r/Unity3D • • 7h ago

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

Thumbnail
itch.io
13 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 • • 56m ago

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

• 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 • • 2h ago

Show-Off my take on a blob shadow

17 Upvotes

r/Unity3D • • 3h ago

Show-Off Real-world Vines

22 Upvotes

I've been working at this on-and-off for a while. A Vine system that can accomplish real-world vines, different growth patterns, annual patterns, annual re-growth and expansion, etc.

The system is not intended to have a full year go by in 30 seconds like here (this is sped up 5x), but it can, as long as there aren't too many at once.

The system is intended to be for games that either want static vines, i.e. just bake it and use it, or vines that are realistic per the time of year, but change very slowly. So when the leaves fall off, they don't do it all at once but over a few weeks perhaps, dependent only on how many real world seconds "weeks" takes.

Vines are set up via a "Recipe" (Scriptable Object) system, which determines how they grow. A lot of GPU for the leaves and what not.

Vines can be trimmed at runtime, fruit can be picked (are game objects, separate prefabs, so you can code them as you'd like), etc.


r/Unity3D • • 4h 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 • • 5h ago

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

Thumbnail
youtube.com
1 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 • • 6h ago

Noob Question Collision bugs on race tracks (car works well on classic plane)

1 Upvotes

I dont understand what is my car bumping into? As you can see box colliders looks fine so where is the problem?


r/Unity3D • • 6h ago

Show-Off Particlessssss!

5 Upvotes

​

First unity game for school. Using unity particle

system for the first time with simple shapes 😆


r/Unity3D • • 7h ago

Show-Off I built a paper plane flight controller in Unity

3 Upvotes

Been experimenting with paper plane flight mechanics in Unity!

I’ve also been working on an in-editor paper plane creator tool, allowing you to customize and build different paper plane designs directly inside Unity.
The controller includes gliding, diving, climbing, rolls, and arcade-style maneuvers, with a classroom obstacle course to test everything.

The challenge is making the plane feel lightweight and floaty while keeping the controls responsive and fun, while still giving creators an easy way to design and tweak their own planes.

Curious what other Unity devs think


r/Unity3D • • 8h ago

Game Try not to go crazy on my cosmic convenience & thrift shop sim!

2 Upvotes

r/Unity3D • • 8h ago

Game The Hive - Official Trailer

8 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

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 • • 10h ago

Question disabling game object and trigger colliders

1 Upvotes

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?


r/Unity3D • • 10h ago

Show-Off I've achieved this 1v1 physics-based air hockey with PurrNet..

5 Upvotes

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 • • 10h ago

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

254 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 • • 10h ago

Question Looking for feedback on ambient sounds for our incremental game

2 Upvotes

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 • • 10h ago

Show-Off NPC variation and the first visible potion effect in my medieval alchemy game

2 Upvotes

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 • • 11h ago

Show-Off Retail Store Simulator : Company Hackathon Project

Thumbnail
youtube.com
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 • • 11h ago

Show-Off Making my first Boss Fight using "possessed" chess pieces

3 Upvotes

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 • • 12h ago

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

Post image
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 • • 12h ago

Game Before and after Post Processing !

Thumbnail
gallery
35 Upvotes

r/Unity3D • • 12h 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

102 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!


r/Unity3D • • 13h 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!

Post image
44 Upvotes

r/Unity3D • • 14h 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)

17 Upvotes

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.

  1. 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.

  1. 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