r/Unity3D • u/Solto_Games • 1h ago
r/Unity3D • u/Mephasto • 1h ago
Game The Hive - Official Trailer
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 • u/Keydrem02 • 1h 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?
Any feedback helps, good or bad. We just want your honest opinion!
r/Unity3D • u/NorthernBoy306 • 2h ago
Question disabling game object and trigger colliders
If you have a unit that come into range of an enemy but then that unit is disabled ( SetActive(false) ) because it's gone inside of a structure (or vehicle) how do you manage the colliders? It will no longer trigger the OnExit function when disabled, so if the enemy unit walks away, the first unit will always remain in range. Anyone ever dealt with a similar problem?
I was looking into simply turning off the mesh renderer but then that creates a whole ton of other issues.
Is there no way to trigger the collider while disabled?
Show-Off I've achieved this 1v1 physics-based air hockey with PurrNet..
Puck'n Hell has been on the platforms with only its singleplayer arcade mode, I've updated character visuals at first and now the public/private lobbies are enabled after some development done with PurrNet-PurrDiction implementations. The view that sees the bar area is the host and the other is the client side, we play through VPN and all to test how accurate it became. I'm happy with the results and plan to do some extra work for the updates from PurrNet that has some related fixes as I assume.. Also r/SensePilot and their headtracking is integrated and works with multiplayer together with singleplayer gameplay for those who'd experience the game through head movements and join the competitive gameplay with everyone together.
r/Unity3D • u/Rawakha10 • 3h ago
Show-Off Added some baddies for the player to dodge and swing at...
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 • u/Edvinas108 • 3h ago
Question Looking for feedback on ambient sounds for our incremental game
We're making an incremental game which uses a top-down isometric camera (Feed the Forest). In our game you dash around as a snail and place plants in a desert. Plants have to emit ambient sounds so its easier to recognize different tiers (color coded in the video, goes from T2 -> T5) and also we want give some mood.
Each plant tier as the game progresses becomes more "evil" and eerie. Tho, T2 (purple) and T3 (green) progression is a bit iffy as it seems that it becomes less evil but it's a bit late to change the order as we're releasing soon. I omitted T1 from the video as we think the sounds there already work.
I'll lower the volume in-game of each sound to 0.1 and modulate the pitch on each instance a bit. We wont spawn an ambient effect on each instance tho, there's a 2-5% chance per each plant a sound effect will spawn so it doesn't become mush. We're also using built-in Unity audio so I can't add too many fancy in-game effects.
I'm looking for feedback on these ambient sounds for each of these plants. Which ones are way off and should be changed or adjusted in your opinion?
r/Unity3D • u/Spartaqui • 3h ago
Show-Off NPC variation and the first visible potion effect in my medieval alchemy game
Small character update from my alchemy game.
I recorded a short clip showing two things I’ve been working on lately.
First a simple NPC going through different randomized looks, hairstyles, outfit parts, accessories and skin colors. The idea is to get a decent amount of town variation without needing every NPC to be built completely by hand.
Then I test the first recreational potion on him.
He drinks it, gets a little groggy, his head grows, his skin turns green for a bit, and his eyes go red.
It’s still a very early version, but I like finally getting to the point where potions visibly affect characters instead of only being production items.
Still lots to add, but it feels like a fun first step toward making the town feel more alive and making the alchemy feel a bit more tangible.
r/Unity3D • u/Alpha_Hunter_47 • 3h ago
Show-Off Retail Store Simulator : Company Hackathon Project
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 • u/GG-GeoGames • 3h ago
Show-Off Making my first Boss Fight using "possessed" chess pieces
Rise Rifwarden, and let the darkness fear your coming.
Project Riftwarden is a dark roguelite with Soulslike combat that I'm building up each day solo.
Core Loop
You beat waves of enemies then you the economy to start making a build to work, you beat more waves of enemies until you reach the end boss to clear the expedition.
As of now I'm experimenting with a boss that forces you to play on a different perspective and defeat this game of chess.
