r/Unity3D • • 17h ago

Resources/Tutorial I built a build size tool for Unity that shows which asset made your build bigger - per-asset diffs, real download size for apk/aab, CI budgets

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0 Upvotes

I was struggling with our Android build growing every release with no clear reason. Apk analyzer only tells you that data.unity3d got bigger, not which texture or import setting did it. Couldn't find anything that actually answers this properly, so I built my own tool.

Sizely reads Unity's own build report and maps the size back to real assets. It diffs releases by asset guid, flags import settings that bloat the build on the platform you actually built (like our menu background that went from 1.8 MB to 16 MB because it was imported as RGBA32 with no compression), and reads the apk/aab itself to estimate what a device downloads - our 160 MB bundle turned out to be ~100 MB on a phone. There is also a CI check that fails the build when it grows past a budget. Works on iOS too (asset diffs and import setting checks), the download estimate is Android only since there is no single archive to read.

It's a paid asset on the Asset Store (it's called Sizely if you want to look it up). I would really like feedback from real projects before going further with it.


r/Unity3D • • 11h ago

Question How to make this level looks better ?

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1 Upvotes

I am using synty assets and I want to make the level looks better (I build the level I did not use the demo scene) how to make it looks better as graphics ?


r/Unity3D • • 12h ago

Show-Off Kept working on my Hierarchy coloring tool

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8 Upvotes

A little while ago I shared a small tool I made because I couldn't find a Hierarchy colorizer that did what I wanted. Thanks to everyone who left feedback! I kept working on it, so if something is missing from your Hierarchy workflow, drop your idea in the comments. I'll try to make it! šŸ™Œ

What's new in this update:

  • Row styles:Ā each object (and each preset) now has its own style: main color, background, text color, marker and icon, all set independently
  • Separate text color:Ā e.g. a dark blue background with white text, or just orange text with no background
  • Unity built-in icons:Ā pick from 64 curated Editor icons, or type any built-in icon name. Icons can replace the GameObject icon or sit at the end of the row
  • New marker shapes:Ā Ring, Diamond and Triangle, alongside Dot, Bar and Square
  • Hierarchy modes:Ā Zebra (alternating row shading), Minimal (hides generic GameObject icons so the meaningful ones stand out), or both
  • Folder and prefab icons:Ā optional custom icons for grouping objects and prefab roots
  • Default shortcuts:Ā Alt+Shift+C to set a color, Alt+Shift+Backspace to clear it
  • Save As PresetĀ straight from the selection, plus a live preview row

šŸ’» GitHub: https://github.com/uCryNet/HierarchyColorStudio


r/Unity3D • • 18h ago

Question Cried myself to sleep trying to fix this probuilder bug, please help !

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0 Upvotes

Even my professors are stuck on this, so Reddit, you're my only hope. The pro build scaling is just bonkers on my Mac. I am barely moving the mouse when scaling it here. I have no control over it. I was using it on v6.6, then I went down to 6.3 thinking it's a version bug but nope. It works fine on my uni's hp desktop but on my mac it's like this. Am I doing something wrong? Any advice is much appreciated.


r/Unity3D • • 15h ago

Question [Asset Showoff] Japanese AC Unit (2,340 tris) for my upcoming Cel-Shaded Anime JRPG. Shared 256x256 palette texture. Thoughts on the detail level?

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25 Upvotes

Hey everyone! šŸ‘‹

I’m currently working on environment props for my upcoming Neo-Kyoto inspired Anime JRPG in Unity URP.

Here is a wall-mounted outdoor air conditioner unit I modeled in Blender:

  • Polycount: 2,340 triangles (most going into the 3D grid and fan blades for high graphic detail).
  • Optimization: Backfaces removed, zero heavy decal overlays, and uses 1 shared 256x256 color palette texture for the entire scene to maximize SRP Batching performance.
  • Branding: Custom fictional anime brand (Solasthea Industries) to avoid copyright issues.

Since I’m aiming for a stylized Cel-Shaded look, I opted for real 3D geometry instead of transparent textures or low-res decals to keep the shading sharp under any light angle.

Would love to hear your feedback on the geometry and proportions! Does the detail level feel right for an anime-style city prop? šŸš€


r/Unity3D • • 5h ago

Show-Off What The Banana...

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0 Upvotes

r/Unity3D • • 14h ago

Show-Off Thoughts on the atmosphere?

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11 Upvotes

Recorded on a mobile


r/Unity3D • • 14h ago

Question What are the biggest things that professional devs do that indies don’t?

29 Upvotes

What are some things you see in a Unity project or game project in general that make you go ā€œoh that’s a professionalā€ or things you rarely see pros do?

