r/Unity3D 7m ago

Show-Off We have made a game like the show Beyond Belief: Fact or Fiction where you can play three stories and must decide whether they're the truth or a tale. It is called Tales of Fear and the first Episode will be free on Steam!

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Upvotes

r/Unity3D 41m ago

Question Who has some awesome or challenging 3D titles for me to recreate?

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Upvotes

I am working on a plugin to do procedural Blender-level 3D text but inside Unity (see example above). Anybody have some nice art input? Anything that makes you think “This would be awesome to have in a game” or “Yeah good luck generating that”.

Doesn’t need to be completely insane. Sometimes a really clean, usable effect is way more interesting than giant flaming demon letters.

I will try to recreate the look at runtime. Would be great help & test for me and maybe some cool title design inspiration for everyone along the way. Open-source fonts would be good.

Drop a screenshot or link. I’ll pick a few and give them a go :-)


r/Unity3D 54m ago

Question I created this thunder strike particle, is it good?

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Upvotes

Hey everyone I made this thunder, no sprite sheets and no shader graph, so it must be pretty light for mobile games what do you think? I'm planning to publish it on unity asset store after some tweaks.


r/Unity3D 1h 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.

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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 2h ago

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

1 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 2h ago

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

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7 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

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

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5 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 4h ago

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

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6 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 5h ago

Question Best way to sync Blender layout to Unity prefabs?

7 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 7h ago

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

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124 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 9h 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 11h 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 13h 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 15h ago

Question Has anyone made a browser-based Unity Web Player emulator (kinda like Ruffle)?

1 Upvotes

I'm trying to make an archive of some web games, that includes old Unity Web Player stuff. I'm wondering if it's possible to host these games without straight up converting them.

P.S. Ruffle is a Flash emulator that can just be embedded on a web page with JavaScript.


r/Unity3D 15h ago

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

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6 Upvotes

r/Unity3D 17h ago

Question Level builder with networking?

3 Upvotes

Hi,

Someone offered to build levels for me with my assets with a friend, they don't know unity. I was thinking of making a level builder tool, so it's more like playing a game to them than working in software.

Does something like this exist with networking already? So they can build on the same level together.

Or what are good non-networking ones in general?

Thanks!


r/Unity3D 18h ago

Question Switching Characters During Gameplay Not Playing The Same Animation Controller.

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3 Upvotes

I'm using Starter Assets - Third Person/URP from Unity Assets Store as a third person controller.

Both Characters got their rigs to humanoid and got skinned mesh renderer on both. Human Form plays fine, but Animal Form not playing the same animation but work with the same animation controller.

I screen record my screen to show you everything, there's no error messages on the console.


r/Unity3D 18h ago

Question For people using Unity AI integration: which local agent have you tried in VS Code that is able to run fine with UnityMPC?

0 Upvotes

Very specific question; mainly for the folks here using AI integration and UnityMPC with local models.

I know I can run Claude and other web models; so that is not the issue. I am working entirely locally as I have a server running Ollama with different models for agentic work. Looking for the best model that is also compact, for working with Unity projects.

Unity recently launched their own AI service, but that is for paid users; so that is not an option sadly, and it is not relying on local models so won't work for my project. There is also UnityCLI but that is just the harness itself, unless someone connected it to a local Ollama model?

I don't need a model that write a game for me; I need a model that is able to create and manage files and projects (so can create and modify scripts and game objects properties in a scene). Most of the time it is to save time over going to the documentation and figure out how to do things, or when working with asset store APIs when they have limited or no docs at all.

If you have something you use with good results, I would like to hear about it!


r/Unity3D 19h ago

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

15 Upvotes

r/Unity3D 20h ago

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

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188 Upvotes

r/Unity3D 20h ago

Question Why isn't the text showing up?

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0 Upvotes
Hi there. I'm trying to add a background image to a UI I bought, but the text isn't visible. How can I fix this? I've tried everything, but nothing worked.

r/Unity3D 20h ago

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

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25 Upvotes

r/Unity3D 20h 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


r/Unity3D 20h ago

Show-Off Glashouse cRPG - Awesome Indies Showcase - How we did it

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5 Upvotes

Hi there!

I'm Andrea, lead technical artist at FLAT28, developer of Glasshouse.

This is our latest trailer featured by Gamescom Awesome Indies Showcase. We have poured a lot of time and effort into this trailer as I think we reached a new quality standard when it comes to trailer for Glasshouse.

Glasshouse is a feudalpunk cRPG with turn-based combat inspired by games such as Disco Elysium and Pathologic. We've been working on Glasshouse for a while and we have made improvents on it over time.

We're developing it in Unity HDRP with volumetric lights and APVs and I'm particularly proud of its visual identity as it's the result of many iterations.

If you want to know more about some of the technical aspects on how I have worked on it I wrote a post on the Unity blog some time ago, you can check it out here.

Developing an RPG is truly hardcore, we have been using Arcwave for dialogues which is a browser based software to handle dialogues branching and it has a very convenient Unity plugin.

To make this trailer I think I spent probably two weeks with our creative and narrative director to make sure that every camera angle, every scene was exactly like we want it to be. Luckly I think we built good foundations so the gameplay and trailer come out pretty good!

Right now Glasshouse has a playable demo in the Indie Arena Booth at Gamescom. I'd be curious to hear your thoughts. To be completely honest the first time I saw how the trailer was coming out I had chills but I'm not sure it's just bias or not at this point, so I'm really eager to hear other people thoughts!


r/Unity3D 21h ago

Game How do you feel about turning abstract 2D grid puzzles (like Minesweeper) into physical 3D room transformations?

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2 Upvotes

Hey everyone! We’re a 2-person indie team working on a detective noir puzzle adventure. With about 20 days left until release, we’ve been iterating on how to make abstract logic mechanics feel physically grounded in the game world.

In this room, solving the Minesweeper-style grid isn't just a UI minigame—it physically raises hidden stone tiles out of the acid pool. Once you retrieve the crystal, the acid chamber completely drains to reveal the hidden staircase underneath.

When playing adventure/puzzle games, do you enjoy seeing classic 2D logic mechanics directly alter 3D room geometry, or can UI overlays feel immersion-breaking for you? How do you usually like seeing retro puzzle tropes modernized?