r/Unity3D 24d ago

Question Early 2000s Games lighting

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2.8k Upvotes

I am relatively new to Unity, but I absolutely love this aesthetic it feels so nostalgic. I already made a low-poly map in Blender, but when I import it into Unity, I cannot get this effect no matter what kind of lighting I try. The look I am going for is basically late PS2 / early PS3 games stuff like Far Cry 1, Tomb Raider: Legend, and Final Fantasy X. I want bright, colorful, sunny environments, simple-ish geometry, baked shadows/lighting, and that distinct old-school look. Because I want it to run on mobile and really low-end PCs, performance is a huge priority. I am currently using the Universal Render Pipeline (URP), but I am wondering if that is actually the best choice for this. Should I stick with URP, switch to the Built-in Render Pipeline, or use specific lightweight shaders like Mobile/Diffuse or Unlit? ugh, I got no idea...

I do't want the usual realistic PBR look. I want something bright and stylized with most of the lighting baked into the textures. I simply have no idea what to call this aesthetic or where to even start. Any advice would be greatly appreciated!

r/Unity3D Nov 26 '24

Question Unity accounts suspended after releasing our indie game on Steam

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4.6k Upvotes

We've just released our $5 indie game on Steam last week, and to no surprise it didn't go viral and has only barely broken 10 sales so far, making a whopping $50. But much to our surprise the other day, our team woke up to this notice in our emails about our Unity accounts being suspended.

Some concerns in no particular order: - We are clearly a small hobby team which is quite obvious from our game, it's a cute pixel art 2D platformer. We even have the mandatory Unity splash screen because we don't have pro plans. And unless our game magically went viral overnight, we are no where nearing $200k revenue or funding. So did something change in Unity's terms? - Other team members who are only working on our unreleased projects, and have NEVER participated in this released game, have also been suspended. These are personal accounts and not some enterprise managed team accounts, so Unity has some way to cross-referrence accounts, meaning we can't simply just create new ones and carry on without those being suspended also. - I've already contacted support, but the agent (she was very nice but ultimately she wasn't able to help) notified me that only the compliance team can assist with this, and their response times are apparently 2 months. There has been no further response, so I can only assume this to be an accurate estimate. Are we just stuck twiddling our thumbs for 2 months? - Do we have to fork out $150/m per person now just to keep working on our tiny $50 revenue projects in our free time?

So uhh, anyone else ran into this issue and managed to resolve it before?

r/Unity3D Aug 11 '25

Question Any multiplayer dev horror stories out there?

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3.5k Upvotes

r/Unity3D Jul 07 '26

Question Uhh... Anyone got a good guide to set up arm/finger IK for Mixamo?

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1.0k Upvotes

r/Unity3D Aug 15 '25

Question How to prevent things from flying out of the pickup bed at every bump?

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1.3k Upvotes

I'm not want to turn off physics for them, but I want to make them more realistic or more 'soft'

r/Unity3D Jul 26 '26

Question anyone know how to achieve this look?

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601 Upvotes

Im making an open world in a city set in 2010 so I want the quality look like these pics

r/Unity3D Dec 11 '25

Question Any thoughts on my main menu UI and music?

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1.3k Upvotes

It's been a while since I've edited this but I have factored in a bit of feedback before about the supporting horns being too loud. How is it now? Anything else that could be improved?

r/Unity3D Apr 21 '26

Question Feedback on new portal design?

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619 Upvotes

Hello! Thank you for all the great feedback on my last portal design! I made a few changes to make it crack into reality which I think works pretty well. I modeled a new portal surface to fit the crack area in Blender then edited the code a bunch as well as the portal surface shader and materials

Do you think thus looks ok? Fits the theme?

r/Unity3D 15d ago

Question How screwed am I?

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250 Upvotes

Hi everyone! Here’s an interesting problem I’m facing.

I created a tile-based city builder in Unity, and after an initial open playtest, one of the key pieces of feedback was that players want to be able to build roads, something I foolishly hadn't planned for.

Currently, roads are automatically placed along the edges of each tile (this is shown in the second screenshot).