Similarly what do you see hobbyists do that pros almost never do?


r/Unity3D • • 4h ago

Question AI in video games, but not what you’re thinking

0 Upvotes

I’m not talking about AI art or code or any of that. I remember as a kid, long before anyone knew what AI would look like today, thinking how cool it’d be to have adaptable, learning enemies that respond to your tactics. I’m not talking about games where it’s hard-coded ā€œAIā€ behavior, like say shadow of mordor’s nemesis system, but actual LLM-style AI where the enemies can come up with their OWN decision trees, actions, ect. Whatever happened to that?
From a quick Google search it sounds like Arc Raiders might do this to some extent, although it still puts a lot of restraints on enemy behavior. Are there any experimental-type games that do this? I think it’d work best with boss-heavy fights, like souls games or something. Or i could see it in a strategy game, although I feel like it’d be way too good lol.
With the current way the AI market works it’d probably be way too expensive to run the game, but still would be cool to see it. I could also see a way where you’re not constantly running the AI, but instead you ā€œsnapshotā€ it after every encounter to tweak it’s behavior. Thoughts?


r/Unity3D • • 9h ago

Question Ragdoll mode

0 Upvotes

Does anyone know how to use ragdoll mode? In scripting, C# for unity?


r/Unity3D • • 14h ago

Show-Off How I draw my tiles in paint.NET and set them up as a Tilemap in Unity

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0 Upvotes

Hey everyone! Sharing my tile art workflow for my game Trollvein.
The picture are then split in 16x16 pixels in Unity.


r/Unity3D • • 15h ago

Question What do you think about the attack sequence for the machine? Do you think it looks and sounds good enough?

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0 Upvotes

I made an attack sequence for the machine in our game Whac-A-Morphic. And I'm open to all kinds of feedback


r/Unity3D • • 12h ago

Show-Off I spent six months building a Unity pipeline that prepares VRChat avatars for headset testing

0 Upvotes

For the past six months, I have been building an automated production pipeline for original VRChat avatars. Unity is the final production stage, where the avatar is prepared for an actual in-game test instead of stopping at a render or a model file.

The core pipeline is working now. A creator can begin with an original idea or reference image, and the system handles the repetitive Blender and Unity stages, runs its quality checks, and prepares the avatar for headset testing. When the build is ready, the creator receives an email, puts on their headset, and tests it in-game. A human still reviews the result, makes the final creative decisions, and handles publication.

One of the hardest parts has been treating failed builds as useful information instead of hiding them. Every visible problem I find becomes another check that later builds have to pass. I am now concentrating on visual quality, reliability, and making the Unity stage repeatable across a broader range of original avatar designs.

I am aiming to have the first release ready in about four weeks. I am not accepting payments or linking to a storefront here. I would like to connect with Unity developers, technical artists, VR developers, and potential early testers who are interested in production automation or social VR.

If you work on Unity editor tooling, asset validation, avatars, or virtual reality workflows, I would be glad to hear what you are building and whether you would be interested in testing or collaborating when this is ready.


r/Unity3D • • 9h ago

Show-Off what do u think of the atmosphere for my game?

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464 Upvotes

r/Unity3D • • 7h ago

Show-Off I made a texture painter for Unity: paint 4 material layers, add stamps and edge wear, then bake to PBR textures (URP/HDRP)

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1 Upvotes

Hey everyone!

I've been working on BrushMix 3D, a PBR texture painting tool that runs inside the Unity Editor. The video above shows the workflow.

Why I built it: I wanted a fast, flexible way to paint and blend materials directly on 3D models inside Unity. BrushMix 3D gives you a complete texturing workflow right in the editor: paint layers, add detail with stamps, stitching, stencils, edge wear and dirt, then bake everything into clean, production-ready PBR textures.

How it works:

ā— Paint up to 4 material layers with height-based blending

ā— Normal & detail stamps (dents, domes, rivets, screws) with up to 4 stamp slots

ā— Stamp stitching: stamps follow your stroke path smoothly

ā— Edge wear & scratches, plus a dirt & dust generator

ā— Alpha stencil / decal painting

ā— Bake to Albedo, Normal, Metallic & Smoothness textures for URP and HDRP

Coming soon to the Unity Asset Store too!

It's live on Fab

here: https://www.fab.com/listings/0c7e9e16-9b57-4433-9788-68b6de4de678

Thank you so much for watching!


r/Unity3D • • 12m ago

Show-Off We're making a puzzle game where you put a national park back together

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• Upvotes

A little look at Station 58, the puzzle adventure we're working on in Unity.

The park's been torn apart, and you gradually recover pieces of it and rearrange them to open up new paths.

It's one of the main ideas behind the game, and something we've been having a lot of fun with.


r/Unity3D • • 16h ago

Resources/Tutorial A multiplayer sample project - FPS multiplayer spaceships!

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10 Upvotes

In 2017 we were experimenting with a multiplayer FPS DM/TDM game with everspace-style controls and fully synced physics. We didn't quite get the game to where we wanted it.

We recently dusted it off, updated it to Unity 6.3, and decided to release it as a sample project for the multiplayer system we created called Reactor.

It is server-authoritative and features a fully simulated physics world with hundreds of object. Weapons impart force when they hit the environment, environments element self-interact. It works with 2=100+ CCU, probably higher but we haven't tested it.

