r/unity • u/RainbowBoyOhel • 3h ago
r/unity • u/MoreDig4802 • 3h ago
Working on Tower defence : Not my Base! made in unity
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Not my Base! is a 3D tower defence game where you're in charge of your Hero.
So command, build and defend solder!
Game was made entirely in Unity, Game Art is hand made.
So far we are almost a year into development. We still have many levels to ad, downside is we only have 1 artist/graphics designer, but slowly we will be there.
I tried LLM agent to generate a terrain map
galleryI tried this mostly out of curiosity, but the Codex agent ended up generating the terrain and applying the textures as well.
Although it looks like a single terrain, it is actually divided into a 6×6 grid of 36 terrain chunks for mobile optimization. It even handled the placement of trees and rocks.
This was still a very early-stage experiment, but after seeing how much it could already do, I feel like these agents will soon be capable of handling almost the entire environment-building pipeline.
r/unity • u/Sad-Vermicelli-5541 • 4h ago
Created a Vintage & Abandoned PBR Environment Pack in Unity - What do you think of the textures & atmosphere?
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Working on expanding this abandoned vintage environment bundle. Let me know your feedback on the overall atmosphere and details!
Showcase Behold, the unflippable car (montage)
imgur.comI'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
Resources Unity 7 is arriving soon...
youtu.beUnity 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.
Grow and monetize smarter with Unity 7
Build a sustainable business with Vector, direct-to-consumer commerce, no-code web shops, and unified catalogs.
r/unity • u/Grish_tad • 7h ago
Resources We open sourced UnitySplats, a Gaussian Splatting package for Unity
github.comHi everyone!
We at ARLOOPA have open sourced UnitySplats, a cross-platform Gaussian Splatting package for Unity 6.
It supports PLY, SOG, SPZ, and Gaussian splat GLB files, with both GPU and CPU sorting paths. The package works with the Built-in Render Pipeline, URP, and HDRP, as well as Direct3D, Vulkan, Metal, OpenGL, OpenGL ES, and WebGL 2 across desktop, mobile, web, and XR platforms.
UnitySplats is already integrated into the ARLOOPA app, and you can test it here:
https://www.arloopa.com/experiences/6a54ae01541fb36254ae855a
GitHub: https://github.com/arloopa/UnitySplats
We would love to hear your feedback!
r/unity • u/Rich_Notice2980 • 8h ago
After a 1-month review, my first ever Unity asset is finally approved (and it's completely FREE!
Hello everyone! I'm very excited to share my first Unity asset with you. After a 1-month review process, it's finally approved and available on the Asset Store. It's completely free to use—I'd love to hear your feedback!
r/unity • u/Vincent_Penning • 9h ago
I love how easy it is to create parallax backgrounds with Unity’s 2.5D
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I’m making a platformer called Kodama and I was quite happy with this area. Any feedback is welcome!
You can play the free demo here: https://store.steampowered.com/app/4534260/Kodama_Slumber_of_the_Gods/
Don’t forget to add a wishlist!
r/unity • u/Commercial-Tone-965 • 10h ago
Question A harsh lesson after launching my indie game.
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/unity • u/Mobaroid • 11h ago
Game I’ve been working on the checkout and customer queue system for Big Market Simulator
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I've been working on the checkout system for Big Market Simulator in Unity.
Customers choose a checkout, form a queue, move forward as each customer finishes, and have their items processed at the register.
There are still several things I want to improve, especially customer behavior while waiting and handling different situations at checkout.
Someone suggested adding impatience, declined cards, and price checks, which I think could make the system much more interesting.
Feedback on the system is welcome!
r/unity • u/Due_Line_246 • 17h ago
Unity MCP, no active sub needed and no longer limits number of connections!
Great news!
r/unity • u/Angry_Bird_1851s • 20h ago
material gets random dark moving patches when camera gets close
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When I use a URP/Lit material, my models look perfectly fine from a distance. However, as the camera gets closer, random dark patches appear across the surface. The dark areas are not attached to the mesh—they move as I move the camera, almost like a screen-space overlay or a dark layer.
