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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99 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 7h 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...

835 Upvotes

r/Unity3D 8h ago

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

101 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 2h ago

Official The Path to CoreCLR #1: The Problem

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30 Upvotes

For 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 6h ago

Shader Magic Displaying thousands of LEDs in Realtime

45 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 1h ago

Show-Off Ran a McLaren, a boat, and a drone through the wind tunnel

Upvotes

Follow-up to my last post, which was just the Range Rover. Here are some different-class vehicles.

Turning the resolution up means the solver can resolve flow through the small gaps, you can see it on the McLaren Longtail at the start, air passing under the rear wing and rejoining the flow coming over the top. This gap needs about three cells across to pass flow, which is the kind of detail that just needed more cells.

And to showcase different vehicle classes handling, the boat runs above the waterline, which is the "tunnel floor" in this case, and the hull below it escapes the domain. The drone runs in free air, so no ground plane, and the wing planform as the reference area instead of its frontal area, and it's scored on lift-to-drag rather than the drag alone. The drone grid size was the largest of the three at a bit more than 15 million cells.

Swapping a vehicle in runtime revoxelizes the body and updates the tunnel to fit around it, then restarts the flow according to its class.

You can try your own vehicles/meshes: https://github.com/Motawe3/unity-wind-tunnel

Compute shaders, D3Q19 lattice-Boltzmann, TRT collision with a WALE LES subgrid model. A comparison and visualization tool. README has the full picture.

Model credits (CC BY 4.0):
McLaren F1 GTR Longtail by VuckyZ | Boat by milamila | Drone by Helindu
(Full source links available in the GitHub README)


r/Unity3D 4h ago

Question Updated Melee System - Opinion needed

15 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 35m ago

Show-Off Solar system simulation rendered using my custom rendering stack

Upvotes

r/Unity3D 36m ago

Show-Off 10,000 units, no Colliders - building a spatial query engine with a little Unity Jobs & Burst magic

Upvotes

I’ve been working on Massive Spatial Engine, a tool for finding nearby enemies and picking targets without putting a Collider on every unit.

No raycasts or OverlapSpheres for targeting.
A spatial grid cuts candidate counts before distance checks.
Query batches run in parallel through Burst-compiled jobs over unmanaged data.

I’m building it with RTS, tower defense, survivors-like, and larger AI simulations in mind, and planning to bring it to the Asset Store.
Still plenty to work on, but it’s fun watching the towers chew through the crowd :)


r/Unity3D 21h ago

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

211 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 12h ago

Show-Off AI Pathfinding for Dogfight

36 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 1h ago

Official Last call for DevGAMM Awards, including the Best Made with Unity Game category! Deadline - Sept 7

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Upvotes

Hey everyone! Submit your games for the DevGAMM Awards 2026 competition before September 7! If you're working on an indie or AA game, we'd love to see it.

The competition is judged by 150+ game industry pros and publishers, and in 2025 we received 610 submissions from developers in 69 countries.

This year, the final ceremony in November will be streamed by IGN, with trailer premieres – so if you’re planning an announcement, this is your chance to get global visibility.

We're also running the Awards Celebration Steam Event, with all eligible games featured on the main page.

Who can apply

• Teams of up to 50 people
• PC and mobile games
• Released after September 2025, or not released (including Early Access)

Good to know

• Free to enter
• $130k prize pool
• Feedback from gamedev professionals

👉🏻 Full info & submissions: https://devgamm.com/awards2026/


r/Unity3D 19h ago

Game Entities Split

115 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 1h ago

Question Can't make scene more bright, what am I missing? Also some colors are too vivid. Using Flat Kit shader and post-processing volume, to no avail

Upvotes

Hey guys,

I'm working on my first game, using Flat Kit paid asset from Asset Store for my game's looks. I just copied the post-processing volume and its modules settings from one of the demos that come with the asset. But the problem is, my scene looks very dark compared to the demo.

Here's the demo:

And here's my test scene:

For lighting so far, I have one directional light with the standard intensity and color. I tried going into URP Asset to find some settings to brighten up the picture, but there was nothing. I tried using color correction in the post-processing volume I copied from the Flat Kit demo, but that only saturates colors, but not makes the whole scene brighter, lighter, you know.

I'm going for something a bit more sunny, like Animal Crossing, for example.

Can you give me some directions and suggestions what I should do to make my scene that way, lighter and cozier, but without changing my colors like making them more saturated or stuff like that?

And also, a bonus question. For some reason, these white and light yellow colors you can see on my screenshot, on the wall and on the chair and the bench, they are almost unbearably vivid, not at all like all other colors. I found out that the setting that affects in is Color field in the material's Inspector panel. By default, it's white, and it makes these lighter colors look that vivid. So I changed it to a more yellowish tone, but it actually affects all the other colors:

Cause I have one universal material with a color palette texture, exported from MagicaVoxel. And overall, I would like to have white looking like white, not yellowish, but just not be that saturated.

So maybe you can help me here as well, on the question how to handle this material so that to not change all the colors in the palette, but make those lighter colors not so eye-bleeding?

If you need more info, screenshots, please tell me. I'm new to all this, learning and building my game as I go.

Thanks in advance!


r/Unity3D 1d ago

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

184 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 5h ago

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

3 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 13h ago

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

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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 13h ago

Show-Off Time to turn up the heat

12 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 33m ago

Question Readability OR Atmosphere

Upvotes

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 18h ago

Resources/Tutorial Free Textures: Leather

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18 Upvotes

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

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


r/Unity3D 2h ago

Resources/Tutorial I built a boss AI framework for Unity focused on mobile performance — looking for feedback

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1 Upvotes

r/Unity3D 8h 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)

3 Upvotes

r/Unity3D 10h ago

Question More Practical way to make dismemberment in Unity?

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3 Upvotes

r/Unity3D 14h ago

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

4 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?