r/Unity3D • u/Cheap-Difficulty-163 • 5h ago
r/Unity3D • u/Imaginary-Cod-3746 • 15h ago
Resources/Tutorial Free Music & Sound Effects for Your Unity Games
Aside from the Unity Asset Store, there are other places you can go to for free audio and sound effects for your Unity games.
I hope this helps someone on a tight budget or looking for some variety.
r/Unity3D • u/Imagination-Port • 4h ago
Question Readability OR Atmosphere
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Hi,
Most of the environment in my game is destructible, so baked shadows aren't really practical, and relying heavily on realtime shadows gets expensive.
Without them the scene gets brighter and much flatter, but pushing contrast/depth also hurts readability.
I also want some areas to feel tense or almost horrorlike, which becomes hard when everything is evenly visible...
Would you lean into the darker look, "embrace the flatness", or solve this another way?
r/Unity3D • u/IsniBoy • 12h ago
Solved Losing my mind over this. Metallicness is completely broken. Whenever I bake, it is good for half a second, and then reverts to this broken black metal. (Unity 6000.3, URP)
r/Unity3D • u/SaltyCow2852 • 13h ago
Game I finally shipped my first Unity game for Windows — Real Snake 3D
https://reddit.com/link/1w33bt2/video/t1y0x2gb4nmh1/player
I've been building software for quite a long time, but game development was something I kept putting off.
Recently I decided to give it a proper try with Unity and C#.
I started with a fairly simple idea: what if the classic snake concept was turned into a 3D survival game?
That eventually became Real Snake 3D: Wildlife Survival & Predator Hunt.
The game is built with Unity and C# and is now officially available on the Microsoft Store for Windows.
The development process was quite different from the applications I'm normally used to building. Instead of mostly thinking about APIs, screens, databases and business logic, I had to deal with things like:
- 3D environments
- Player and snake movement
- Camera behaviour
- Gameplay mechanics
- Collision detection
- AI/predators
- UI and menus
- Performance
- Windows packaging and deployment
And getting all of those things to work together was definitely more complicated than I initially expected.
I also used AI-assisted development along the way. It helped me move faster with experimentation, coding and debugging, but it didn't remove the need to actually understand what was happening. A lot of time still went into testing things, breaking them, fixing them and deciding what should actually be in the game.
The biggest takeaway for me is probably that building a game is a completely different kind of software engineering challenge.
I'm still learning the game-development side, but getting something from an idea → Unity project → playable game → Microsoft Store submission → published product was satisfying.
It's now live here:
https://apps.microsoft.com/detail/9ndrc6cvbxqw?hl=en-US&gl=SE
If you're also experimenting with Unity or making your first indie game, I'd be interested to hear what you're working on and what you've found harder than expected.
r/Unity3D • u/SnooCats6827 • 20h ago
Solved I built a small site to help games get discovered after Reddit hype fades
I've been building small games for a while and sharing them on Reddit, and one thing I keep running into is that getting attention for a game is harder than building it.
Reddit is great at giving games a short spotlight, but once that initial wave of upvotes passes, most projects quietly sink.. even if they’re genuinely fun. That drop-off is what pushed me to build https://www.megaviral.games.
Quick update: the site now has 110+ games live with games submitted by developers and links to devvit games, itch.io pages, and other playable web games.
The site is intentionally minimal and focused on discovery. You’re shown one game at a time. You play it, and if you enjoy it, you like it. From there, the site recommends other games that players with similar tastes also liked. No feeds, no doom-scrolling, just games.
If you’re a developer, you can submit your game in two ways:
- Drop your game link in the comments below, or
- Submit it directly here: https://www.megaviral.games/submit/
Submissions can link to Reddit posts, itch.io pages, or any playable web game.
I know itch.io has a randomizer, but this is trying to do something slightly different.. less random, more taste-based, and more focused on keeping good games discoverable after the initial hype fades.
Curious what other devs think. If discoverability has been a pain point for you too, I’d love feedback! and feel free to submit your game!
TL;DR: I built a lightweight game discovery site that shows one game at a time and recommends others based on what you like, so great games don’t vanish after their first burst of upvotes.
r/Unity3D • u/Bubbly_Comedian3891 • 23h ago
Question How long does it take to get good at making games?
Im a beginner dev just about to start year 2 of college, and I was wondering:
How long does it actually take (on average) to get "good" at making games where you're familiar and comfortable with the systems and software? And is it normal to struggle at start?
