r/unity • u/BONSE2000DEV • 56m ago
Showcase Thats my first game guys show me some love or hate <3 Spoiler
youtu.beToon X Beta
r/unity • u/BONSE2000DEV • 56m ago
Toon X Beta
r/unity • u/iSpetsnazZx • 5h ago
Hey r/unity !
A project I worked on as a Quality Assurance Analyst just launched on Steam: Sparky Rush: Purrils in Pawsville (published by Converting Minds). Since this is a dev-focused community, I wanted to share not just the game itself, but also a technical deep-dive into the project and a fun post-release side project I did for it.

The Technical Breakdown & QA Perspective: Testing a fast-paced 3D/platforming game in Unity brings all the classic challenges you'd expect—edge-case physics collisions, state machine transitions, and making sure frame timings don't eat player inputs. I wrote a technical journal entry detailing the journey to the Steam release, looking under the hood at how the build came together and the QA process behind it:
📄 Technical Journal Entry:https://spet01.dev/journal/Sparky-Rush-Steam-Release/
Why I modded a game I officially tested (The 60 FPS Cap): By a deliberate design choice to ensure deterministic consistency across different hardware and physics/animation timings, the shipped build includes a C# script that explicitly locks to 60 FPS.
As QA, I completely respect and understand the stability reasons behind a hard 60 FPS lock. However, as a player with a high-refresh-rate monitor (and someone who loves tinkering with C# assemblies and reverse engineering), I couldn't resist writing an unofficial mod on Nexus Mods to patch out the framerate limiter and let it run uncapped!
🔧 Nexus Mods (FPS Unlocker): https://www.nexusmods.com/sparkyrushpurrilsinpawsville/mods/1
And of course, if you want to check out the official game and support the team, here is the Steam page:
🎮 Steam Page: oops this sub does not allow links to storefronts

I'd love to hear your thoughts! How do you guys usually handle framerate caps vs. uncapped interpolation in your own Unity projects? Happy to chat about the QA process, the C# assembly patching, or the game itself!
r/unity • u/GrumpyBullGames • 6h ago
Benchmark from my tower defense prototype in Unity 6.6 with full ECS. 10,000 skeleton warriors on screen, each death uses a fake ragdoll instead of physics.
Runs at 60+FPS on macbook m3 pro.
No undead were harmed during this experiment.
Happy to answer questions about the setup.
r/unity • u/Khayyamo_o • 6h ago
I tried to have lots of varieties, for sunset time, mid day time, afternoon time, cloudy, semi cloudy, almost clear and etc...
all the textures only show the sky and nothing else, no buildings, no trees no nothing
check it out in here
r/unity • u/Ok-Comb-8664 • 7h ago
My car is interracting with plane and ramps created in unity perfectly fine, but when it comes to race arena that I created in bleder, its very buggy and I dont know why. I dont understand how im supposed to create collider for race arena that would work. Is there something I should do diffrently in blender or in unity?
r/unity • u/BloodyNightmareDev • 10h ago
r/unity • u/_Powski_ • 12h ago
To be more specific 2400 Wishlists in 3 weeks and most of them came through you dear reddit community! I am very thankful and i want to give back something to you as a community!
So i had the idea that i could implement some part of you into my game in the form of an unique
Item!
Backstory:
3 Weeks ago i have posted this post and i have never thought that so many people will support me and give so much love to me and my game! This means a lot to me!
In Crown Me Again you play as the fallen Skull King Boss that is farmed by adventurers. You defend against waves of them and want to be the most feared boss again. The game is all about loot and the creation of powerful, ridiculous builds.
How it works:
Here are some of my abilities:
And with the Unique you can change those abilities.
Thank you and have fun :)
PS: There were more than one subreddit involved into the success so there will possibly be more than one item.
r/unity • u/Hour-Network2987 • 13h ago
I've been working on the networking for my 4-player game, Runner Party, and recently wrote an article about implementing rollback netcode with Unity and FishNet.
