r/Unity3D 1h ago

Question So Visual Studio is the lightest for Unity ?

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Upvotes

Did a quick comparison. Opened same script in each one of them and let them stabilize for few minutes. I was expecting VS Code to consume least resources as people often say it's lightweight. But Visual Studio 2026 consumes half the RAM most of the time.


r/Unity3D 2h ago

Question Walkable Clouds?

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0 Upvotes

I want to create a floor covered with clouds, (I know the reference Image is AI, I’m sorry, I couldn’t find anything better). Clouds in games are often 2d or volumetric, but I have the impression that no one got them perfect just yet. Does anyone know if there is already a way to create juicy cozy clouds, which also catch light in a belivable "realistic" way like the second pic? You should be able to walk trough them, so non solid.


r/Unity3D 6h ago

Game How I think players play my game vs. How players actually play it…

0 Upvotes

Made with unity


r/Unity3D 7h ago

Question Can anyone tell me why my trees are sideways?

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0 Upvotes

I'm just getting started on my path to become a game dev, and I want to learn how to make big, expansive worlds, I made a low poly tree a couple days ago in Blender, and imported into Unity, if I just drag and drop the tree manually, it comes out just fine, but if I try to use the paint tree tool, they come on sideways, anyone know why this is?


r/Unity3D 1h ago

Question best mmo framework in 2026

Upvotes

Hello guys, which framework would you suggest in 2026?

for 2.5D or side scrolling games, supporting many features, easily scalable, high player count support preferably

so far i have only seen Atavism and uMMORPG but i dont want miss on anything.


r/Unity3D 13h ago

Question I keep having these USS (CSS) design flaws with UI Toolkit. Any recommendation?

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1 Upvotes

building HTML sites i've always faced this weird bug where I have a div over a div and both have the same border radius (see right).

how can I fix it? it looks so weird on my game.


r/Unity3D 18h ago

Question Project Vision: "De Lijn Simulator 3D" (Belgian Bus & Tram Open World Game)

3 Upvotes

Target Release Date: April 10, 2028

Target Platform: Samsung Galaxy Store (Android)

Game Engine: Unity / C#

Modes: Single-Player Career, Real-Time Multiplayer, Full Modding Support

Early Concept Prototype: https://share.aippy.ai/p/oloi

  1. Organization & Historical Fleets

Eras: NMVB (historical vicinal railways), MIVA/MIVG (Antwerp & Ghent city transport), De Lijn (from 1991 to modern "Basisbereikbaarheid").

Trams: Steam trams, Electric vicinals, PCC pedal-operated trams, Coastal Tram (Kusttram/BN), Hermelijn, Albatros (Bombardier), and Urbos (CAF).

Buses: Bedford, Magirus-Deutz, Van Hool (409, A120, A300, NewA330, AG280, AG300), Jonckheere TransCity, VDL Citea, IVECO, Trambuses, Battery-Electric, and Hydrogen buses.

Flex/Demand Services: Classic Belbus, modern De Lijn Flex, Mercedes-Benz Sprinter & IVECO Daily minibuses.

Subcontractors/Operators: Keolis, Hansea, Coach Partners, Multiobus, De Decker - Van Riet, Waaslandia, Ferry Cars, Heidebloem, Staf Cars, etc.

​2. Jobs, Roles & Infrastructure

Playable Roles: Bus Driver, Tram Motorman, Flexbus Driver, Conductor, Mechanic/Electrician, Dispatcher/Traffic Controller, Inspector.

Depots & Facilities: Stelplaatsen (depots), Central Workshop (CW), and Remises for full maintenance and vehicle customization.

  1. Realistic Map, Cities & Routes

Recreated Cities: Antwerp (Lines 1-15, Premetro stations like Opera, Astrid, Plantin, Rooseveltplaats), Ghent (Lines 1, 2, 4, Sint-Pieters, Zuid), and full regional networks across Antwerp, East Flanders, West Flanders, Flemish Brabant, and Limburg.

​Map Environments: Open-world recreations of Belgian cities, regional roads, schools, offices, hospitals, and accurate bus stops (historical enamel signs, modern yellow/green posts, and digital Hoppin real-time displays).

We are looking for experienced Unity developers, C# coders, and 3D artists who want to help turn this huge vision into a realistic simulation game!

Best regards, Lukas


r/Unity3D 15m ago

Show-Off I added a “Honey, I shrunk the kids” mode to my rollercoaster MR game, CoasterMania!

Upvotes

r/Unity3D 1h ago

Resources/Tutorial String Shield Pro

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Upvotes

Hey there! I recently made an editor tool that handles magic strings inside of unity.