The github is here for those who are interested: https://github.com/KinematicSoup/examples/tree/main/StarFighter


r/Unity3D • • 19h ago

Meta REMINDER: setup or update your 2FA NOW or your account may get suspended

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19 Upvotes

I've read a lot about the 2FA problem in the last days and I felt safe because I didn't even had 2FA setup. Just opened Unity Hub and got this message. I recommend to just do it now, it takes 1 minute.

You do it here: https://cloud.unity.com/account/security


r/Unity3D • • 22h ago

Show-Off Cygon 0.6 is out: auto roofs, multi-selection, light modes and more

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3 Upvotes

Hey everyone, Cygon 0.6 just landed. Quick rundown of what’s new:

Cygon link bridge improved for Unity: Better sync between Unity & Cygon

Roofs: select your rooms, the roof is generated automatically. Edit the shape, apply a texture, and it keeps reacting to the building structure.

Custom shapes can now be textured.

Multi selection: filter your selection in one click and apply textures to the whole batch.

Light modes: Normal for everyday use, Build (no lights) to work in dark interiors without distractions, Cinema to enjoy the result.

Vertical columns: create rows of pillars in seconds.

Props rotation snapping: 5° steps while placing props.

As always, feedback and feature requests welcome, we read everything.


r/Unity3D • • 10h ago

Show-Off From blockout to final composition

2 Upvotes

A quick look at how this scene evolved during development in our Dystopian side-scrolling game we're building as a 2-person collab.

GIF shows 3 stages:

  1. Blockout: Establishing the main shapes, scale, and overall composition.

  2. Atmosphere: Adding fog to create more depth, introducing background elements, and dressing the mounds with instanced scrap objects.

  3. Final details: Adding more midground elements to enhance depth and parallax, increasing the foreground dressing with instanced objects, and adding ground detail and plants using PNGs. Finally, refining the overall composition to bring everything together.


r/Unity3D • • 9h ago

Show-Off Made some cheap clouds + fake shadows that match, what do you think?

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6 Upvotes

To try to get some cheap lighting, I matched the scrolling noise texture that makes the clouds with a scrolling noise texture on the grass that darkens it adjusted through maths via sun angle and scale.

Pretty happy with the results.

Feel free to share any thoughts on how to improve it.


r/Unity3D • • 10h ago

Resources/Tutorial Add some juice to your games with simple scripts , tutorial coming this sunday

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6 Upvotes

r/Unity3D • • 15h ago

Show-Off Pointless features are always most fun to make!

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50 Upvotes

In preparations for Steam Next Fest I'm adding a "pointless" backrooms inspired level to my marble platformer (Dark Roll 2), that will wait as some sort of... playroom to explore, find weird out of place things, some inetractive bits here and there.

One redditor commented that I should put in ball pit... and so I did, and it turned out better than I hoped for!

Physics-wise, each ball has its own Rigidbody and SphereCollider, so Unity handles them bumping into each other and the environment. The interaction with the player is a bit different though. Instead of regular collisions, I check which balls are near the player and apply some pushes and spin based on how the marble is moving. This makes the balls spread out, roll around and splash a little when you land in the pit.

I also thought it'd be more fun if the balls could escape, so whenever one leaves the pit, it gets pulled back towards the centre by a horizontal force that gets stronger the further away it goes. No teleporting or resetting positions, they just come flying or rolling back in!

Admittedly, all those little bastards cut my FPS almost in half, but I'm still getting a steady 100+ FPS on my 7-year-old rig, so I can live with that!


r/Unity3D • • 23h ago

Show-Off I rewrote my terrain shader so one material works on both HDRP and URP (triplanar + tessellation on cliffs)

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24 Upvotes

Hey guys,

I spent the last few weeks rebuilding the terrain system of one of my Unity packs. The goal was simple: one shader working on HDRP and URP without any setup.

The part I'm happiest about is the triplanar. Most setups stretch or show seams on steep faces, so I mirror-corrected the projection and added procedural anti-tiling on the masks (distorted fractal noise, no extra texture cost). On HDRP, tessellation gives actual geometric relief on cliffs.

I also built a small scatter tool that reads the masks you painted and populates trees, rocks and ground cover across several terrains in one click.

It's all made in Unity. Happy to answer questions about the shader or the scatter approach here.


r/Unity3D • • 15h ago

Show-Off 5400 physics scrap pieces getting vacuumed using unity's low level 2d physics

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197 Upvotes

Testing how far I can push the scrap piles in my game, so I made a stupid big mountain of 5400 pieces and let the robot eat through it with the suction maxed out

All the scrap comes from 80 different pieces I drew by hand on a single sheet, then a little tool slices it and builds the colliders, so the piles don't look like the same few sprites repeated.

Every piece is a real physics body, using the low level Physics Core 2D package instead of rigidbody2d.

Some stuff that helped:

- Piles are baked in the editor, so they load already settled instead of falling on start

- resting pieces go static and only wake up when something near them moves

- each sprite gets one simple convex shape

Still figuring out how big I can go in the actual game. happy to answer questions about the setup