r/Unity3D

▲ 325 r/Unity3D+2 crossposts

Always wanted to make a Steam game. So I locked in, worked every weekend the past 5 months and just released a free demo of my PvP spell-drawing wizard game (I need sleep)

I'm a full-time game developer at my day job, so after already making games for 8 hours every day it's hard to find time and work on something for yourself. But I locked in and worked on this game on every weekend the past 5 months and even though it was hell, I'm proud of this little game.

Some more info: in the game you need to draw magic symbols in order to summon different spells which you can find in the spell-book. In the demo there's only a free-for-all mode, but I also have a 1v1 mode already working (not included in the demo because I don't want to divide the already small player-base).

If you want to try out the game make sure to take your friends with you, because marketing is going poorly so I doubt a lot of players will be online at all times.

You can find the free demo on Steam:

https://store.steampowered.com/app/4427810/DRAWCERY/

u/SPOOKJUMP — 3 hours ago
▲ 155 r/Unity3D+1 crossposts

Stylized Medieval Army Pack: This pack contains a collection of stylized low poly medieval units inspired by real historical references rather than fantasy.

u/LastCallDevs — 8 hours ago
▲ 91 r/Unity3D+3 crossposts

Our rabbit enemy decided to just "nope" into the void... 🐇🕳

hey, we're making a horror slot-machine roguelike called Dead Spin, and just ran into this weird bug...

honestly, considering the weird, creepy PS2-era vibe we're going for, I'm half-tempted to just leave it in and call it a feature :D

so guys, would you keep it or fix it?

u/user_48736353001 — 7 hours ago
▲ 21 r/Unity3D

I built a completely generic, allocation-free Object Pooling system. Wrote a technical breakdown and open-sourced the package for everyone.

Hey everyone,

We all know the performance tax of frequent Instantiate and Destroy calls, especially the resulting Garbage Collection spikes during heavy gameplay.

I recently published a technical deep dive titled "Advanced Pooling System". In the article, I break down how to properly decouple memory management from core gameplay logic by combining the Factory Pattern and Type Abstraction on top of the native UnityEngine.Pool API.

Theory is great but plug-and-play is better. I have packaged this exact architecture into a free, open-source tool that you can drop directly into your projects via the Unity Package Manager.

Key Technical Specs:

  • Eliminates GC Spikes: Pre-warms object memory to prevent frequent Instantiate and Destroy overhead during intensive gameplay loops.
  • Fully Generic Architecture: Utilizes Dictionary<Type, object> to manage all prefab types (projectiles, enemies, UI) through a single, centralized manager. You no longer need to write separate pooling scripts for different objects.
  • Clean API: Strictly separates the instantiation logic from the pooling lifecycle.

You can grab the source code, documentation, and UPM installation instructions here: https://github.com/Abdullah165/com.abdullah.objectpool.git

I would appreciate any feedback. Let me know if you end up using it in your projects!

Edit / V1.1 Roadmap (Based on Community Feedback): Thank you for the excellent architectural reviews in the comments! To clarify a few technical points and outline the next update:

  • Semantics: To be completely precise regarding the title, this system provides allocation-free runtime spawning. The initial pool population during setup naturally requires memory allocation.
  • Upcoming V1.1 (Variant Pooling): Currently, using typeof(T) for the dictionary key restricts the pool to a 1:1 script-to-prefab ratio. Based on your feedback, I am actively preparing V1.1. This update will shift the dictionary to use GetInstanceID() rather than Types. This will fully support infinite prefab variations (e.g., multiple different prefabs sharing the same Bullet script) and further optimize dictionary lookup speeds in the hot path.
reddit.com
u/Geek_Abdullah — 8 hours ago
▲ 12 r/Unity3D+2 crossposts

Voice-over or text for a game

I’m trying to decide on the overall feel for my game, The Lost Paws.

I made two versions of this scene:

  • one with voice-over narration
  • one with only text/dialogue

Which version feels better to you emotionally, and why?

I’m especially curious which one feels more immersive, cozy, or fits the atmosphere of the game better.

u/bszaronos — 7 hours ago
▲ 246 r/Unity3D+1 crossposts

Solo dev here, made a 3D weapon generator (no AI)

Editing weapon shapes/textures in real time and seeing Unity update instantly

u/kevdev3d — 12 hours ago
▲ 123 r/Unity3D

I've been working on a Stylized Mining node system using gradients. What do you guys think?⛏️

Hey guys! I wanted more variety for cave environments, so I made this kit completely modular. The rock bases are separate from the ore veins and crystal clusters, so you can mix and match them to create different nodes.

