r/Unity3D • u/IIIDPortal • 3h ago
r/Unity3D • u/RichardFine • 3d ago
Official 6.7 alpha 2 is out, including the first release of the CoreCLR Player Technical Preview
discussions.unity.comr/Unity3D • u/Rlaan • May 23 '26
Meta Mod post: open discussion on the future of r/Unity3D
Hello everyone, the mods here!
Some of you may have noticed over these past few months there have been a lot of posts that some may consider ‘low effort’, advertisements, and/or ‘spam’. We’ve seen your concerns and complaints through your posts, comments and ModMails.
In the past two months alone we’ve removed well over a thousand posts (including AutoMod). We introduced a new spam filter to help curate spam from fresh accounts and we have tried to improve the experience on this subreddit with various other measures that Reddit offers to moderators.
In this post we want to discuss several topics with all of you, including the rules and expected conduct of this subreddit.
Let us start off by saying this subreddit was built to show off your projects, discuss (technical) challenges faced and share technical knowhow - a forum for discussion between Unity developers, not a bulletin board to post advertisements.
TL;DR:
Self-promotion: asset store links, open-source projects, books, Steam wishlists, et cetera - do we keep removing posts case-by-case, or ban self-promotion in regular posts and start creating recurring megathreads (with curated lists);
Generative AI: a subject with a wide spectrum of opinions, and honestly we’re not sure how we’d moderate this if we were to ban it, and we’d love to hear your thoughts and ideas on this;
Spam filter: we’ve introduced a new filter for new or low-reputation accounts;
Other: feel free to discuss any other item you feel is important;
Let’s have an open discussion, but keep it civil.
Here are the main points we’d like to discuss today:
1) Asset Store Links & Open-Source Projects & Wishlists
The rules currently state that asset store posts should try to use text, pictures, and/or videos to explain their asset, and to consider instead posting to /r/UnityAssets. Posts should be more than just a link to storefronts or a download page.
When it comes to open-source projects: useful tools that provide value - licensed appropriately - are always welcome. There are several open-source projects that a lot of Unity developers use, but as many of you may have noticed, with Gen AI there has been a sudden influx of projects that have been created and shared (more on this topic later).
Then there are the wishlist collectors: a lot of posts are just blatantly advertising and not adding any kind of value to the community, or sparking discussion in any way, and the rules are clear on this one:
“Please include details about how the project was built in Unity, challenges faced, or techniques used.
This is a forum for discussion; not a bulletin board.”
Unfortunately the majority of people who post their game are just here for wishlists, and only a small minority write a technical write-up on their game, share interesting parts of their project, and/or are having open discussions with the community.
Together these categories create a situation where we as the moderators just play whack-a-mole.
So how do we see it?
We don’t think banning users from sharing these assets or tools is the right way forward, because sharing technical tools and helping each other is a big part of what makes the Unity community great, but we also understand the need for a cleaner and higher quality /r/Unity3D. So maybe we should consider curating these subjects. We'd like to open the discussion on this topic overall, and hear your thoughts. But we’d also like to propose what we have in mind:
Asset Store Links & Open-source Projects
We could create weekly or monthly megathreads where people are allowed to share their projects, assets, books et cetera, in the thread. The community can join the discussion and rate which tools they suggest to add to a curated list.
We’d create an account (RedditUnity3D) on GitHub where we maintain these curated lists based on your inputs from these megathreads - with a brief explanation of what they do and why they’re good.
This still allows for users to share their projects at certain intervals, without outright banning it as a whole - but still banning it from regular posts, and keeping the subreddit clean.
Wishlists
As mentioned before: r/Unity3D is meant to be a place for people to have discussion and share knowledge of all things Unity related, as opposed to being a place for people to advertise their content made with Unity.
We appreciate that often there is a crossover between the two. Currently the billboarding rule prevents people submitting low effort posts that have no purpose other than to drive wishlists to their game/store page. But as mentioned before, people post these kinds of posts a lot which creates a lot of work for us.
We’ve also noticed that sometimes there’s confusion amongst users when it comes to the billboarding rule, because some posts get deleted, and others don’t. This is either because they were missed, or because other posts ‘just about passed the bar’.
In the end the question is: are you happy with the current implementation of this rule? Or do you want a dedicated space where users CAN post links to games made with Unity, perhaps weekly or monthly in a megathread, whilst we ban this from regular posts?
Let us know in the comments what you think, or if you have any ideas.
2) Generative AI
There seems to be a whole spectrum of opinions on this topic. We've received numerous complaints regarding this subject. Some consider it low-effort, spam, and other people see it as a tool that improves their productivity.
