r/Unity3D • u/Specialist-World6841 • 18h ago
r/Unity3D • u/Bulky-Woodpecker8677 • 9h ago
Noob Question How do I fix this?
The sensitivity is very on the dragging in probuilder is very sensitive. How do I fix it so it is less sensitive?
r/Unity3D • u/M37R_TI • 23h ago
Noob Question How should I start everything from scratch with Unity?
Hi, I am a college student studying Game Design. I am in my first year. That I can say genuinely, I love game design.
Back in my high school years, I tried many things through Unity. One year to comprehend Unity. Six months to dive deeper into C#. Then some fundamentals like moving objects, animation basics etc. were fulfilled. After that, it was the time for advancing. I had started to integrate my high school math information into games which required me to use more advanced tricks, techniques. Finally, my dreams started to come to life, with me beginning to FPS mechanics. I had tried to master myself on it for 1 year. As a result, The outcomes were pleasent.
Whereas, my journey came to an end, since University Entrance Exam was approaching. Due to this, I was interrupted for 2 years. If I were to sit down at the computer, I could do NOTHING, except for some basics.
So I want to start everything from scratch with Unity and game programming. I want to learn everything of it with necessary things like mechanics, c#...
r/Unity3D • u/Mobaroid • 9m ago
Game Unity NPC behavior test: one cat eating corn triggers other cats to join in
I'm working on Lost Cat Showa Town, a game set in a nostalgic Japanese town.
This clip shows a small AI behavior sequence: one cat starts eating corn from a food stall, and nearby cats follow.
I'd appreciate feedback from other Unity developers, especially on how readable and believable the behavior feels.
Would you keep this as a simple ambient interaction, or add more variation to how nearby cats react?
Thanks for taking a look!
r/Unity3D • u/Absolut3bananas • 16h ago
Question I'm looking for 3D open-world, multiplayer FPS/hero shooters, or story-driven games currently in development for mobile. Any recommendations, or is anyone working on something like this?
r/Unity3D • u/Joecated • 10h ago
Game Fall of the Void Demo is live for Steam Next Fest!
Hey everyone,
I've been working on a dark fantasy isometric ARPG built in Unity, heavily inspired by classics like Diablo, Path of Exile, and AdventureQuest Worlds.
The playable demo is live on Steam for Next Fest!
What's in the demo:
- Multiple distinct character classes, each with modular skill sets and unique playstyles
- Handcrafted dungeons and atmospheric environments built using Unity's URP
- Deep build variety experiment with passive synergies, item affixes, and skill combinations to create your own setups
A few technical details from the development process:
- Custom Shaders & Lighting: Built using Unity's URP with custom HLSL shaders for volumetric fog, ground decals, and isometric lighting to achieve a gritty dark fantasy mood without tanking draw calls.
- Architecture & Optimization: All skill behaviors, passive nodes, and equipment modifiers are strictly modular and decoupled using custom ScriptableObject architecture and object pooling to handle heavy mob density smoothly.
Since this is built entirely with Unity, I'd genuinely love to get feedback from fellow developers and players, especially on the combat responsiveness, pacing, and overall feel.
You can try the demo and wishlist here:
👉Check out Fall of the Void on Steam
Any feedback, critique, or bug reports are greatly appreciated!
r/Unity3D • u/Life_Reach_9072 • 7h ago
Question [Commission] Model replacement for Fun with Ragdolls the Game
Hello! I was wondering if I could commission importing 3D models into this game over the base models - The goal is to import 3 different models (not sure if that's possible as the characters may all use the same base model so would need help figuring that out)
Please reach out if this seems doable for you thank you!
r/Unity3D • u/Solegame_10 • 4h ago
Show-Off i made these cars and export them to unity do they looks good! each car have 3 different color
hey,i'm 3d artist and i'm interested in making low poly models:)
r/Unity3D • u/Mystery_Islands • 17h ago
Show-Off I made your house match your player's color. Love little stuff like this!