Are there any specific minerals or fantasy crystals you always look for but can never find in stylized kits?

If you want to check out the project with more details, I'll leave the link in the comments below!

u/RiescArts — 10 hours ago
▲ 39 r/Unity3D+2 crossposts

What you think guys for this first person controller for my upcoming project ?

u/silestStudios — 13 hours ago
▲ 14 r/Unity3D+1 crossposts

Good boy got my back!

Hello, I'm the dev behind Road of a Survivor game on Steam. I'm trying to make this zombie survival to be less "oh no big zombie, I'm gonna die" and more "hell yeah, more zombies to kill" kind of game. Just implemented my dog companion and I just love how it looks.

u/Konithir — 9 hours ago

Why doesn’t Unity show scene diffs like this by default? I updated my review mode so our level designers can see what changed before pushing

Hey! Small devlog update.
I updated the review mode in MergeSight, my Unity asset review & merge tool.

The goal is simple: before pushing, level designers should be able to see what actually changed in a scene or prefab without reading YAML.

Now they can scan touched objects, hierarchy moves, changed values, and updated references in a Unity-style view while the context is still fresh.
This review layer is also part of the bigger merge workflow: understand the change first, then resolve conflicts with more confidence.

I’m sending the asset to the Unity Asset Store review in the next few days.
If you want to follow the release, you can join the waitlist on the asset site.
Will be glad for any feedback before going to public!

u/7WStudio — 6 hours ago
▲ 13 r/Unity3D

Fixing Unity

I keep losing track of all the textures related to certain materials, so I wanted all organized by color and tags.
It shows, for each file, what connections it has with others and allows easy access by category (work with scenes as well).
Additionally, it displays files that are not used anywhere, empty materials, and so on, with the possibility to delete them all or selectively.

What other ideas you have to make the life easier?

u/TheLancaster — 15 hours ago

Testing huge numbers of belts and items in my factory game

I think I need to do bigger test setup next as this runs without any stress! :)

youtu.be
u/Moppemopsi — 11 hours ago

Is it good move to add free demo on Steam?

Hey fellow devs. WDYT about free demo and EA version? Does it make any sense? I did that move 2 weeks ago and it basically killed wishlist additions. Is it better in general to have only EA version?

reddit.com
u/SimonDeveloper — 14 hours ago

Videos in Unity (Linux/Steam Deck)

I have videos in my game (cutscenes)... They play perfectly fine on Windows. But on Linux, they don't work, and I know it's a codec issue.

​I already tried the 'StreamingAssets' trick, but it's still the same.

​Any ideas? I want to release a version for Linux and Steam Deck, but if I can't fix this, it's Unity's fault, sorry haha.🎻

u/BearKanashi — 18 hours ago
▲ 14 r/Unity3D+3 crossposts

[PC] I just released the Demo for my node-based factory game "Idle AI Factory" and need feedback on the pacing!

Game Title: Idle AI Factory

Playable Link: Idle AI Factory on Steam

Platform: PC (Windows, Mac, Linux)

Description: Idle AI Factory is an incremental automation game that strips away traditional base-building to focus entirely on the pure logic and satisfaction of node-based systems. In this game, your primary goal is to build an interconnected web of nodes, optimize production lines, and route resources efficiently to watch your numbers grow exponentially.

Instead of managing physical buildings or units, you are managing data and logic flows. As you progress, you'll face early-game scaling challenges, unlock powerful new upgrades, and figure out the most efficient network layouts to maximize your resource generation. The game is designed for fans of deep, systems-driven gameplay who love tweaking economies and hitting massive milestones.

Since getting the math and economy balance right is the hardest part of an incremental game, I am releasing this playable demo to gather your brutal feedback on the early-game pacing and the node-connection interface.

Free to Play Status: Demo

Involvement: I am Ahmed, the solo indie developer behind Kebreet Games. I am responsible for all aspects of the game's development, including game design, programming, and visual arts.

u/AhmedMostafa_dev — 1 day ago
▲ 102 r/Unity3D+3 crossposts

I’m making a Halloween game and I’ve been trying to make it look more original

I’ve been making this game for a while now and I’ve heard a few times that my game looks basic and gives off “asset flip” vibes. I just added an outline visual commonly seen in cartoonish games, what do you think?

u/BeastlyBeast5129 — 1 day ago