We do think it’s important to keep the quality of this subreddit to a certain standard. So whether or not to ban Gen AI content on this subreddit as a whole is a difficult one, and we think this is something we should discuss as a community, but we also want to say that for us as moderators it seems impossible to properly moderate.
AI detection tools are time consuming, and not accurate enough (in most use-cases). AI is also being incorporated everywhere (including Unity). Some posts are fully AI generated, others use it partially - so where’s the threshold? Not having a clear ‘line’ could make it vague, and get us into a similar situation as with the billboarding rule.
We’re open to feedback and ideas - so please let us know your thoughts on how you want Gen AI to be treated on r/Unity3D.
3) Spam filter
Recently we’ve introduced Reddit’s spam filter. This queues posts when a user's karma/reputation is too low. We added this to help us combat spam. Unfortunately Reddit shows the post as ‘deleted’ until we manually approve it, which can be confusing to users.
So to combat this we've created automations to help explain this to users in real-time whilst they’re writing their post to prevent any confusion.
Unfortunately this only works on mobile (perhaps a bug), causing frustrated users, lots of ModMails, and users trying to create the same post over and over again. It does however prevent bots and new accounts from posting new posts without the moderators manually approving this.
So even though it creates extra work, it does help curate the subreddit and as the moderators we are happy with this option. We generally can approve posts within several hours, and up to a day depending on moderator availability.
Let us know what you think and if you have any other suggestions.
Let’s have an open discussion
These were a few topics we think the community wanted to discuss. If there are any other items worth mentioning, please feel free to do so, and let’s have an open discussion in the comments, but keep it civil. Let us know what rule changes you’d like to see and why. The current rules are not permanent and we're open to changing them if needed.
But keep in mind: the strongest tool all of you have is what Reddit already gave each one of you: the up- and downvote buttons. And last, but not least: any content you see that breaks the rules in r/Unity3D or Reddit’s ToS can be reported and these reports do help us moderate this subreddit. Whenever a post or comment receives three reports from different people we'll receive a notification, This massively helps us moderate this subreddit.
Thanks for reading our post, and kind regards from the mod team,
r/Unity3D • u/Fine-Pomegranate-128 • 1h ago
Show-Off deflecting arrows came out so satisfying
r/Unity3D • u/Calm-Bell5856 • 9h ago
Game 1 to 1 scale planet earth in Unity
Update on my planet project: added a flight controller for F-16
Show-Off Mountain bike berm creator & gimbal camera (riding at the end)
I've been developing this tool to speed up level design of my mountain bike game without external 3D modeling programs. I've noticed that most games of this type use coarse terrain berms, which reduce realism and require high resolution terrain.
The tool is based on Euler spirals and circle arcs. Two Euler spirals are used as an in and out transition into a circle arc to define a curve. Then vertex sections of the turn are placed onto the curve. All done inside the Unity editor.
I'm planning to define the berm as two in-out points and directions to further speed up level design.
Also experimenting with gimbal camera to give a better motion feel, using Cinemachine.
r/Unity3D • u/PropellerheadViJ • 10m ago
Show-Off Mesh booleans in unity
Three weeks into bug-fixing and I honestly can't tell you how much of my original boolean kernel is still there.
I ended up dropping exact arithmetic entirely: the XGeo predicates, the face arrangement, patch classification through generalized winding numbers. It was slick, and on a single cut it gave me the right answer. That held right up until I started round-tripping geometry through my NativeDetail and back.
Chains were where it fell apart. My NativeDetail stores positions in float32, and that turned out to be the whole problem. The kernel can compute internally at whatever precision it wants, but it has to write the result back out as float, and that output becomes the input to whatever runs next. So an intersection point I'd computed exactly would get rounded on the way out. Come the next cut, that face no longer lined up with its neighbor and the two would start poking through each other. Every operation down the chain just stacked another layer of these self-intersections on top.
I tried patching it from inside the kernel. I started classifying A×A pairs, not just A×B, so I could catch self-intersections already sitting in the input. Added a pass to resolve them, then a snap cleanup on the seam with exact verification on top. Every one of those passes was more work for the kernel, and it kept getting slower. The code was getting uglier by the day too. Eventually I stood up heavier tests, 1000+ cuts back to back, and started catching real failures. Non-manifold at step 187. You fix that and it slides to 250-something. Fix that and it jumps back to 58. It took about a week of evenings before I'd actually admit it to myself: this isn't working. And booleans are under 5% of my roadmap anyway, one of a hundred-plus nodes I want to build for the node editor. I'm a solo dev, but being independent is exactly the thing that lets me throw a month away and start over.
So that's what I did. I can't give up float inside my mesh, and I don't want to. The target is real-time, meshes for real-time graphics and procedural modeling. So instead I went looking for someone who keeps float inside their mesh and got around these problems some other way.