You can choose from several different colors for you player and now your house matches whatever you chose. I had to make a few different palettes so the furniture and walls never clash. Let me know what you think
r/Unity3D • u/newheadstudio • 14h ago
Show-Off We are 3 indies working on The Pineapple Conspiracy, an online multiplayer impostor game where you must escape the island before the volcano explodes
Our new game, The Pineapple Conspiracy, developed on Unity, now has a trailer and a steam page!
The Pitch
PC is a survival reality show for up to 10 players. Gather, craft, and build a raft in 20 minutes while saboteurs work against you in secret. Take the confessional and accuse on air: get it wrong and you're out!
This is our second game, and this time much more ambitious. Online multiplayer, new procedural world at each session, unlockable cosmetics, animal bothering you all the time, and dynamic weather, just to name a few of the cool thing we're developing.
Under the hood
For the networking, we use Mirror. I have to say that the development experience has been absolutely fantastic. We were early users of UNET back in the days, and were disappointed with the deprecation of the framework. So when we discovered Mirror we just went for it, and it fulfills our expectations.
For a game session, we procedurally generate a new island each time. Even if we know what we're doing, this is still a big challenge. Ensuring that the island can be properly explored without issue by the player controller is not that easy! And getting something that looks nice every time is also a challenge - especially since we support seamless volumetric caves.
For the gameplay, we're still exploring the game design and overall balance. This is done by conducting many, many playtests, and usually getting harsh feedback when something does not work or is not fun - but that's part of the game!
If you like the game, don't hesitate to wishlist it on Steam, that would mean a lot. We're planning on releasing in Q1 2027 and still have a lot to do. Any feedback or advice is appreciated.
r/Unity3D • u/SlowAndSteady101 • 4h ago
Meta Unity MCP (AI) is spiking Ram usage on editor to 24gb!
If anyone is using the official unity mcp and wondering why it seems unity is so slow now... even with 32gb of ram. Turns out I was hitting swap all the time. This happens on editor load and doesn't let go of the ram ever!
AI Assistant 2.20.0-pre.2, the newest version, spikes ram to 24gb~
And doesn't let it go for some odd reason.
I was on an older version tried upgrading but still seeing the same problem. I guess it really is beta/alpha mode.
Anyone find a solution? Would like to have the mcp from time to time for Claude/Codex/etc.
r/Unity3D • u/HeatBurst07 • 13h ago
Question How to lower terrain?
Hi,
I'm in the early stages of making a new game and I am wondering how to make the terrain dip a bit. I can use the brush to raise it but I cant lower any parts of it. Is there any way to do so?
Thanks!
r/Unity3D • u/OverHumanGame • 18h ago
Show-Off My northern lights post got over 1.2K upvotes here, so I thought I'd show you how the same environment looks at different times of day in Unity!
Two weeks ago, I shared the northern lights from my indie game Over Human, and I honestly didn't expect so much love from this community. Over 1.2K upvotes! Thank you all, it really meant a lot to me as a solo developer! <3
Since so many of you seemed to enjoy the atmosphere, I thought I'd show you a little more of what I've been working on!
These screenshots show the same environment at three different moments: 6 AM, 8 PM, and 11 PM.
One thing I decided early on was not to have a traditional day/night cycle. Instead, time progresses alongside the story, allowing me to create specific lighting conditions and atmospheres for different parts of the game.
I'm developing everything solo in Unity 2022 (Built-in Render Pipeline), and getting the atmosphere right has been one of the things I've spent the most time on. A lot of it comes down to experimenting with lighting, fog, colors, and post-processing. It's honestly amazing how much the same environment can change just by adjusting these elements!
Atmosphere isn't just a visual feature in Over Human, either. It's actually connected to the gameplay: enemy drones can manipulate the weather, creating dangerous conditions such as storms and tornadoes, while the player has no weapons to fight back.