Rollback is a pretty niche topic, and while there are resources explaining how it works, I found it surprisingly hard to find practical guides on getting an actual implementation working reliably in a real game.
That's basically why I wrote this. I wish I'd had something like it when I started, so I figured I'd share what I learned in case it helps someone else going down the same rabbit hole.
I go through the different approaches I tried, some interactive demos to show how latency affects gameplay, and the challenges I ran into along the way, like making the player simulation replayable and handling gameplay events during rollback.
If you're working on something similar, I'd love to hear your thoughts or answer any questions!
r/unity • u/SpiralUpGames • 13h ago
Hey everyone,
We've been working on ReBlade: The Death Spiral, a cyberpunk action game developed in Unity by ChillyRoom, and our first-ever public demo is finally live for Steam Next Fest!
You play as Su, a condemned Synthetic trapped in an endless cycle of death and rebirth, fighting through a futuristic city filled with mechanical beasts inspired by Chinese mythology.
This clip showcases our parry-focused combat system. We've been working on making the timing, enemy attacks, and visual feedback feel clear and responsive during fast-paced combat.
Would love to hear your thoughts on how the parry combat looks and sounds!
Our demo is playable for a limited time, from October 19 to November 10!
Steam: https://store.steampowered.com/app/3489340/ReBlade_The_Death_Spiral/?utm_source=Reddit
r/unity • u/AsfnedoDev • 14h ago
Hey everyone! Thanks for checking out my project.
I've been hand-drawing all the pixel art tiles and coding this in Unity between my university classes. My goal is to blend quiet, atmospheric exploration with fast-paced chain-grapple scythe combat.
I’m planning to add a Mini-Boss guarding the altar flames and a Main Boss at the bottom of those big cliffside stairs after my exams.
What do you think of the combat pacing, lantern mechanic, and overall atmosphere? Any feedback is super appreciated!
r/unity • u/TheAmazingNebulaHD • 21h ago
Currently using unity 2021.3.33f1 the project was originally on 5.0.0f4, I've played this game called my summer car, its a car building life sim indie styled game by : Amistech Games: I gathered up a bunch of streams and found some old code from GitHub pages working for a my summer car styled game for windows and mac, had like 125 errors.. fixed them but I have this graphics issue when I play the game somethings are right but some textures are bugged tried to replace textures change textures it got to a point where I used a little codex to ask for some help, it cant find it ether. If anyone thinks they can help it?, would be very appreciated. (i've been working on this sense 2019).
They advertise themselves as UnitySetup_update-4.3.7p4 and have these signatures:
build 101162 / rev 35626
build 101207 / rev 35671
build 101210 / rev 35674
For preservation purposes I'm trying to combine a PS Vita toolchain based on Unity 4.x
These three specific editor versions are unique as they target (through their Vita support modules) relatively later SDK 3.500 which eliminates FIOS-init issues.
They are from a special "Unity Consoles Editor 4.x" line.
I know for a fact public download links for them existed. Wayback Machine even cached a download page for build 101162.
But unfortunetely only the x64 installer download link survived. In Unity 4.x times x64 variants were rather experimental and have their own problems.
I checked the whole public internet. My only hope is someone who keeps old installers in a private collection. Anybody?
r/unity • u/Oakmann_dev • 1d ago
We’re new to game dev and using AI to help build our co-op Christmas horror game, "Seven Nights to Christmas" (think: decorating a haunted manor while monsters hunt you by sound).
