r/Unity3D 15h ago

Question Why are Ragdolls and tether physics development so darn hard???

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0 Upvotes

I have been trying to polish tether and ragdoll mechanics for a few days now with almost zero progress; every time I think I've squashed an unwanted behavior, something new comes up...

is there a good resource or tips for handling these kinds of mechanics with physics?

do you think it's even worth it??

HELP WANTED :)

Attached is the uncut footage of the mechanics. behavior


r/Unity3D 7h ago

Question A harsh lesson after launching my indie game.

0 Upvotes

I've spent the last 4 years making my game.

I finally launched it.

To be honest, the response wasn't what I hoped for.

I marketed it as much as I could afford. As a small indie developer, I don't have a huge budget, so I did everything I reasonably could. The game has gotten some positive feedback from the people who actually played it, and I'm genuinely happy with what we made.

The frustrating part is that not a single YouTuber has covered it.

What's even stranger is that many creators know the game exists. Some have even seen it. But it still hasn't been picked up by anyone.

It's a story driven game with around 4–5 hours of gameplay. It isn't designed to throw a jumpscare, explosion, or dopamine hit at the player every 30 seconds. It takes its time telling a story.

And that's what made me realize something.

If you're an indie developer with a limited marketing budget, think very carefully before spending years on a story-focused game.

Not because story games are bad. They're my favorite type of games.

But because getting people to even give them a chance is incredibly difficult when you don't have a massive marketing budget behind you.

Sometimes it feels like the internet rewards games that grab attention immediately and never let go. If your game asks players to slow down, explore, and follow a story, convincing people to click on it in the first place becomes the hardest challenge.

So here's my completely unbiased business advice: forget those boring things like storytelling, atmosphere, or emotional moments. Just make a chaotic multiplayer game where someone gets launched into space every 12 seconds. Apparently that's the secret recipe for every thumbnail and livestream.

Jokes aside, I don't regret making my game. I'm proud of it.

I just wish someone had told me how hard it is for a small indie story game to get noticed.

If you're making one, go into it because you genuinely love making it not because you expect people to find it easily.


r/Unity3D 22h ago

Game First gameplay from our upcoming mobile shooter made with Unity

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14 Upvotes

r/Unity3D 21h ago

Official MCP Server

0 Upvotes

I am guessing we can then use Claude Code without paying for the Unity AI subscription, but I am not sure if it can still access the UI and create assets, modify scenes in the editor, etc.


r/Unity3D 3h ago

Question Has anyone emulated Photon Quantum before to get unlimited CCU?

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0 Upvotes

r/Unity3D 2h ago

Resources/Tutorial Unity 7 arriving soon....

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1 Upvotes

See the updates about unity 7 here -

Unity 7 is the next major version of the Unity Editor and runtime. It's built on a new foundation we've been delivering incrementally across the Unity 6.x releases, and it introduces a new developer experience focused on connectivity, speed, and iteration.


r/Unity3D 21h ago

Show-Off I gave the player a phone, now the NPCs are jealous

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5 Upvotes

r/Unity3D 8h ago

Question Can anyone explain why my model is importing strangely and the textures not applying to the entire model?

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1 Upvotes

r/Unity3D 2h ago

Question Unity import pipeline for external meshes, scale, materials, and collision fixes that actually work

0 Upvotes

Building a stylized 3D game in Unity solo and I've been importing a lot of external meshes for props. I generate the base mesh in Meshy, use Remesh to set a target polygon count, export FBX with its texture files, and finish scale, materials, and collision in Unity. The Unity side is what tripped me up for longer than it should have so sharing what I figured out.

The import gotchas I kept hitting were scale, materials, and collision. External meshes import at random sizes, been that way forever, so I set a consistent scale factor in the Import Settings and lock it as a preset for that folder. The PBR maps usually come through on import but some normal maps use a different Y-channel convention, so I enable Flip Green Channel when the shading indicates it is needed. Took me an embarrassingly long time to figure that one out. Dense meshes are the other issue, anything over 8K to 10K tris for a background prop is too heavy if you're instancing dozens of them, so I decimate in Blender before import targeting 2K to 4K tris for filler props.