Here are the things I've already tested:
Switched to an Unlit shader → issue completely disappears.
Using URP/Lit → issue is still present (slightly reduced).
No overlapping faces or duplicate geometry (checked in Blender).
Recalculated normals in Blender.
Disabled shadows—the issue still occurs.
The artifact is visible even in the Unity Editor.
I'm not sure if this is caused by URP, a material setting, a normal/tangent issue, or something else.
r/unity • u/BearKanashi • 20h ago
Showcase Morí recibiendo un masaje del enemigo...
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Morí recibiendo un masaje del enemigo... (En realidad nos roba energía y falta un VFX)
Coding Help Why does my player movement "teleport"?
I am somewhat new to coding. I am working on a player movement script for a 2d topdown game. I have found that when I use this to move my player sprite, it will jump forward a slight distance every once in a while (i do not know how far).
I'm not sure what is happening. my only idea is that it could be my computer, but I mostly doubt that as I have not gotten a storage notification and tried restarting everything as well.
If you have any ideas, my code and components are attatched below.
EDIT: With the help of commenters I've found that this was a problem in the editor caused by "Time.deltaTime * 500" within the following line (variations of which were repeated throughout).
PlayerRB.velocity = PlayerVel * Speed * Time.deltaTime * 500;
Multiplying by Time.deltaTime caused the velocity to be low leading to the multiplication by 500 to be added. I believe something about this combination lead to the object changing speed at times while in the editor.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Move_Player : MonoBehaviour
{
Rigidbody2D PlayerRB;
Vector2 PlayerVel;
Vector2 DashVel;
public float Speed = 5f;
public float SprintSpeed = 2f;
public float SneakSpeed = 0.5f;
public float DashSpeed = 4f;
public bool Dashing = false;
public bool DashWaiting = true;
public float DashTimer = 0f;
public float DashTimerMax = 1f;
private void Awake()
{
PlayerRB = GetComponent<Rigidbody2D>();
}
private void Update()
{
Vector2 PlayerVel = new(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
PlayerVel.Normalize();
if (DashWaiting && DashTimer < DashTimerMax * 2) //Dash cooldown
{
DashTimer += Time.deltaTime;
}
else if (DashWaiting && DashTimer >= DashTimerMax * 2)
{
DashWaiting = false;
DashTimer = 0;
}
if (!DashWaiting && Input.GetKeyDown(KeyCode.Space) || Dashing) //Press space to dash
{
if (!Dashing)
{
PlayerRB.velocity = PlayerVel * Speed * DashSpeed * Time.deltaTime * 500;
DashVel = PlayerVel;
Dashing = true;
}
else //Continue dash
{
if (DashTimer < DashTimerMax)
{
PlayerRB.velocity = DashVel * Speed * DashSpeed * Time.deltaTime * 500;
DashTimer += Time.deltaTime;
}
else
{
Dashing = false;
DashWaiting = true;
DashTimer = 0;
}
}
}
else if (Input.GetKey(KeyCode.LeftShift)) //Hold shift to sneak
{
PlayerRB.velocity = PlayerVel * Speed * SneakSpeed * Time.deltaTime * 500;
}
else if (Input.GetKey(KeyCode.LeftControl)) //Hold control to sprint
{
PlayerRB.velocity = PlayerVel * Speed * SprintSpeed * Time.deltaTime * 500;
}
else //Do nothing to walk
{
PlayerRB.velocity = PlayerVel * Speed * Time.deltaTime * 500;
}
}
}
Question Building a rule based Non AI assistant for my free Unity task board tool, would something like this actually be useful to you?
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.

r/unity • u/igguanidae • 1d ago
Confusion about Switching Scenes
I'm making a 3D game that involves a lot of scene switching with many different scenes, as it's an exploration game. Because of this, I want to make is easy to move from one scene to another. At the moment, I have a main hub area and one of the base areas it connects to, kind of like the Nexus from Yume Nikki.
I want to write a "catch-all" script that I can use every time I want to switch a scene. The problem is that my current script just changes the scene to the same scene each time. For example, the trigger I use in Scene 1 takes me to Scene 2, but I can't use another trigger to go from Scene 2 to Scene 1, it just takes me back to Scene 2.