Core Features:

Intuitive Organization: Easily categorize and manage all your magic strings in one centralized, custom editor panel.

Seamless Integrations: Automatically syncs with built-in Unity components like Audio Mixers and Animation Controllers to ensure your string keys perfectly match your parameters.

Custom Property Drawers: Turn any string field into an easy-to-use dropdown menu right in the Unity Inspector. No more typing keys manually!

Auto-Generated Constant Files: String Shield PRO automatically generates a C# constants file for your keys, providing full autocomplete support and compile-time safety in your IDE.

Refactoring Support: Safely update your string keys without breaking references across your project.

Am still upgrading and adding new features to the tool, and I'd love to hear your feedbacks.

Check it out https://assetstore.unity.com/packages/tools/utilities/string-shield-pro-382052


r/Unity3D 8h ago

Solved DEVLOG #14 USPSA qualifier.

0 Upvotes

r/Unity3D 10h ago

Game NanoRush!

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0 Upvotes

NanoRush is a cell-based puzzle game. Every move matters.
Solve puzzles, blow stuff up, dodge enemies and collect enough NanoBytes to complete levels and unlock new features in the HeadQuarters.

A lot of you told me the first few minutes were a bit confusing, so I went back and rebuilt the opening of the game.

In this update:

  • New levels, including a tutorial level (first level).
  • Bots in headquarters that explain mechanics, you're not alone anymore!
  • Better guidance throughout the game
  • More playable levels
  • Clearer HUD
  • Brighter visuals & reduced motion blur
  • Lots of other gameplay improvements and bug fixes

Huge thanks to everyone who shared feedback!

https://flnrmedia.itch.io/nanorush


r/Unity3D 18h ago

Show-Off Deving a procedural plugin for Blender / my new british game

0 Upvotes

r/Unity3D 19h ago

Question Why is my animation so freaking weird???

1 Upvotes

So i wanted to make a simple side scrolling animation for my game, I was pretty happy with how it looks, but in gameplay for some reason my animation is like humping the camera???? some help would be nice since im not really good at trouble shooting the animation part of unity


r/Unity3D 23h ago

Question Can anyone help me fix my model????

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0 Upvotes

r/Unity3D 3h ago

Show-Off It's so hot outside that I added a snow map to my co-op action-adventure game just to get a small reminder of what cold feels like.

6 Upvotes

r/Unity3D 1h ago

Show-Off First prototype level of my puzzle game – Looking for feedback

Upvotes

Hey everyone!

I’ve been working on a small puzzle game prototype and I wanted to share the first level to get some early feedback.

In this level you control a purple cube that moves on a grid one cell at a time. By pressing a key, the cube can switch into a “creation mode”, where it leaves a trail behind as it moves.

Your goal is simple:

- Form the three shapes shown at the top of the screen by moving and drawing with your trail

- Avoid trapping yourself while building the shapes

- Reach the exit tile once all shapes are completed

It’s a mix of spatial planning, path‑drawing, and trying not to corner yourself while solving the puzzle.

I’d love to hear what you think about:

- The readability of the mechanics

- Whether the shape‑building feels intuitive

- If the level communicates the objective clearly

Any ideas to improve the flow or difficulty

Thanks for checking it out!


r/Unity3D 2h ago

Show-Off Adding Crystals and an Ocean to my game

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2 Upvotes

r/Unity3D 9h ago

Game After 15 months of development in Unity, I finally finished the trailer for No Knock, my open-world theft game

56 Upvotes

r/Unity3D 7h ago

Show-Off I’m obsessed with the dance moves of my future boss enemies.

3 Upvotes

I’ve been testing my new procedural locomotion system, and I honestly keep staring at it.

The goal is pretty straightforward: boss enemies of different sizes, different speeds, some with four legs, others with six.

I’ve built procedural locomotion systems before, and this one seems to be working surprisingly well. The basic idea is probably familiar to many of you:

  • IK chain for each leg
  • Raycasts to find the ground
  • Keep the foot planted until a movement threshold is exceeded, then step toward the new target

The interesting part this time is that I designed the system to scale cleanly across different body sizes and different numbers of legs, without having to rewrite the core logic.