Finally, I avoid using the visible render mesh directly as a collider when it contains lots of small surface detail. For movable props I use convex Mesh Colliders or primitive colliders; for static walkable geometry I use a separate simplified collision mesh. The normal map flip thing is still my biggest annoyance, if anyone has a trick for catching that automatically before it makes it into a build let me know.


r/Unity3D 4h ago

Question What Does Everyone's Unity Layout Look Like?

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3 Upvotes

I like a one column layout project, with my hierarchy and inspector side by side, console at the bottom and scene+game view both visible. I'm certain someone here will call this cursed, but would love to see what everyone else does!


r/Unity3D 22h ago

Question Building a rule based Non AI assistant for my free Unity task board tool, would something like this actually be useful to you?

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1 Upvotes

Im building an assistant into a free Unity editor task board tool and want some opinions before I put more time into it. And just to be clear its not a AI assistant. Its fully rule based, so the answers and actions are predictable, no generative stuff involved. Right now it can search/filter tasks, summarize the board, answer questions about the project, create or move tasks and basic stuff like that.

The part I think is actually interesting is letting users teach it their own intents without writing any code. Say you wanted an intent called Show Release Blockers, youd add phrases like whats blocking the release or show tasks holding up the build, then set up what it actually does using dropdowns and conditions based on your own labels, priorities, members, features, workflow, whatever.

Got the idea from a similar assistant I built for the manufacturing scheduler at my job. We have a ton of reports and digging through them for the right info is a pain, so now people just ask things like which jobs are overdue. whats currently in cutting. or which jobs need attention. instead of clicking through report after report. People at work have responded really well to it, its made finding stuff way quicker.

That version doesnt have user made intents since its only used at one company, so I hardcoded everything around our workflow. When someone asks something it doesnt understand, the question gets logged to a database and I go back later and either add the wording to an existing intent, tweak the recognition, or build a whole new intent if I need to. So it just keeps getting better at understanding how people actually talk, without any generative AI in the mix.

For a Unity tool that wouldnt really work though, since every dev/team has a different workflow, which is why Im considering a no-code intent creator. itll still ship with built in intents so it works right away, but people could extend it around their own project instead of being stuck with whatever commands I decided to include. Would something like this actually be useful to you, or would you rather just stick with normal buttons/menus/filters? And do you find a predictable rule based assistant more appealing than an AI one for project management, or is that not really a big deal either way?


r/Unity3D 13h ago

Noob Question Looking for UI feedback on my first PC farming game

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0 Upvotes

Hi! I'm making my first PC game, a chicken farming simulator with clicker/idle mechanics. The goal is to expand your farm, upgrade your chickens, and increase egg production.

I'm mainly looking for feedback on the UI and overall art style.

Is the UI clear and easy to understand?

Does the art style fit this type of game?

What would you improve to make it look more polished?

I'd really appreciate any honest feedback, whether it's positive or critical.

If you're interested in following the development, you can also check out the

itch.io page:

https://alphalightstudio.itch.io/feathers-and-farm

The icons are currently AI-generated placeholders and will be replaced before the final release. I'm not looking for feedback on the icons,they're only there for layout purposes. I'd appreciate feedback on the rest of the UI, including the layout, colors, readability, and overall visual style.


r/Unity3D 15h ago

Show-Off Throwback to when I was making a gth game but i accidentally deleted everything. So basically I was playing Euro Truck 2. And I basically was near the delivery spot but then I somehow fucked up and literally got stuck. So I started rage slamming the keyboard and idk what magic happened there

0 Upvotes

But basically I somehow selected everything and deleted allat. With saving. What other dilemmas happened to you Unity developers?


r/Unity3D 11h ago

Question Which style would you pick for your game?

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0 Upvotes

The team is working on a new asset pack and we were wondering what style is more appealing or fun to use: left or right?

The final character would also be modular - swappable clothes, hair, accessories, body shape etc.

