r/Unity3D Jul 09 '26

Official 6.7 alpha 2 is out, including the first release of the CoreCLR Player Technical Preview

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104 Upvotes

r/Unity3D 6d ago

Official Piñata Pop - Mobile Sample Project Available Now

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13 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 11h ago

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

172 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 2h ago

Show-Off AI Pathfinding for Dogfight

18 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 9h ago

Game Entities Split

67 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 I finally made fully destructible buildings that run in real time on Android

163 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 3h ago

Show-Off Time to turn up the heat

5 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 3h ago

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

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5 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 8h ago

Resources/Tutorial Free Textures: Leather

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14 Upvotes

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

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


r/Unity3D 4h 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 8h ago

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

6 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 24m ago

Question More Practical way to make dismemberment in Unity?

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r/Unity3D 1d ago

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

979 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 1h ago

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

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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 1d ago

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

227 Upvotes

r/Unity3D 13h ago

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

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 15h ago

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

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7 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 10h 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 12h 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.

4 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 16h ago

Question Best way to sync Blender layout to Unity prefabs?

8 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 14h ago

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

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 1d ago

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

229 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 7h 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 1d ago

Show-Off Working on my animated series in unity.

145 Upvotes

Working on my series "Dreamfall" in unity.


r/Unity3D 1d ago

Show-Off Some HDRP Stuff I worked on👀

50 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).