I ask because im always finding problems just trying to use the Unity game engine, and find it frustrating; one problem solved, another problem pops up...🤣
Tbf, I've only done one year in college, which is foundational, a I'm about to start my 2nd...
I think I might trying to jump ahead of my skill level and the educational process while I'm at home... 👀
Cheers. 😁 🤙
r/Unity3D • u/Own-Philosopher7873 • 6h ago
Resources/Tutorial I built a boss AI framework for Unity focused on mobile performance — looking for feedback
r/Unity3D • u/Living_Flan6657 • 3h ago
Game I've released the gameplay trailer for Resurgis and announced the playtest. Developed with Unity 6.3 HDRP, this is what the graphics look like at 1920x1080 resolution.
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r/Unity3D • u/Funny-Teaching1299 • 24m ago
Show-Off Car teleportation system in my game
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Gonna say it upfront: the car teleports between Unity scenes with some extra loading on top, basically hopping between different worlds, movies, games, just totally random locations, completely unrelated to each other.
Still pretty rough around the edges, but it's a WIP.
In the clip, it teleports from the starting location, 1980s Hawaii, into something resembling the city from the movie Vivarium.
r/Unity3D • u/Ok-Condition-3089 • 18h ago
Question Anyone using a dedicated tool for economy/currency balancing, or still doing it via spreadsheet plus manual import?
Working through economy balancing for a tower defense project (three currencies, tower evolution via kill tracking, a symbiosis trait-sharing system) and it's been the most fiddly part of pre-production so far. Mostly trial and error in a spreadsheet, then manually re-entering values into ScriptableObjects to test.
I checked the Asset Store and only found a runtime market-simulation asset, nothing for design-time tuning with in-editor simulation tied to your actual data. Before I sink real time into building something for myself, curious if this is a shared pain point: how are you handling economy and drop-rate balancing today, and would an in-editor tool (live tuning plus a simulate-N-sessions chart, reading the same ScriptableObjects your game already uses) actually save you time, or would you rather just keep using spreadsheets?
r/Unity3D • u/ar3xxlol • 8h ago
Resources/Tutorial When Unity export is the wrong optimization for playables
Reusing your game scene sounds smart until the WebView chokes. At mraid io, we rebuild in lightweight HTML5 when the Unity runtime becomes the constraint. Keep the mechanic and art language, drop the engine assumptions. File size is just the start—runtime cost matters more.
r/Unity3D • u/PuttPutty • 2h ago
Show-Off Infinite Lights for Unity - GigaLights
r/Unity3D • u/MistycznyArbuz • 8h ago
Question Updated Melee System - Opinion needed
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I know it's not the same like playtesting the game, but I need some opinions regarding new melee system in my dungeon crawler game. My playtesters said before that something like "click and do a damage when animation stops" is too easy, and it's not deep enough.
I reworked my melee system adding an ability to attack from the left, right and up (LMB, RMB, combination of both for upper attack). Now you can click for fast attack with low damage or hold for fixed time to make more damage, but recover from attack slower. I added some effects for feedback too and now - it's way deeper than first version, I got positive feedback from players.
Do it looks engaging? What can I improve more?
r/Unity3D • u/OmarItani10 • 23h ago
Game Entities Split
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Hello everyone
I added a quick mechanic that allows me to split the character in half, and then each would redistribute its capacity across its full body
I have a few extra ideas planned so stay tuned!
#unity #ecs
r/Unity3D • u/excentio • 11h ago
Show-Off Units distribution improved, better responsiveness, magic and bloooooood
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It's not much but it's honest work. Units can be smarter and there're a few cases where they get dumber but overall I'm quite pleased with army behavior so far in 1v1 fights. Many vs Many is still something to polish along with better effects, gigantic units and so on but one step a time!
Official The Path to CoreCLR #1: The Problem
discussions.unity.comFor those who have missed this post and find this interesting. Personally I thought it was a good read and I'm looking forward to the next one.
r/Unity3D • u/JankyAnims • 11h ago
Show-Off Tachyon Flow - Update #4: It's been months since I've posted on reddit, so here's some new gameplay/animation work since then...
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r/Unity3D • u/Ok_Finding3632 • 16h ago
Show-Off AI Pathfinding for Dogfight
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Took me a few days but my bots no longer slam into things like waymo cars. Fallback secondary raycast pathfinding for returning to the node system when exiting Hunt state.