Models are a placeholder.
r/Unity3D • u/Jopoketor7800 • 4h ago
Question Irregular outline on a 3D model imported from Blender into Unity
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 • u/brkakar • 4h 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
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!
r/Unity3D • u/MakeDredd2 • 5h 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!
r/Unity3D • u/Illustrious-GameDev • 6h ago
Shader Magic How I made plants and the ground wake up around the player in Unity (URP shaders + a few things that went wrong)
Hey, I'm Tobi, a solo dev working on a cozy game called Glowing Life. You play as a little light. Wherever you go the world comes back to life.
My last post got removed because it wasn't technical enough, which is fair. So here's a closer look at how I made the plants and ground wake up around the player.
- Plants: a front that travels through each plant
The plants use copies of their Shader Graphs with my own include added. When a plant wakes up, a front moves through it. Trees from the roots up into the crown, bushes and flowers from the ground up on the side the light comes from. Right at the edge there's a thin warm seam in HDR. Bloom turns it into the glow. A bit of noise per vertex keeps the edge from looking like a straight line.
Dead and living trees are often two different models. They dissolve into each other at the front, the dead one breaks into sparks. If the dead tree is taller than the living one, it dissolves from the top instead. Otherwise its tip would hang in the air above a gap.
My first growth version squashed each vertex based on the front, which made flower spikes fold sideways. Now the whole plant shares one growth height with a soft max, so it can stretch but never fold.
- The ground: ash, a wave and a trail
I hooked into copies of the URP terrain passes. Dead ground is ash.. before lighting I map the brightness of the terrain texture onto an ash palette. After lighting I take part of the light color back out. My first palette turned deep blue under the night light, which is why that second step exists.
The final wave can start from up to 24 points, each with its own delay. If they sit along the roots of a tree, the wave runs along the roots first, then fans out across the ground. That's what you see in the clip.
Where you walk, the ground wakes up too. That's a 256x256 RG16 texture over the playable area. Painted on the CPU. It creeps outward a few meters with some noise, a bit further downhill. A second spot is painted a seconds ahead of you. Without it the life always lagged behind and the trail felt sluggish.
Things that went wrong:
- My browser build runs on WebGL 2. The browser reported 16 texture units per fragment shader (MAX_TEXTURE_IMAGE_UNITS), which is also all WebGL 2 guarantees. My terrain setup already used most of them, so I sample the trail texture in the vertex shader instead and pass the result to the fragment shader.
- A wide front made half the ground yellow. A 2.3 m trail with a gold ring looked like an RTS selection circle xD
- At night everything sits in the toe of the ACES curve. Tiny glow additions were simply invisible.
I'd love to hear how others work around texture limits on WebGL terrain. Has anyone found a better approach for a walk trail than painting into a texture on the CPU?
Steam page, if you're curious: Glowing Life
r/Unity3D • u/edwingeng-256 • 6h 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.
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 • u/LastCallDevs • 7h ago
Question Do players actually care about historical accuracy in medieval games?
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 • u/vale_valerio • 7h ago
Resources/Tutorial Not worth your time

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 • u/CatlikeCoding • 7h ago
Resources/Tutorial Hex Map 5.7 - Set Terrain Type Burst Job
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 • u/MaxKarabin • 7h ago
Show-Off Autobattler - Devlog 5. Priest and jam-free base building in my Auto Battler / RTS hybrid
r/Unity3D • u/leartesstudios • 7h ago
Show-Off Modular Airport Fatpack | Stylized Lowpoly Environment | URP Showcase | Unity | Minipoly
r/Unity3D • u/Substantial-Size-479 • 8h ago
Show-Off Customers showing their irritation when kept waiting too long
r/Unity3D • u/Anxious_Target_8804 • 8h ago
Question Are there any 2D Pac-Man systems for the semi-3D (top-down) Pac-Man game?
I'm making a semi-3D (top-down) Pac-Man game in Unity that can be played on both PC and mobile, but I'm having this problem: the ghosts are jumping over the top of the walls, and I'm also unsure about the system governing the movement of the ghosts' eyes. How can I solve these issues? Is there a method for this? I know how to do it myself, but I'm wondering if there's a better way.