Is there any way I can adjust this script so that I can change the destination scene for each Trigger object I add in a scene? I'm thinking a public variable that I can adjust depending on which scene I'm in and which Trigger it's on.
Essentially what I want is a script that works as a general scene switcher so I don't have have a unique script for every location in the game. That would take up too much space and Unity doesn't like it when I do that.
I hope this makes sense, this feels like a very basic function to have in a game. I'm still very new to Unity and C# so any advice would help me a lot.
r/unity • u/TripleDonutGames • 1d ago
Made a menu for my game
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r/unity • u/Drad0920 • 1d ago
Newbie Question Whenever I do anything that would cause anothere window to open unity freezes and they window is almost entirely white and isn't working.
I've recently switched to Linux, but it seemed to work ok before yesterday. I really have no clue what could be happening
r/unity • u/Ok-Presentation-94 • 1d ago
Question Unity TileMap artifacts
Hi, as you can see in the image attached to this post, small black lines appear on my TileMap when I paint tile by tile unlike the yellow section, which is also a TileMap but was painted all at once using the fill tool. Why is there a difference? How can I get rid of these artifacts?
r/unity • u/Sensitive_Use2552 • 1d ago
searching for Programmer, Pixel artist and Animator
Hello i am a 16y old Guy from germany and want to Create an Pixel Metroidvania and for it we need an Programmer that can do it with us and we also need a Animater that can Animate my Pixel arts,.. it would also be helpful to havea second Pixel artist who can Help me to Create assets
What we need.
Programmer, Pixel artist, animator
r/unity • u/Karma318akabane • 1d ago
Question help with this tutorial
youtu.beso i was working on my lighting and in 0:25 sec of the video it says to go to the main camera thing is my main camera is attached to the player do i have to create another camera for it
r/unity • u/MohmedHaftari • 1d ago
Resources Unity Events: The Silent Problems That Can Break Your Project!
Unity Events are a great feature. They are simple, inspector-friendly, and extremely useful for many workflows.
But after using them extensively in real projects, I started running into problems that became harder and harder to ignore.
1. Fragile persistent bindings
Unity Events serialize method references using method names.
This means a simple refactor like renaming:
OpenDoor()
to:
UnlockDoor()
will break the persistent binding.
The worst part is that this failure can stay hidden until the event is actually triggered, making debugging much harder.
2. Limited method support
Unity Events only support a limited set of method signatures and parameter types.
Need to call a method with multiple parameters, custom types, or a more complex signature?
You often end up creating wrapper methods just to make Unity Events accept the call.
3. No project-wide visibility
As projects grow, it becomes increasingly difficult to answer questions like:
- Where is this event used?
- Who is listening to this event?
- Why is this callback not being triggered?
- Which bindings are broken?
Unity Events do not provide a practical way to track and diagnose these problems.
4. Performance overhead
The common discussion around Unity Events is that they are slower than C# delegates. However, the average invocation time is not the only thing that matters.
The first invocation cost is often overlooked.
In my tests, the first call to a single persistent listener already costs over 0.05 ms on a Ryzen 9 9950X, one of the fastest consumer CPUs available today. On lower-end hardware, this cost is significantly higher.
This happens because persistent calls rely on reflection to resolve the target method, along with additional validation and setup work during invocation.
This test also only uses one persistent listener. In real projects, events commonly have multiple persistent listeners, and each listener introduces its own method resolution and initialization cost.
Why I created My Own Event System
Ramdal Events was built to solve these limitations while keeping the convenience of inspector-based events.
It addresses these problems by:
- Precompiling and caching invocation data instead of repeatedly resolving methods through reflection.
- Using cached delegates for near delegate-level performance.
- Using unique method IDs to make persistent bindings refactor-safe.
- Supporting virtually any method signature and parameter type.
- Providing project-wide event tracking and diagnostics to quickly find and fix issues.
The goal was not simply to make a faster event system.
The goal was to create an event system that is easier to scale, maintain, and debug as projects become more complex.

