r/unity

▲ 3.5k r/unity+13 crossposts

I’m working on a meadow for my analog horror game.

u/vladkudas — 4 hours ago
▲ 13 r/unity+10 crossposts

I made an incremental game where you shake vending machines until they basically run themselves – One More Shake

One More Shake is a small incremental game where you start by manually shaking vending machines to make money.

Upgrade your machines, increase their value and speed, unlock more machines, and eventually automate the whole process.

If you enjoy incremental games, I'd really appreciate a wishlist on Steam!

Wishlist One More Shake:
https://store.steampowered.com/app/4933650/One_More_Shake/

u/Deep_Philosopher1426 — 5 hours ago
▲ 256 r/unity+13 crossposts

We released a New Trailer & Playtest Announcement for [The Outer Frame]

Our trailer JUST premiered during the LAGS - Summer Fest Edition Showcase!!
So excited to finally share this! Because we hid a choice-driven point-and-click adventure in a desk job sim with a roguelite time loop, and we just wanted to tell you about it.

We'll get more specific about the Q3 2026 playtest date as it looms closer!
What do you think of the trailer?

You can support our game on Steam: https://store.steampowered.com/app/4079320/The_Outer_Frame/

u/Relative-Situation-2 — 11 hours ago
▲ 152 r/unity+1 crossposts

You can chop a giant mushroom anywhere on the stalk and it falls from that cut. Anything to improve?

Our game is Shroomer. Its a VR adventure game in a magical open world, quests, alchemy, and mushrooms the size of trees. The chopping isn't a hit counter. The axe carves a notch wherever it lands, notches accumulate, and the cap falls from whichever cut goes through first.

Free demo on Quest and Steam:

https://www.meta.com/experiences/shroomer-demo/24588036447559733/

https://store.steampowered.com/app/3669830/Shroomer/

Discord if you want to follow development: https://discord.com/invite/xVk4aNfQmf

u/TrisgramStudio — 11 hours ago
▲ 6 r/unity

What to improve to make simulations feel more alive?

I'm building a ski resort simulator but other than the terrain clipping, something is off which is making this feel a bit flat graphically; maybe it's lighting? I've got people arriving by car, walking around, skiing etc. Groomers come out at night and groom the runs.

Does anyone have any ideas? How can I make the little towns feel more alive?

u/jakeandaqueer — 7 hours ago
▲ 26 r/unity+2 crossposts

We couldn’t have made an animation this funny even if we tried.

Some bugs are amazing...
aand yes, our dwarf is wearing a BDSM outfit.

u/alperozgunyesil — 9 hours ago
▲ 1 r/unity

Weird rendering problem causing SemaphoreWaitForSignal

The screens shows the stats/profiler in the MAIN MENU of the game. Then there is a lobby and finally, the game scene where you play.

The last 2 images is the profiler on a develop build. THE PROBLEM DISSAPEARS in a build.

The problem is that 2 days ago, i had 100fps on menu (not good, but was fine compared having 30fps) and also 90-100 fps during GAME, not another 25-30fps after this issues started happening.. It "came from nowhere".

Also, in the lobby of the game (not main menu, not the match) it went from 450fps (there is just an image and 3 buttons) to 120fps....

If i turn OFF the main camera it all goes back to normal.

also, if i make a build.

but i have no CLUE on what is going on, other than this is arendering issue.

FINALLY: on the highlights (top of the screenshots shuing CPU and GPU use) my game normally only has red spots, CPU "bound", not GPU. The biggest scene has 1 millions tris and 1000 batches, about 80 set pass calls, nothing crazy.. it all was working well (despite needing some optimization).

u/doom_alien23 — 7 hours ago
▲ 1.1k r/unity+3 crossposts

After two years, I'm finally showing off a procedural dungeon generator I built in Unity

I'm releasing a demo for a procedural dungeon generator I've been working on for over two years. I was inspired by the level layouts of games like The Binding of Isaac and Enter the Gungeon, and the interconnected worlds of Zelda and Dark Souls. This is only the beginning, I have several more features planned for this project, including turning it into a downloadable Unity package for others to use.

The goal is to create an algorithm that generates dungeons that feel linear like an RPG but still random and replayable like a roguelike.

Original Video: https://youtu.be/Adakgpoy0p0?si=R2qYbshEb11xuKFM

Blog: https://ryancarpenterpf.dev/labyrinth_demo.html

Demo: https://dev-rygy.itch.io/labyrinth-procedural-generator

u/dev-rygy — 1 day ago
▲ 1 r/unity+1 crossposts

Easy Optimization Tips?

So Im remaking minecraft in 2D in unity game engine and my perfomance isnt great (about 25 FPS on my hardware- RTX 4060Ti, R5 7600, 32 Gigs of ram). I wonder if you guys could give me some easy optimization tips so I can get my FPS up a bit in my pixel art game.

u/Responsible_Owl_8025 — 14 hours ago
▲ 977 r/unity+26 crossposts

New trailer for Arkansas 2125

Hey everyone, I'm back with a new trailer for my post-apocalyptic game. I spent two hours making it, so please rate it.

u/No_Piano_1857 — 1 day ago
▲ 2.6k r/unity+12 crossposts

I made my NPC right-handed so my procedural pain system would look natural

u/tripledose_guy — 1 day ago
▲ 40 r/unity+4 crossposts

Working on the weather system for my pixel art climb game. What do you think of the rain ambiance?

u/ErenSametSaricicek — 1 day ago
▲ 0 r/unity

Unity 6000.5.8fl

I just finally updated my unity to 6.5.8fl and something i noticed that ive never had an issue with is i go to create a project and it immediately goes to "Enter safe mode?" Prompt. Created a new project just to check out the changes and the damn thing is broke before I get to try it 🤣 any ideas?

u/ArmyOfChickens — 1 day ago
▲ 35 r/unity+6 crossposts

Trying to make my RTS battlefield feel like a world instead of a board

I've been spending a slightly unreasonable amount of development time lately on something that started with: "The ground needs grass."