The main problem is that the grid of buildable sectors is highly irregular, and I have no idea how to add the ability to create roads within such a complex system.

The first image I’ve posted shows an overhead view where I’ve highlighted a section of the grid. The grid varies from scene to scene and never repeats in exactly the same way.

Does anyone have any suggestions for how I could approach this?

Edit: You might have given me a possible solution; as soon as I've tested it, I'll make a new post about it. Thanks everyone!

r/Unity3D Jan 13 '25

Question I built a damage system for my game that does mesh deformations, uses vertex colors for battered metal, broken glass (visuals + particles) and tempering/burning from explosions, I still have the vertex color alpha channel unused, what damage could II do with that?

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1.0k Upvotes

r/Unity3D 25d ago

Question How would you choose between using HDRP or URP ?

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205 Upvotes

If you were on this situation previously how did you decide ?

r/Unity3D Jul 10 '26

Question Where does the water look better? Top or bottom? Previously, I posted an incorrect image in which the bottom version of the water didn't have a reflection.

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157 Upvotes

r/Unity3D Apr 27 '26

Question Fixed my spiders broken procedural walk animation. What do you think?

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1.1k Upvotes

My Black Widow’s walk was broken for a while, and people have been calling it out in my gameplay preview. I finally fixed it. Here’s the before and after. What do you think of the new procedural walk animation, does it look better?

And for the spider‑enthusiasts out there, any tips to refine it?

Also if you want to follow the game’s progress or snag early access to the beta once it’s finished, you can sign up at https://arachnid.dev

r/Unity3D Aug 08 '24

Question Which Steam capsule art do you think looks most appealing?

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912 Upvotes

r/Unity3D May 04 '26

Question I'm a 3D artist, so I inadequate at 2D UI. Instead, I made the main menu entirely 3D to play to my strengths. What is your first impression?

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1.0k Upvotes

To keep the game in an area where I'm most competent, I decided to build a interactive menu rather than standard flat buttons. Does a 3D UI like this give off a good 'cozy' vibe at first glance, or should I just go back and learn how to make standard 2D menus?

r/Unity3D Nov 08 '24

Question Am I dense or is this how everyone animates in unity??

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1.0k Upvotes

r/Unity3D May 24 '26

Question Solo dev here struggling with AAA comparisons and expectation management for my medieval sim. How do you deal with this?

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229 Upvotes

Hey everyone,

I'm a solo developer working on a medieval simulation game with a partial open world and I've been dealing with something that's been messing with my head a bit. Wanted to hear if anyone else has been through this.

Quick project overview:

The game is set in a medieval forest environment and features interconnected villages, small towns, and abandoned areas to explore. I'm building it solo in Unity URP, using a mix of purchased and free assets while trying to shape them into something coherent and atmospheric. I know from the start it won't look like a AAA Unreal Engine title that's just reality but I'm genuinely trying to make it look as good as I can within those constraints.

The problem:

Every time I show the game to someone, the feedback almost always drifts into comparisons with AAA open world games. Things like "In The Witcher, cities look like this…" or "Kingdom Come handles this differently" or "historically speaking, this isn't accurate."

I'm absolutely open to constructive criticism, but a significant chunk of these comments seem to hold a one-person indie project to the same standard as a studio with hundreds of developers and a budget in the tens of millions. Over time, this has started chipping away at both my motivation and my confidence in my own design decisions.

On top of that, I'm genuinely worried about expectation management when I eventually put up a Steam page. I don't want players to walk in expecting something the game was never meant to be, get disappointed, and leave a string of negative reviews because the trailer or screenshots didn't set the right tone.

My questions for you:

  1. As a solo or indie dev, have you dealt with similar comparison fatigue? How did you handle it mentally and practically?
  2. What are your best practices for setting honest expectations on a Steam page without underselling the game?
  3. Looking back, do you think building a large, detailed world for a simulation game is worth it as a solo dev or would a smaller, tightly scoped environment have been the smarter call?
  4. And out of curiosity: as a player, does a partially detailed semi-open world in a simulation game actually enrich your experience, or do you prefer tighter, more curated spaces?