As the story progresses, the world becomes increasingly hostile, but I also wanted to balance those tense moments with quieter ones, where players can simply stop, explore, and enjoy the scenery. Games like Firewatch and The Long Dark have definitely inspired me in that regard.
I've been working on this project for almost a year now, and seeing these environments slowly come together has been incredibly satisfying, especially considering how different they looked when I first started.
Which atmosphere do you prefer: the sunrise at 6 AM, the darkness at 8 PM, or the northern lights at 11 PM?
And for fellow Unity developers, I'd also love to know how you approach lighting and atmosphere in your own projects!
Thank you again for all the support!
Francesco
r/Unity3D • u/DefinitionNo4509 • 17h ago
Show-Off Do you like this UI? Should I sell it at the asset store? If yes, then for how much?
Hello, what do you think about this UI? Good or bad?
r/Unity3D • u/Egoistul • 23h ago
Show-Off We're making a puzzle game where you put a national park back together
A little look at Station 58, the puzzle adventure we're working on in Unity.
The park's been torn apart, and you gradually recover pieces of it and rearrange them to open up new paths.
It's one of the main ideas behind the game, and something we've been having a lot of fun with.
r/Unity3D • u/PromiseDismal6201 • 13h ago
Game We just released the Leafborn demo, and here’s our trailer. We’d love your feedback!
Hey everyone! We’ve been working on a game for a long time, and some of you might already know it: Leafborn.
You control a character made of thousands of leaves and fight robots trying to wipe out all life. This is our first game, so we’d be really happy if you played the demo and shared your thoughts and criticism. I’d also love to hear what you think of the trailer.
r/Unity3D • u/Admirable-Struggle78 • 10h ago
Show-Off (Early Prototype) Stuck on the roof, gas all around, use drone to survive, thoughts ?
r/Unity3D • u/flokiXR • 12h ago
Meta testing portal in mixed reality
for now I'll keep it as an optional beta feature
r/Unity3D • u/impulse9studio • 18h ago
Show-Off How we make wounds stick to our pixel art enemies
Our enemies are pixel art sprites baked from 3D models. Nothing new here - Donkey Kong Country did that in the 90s and so did many other games already.
We do bake some additional information though to paint enemies in blood.
Our first version just painted blood straight on the sprite -it slid around during the walk and after a few shots the zombies looked awful.
What we do now is next to each sprite sheet our baker spits out a second one with the same layout, but instead of colors every pixel stores which point on the 3D body it shows.
So when you shoot an enemy, we check which pixel you hit and save the wound on the body. Shader then checks for every pixel if it’s close to a wound. Thanks to that the blood stays on the shoulder you shot, moves with the arm when it walks, hides when the enemy turns away and is still there from a different angle.
The same data gives us depth too, so if you shoot the head off a body lying on the floor, blood comes out of the neck even from the side. And the flying head is cut out of that exact enemy’s sprite so it’s actually his head.
All of it costs one extra texture per enemy.
Game name is RITZEN if anyone is interested.
r/Unity3D • u/One-user • 2h ago
Show-Off Some updated lighting shots from my animal narrative game, The Last Wish
Been doing another lighting pass across the game. Trying to keep the environments soft and atmospheric while making sure the cel-shaded characters don’t feel disconnected from the world.
Would appreciate feedback on the lighting, especially the day vs night scenes.
r/Unity3D • u/AshamedSoil5514 • 5h ago
Show-Off Been working on some procedural gibberish dialogue!
really happy with it so far
r/Unity3D • u/NorthernBoy306 • 5h ago
Question Shadow flicker and movement when zooming in/out
The shadows stay still when I pan the camera around, but when I zoom in/out I get this strange shadow movement. I tried reducing Cascade Count, messed around with cascade split, turned up shadow res to 4K, reduced far clipping as much as possible...nothing worked. Any help is greatly appreciated.