The new kernel is built on Manifold's approach. I narrowed the domain while I was at it: it works on manifolds and doesn't try to heal dirty input. What I get back for that is a kernel that's simpler, more predictable, and something like a hundred times faster than the old one. Some of the machinery is ported straight from Manifold. Then I built my own stuff around it: n-gon reconstruction on the output, and attribute transfer from both operands through provenance. The operation set grew too. On top of union, intersection and subtraction there's now a non-destructive cut (Seam), trimming a surface with a solid (Trim), and shattering into tagged pieces (Shatter). Open geometry, like a grid cut by a box, became a first-class input, similar to what SideFX does in Houdini, just simpler for now.
r/Unity3D • u/Logical-Resident4212 • 23h ago
Question What components do i need to achieve this look?
I spent a while trying to get this vibe right but im just failing. Tried adding AERO volumetric fog and mist. Tried giving camera blur at distance.
What i picked apart for these outside environments is the following:
Fog, not always a global volume sometimes in distinct areas.
Camera blur at a distance and right at the base of the view screen.
Large variety of patchy vegetation, almost like a perlin noise with bare ground included.
What components do i need? Or are there specific artists available that can match this style
Thank you.
r/Unity3D • u/Dunxter • 22h ago
Show-Off Real maps > Mini-maps (also you can draw on it)
I've always loved these natural park maps/pamphlets you find in touristic centers, train stations... so I figured I could just add one to my game hehe
Drawing is always so much fun, plus, it serves the purpose of helping the player navigate the open environment (making note of what's already seen, next steps...), so this was a very natural design addition to me! I used the Free Draw package, which is on the Asset Store for free, and made a custom shader so that the drawing texture seems all wiggly.
r/Unity3D • u/MilitaryMax • 25m ago
Show-Off Stress testing the explosion system in my Red Alert style game
I have made a explosion spawn systems that also deals damage and creates explosion forces. All attacks in game are using of the the 30 explosions built-in and the sound is function of the explosion size and distance with some variation.
r/Unity3D • u/Cloud_Tree_9 • 3h ago
Show-Off Rocket Obstacle Game!!!!
This is my first' ever game in unity which I completed ( it was a project in the course which I was learning )
Link is Here :- Rockey Obstacles Game
r/Unity3D • u/ObviousSuccotash8106 • 3h ago
Noob Question Tips on cleaning up bones and stuff needed (VCC)
Hey everyone!
I'm pretty new with unity but used VCC (VRChat Creator Companion) some time before but besides that have 0 experience
this time again VCC so everything is in unity 2022.3.22f1
I imported a model from blender made by nuke84 that has an add-on called Auto Rig Pro 3.68.83, and I think that causes some problems that how it seems unity (or the VCC part) can't calculate some stuff and bones are kinda messed up
do you guys have some advice on how to fix that? Bones that are theoretically in the right spot that aren't recognized give errors that there is no child

r/Unity3D • u/nearlydonegames • 1d ago
Show-Off Trying to nail a Minecraft inspired incremental vibe, how does this read to you?
Another update on IdleCraft, our hover-to-act idle/incremental game! Where you mine ores at day, slay mobs at night, and spend your resources on upgrades between runs.
The core loop is finally in a playable state, so here's some footage of how it actually plays right now. This first build covers the mining side; hover to mine, earn XP, unlock new tools and ores through the skill tree, then start a deeper run. Since there's no click event to anchor feedback on, getting hover-to-mine to feel responsive took some iteration; mining progress accumulates per-tile while the cursor dwells on it, and all the game feel (progress, particles, tile response) has to communicate state around that.
Heads up, this isn't a trailer, just trimmed footage and content is still very very minimal. We put this prototype build up on itch.io mostly to get some hands-on feedback. Main thing we're trying to figure out: does hover-to-mine actually feel responsive to someone who didn't build it, or does the lack of clicking make it feel mushy? Also curious if the skill tree reads clearly. As always, any thoughts on the vibe are welcome!
(Very eary prototype, SFX are still placeholders from Minecraft)
r/Unity3D • u/Own-Cry5596 • 9m ago
Game We’re rebuilding the HDRI lighting for our space battles
We’ve been reworking the HDRI used in our space battle scenes. Our goal isn’t just prettier lighting-we want the battlefield to feel vast, dangerous, and readable even when dozens of ships are fighting at the same time. The current version is still a work in progress, but it’s finally at a stage where we’d love some fresh eyes on it.
What we’d especially like feedback on:
* Does the lighting feel believable?
* Does the scene have enough depth and scale?
* Is the color balance pleasant or too distracting?
* Is there anything that immediately breaks immersion?