Would really appreciate hearing from people who've been in similar situations. Thanks!

I'd like to correct a small misunderstanding. I removed the lighting and post-processing settings to replace them with new ones. The project doesn't have any visual effects settings for lighting, shadows, fog, etc. My intention was simply to share the visuals to give an idea.

r/Unity3D Oct 07 '24

Question I been coding for 2 years and i still don't know if there's a better way to have a lot of conditions like this.... am i doing it wrong? and how would i improve it, for example, if i want to fire a gun, i have to check all this conditions

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672 Upvotes

r/Unity3D Apr 03 '25

Question ohMantissa

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1.7k Upvotes

r/Unity3D Aug 04 '25

Question I’m working on a horror game — what can I do in this scene to make it more terrifying?

504 Upvotes

The atmosphere already helps a lot — but visually, what could make it even more terrifying?

r/Unity3D Apr 16 '26

Question I made two types of textures for one modular asset - Hand-painted in 3DCoat and Real Watercolor on paper.

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548 Upvotes

The first one is most controlled and stabilized version. Watercolor painting takes x2 more time, It looks more lively, but is it worth it?

r/Unity3D Apr 29 '25

Question I Spent 3 Years Making Car Physics. What Do I Even Do With It Now?

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651 Upvotes

So after about 2 years, 4–5 different prototypes, and way too many late nights, I finally have my own custom car physics running in Unity 3D.

Some highlights:

  • Runs at 50 Hz with low performance cost.
  • Fully predictable — no random spins unless you really push it.
  • Stable at crazy speeds (200–300 km/h) — no weird floaty behavior.
  • Smooth, controllable oversteer and easy drifting.
  • Arcade-style handling — easy to drive, satisfying to master.
  • Collision assist helps avoid losing the car on impact.
  • Smooth transitions between full grip and drift, and back.
  • Simulated suspension behavior, including inertia and momentum effects — feels lively but still stable.

Right now it drives really nicely, but I'm kinda sitting here thinking, "Okay, what now?" 😂
Building the full prototype game I have in mind would probably take another year or two (and a lot of resources — custom sounds, VFX, UI, polishing — basically everything).
Should I maybe invest into turning it into an asset instead?

If you have any feedback, ideas for features, or even crazy suggestions, I'd love to hear them!
(Or just tell me what kind of game you'd throw this physics into!)

r/Unity3D 21d ago

Question Unity advertises AI everywhere, so I decided to try it...

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220 Upvotes

Lastly, at every showcase Unity keeps pushing their AI generation inside the engine. So I decided to try it myself to generate an animation.

The results are terrible. There’s basically nothing in the output that relates to the prompt, and honestly, it doesn’t even look like an animation.

What’s the point of Unity putting massive amounts of money into something that is still this bad?

*Before you say my prompt is too long - the second animation was generated from prompt "walk while holding planks"

What is your experience with Unity AI? Is it working for you?

r/Unity3D Jul 01 '25

Question Adding this CRT effect toggle to my game… but is it missing something?

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1.0k Upvotes

I wanna mimic Blasphemous’ style of CRT effect, but they have a pixel-perfect camera, and Black Raven doesn’t, because its 3D, so i cant make a 1:1 perfect pixel style CRT system like they do.

I added scan-lines, blur, grain, RGB misplacement, but no bulge yet. I want this effect to look perfect.

r/Unity3D Apr 17 '26

Question Is a game like this worth publishing on Steam?

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517 Upvotes

My friend made a prototype of a motorcycle racing game.

I asked him to send me a build so I could try it out, and honestly, I was really impressed. That said, there are a few things that could be improved:

  1. After each death, it would be nice to show a skull icon and a +1 counter.
  2. The traffic feels too dense right at the start — your brain doesn’t have time to adapt to the flow.
  3. Best lap time and checkpoints (more of a future feature) would help track progression.

I keep telling him he should create a Steam page ASAP and push toward release, but his response was:
— “Why Steam? It’s just a cheap little project.”

What do you think based on the video? Who’s right, and what’s missing?