We'd love to learn from your experience🐸:
We're learning as we go. The wins, the mistakes, the “never doing that again” stories: we'd love to hear them.
r/unity • u/johnv_dev • 1d ago
ran into this enough times that i figured i'd share. AI tools mix up unity 6 and 2022 APIs constantly, and the errors look totally different depending on which version you're on.
i had an AI write a basic jump script and ran it through both editors' compilers:
unity 6 with old style code (rb.velocity, rb.drag, FindObjectOfType): it still compiles, but you get CS0618 obsolete warnings telling you to use linearVelocity, linearDamping and FindFirstObjectByType. easy to ignore until they actually get removed.
unity 2022.3 with unity 6 style code (rb.linearVelocity, rb.linearDamping): hard fail, CS1061 'Rigidbody' does not contain a definition for 'linearVelocity'. if you're on 2022 and your AI keeps "fixing" your code this way, that's why.
quick cheat sheet:
unity 6: linearVelocity, linearDamping
2022.3: velocity, drag
FindFirstObjectByType works on both, so just use that
the fix that worked for me is telling the AI to read ProjectSettings/ProjectVersion.txt before writing anything. it has your exact editor version on the m_EditorVersion line, and once the agent checks it, the version mixups mostly stop.
anyone else hitting other 6 vs 2022 differences with AI code? curious what else trips it up
r/unity • u/TherealIta945 • 1d ago
Hi everyone, i like to start learning unity and I found this playlist from youtube, i want to try to search for a specific type of game and learn like this.
Is also this a good method?
If someone has any tip I would really like it.
This is the youtube playlist i found: https://www.youtube.com/playlist?list=PLXG1jSmcT-NXIHOPL8cZGXvDEGZ3gzurt
r/unity • u/RodyaDev • 1d ago
With over 8,000 demos in a single Steam Next Fest, I think we need to talk about how AI slop is affecting indie developers who are genuinely trying to create something original.
The problem isn't just the sheer number of games. It's that low-effort content is flooding the platform, making it harder for players to discover games that people have spent months or years building. When everything is competing for attention, genuinely creative projects risk getting buried in the noise.
What's even more concerning is that some developers are becoming afraid to release demos because they worry their ideas, mechanics, or art could be copied. Demos should be an opportunity to show players what makes your game special, not something that makes you afraid of exposing your work.
I don't think AI slop is the only reason discoverability is getting harder, but pretending it isn't part of the problem doesn't help either. How can indie developers be expected to share their work and build an audience if they're increasingly worried about being drowned out or copied?
r/unity • u/Ill_Eye_1499 • 1d ago
We are making a colony that you are controlling little guys to expend and build your base , collect stuff, craft new things for your little guys and defend your nest. Hiveheart demo is avail be on steam right now. https://store.steampowered.com/app/5187130/Hiveheart/
r/unity • u/Cultural_Ad1093 • 1d ago
Only 6 days left to my first real release!
I just added now correct damage preview on the card.
Also i added translations in the last days.
What do you think?
r/unity • u/idontknow7456 • 1d ago
r/unity • u/SolidTooth56 • 1d ago
I thought our game was crashing due to optimization issues. No matter what I tried, it kept happening!
Turns out, it was a Unity version issue! After updating, the crashes stopped.
r/unity • u/Basil-Bytes • 1d ago
About our game:
In Mountkin, you climb an ever-changing mountain, manage your stamina, restore the mountain's nature and upgrade your character on your journey to reach the top!
Any feedback/thoughts are appreciated!
r/unity • u/OverHumanGame • 1d ago
My girlfriend recently suggested adding a temperature system for my game Over Human to make exploration feel a bit more realistic, so I decided to give it a try!
Basically, the colder you get, the more you'll need to find a heat source. As you can see in the video, getting close to a fire allows you to warm up again.
Of course, the temperature drops much faster here just to show how it works. It'll be much slower in the actual game.
I'm making this in Unity 2022.3, and with the demo coming in November, I'm trying to polish as many things as possible!
What do you think? Would you add anything else to this system?
r/unity • u/Asleep_Patient_5357 • 1d ago
This is a video of me playing against myself in my game clash of Olympus. It's a 1v1 pvp game like clash royale but you control a moba type character to command your army. Theres a turn based system indicated by the colour of the bar. The video shows off the core gameplay isolating the card system. I'd like any feedback or potential play tester to help move this game forward. There are a few bugs and the art is all place holders at the moment (Looking for an artist as well).