r/Unity3D • • 11h ago

Question I'm new from Unreal Engine. Need some advice on the marketplace.

0 Upvotes

Hello Everyone,

I have decided to try to move my game over to Unity from Unreal. Basically starting from scratch. I am wondering if anyone could point me in the direction of finding some quality basic character designs and animations without breaking the bank. I'm doing this so I don't have to redo a bunch of subpar animation and modeling. The game has an art style similar to Schedule 1 (Partly why I'm moving to Unity because I couldn't get the look right in UE). I just need basic animations and some fun cartoony character models. Any advice would be appreciated. Thanks!


r/Unity3D • • 19h ago

Question Irregular outline on a 3D model imported from Blender into Unity

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4 Upvotes

Hi everyone!

I'm having a problem with the outline on a 3D character I modelled in Blender and imported into Unity.

The outline looks irregular and distorted in certain areas. My object has an armature and is animated using bones. In Unity, the object uses a Skinned Mesh Renderer, and I'm using a custom Shader Graph to create the outline.

I've noticed that another model I imported from Blender, which doesn't have a Skinned Mesh Renderer, doesn't seem to have the same issue. However, I'm not sure whether the problem is related to the mesh topology, normals, or something else in Blender.

I've tried adjusting the outline thickness, but I haven't identified the cause yet.

Does anyone know what could cause this, or what I should check in Blender or Unity to fix it?

Any help would be greatly appreciated. Thanks!


r/Unity3D • • 21h ago

Show-Off We built Archmage, a config tool for game dev that works with Unity. Our goal is to make tuning game data painless. Would love feedback.

0 Upvotes

Archmage is a configuration solution for game development. It brings together the following: specifications on how to structure config data, define fields, and fill in values; pipelines that export runtime data and generate strongly-typed code; multi-language SDKs for loading and accessing that data at runtime; and a collaborative editing workflow for teams.

We have spent more than 6,000 hours building Archmage.

The video adds one spell to a game. The designer fills in its values in a spreadsheet. The programmer gets the exported data and typed C# code, with no config types to define and no parser to write. In Unity, you load and access that data at runtime with the Archmage C# SDK.

The full write-up is here: https://shadop.dev/archmage/blog/designer-friendly-workflow/

It walks through the process step by step, and all exported data, error messages, and generated code shown there come from real Archmage runs.

Archmage is free to download and use: https://shadop.dev/archmage/get-started/

We will be in the comments to answer questions.


r/Unity3D • • 21h ago

Question Do players actually care about historical accuracy in medieval games?

29 Upvotes

I've been creating low poly medieval armies for a while now, and I've just finished my third pack, this time focused on the Crusades.

One thing I've noticed while making these is how much armor, weapons, and clothing changed between different medieval periods. But I wonder how much of that actually matters to players.

Would you rather have historically accurate units, or more visually interesting designs even if they're completely wrong for the period? I remember watching "Vikings" and my eyes would hurt when I notice they gave the saxon army a burgonet helmets 700 years to early, but I don't have this exact sting when it comes to video games.


r/Unity3D • • 21h ago

Resources/Tutorial Not worth your time

124 Upvotes

Left is the texture; right is the model.
Out of curiosity, I wanted to give a chance to an AI-generated model, downloaded for free, from a store. Despite the huge number of vertices, I kept trying giving a chance. After applying a decimate modifier, I considered the mesh "acceptable", +4k faces just to imagine a possible pipeline. Then I went to check the texture and "God no". The inhumane aberration of such a texture lead me here, sharing with you this time-wasting micro-experiment. Neural-generated meshes are very, very bad.
Happy continuation of the day,
Remember, kids, it is not worth


r/Unity3D • • 22h ago

Show-Off Customers showing their irritation when kept waiting too long

2 Upvotes

r/Unity3D • • 20h ago

Meta Want to click your projects tab? TOO BAD, it gets pushed down by 'Get set up' right as you try to click it. So helpful!

