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/Due_Line_246 • 17h ago
Great news!
r/unity • u/Vincent_Penning • 9h ago
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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
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/Grish_tad • 7h ago
Hi 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!
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;
}
}
}
r/unity • u/Rich_Notice2980 • 8h ago
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/Mobaroid • 11h ago
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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/Angry_Bird_1851s • 20h ago
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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/MoreDig4802 • 3h ago
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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.
r/unity • u/Sad-Vermicelli-5541 • 4h ago
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Working on expanding this abandoned vintage environment bundle. Let me know your feedback on the overall atmosphere and details!
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/unity • u/BearKanashi • 20h ago
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Morí recibiendo un masaje del enemigo... (En realidad nos roba energía y falta un VFX)
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.
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I 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.