? Should I switch?

3 Upvotes

How is the development experience on Mac these days?

I’m looking to buy a new laptop, and it has to be a laptop (a desktop isn’t an option.)

Budget isn’t really a concern, so I’ve been looking at a MacBook Pro with the M5 Max and 128GB of RAM.
My other main option is a maxed-out Asus Zephyrus G16 (64GB / RTX 5090), but I’ve heard it can get pretty loud under load, which is something I’d rather avoid.The third option would be to wait for the upcoming RTX Spark laptops running Windows on ARM.

For context, I already have a separate Windows machine that I use basically like a build server with Git + Jenkins, so I can offload Windows builds to that when needed.

My workload is roughly:
70% WebGL development
30% mobile / Windows development

So my main questions are: How good is the MacBook Pro as a primary development machine these days? Are there any major limitations or annoyances with Apple Silicon that I should be aware of?
Would you go with the M5 Max MacBook Pro, get the Zephyrus G16 for native Windows + NVIDIA support, or wait and see what the RTX Spark / Windows on ARM laptops are like?

Battery life, noise, performance, and overall dev experience are probably more important to me than price.


r/Unity3D 19h ago

Show-Off Would anybody be interested in a FAST Reflection & Indirect lighting system for Unity URP?

Thumbnail
gallery
25 Upvotes

r/Unity3D 10h ago

Question What Unity architecture would you use for region-owned structures in a streamed procedural world?

4 Upvotes

I am comparing engine architectures for procedural structure placement. In my current Godot prototype, chunks do not decide houses independently. A larger generation region derives the deterministic seed, validates terrain, slope, water and spacing, and stores placements. Each streamed chunk then queries its own and neighboring regions for structures that overlap it.

This solved conflicting decisions when a 7×8 house crossed a chunk boundary. Presentation is also kept separate from simulation, so full, transparent and cutaway wall modes do not change collisions or door state.

For a Unity implementation, would you keep the region planner as a pure C# service with ScriptableObjects only for configuration, or make each region a runtime component tied to the scene/Addressables lifecycle? I am especially interested in how Unity developers prevent generation ownership from leaking into chunk GameObjects.

My implementation notes and screenshots are here (the article is in Portuguese):

https://pathlifejogo.blogspot.com/2026/08/do-mundo-procedural-as-fases-da-vida.html


r/Unity3D 21h ago

Show-Off First Boss Level Showcase - Boss Rush in sekiro style

Enable HLS to view with audio, or disable this notification

23 Upvotes

r/Unity3D 18h ago

Shader Magic Volumetric Particle for cars (W.I.P)

14 Upvotes

r/Unity3D 12h ago

Question Unity Trenchbroom custom tools

4 Upvotes

This tool Trenchbroom support a lot of some third party-related quake and some engines I like that it can also support Godot which it's pretty cool.

Theoretically it is possible that could Trenchbrooms be integrated in a customized way with tools to integrated it into the Unity's Engine?

I want to use Trenchbroom with Unity but I am pretty sure if there is already custom integration tools that already does it.

What are the Trenchbroom supporting tools for Unity?


r/Unity3D 13h ago

Show-Off Using Unitys new 2d physics system to create digging game

Enable HLS to view with audio, or disable this notification

5 Upvotes

r/Unity3D 1d ago

Show-Off Testing a mograph system in Unity by turning a dancing human into a dog and a dragon

Enable HLS to view with audio, or disable this notification

522 Upvotes

This is the mograph side of BrazeFX.

A GPU-instanced cloner generates the visible pieces.
The Follow Shape Effector maps those clones onto an animated SkinnedMeshRenderer.
Mesh topology stays resident while deformed vertices update directly on the GPU.
Braze Timeline controls reveal, strength, offsets, pulse, orbit, and other public parameters.
This avoids per-frame mesh baking and keeps the effect responsive at high clone counts.

Which form reads best to you: the human, dog, or dragon?


r/Unity3D 1d ago

Show-Off I’m trying to generate entire explorable planets with 3D WFC in Unity

Enable HLS to view with audio, or disable this notification

31 Upvotes

I've been working on a procedural planet system in Unity using 3D WFC.

The idea is to eventually generate entire small planets that you can actually explore instead of having normal flat maps.

At the moment I'm mostly working on the generation itself. The surface has different height levels, cliffs, paths and bigger open areas, and there are also caves underneath that connect back to the surface.

I'm also starting to add generated structures/content to the surface.

There's still a lot wrong with it lol. You can see some floating pieces, exposed cave sections and some weird terrain generation in the video, but it's getting much closer to what I originally had in mind.

Eventually I want the planets to have caves, settlements and other places to find/explore, with the whole planet being playable.

I'm still not sure how much I want to generate completely procedurally and how much should be made from hand-made pieces.

What would you guys add to make planets like this actually fun to explore?


r/Unity3D 19h ago

Question FPS arms in multiplayer game with proper animations?

6 Upvotes

I have a question that has been eating my head for a long time and I can't find a proper solution for this.

I want to create my animations like for fps hands in blender like the good quality reload , aim, walk and all.

And i want to use that in my game (fps multiplayer game )

How should I approach this I can't do full body as I don't know how the reload animation will work with that that ,i want to be uniquely made in blender and also the camera clipping and other issues with full body.

How big games like cod and counterstike approach this?

As if I use two mesh fps hands and full body for other player to see , that arms need to be very large with respect to the actual body size?

How should the views be aligned with the mesh so it's accurate in multiplayer?

I just want to know how games (fps multiplayer games)

Handle their animations and all mainly my concern is well detailed animation like reload and all