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56 Upvotes

r/Unity3D • • 6h ago

Game Getting a full-ragdoll, 8-legged octopus to hit 60fps on Steam Deck in HDRP without gutting the visuals

6 Upvotes

INKURSION is a narrative platformer in Unity 6 HDRP where you play a newly sentient octopus escaping a simulated universe. HDRP isn't exactly known for running on handhelds, so making it portable and Deck-friendly while keeping the look was one of our biggest challenges. Here's what actually moved the needle:
The octopus itself
Eight fully physics-driven legs is a lot of rigidbodies and joints aswell as procedural walking scripts for step reach. We tuned joint counts per tentacle, simplified collider shapes, adjusted solver iterations, and made sure segments sleep when they're not doing anything. The goal was keeping the floppy, reactive feel without the physics step eating the frame.
Mirrors
We use HDRP planar reflection probes for mirrors so the player can look at their octopus character, and rendering them every frame was brutal. Now each mirror only renders in realtime when it's actually on screen and the player is within a set radius. Even then, it doesn't capture every frame: it takes a snapshot at an interval, which is still smooth enough that your eye doesn't notice. This was one of our single biggest FPS wins.
Meshes and shaders
We cleaned up and LOD'd environment meshes, cut down shader variants, and simplified our heaviest shaders so the lighting still reads the same but costs far less on weaker GPUs.
Batching
Lots of foliage and repeated props, so batching was huge. Cutting draw calls freed up more CPU headroom than almost anything else.
Upscaling
On NVIDIA hardware we use DLSS, which lets low-end RTX cards render at a lower internal resolution and still look sharp. [On Deck we use FSR, since DLSS is NVIDIA-only.]
The result is a stable 60fps on low-end hardware with the bioluminescent look you see in the clip intact.
Happy to go into detail on any of it, especially the ragdoll and mirror setup. What's been your biggest win optimising HDRP?

Demo: https://store.steampowered.com/app/4767470/INKURSION/


r/Unity3D • • 18h ago

Show-Off Retail Store Simulator : Company Hackathon Project

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0 Upvotes

The objective of the project was to demonstrate how creating and simulating a digital twin can help validate store layouts and product placement locations.

This process utilized realistic shopper personas generated through Generative AI.

For more information, read the full article here: Retail Store Layout Simulation

You can access the GitHub repository here: StoreSimulator

Additionally, try the playable demo here: Store Simulator Unity Playable Demo


r/Unity3D • • 12h ago

Game Darkness - The #game - #gameplay Trailer - WIP - Puta Labs - #pc #topdo...

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0 Upvotes

The gameplay of my upcoming video game "Darkness" is out NOW !

I've been working on this game for over 5 months, as a solo indie GameDev

(Worked in the Industry, as both Senior 3D Environment Artist and Level Designer also an Architect)

"Darkness" is a top-down medieval dark fantasy game, which includes partly dialogues, trade system, inventory, slash, puzzle and semi-stealth mechanics. Developed with Unity 6 URP. I tried my best on optimization part.

In "Darkness" you play as "Kün" , our brave and bold Hero, who tries to save his Queen and the Kingdom from the Darkness and its' servants...

Demo soon will be out (Approx. in November 2026, and planning to release in Q1 2027)

Hope you'll like it ! I'm open to any constructive feedbacks.

Game is still in WIP.

You can support me by Wishlisting the game on Steam :

https://store.steampowered.com/app/5147490/Darkness/?beta=0

Cheers and have a great weekend all !


r/Unity3D • • 4h ago

Question Our giant cat's footstep camera shake ticks like a metronome - animation events, Perlin noise, or both?

1 Upvotes

One power in our Unity game makes the cat eight times his size, and right now every step is the same camera shake on a fixed 0.45 s timer, so a player said it ticks like a metronome.

Would you fire it from animation events on the actual foot contacts, add Perlin noise to the strength, or do something else entirely?


r/Unity3D • • 5h ago

Show-Off Did a real time test of my custom rendering pipeline (Virtual Geometry + Voxel World Space GI, Virtual Shadow Maps) inside one of my project on my thermal throttled laptop.