Can you give us some feedback and pointers on the two lil guys?


r/Unity3D 10h ago

Show-Off POV: You’ve finally found that bug

4 Upvotes

r/Unity3D 14h ago

Noob Question [Feedback Needed] Our 2-Player Co-op Game splits driving controls (1 steers, 1 throttles). It feels too "bland" right now. How do we make this chaos fun?

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0 Upvotes

r/Unity3D 4h ago

Meta What's the point of Unity Version Control?

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0 Upvotes

"You want to undo the change where you deleted a file? Can't do that because you deleted it!"


r/Unity3D 6h ago

Meta When I heard about a Unity Game running in the Unreal Engine.

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44 Upvotes

r/Unity3D 31m ago

Resources/Tutorial Time for Unity CLI. Time to run headless changes!

Upvotes

Hey all! As you know, Unity just released their CLI, so you no longer need to open Unity when using agents. You don't even have to install mcp on your agent as well.

I tested a couple of things and prepared an installation and usage skill. You can install it and let your agent use it properly. Each week I also scrape the reference document and keep it updating. Well, it doesn't beat the old way of building by yourself, but when you are doing changes on a ride, it's a good alternative. It is quite good.

https://github.com/Codeturion/unity-headless-cli-skill


r/Unity3D 8h ago

Meme [Meme] Why is THAT the default colour

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261 Upvotes

Does it count as high effort when I changed the colour of the vial to match Unity's default colour


r/Unity3D 12h ago

Show-Off One of the funniest bugs I've ever seen

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7 Upvotes

I was creaating my own puzzle game that uses Rubik's Cube mechanic and got this. The bug is already fixed


r/Unity3D 2h ago

Show-Off Behold, the unflippable car (montage)

43 Upvotes

I've been having so much fun playtesting my vehicle physics system. I think it's very obvious the anti-flip systems are working exactly as intended which makes for a very fun game feel; the car always feels like it's gonna flip over, but it almost never does. The chaos is very controlled, so the car stays on its wheels without feeling too stiff or grounded.
The city model is a random asset, everything else is made by me :)

If you like my work, check out my discord server where i'll post my progress and anything new i make, as well as updates for all my published asset store assets --> https://discord.gg/T6ujyKtPNE


r/Unity3D 10h ago

Show-Off Working on First-Person Combat with my brother!

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26 Upvotes

This is currently our toughest regular enemy, excluding bosses. He carries a heavy shield that protects most of his body, leaving only his head exposed (so the player has to aim for the head, otherwise only a small percentage of damage will get through). The shield also has its own poise meter, and repeated attacks will eventually break his guard and leave him vulnerable for a few seconds.

He also has a full-block animation in which he raises the shield to cover his head completely. If the player stays inactive, he may taunt and provoke into attacking. He can also charge toward the player with his shield raised before launching an attack.

How it works?
Actually, the shield uses a box collider, while the enemy has several small capsule colliders. When an attack hits the shield, only a small percentage of the damage goes through. The enemy movement is handled by Unity's built-in NavMesh system, and the animations use the standard Animator (root motion is controlled by script) with a state machine and transitions. If you have any technical questions - we are glad to share our experience in comments!

Overall, we think he feels quite alive, although we will definitely continue refining his behavior in the future. What do you think?

P.S. You can find more information about our game on Steam:
https://store.steampowered.com/app/4854130/Frail_Keep/


r/Unity3D 6h ago

Show-Off Parasite Animation

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149 Upvotes

Working on animating a parasite violently forcing its way out of a corpse for my horror game. Would love to hear your thoughts on the overall feel.

If you’d like development updates or want to be first in line when it’s released , you can sign up for our mailing list at https://arachnid.dev.


r/Unity3D 14h ago

Shader Magic Doing some stylized flat art in Unity with shaders

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181 Upvotes

I'm currently writing the last chapter of the Unity Shaders Bible, Second Edition, and I created this piece of art to showcase stencils and character-position-based transparency with ShaderLab and Shader Graph.