This is Icon: Voidfall, the RTS I've been building for about three months now, and one of the things I've really wanted to improve is how much the battlefield itself reacts to what's happening on it.

So naturally, adding grass escalated.

The grass is procedurally generated across the playable NavMesh and GPU instanced rather than being placed as authored objects. It reacts to units moving through it, clears underneath structures, dies around the spreading Malignance used by the Arafel faction, responds to wind and lighting, and eventually regrows when temporary damage to the environment disappears.

Then I added Twisters.

They're neutral environmental actors that wander the NavMesh and physically affect the match. They'll tear paths through the grass, damage structures, pick up smaller units, throw larger ones around, uproot resource trees, scatter their logs, and leave temporary scars through Malignance.

Wildlife and neutral Kobolds will actually recognize one approaching and attempt to get the hell out of its way.

There's also a match mutator called Tempest that turns these things loose during normal games.

And because apparently none of this had become complicated enough yet, I added fire.

Fire spreads through the grass with an intentionally irregular front, chars the ground behind it, produces smoke, can ignite units caught in its path, temporarily sets structures and trees visually ablaze, and eventually burns itself out. The grass then slowly grows back into the scar.

The fun part for me has been trying to do all of this without turning environmental simulation into the most expensive system in an RTS that's already expected to handle hundreds of units.

A lot of what you're seeing here is shader driven, bounded, pooled, or represented through compact world-space data rather than trying to simulate every individual blade of grass or particle as an object.

There are still plenty of rough edges, and fire in particular is currently offline-only while I work out the host-authoritative world-event path it needs for multiplayer.

But this is getting much closer to what I want the world of Voidfall to feel like.

The battlefield isn't just scenery underneath the RTS anymore. It's slowly becoming another participant in the match.

Anyway, here's roughly four minutes of me abusing the environment in the name of game development.

Happy to get into the technical weeds on any of it if anyone is interested.

u/_Req — 1 day ago
▲ 148 r/unity+4 crossposts

I made my VR inventory a pocket dimension you can physically reach into.

You can look inside it, store items, and physically reach back in to pull them out when you need them.

I wanted inventory to feel like part of the VR world instead of another floating menu.

Would you prefer something like this over a standard inventory system?

Ghostly Late Night Show is coming to Meta Quest — wishlist here:
https://www.meta.com/experiences/ghostly-late-night-show/1823446819037017/

u/MikeMiltan — 1 day ago
▲ 1 r/unity

Need help with CCC improvements

I'm making a game with an ~isometric 3D view, and I'm constantly getting negative feedback about the camera and controls. At first it was about certain things like view angle, min/max zoom, etc. Changing those things reduced the negative responses in the survey about the camera from 40%+ to ~20%. But it's still the most disliked thing we have, according to the survey. And now it's just "I didn't like the camera and controls" without any certain details.

Could you give me some advices, how to make the camera/controls better? I've tried just to copy everything about the camera from the V Rising, but I'm definetely missing something.

I've carptured the video with keys/mouse overlay, but I'm not sure that it will be enough.

https://reddit.com/link/1vsf0go/video/k0mom77i4akh1/player

As far as I know, link sharing is prohibited, but if you want to help me and want to check the camera/controls yourself, you can find the game demo in Steam, it's called ExoTrain.

reddit.com
u/ExoTrainGame — 18 hours ago
▲ 56 r/unity+3 crossposts

A quiet day in the Scraplands... until the junk starts moving

Stories of travellers who never came back. Warnings about things moving beneath the scrap. Rumours of strange creatures and artifacts nobody can explain.

A short teaser from Junkyard Stories: Rebirth, showing a glimpse of the Scraplands and some of the strange things waiting out there.

Explore, solve quests and puzzles, collect Non-Terrestrial Artifacts, trade with the people you meet and try to keep your batteries alive.

Junkyard Stories: Rebirth is an indie game being developed by just two people. We're working hard to bring these scenes to life, one strange corner at a time.

u/junkyardstories — 1 day ago
▲ 6 r/unity+3 crossposts

I published my first mobile game and would love honest feedback

Hi everyone,

I recently published my first mobile game, Stack Raise 3D, on Google Play. It is a simple one-tap 3D stacking arcade game where you drop blocks, build a tower, try to beat your best score, complete missions, unlock skins, earn rewards, and compete on the leaderboard.

This is my first released game as an indie developer, and I am still learning. I would really appreciate honest feedback from players and fellow developers. Please let me know what feels fun, what feels confusing, what should be improved, and what kind of updates you would like to see next.

More updates are coming soon.

Google Play link:

https://play.google.com/store/apps/details?id=com.smodegames.stackraise3d

Thank you for any support or feedback.

u/S-ModeGames — 1 day ago
▲ 114 r/unity+7 crossposts

Bu sahne oyunumu temsil edecek kadar iyi görünüyor mu?

Sizce yeterince iyi ve tamamlanmış hissettiriyor mu? Eklememi, çıkarmamı veya geliştirmemi önerdiğiniz bir şey var mı?

u/Mikzmizah — 2 days ago