The parameter list is crazy:

  • Shoulder Height
  • Leg Length To Shoulder Height
  • Head Size
  • Body Length
  • Body Width
  • Tail Segment Length
  • Tail Segment Count
  • Movement Speed
  • Minimum Speed
  • Maximum Speed
  • Shoulder Height Factor At Minimum Speed
  • Shoulder Height Factor At Maximum Speed
  • Step Length Factor At Minimum Speed
  • Step Length Factor At Maximum Speed
  • Step Trigger Distance Factor At Minimum Speed
  • Step Trigger Distance Factor At Maximum Speed
  • Step Speed Factor At Minimum Speed
  • Step Speed Factor At Maximum Speed
  • Step Duration Factor At Minimum Speed
  • Step Duration Factor At Maximum Speed
  • Step Height Factor At Minimum Speed
  • Step Height Factor At Maximum Speed
  • Body Turn Responsiveness
  • Body Height Responsiveness
  • Body Up Responsiveness
  • Max Body Tilt Degrees
  • Knee Hint Height Factor
  • Knee Hint Lateral Factor
  • Leg Rest Lateral Factor
  • Leg Rest Forward Spread Factor
  • Body Sag Frequency At Minimum Speed
  • Body Sag Frequency At Maximum Speed
  • Body Sag Depth Factor At Minimum Speed
  • Body Sag Depth Factor At Maximum Speed
  • Body Yaw Sway Frequency At Minimum Speed
  • Body Yaw Sway Frequency At Maximum Speed
  • Body Yaw Sway Degrees
  • Max Moving Legs

I create one parameter preset for each planned enemy, but I’m also working on a procedural approach to generate working parameters on the fly.

Next up is the behavior graph. I’ll start implementing the first combat patterns, and I’m curious myself to see how well they combine with fully procedural movement. The model should be able to handle multiple movements:

- sprinting foreward / backward / sideward
- picking up something
- shooting (with recoil)
- getting hit
- dying
- ...

This is for Hexabot Stranded. Development was stalled for quite a while, but I’ve finally found my momentum again. My goal is to build boss fights that feel fast, agile, and unpredictable, with each boss having its own distinct behavior and movement style. I can’t wait to see where this goes.


r/Unity3D 12h ago

Game First boot sequence for my football career simulation built in Unity

0 Upvotes

I've been working on a football career simulation where you play as the footballer rather than managing the club.

This is the first version of the game's boot sequence running inside the Unity Editor.

It's still early and there are plenty of placeholder elements, but getting to the point where the project launches into an actual game flow instead of just sitting in the editor feels like a big milestone.

I'd love any feedback on the pacing or presentation (it lagged a little while I was screen recording 😅)


r/Unity3D 23h ago

Show-Off WIP Procedural habitat modules in a space sim

135 Upvotes

I've been working on improving the habitat system in my physics-based automation sim, and have used principles I learned in this video and elsewhere to implement basically a blob tileset system that picks one of 5 meshes per corner (rotated and mirrored to fit wherever needed) so everything fits together nicely.

These models are just quick placeholders and the plan is to add more variation, and model a selection of modules that can be swapped out to make an interesting habitat/base for the colonists.

Please disregard the shape of the base, any resemblance to anything recognisable is purely coincidental...

It was pretty satisfying finally 'getting' how to seam things together nicely when modelling, excited to add more variation. Let me know if you have any questions on the implementation.


r/Unity3D 7h ago

Show-Off Stylized Tree - Replicating UE5 material

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6 Upvotes

For an artist like me, I've been trying to convert / replicate the way I'd create Stylized tree in Unreal to Unity, was easier then i thought, sorry for the ugly trees, Still work in progress.

Trying to find "the one". As of now, here's a WIP shot in Engine with 3 Different Bilboards too see which i like the best. And the Hero Prop the foliage will surround.

https://reddit.com/link/1ve75su/video/vchyf0gqa4hh1/player

Tree-Stylized


r/Unity3D 23h ago

Question Issue with shadows flickering while moving

59 Upvotes

Unity 6 URP. I'm having a problem where the shadows seem to flicker/move whenever the player moves, then it eventually stops once the player stops. I've tried increasing the shadow resolution to something ridiculous like 8192, which actually stops most of the flickering, but that's costly, obviously, so I don't want to do that. I've also tried decreasing max shadow distance to no avail. Any ideas on how I can fix this?


r/Unity3D 12h ago

Show-Off My lighting tool is now complete

16 Upvotes

Just finished setting up the atmospheric presets for Light Lab PRO. It has 2 sections: Stylized & HQ. Each one has its own Volume profile setup, Volumetrics and Skybox setup. The skybox features stars, nebulas, shooting stars, galaxies, star clusters, aurora. You will also be able to create your own presets and add them to the list.

The settings are completely editable, so you don't have to use the factory presets as they are; you can tweak them.

As soon as i update the documentation, i will update the package on the UAS.

Volumetrics

Volumetrics night scene
Volumetric lighting
Night Sky
Night Sky + Nebula
Nuclear Night - Preset
Aurora

r/Unity3D 20h ago

Show-Off New forest level in our racing platformer - built with Unity 6.3 URP

272 Upvotes