0 Upvotes

I've been working on a custom rendering engine for a while now, and eventually got bored of testing and tweaking it in static environments (mainly the 23 billion triangle statue scene and Sponza), so I decided to plug it into one of my older projects that's entirely procedurally generated.

Took a while to get everything hooked up, but the results are looking pretty promising so far, especially the voxel-based GI.

The procedurally generated houses don't really have enough triangles to justify running the virtual geometry system just yet, although I do have it running in some of the other levels. It's pretty much the only reason those scenes can run without my GPU ejecting itself with a lawn chair error and crashing Unity.

P.S. I'm aware a lot of the objects inside the houses are pretty low poly. I haven't got around to modelling high-poly replacements for the procedural generator yet, but that's where I'll be putting the virtual geometry system to work next.


r/Unity3D • • 41m ago

Question Créer un fan game 3D sur Unity sans aucune expérience c’est possible ?

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• Upvotes

Bonjour,
J’aimerais créer un fan game 3D 100 % gratuit sur Unity. Je ne sais pas encore sur quelle licence, TLOU ou Zelda ( s’il vous plaît Nintendo ne m’attaquez pas en justice 😭😂) je pense mais peu importe. Je n’ai jamais touché une ligne de code de ma vie, j’ai juste créé un site avec Lovable et je rectifiais les erreurs quand il y en avait (j’essayais de comprendre).
Hier, j’ai installé Unity dans le but d’aboutir à mon projet, mais d’abord il faut le commencer, et je n’ai aucune expérience. J’ai juste d’autres potes codeurs, mais eux ne codent pas de jeux vidéo, donc… Je ne sais ni coder en Python, ni en C#, ni en C++, ni en Java… Je n’ai même pas fait spécialité NSI au lycée.
La question est : est-ce que c’est possible ? Par où avez-vous commencé ? Par où dois-je commencer : déjà faire du Python ou de la 2D ? Quels tutos je dois regarder… tout en sachant que je ne veux pas utiliser l’IA, je veux juste coder moi-même.( j’ai oublié de le dire mais je n’ai aucune compétence graphique)
Merci, passez une bonne journée !


r/Unity3D • • 7h ago

Solved The second test of the Shelter was successfully completed. The obsessive-compulsive person is overjoyed. Alignment is now much easier.

4 Upvotes

Thank you to the 2,000+ friends who downloaded and played the game. During this trial play session, we collected a large number of opinions and suggestions.

For example, regarding the position of the shipping box, some friends suggested it could be moved; some said the floor height could be increased to build a loft; there were also suggestions for modifying the operation keys to accommodate different operating habits, and for adjusting resource consumption, etc.

What moved us even more was that we saw some friends playing the game for over 200 minutes. This gave us great encouragement. Once again, we would like to thank all of you for your support of "Shelter Prepare".

Next, we will sort out and improve the problems and suggestions we have discovered, and prepare our official demo.

Also, the alignment adsorption was not obvious before. This time, we have further enhanced the alignment adsorption ability, and the cans and beverages are now easier to stack!


r/Unity3D • • 14h ago

Official The 2026 Official Unity Game Jam starts November 5th!

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11 Upvotes

Hi all!

I’m excited to announce that we’re back with a jam for the second year in a row! Last year’s jam ran for a single weekend, and many of you told us that wasn’t enough time. This year you get seven full days to build, plus a few more days to package and submit your game.

Key dates

  • Kickoff livestream: Thursday, Nov 5 at 9 AM PT / 12 PM ET / 17:00 UTC on YouTube and Twitch. We’ll reveal the theme near the end of the stream at about 10 AM PT (18:00 UTC), and the jam starts at that moment.
  • Submission deadline: Saturday, Nov 14 at 12:00 UTC. We won’t extend it. Plan to finish building by the end of your seventh day, and use the extra time to upload your game and fix bugs.
  • Winners livestream: Thursday, Dec 10

Prizes

The Unity judging panel picks 1st, 2nd and 3rd place, plus a Best Student Award. Prizes include:

  • 1-year Unity Pro licenses
  • Unity Academy subscriptions
  • Asset Store coupons
  • Discord Nitro
  • Tools from Odin, Photon and more

Know this rule now

To be judged for prizes, your game needs a WebGL build that plays in the browser on itch.io. Test your WebGL build early so the deadline doesn’t catch you out.

