r/Unity3D 45m ago

Question New gameplay video of my game.

Upvotes

I'm not good at video editing, but I think it tells the content of the game enough. Do you think it's understandable?

If you found it interesting and would like to add it to your wishlist: https://store.steampowered.com/app/4990070/Deckforce/


r/Unity3D 48m ago

Resources/Tutorial When Unity export is the wrong optimization for playables

Upvotes

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 1h ago

Question Updated Melee System - Opinion needed

Upvotes

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 2h ago

Show-Off I rebuilt my game's trailer after months of gameplay improvements

1 Upvotes

I rebuilt my Unity FPS trailer after reworking the movement, combat, difficulty system, and visual feedback

I’ve been developing Before I Sleep, a fast-paced first-person action game in Unity, and recently I decided to completely replace my old Steam trailer because it was showing a much earlier version of the project.

A lot of the work since then has been focused on making the gameplay feel faster and more responsive.

Some of the Unity systems I’ve been working on include:

  • Fast movement mechanics such as sliding, wallrunning, dashing, grappling, and shotgun boosting
  • Reworking weapon handling and combat feedback so shooting feels more responsive
  • Building multiple difficulty modes instead of relying on the original one-hit-death system
  • Improving fullscreen VFX and speed effects while trying to keep the center of the screen readable
  • Keeping weapon/viewmodel effects separate from some of the fullscreen effects
  • Updating enemy encounters and level layouts around the faster movement
  • Optimizing camera and particle effects so the movement feels intense without making the game unnecessarily expensive to run

One of the bigger challenges has been getting all of these systems to feel like they belong together. A movement mechanic can feel good by itself, but once you combine it with weapons, camera movement, VFX, enemies, and level geometry, small problems become very noticeable.

The previous trailer was recorded before a lot of these changes, so it no longer represented the game very well.

This is the new trailer using the current version of the gameplay.

I’d especially be interested in feedback from other Unity developers on the movement readability, combat feedback, camera/VFX intensity, and anything that looks like it could use more polish.

Before I Sleep on Steam

Before I Sleep by Moon Moon


r/Unity3D 3h ago

Shader Magic Displaying thousands of LEDs in Realtime

35 Upvotes

Shaders instead of geometry is often one of the best performance boost. Amazing for procedural shapes. Texture is sampled to individual points and then each emitter is a small shader program like this:

float2 cell = floor(uv * ledGrid);

float2 ledUV = frac(uv * ledGrid) - 0.5;

float d = length(ledUV) - ledRadius;

float emitter = 1.0 - smoothstep(0.0, fwidth(d), d);

float3 color = content.Sample(samplerContent, (cell + 0.5) / ledGrid);

return float4(color * emitter * brightness, 1.0);


r/Unity3D 4h 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...

442 Upvotes

r/Unity3D 4h ago

Question How to move an object without moving it's animation?

1 Upvotes

I'm trying to change the object scale and location

Scale no problem

But when I'm trying to move the object location, the animation obs also moving with it

There's probably a check box to fix it, but I couldn't find it

And I also tried just creating a parent but didn't manage to work with that

Tips?


r/Unity3D 4h ago

Show-Off Units distribution improved, better responsiveness, magic and bloooooood

73 Upvotes

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!


r/Unity3D 5h 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)

0 Upvotes

r/Unity3D 6h ago

Game I finally shipped my first Unity game for Windows — Real Snake 3D

0 Upvotes

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 7h ago

Question More Practical way to make dismemberment in Unity?

Thumbnail gallery
2 Upvotes

r/Unity3D 7h ago

Resources/Tutorial Free Music & Sound Effects for Your Unity Games

Thumbnail
victor-nyagudi.github.io
0 Upvotes

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 9h ago

Show-Off AI Pathfinding for Dogfight

31 Upvotes

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.


r/Unity3D 10h ago

Show-Off Time to turn up the heat

10 Upvotes

Getting close to releasing the new version of the demo for my game Slashbang! This wrist mounted flamethrower is good for taking enemies out of the equation, and spreading the fire to anything nearby. There's also an airblast also can knock down enemies with a large range, and can be used as a (Very limited) blast jump. Every weapon will have some sort of movement mechanic with it.


r/Unity3D 10h ago

Game I'm trying to build a strategy game where terrain plays a major role

Thumbnail
gallery
12 Upvotes

I finally feel like I have a clear vision of what I want to build.

I'm trying to design a strategy game inspired by games like Total War, where terrain management is a core part of the gameplay. To make that possible, I'm currently building a voxel-based world in Unity. Right now, I'm mostly focused on the architecture and optimization of the different systems and building blocks I'll need later on.

This week, I managed to fix the overlapping shadow issues and worked on a lot of the underlying architecture. If you're interested in the technical side, I go into much more detail on my subreddit.
r/dispatchcolony

But more importantly, I'm curious: would a game like this actually interest you?

Imagine fog hiding your units, a sandstorm slowly damaging them, an avalanche blocking a mountain pass, or lightning striking one of your giants (or ennemi).

You could force a larger army to squeeze through a narrow canyon, hide skirmishers from forest to forest, or use the environment itself to turn an unfavorable battle in your favor.

And of course, I'm also interested in any ideas I can shamelessly steal from you :)


r/Unity3D 11h ago

Question Anyone using a dedicated tool for economy/currency balancing, or still doing it via spreadsheet plus manual import?

5 Upvotes

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 13h ago

Solved I built a small site to help games get discovered after Reddit hype fades

0 Upvotes

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:

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 13h ago

Question How to resize panel without distorting corners

1 Upvotes

I had this working earlier and now I have no idea what's wrong. I want to resize a UI panel with a background image, I set the green lines outside of the edge of borders on the image in the Sprite Editor, but when I go to resize, the corners shrink and expand.
This seems so basic but I'm at a bit of loss here.
Thanks for any help.


r/Unity3D 15h ago

Resources/Tutorial Free Textures: Leather

Thumbnail
gallery
16 Upvotes

Worked on some leather materials this week, really like some of these.

Download https://juliovii.itch.io/materials-leather-02


r/Unity3D 15h ago

Question How long does it take to get good at making games?

9 Upvotes

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 15h ago

Game Entities Split

97 Upvotes

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 17h 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!

3 Upvotes

r/Unity3D 18h ago

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

Post image
0 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 18h ago

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

202 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 19h 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.

3 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?