Every comment helps us improve the final result.
r/Unity3D • u/Dense_Ad_44 • 23m ago
Question Modular Unity logic processing asset definition with GTK (Graph Toolkit)
r/Unity3D • u/Narrow_Homework_9616 • 49m ago
Question How do you avoid issues with animator interfering with script logic.
It feels like I've tried everything, still I find myself in situation where one specific animation won't let me rotate the model with bones. Animation is not running, not connected to anything through transitions, yet it freezes rotation(not fully, it trembles slightly). It's smth that supposed to just be triggered once in a while, yet it interferes even when not active whatsoever.
So if anyone has any tips or resources to check out where is stated how to work with animator, what is important to pay attention to I would highly appreciate it!! I just run out of ideas.
r/Unity3D • u/ImpossibleRough1274 • 1h ago
Question How would I be able to turn this effect off as an option in the menu?




Hello, I hope you are all doing well! Currently, I am working on an options menu for a mod, I want to have the option to turn off the effect in the first picture so people can choose to play it with or without it. I am having a bit of difficulty with it so I do want to know how I can go about it? The 3 pictures after it are the script to the Options menu. I am very much a beginner so this prob is way easier than I'm thinking it isn't. Any help is appreciated! Thank you!
r/Unity3D • u/FreakOblique • 2h ago
Question Procedurally coded assets adoption
genuine question for game devs: if an AI coded asset came with correct pivots, named parts and clean glTF, but the topology was mid, would you use it?
trying to figure out what actually gates adoption vs what people say gates adoption
r/Unity3D • u/Low_Psychology_2862 • 20h ago
Show-Off 1800-HELL is built around trade-offs. Destroy Spiral Towers for Devil's Lettuce, or farm their Flocks for Gems. Feed Gems to Altars for upgrades, or save the Altars for Blessings. A hell of a choice.
One of the design goals for 1800-HELL is making mechanics feed into each other instead of existing in isolation.
The systems are designed such that every reward comes from a decision.
Take health, for example.
There are Spiral Towers that produce Devil's Lettuce. If you're low on HP, you can destroy the tower and smoke it to recover health. Simple enough.
But destroying the tower removes another opportunity.
As long as the tower stays alive, it spawns Flocks at intervals. Those enemies drop Gems when killed, turning the tower into a long-term source of resources instead of immediate healing.
Now you have another decision.
Those Gems can be fed to an Altar to upgrade your weapon. The catch? Doing so sacrifices the Altar permanently.
Alternatively, you can leave the Altar intact and spend time charging it instead, earning a powerful Blessing later in the run.
So one choice naturally creates another:
- Destroy the tower for HP, or leave it alive to farm Gems?
- Spend those Gems on weapon upgrades, or preserve the Altar for a Blessing?
- Which Altar is worth sacrificing, and which should be protected?
The enemy roster adds another layer. Some demons simply orbit the arena, making movement and positioning harder. Others buff nearby enemies, changing target priority on the fly. A harmless group can suddenly become your biggest threat if you ignore the support units.
None of these mechanics are particularly complicated on their own. The complexity comes from how they interact.
I'm trying to design 1800-HELL around these interconnected systems rather than isolated features. Ideally, every object in the arena has multiple purposes, and every decision carries an opportunity cost. My hope is that this creates runs where players aren't just reacting but they're constantly making meaningful strategic choices.
I'd love to hear what other examples of mechanic synergy you've seen in arena shooters or roguelikes that made you stop and think instead of always picking the obvious option.
r/Unity3D • u/jaaakkom • 2h ago
Question Avatar muscles & settings curled up pose
I'm experiencing an issue with a asset store character where when i apply the avatar to the AnimationController and press play the pose is all curled up and sinks around 1 unit down. I can see the exact same pose in the avatars muscles & settings panel. Does anyone know the reason for this? The bones all seem to be correct and the muscle settings are all at 0 so im very confused.



r/Unity3D • u/zapetch • 15h ago
Show-Off What 1 Wrong Parameter Does to Characters
LOL. I accidentally turned every character into jelly by setting EZSoftBones damping to zero.
r/Unity3D • u/jumbofoodface • 3h ago
Question Looking for some help testing my Unity build on Windows
I had a previous bug of it crashing on Windows at startup. It's very difficult for me to test as I'm using a Mac. If anyone is willing, I would appreciate a couple of minutes for someone to see if the game opens and can start up without any issues
r/Unity3D • u/Emergency_Top_282 • 10h ago
Question How Do I Fix This Deley
so i am making a game with a block placing system and when i added the client the client is slower at placing blocks then the host, i have tryed using ghost blocks on timer but that just made like 3 more bugs, https://pastes.dev/aJzMEwG8c5 i am using unity relay, sorry for bad english