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 1h ago

Question Trying to simulate circles packing

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r/Unity3D 1h ago

Question Overlapping Colliders on Kinematic Rigidbody

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I'm working on a project where the entire level is moving while being made up of many modular structural pieces (it's performing perfectly fine right now surprisingly). My understanding is that Unity will automatically take all the primitive colliders in an object with a rigidbody and turn them into a single compound collider at the start (and whenever the attached colliders change). Something I've found is that these colliders shouldn't overlap, but I can't really find any info on why. Is it because of ghost collisions, performance issues, black magic I know nothing of? Is it really such a bad thing to do? Any info would be helpful because if I need to make sure none of the colliders are overlapping it will make things significantly more difficult for me.


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 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 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 3h ago

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

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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 4h ago

Show-Off Maybe one day I'll finish this game.

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54 Upvotes

r/Unity3D 4h ago

Question Blender to unity exporting?

1 Upvotes

I made a few different meshes for my character customization but do their transform locations need to be at 0 when exporting even when in different locations or do they need to be in the same location when its at 0?


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 5h ago

Question Question about jobs and getting hired

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1 Upvotes

r/Unity3D 6h ago

Show-Off Parasite Animation

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148 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 6h ago

Shader Magic Experimenting with SSDM

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3 Upvotes

I recently pivoted from Enterprise Software Development to Game Development and have been leaning to write shaders as that is where i have the least knowlage.

Inspired by Crimson Desert I decided to try out SSDM in place of tesselation or POM. I must say it worked quite well (if still very work in progress).

This is a 4k Earth texture from NASA made 3D using SSDM, Micro Normals and some noise based detail generation/upscaling.

I ran into issues with screen space shadows in combination with ssao that were not solvable in URP but over all it is a good tech to have when i need to splash detail on flat surfaces at a low cost.

SSDM has massive issues with hard 90 degree corners and texture seams on spheres. I got it working distortion free by converting the flat nasa texture to a cube map via a utility i downloaded from github.

And yes i know the atmosphere rim glow is on the wrong side. I keep forgetting to fix that.


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 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 7h ago

Show-Off Just Swinging Around

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1 Upvotes

Added some swing to the movement set. will add some screen effect / speed lines maybe.
The Anchors are generated after the map is made.
Still an early version of the systems, but Happy with how it's coming up


r/Unity3D 8h ago

Meme [Meme] Why is THAT the default colour

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260 Upvotes

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


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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2 Upvotes

r/Unity3D 8h ago

Question What's with my hub?

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19 Upvotes

Just opened Unity hub and this is happening, don't know what caused it or why it's there. Anything similar happened to anyone else and/or have any solutions?


r/Unity3D 9h ago

Question Blue line is the direction of parent particle, orange highlight is where the children particle fly after the parent particle collide with object's collider and spawn it. How do I fix it to make it fly the same direction with its parent? (I don't use C#)

1 Upvotes

r/Unity3D 10h ago

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

4 Upvotes

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 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 11h ago

Show-Off BLOODSTATE - I am f*cked

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4 Upvotes

Do you guys think my game is ready for a demo?
Check out my gameplay trailer and other shorts that i released for more coverage.
Bloodstate Gameplay Trailer 2026 (NEW)

Bloodstate is inspired by L4D2.