Get ready before Nov 5

  • Need a team? The team-finding channels in the Unity Discord are opening soon.
  • New to jams? The Get Started with Game Jams course on Unity Learn covers how to scope a game and ship it fast.

Join the jam on itch.io

Questions about the rules, teams or submissions? Ask them in this thread and we’ll answer here.

- Joy


r/Unity3D • • 16h ago

Game Hey! We're making a mobile game and wanted to hear what you think. Is it clear how to play? Does it look fun compared to other similar games you've played?

0 Upvotes

Any feedback helps, good or bad. We just want your honest opinion!


r/Unity3D • • 23h ago

Game I finally released a demo for my little indie game!

34 Upvotes

8 months later i finally reached a point where i can share my demo to you, the game is called Junebug, its on steam :)


r/Unity3D • • 15h ago

Show-Off Working on the gore system for my dark sci-fi FPS (Unity 6, URP) NSFW

9 Upvotes

Solo project, still early. The game opens inside a hell that machines built in the prisoners' minds, and this level is set around Zaqqum, the tree of hell. You only have a bone club there. The second half of the clip is my grey test map, where I also try the gore with guns.


r/Unity3D • • 22h ago

Resources/Tutorial Hex Map 5.7 - Set Terrain Type Burst Job

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6 Upvotes

We upgrade another part of the map generation process to a Burst job. The specific trick needed in this case is pulling the noise texture sampling out of the job, caching it in a native array beforehand.


r/Unity3D • • 15h ago

Game The Hive - Official Trailer

9 Upvotes

I think The Hive trailer just went viral on Youtube, so I'll share it here also.

We recently released a major update, upgrading the game to Unity 6.6 with improved visuals, lighting, animations, and effects. So kind of like a "remaster" at this point.

We also have two new expansions in development. The Hive has always been my passion project, and seeing renewed interest in the game motivated me to start working on it again. We also translated it recently to +12 languages.

For those unfamiliar with The Hive, it's a story-driven real-time strategy game with RPG elements, somewhat similar to Homeworld or Dawn of War.

You command an insectoid hive, harvest DNA from defeated enemies, and use it to evolve new creatures. You can choose which creatures to unlock and in what order. Your units carry over between missions, level up, grow in size, improve their stats, and can equip them with items dropped by enemies.

There is also pure gameplay video on our channel if you want to see that.

We have a free demo on Steam if you want to check it out


r/Unity3D • • 9h ago

Show-Off my take on a blob shadow

107 Upvotes

r/Unity3D • • 23h ago

Show-Off You can now recruit bosses as party members or villagers

14 Upvotes

r/Unity3D • • 17h ago

Show-Off Added some baddies for the player to dodge and swing at...

361 Upvotes

Enemies are super simple right now - just testing some early behaviours out. I also added a slip/dodge mechanic where the player can slip out of the way of attacks. That move was inspired by the dodge in the last of us part 2, (which I love), I wanted it to feel like your slipping just past the blade instead of a big roll.

Its all still procedural with no animation clips... What enemy behaviours would you expect for combat scenarios like this?


r/Unity3D • • 19h ago

Game Before and after Post Processing !

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50 Upvotes

r/Unity3D • • 19h ago

Show-Off I wanted the town in Farm & Feast to feel alive, so I added people walking around. Here's how I did it, step by step

126 Upvotes

Farm & Feast - We are a two-person team building a peaceful farming and restaurant management game in Unity. My town felt empty, so I added pedestrians and traffic. Here's the process:

  • Took one of my customer characters and his walk animation
  • Baked the animation into a texture (VAT) so the GPU can play it without bones
  • Tested a single pedestrian on a plane
  • Scaled it up: 10, 50, then 150 people
  • Moved them into the actual game
  • Added cars that keep their distance from each other
  • Made the cars stop and queue when someone stands in the road

    Happy to answer any questions!