r/unity • • 23h ago

Question When the scarecrow disappears, the Hitchcock-style horror begins. Creepy or not?

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45 Upvotes

r/unity • • 2h ago

Are you still excited about Unity 7?

13 Upvotes

I've been so excited about core CLR, one of the little things I want is file-scoped namespaces. Do you have something you can't wait for?


r/unity • • 23h ago

Maze Generator that i made in unity

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5 Upvotes

A 3D maze generator that I made in Unity generates perfect 3D mazes in Unity of different length and width


r/unity • • 13h ago

Como pegar um filho de um objeto na unity?

2 Upvotes

Apenas um duvida


r/unity • • 3h ago

Newbie Question How to make a stealth based game more engaging?

2 Upvotes

So, I am completely new to game development although not mobile app development. So i am making a game similar to Project IGI for mobile users. My question, how can I make each level engaging and interesting? what are the elements i should keep in mind?


r/unity • • 8h ago

Showcase Devlog 01: how the van drives

2 Upvotes

In 2025 I built a vehicle prototype, mostly to learn. Cars are outside what I usually work on, and I wanted to understand where arcade driving gets its feel. It was very early and rough, but driving it felt good, and then it sat in a folder.

A couple of weeks ago, my wife and I were joking about what would happen if Larry, one of our cats, had to get a job to pay for his own kibble. A mailman, obviously. So I dusted off the prototype, gave it a van and some parcels, and that's Michi Express: drive around an island, pick up parcels, deliver them before the clock runs out. Everything in 0.1.0 is from the last week and a bit.

The four-hour test

I sat down to test the drift for a few minutes and looked up four hours later, on a map made of grey boxes and recycled assets. When an empty parking lot is still fun, the driving is doing its job. So 0.1.0 tests only that, and this post is about how it works, with the values the build actually ships with. I'll ask for feedback along the way. Answers in any order are welcome.

Drifting is just less grip

The van is a sphere rigidbody that does the pushing, joined to a second body that carries the mesh and the camera. Each physics step decides two things: how fast the van turns, and how quickly its movement catches up with where the nose points. That second part is grip.

RB doesn't start a drift, it only allows one. The stick decides how deep it goes, and the main thing that changes is grip:

float grip = Mathf.Lerp(normalGrip, Mathf.Min(normalGrip, driftGrip), driftBlend);
Vector3 nextDirection = Vector3.Slerp(travelDirection, forward,
    1f - Mathf.Exp(-grip * dt)).normalized;

Normally grip is 9 per second, so momentum catches up with the nose in about 0.11 s and you go where you point. At full drift it drops to 3.2, about 0.31 s, and that gap is the slide. No target angle, no scripted circle. Steering that would push the slide past 65° fades out, but countersteer always works at full strength, so it's a guard rail, not the game grabbing the wheel.

Feedback: does the drift make sense without anyone explaining it? Does it feel floaty or tight?

The turbo charges by distance, not time

If it charged by time, the best strategy would be holding the button while crawling. That's not a drift, that's parking. So the turbo counts distance covered while drifting, weighted by speed. Blue needs 11 m, orange 51 m, purple 131 m. At cruising speed that's about four seconds of committed sliding for purple.

The charge resets if you leave the ground, slow down below 5 m/s, or point the van more than 90° away from where it's moving: a spin-out isn't style. On release the boost follows your movement, not your nose, so it carries the line you drew, and it's capped so spamming releases doesn't stack into infinite speed.

Small confession: while writing this I found that the code says purple needs 36 m and the scene says 131. I tuned it in the Inspector and the code never got the memo. It's on my list, right below "feed the actual Larry".

Feedback: does four seconds for purple feel earned, or just long?

Air tricks, with a safety net

In the air, the stick alone spins the van flat. Hold RB and push sideways for a barrel roll, or up and down for a flip. Behind your back:

  • A turn counts at 315°. After that the van finishes it and settles on the nearest full turn.
  • If you press RB a moment after the stick, the trick can still switch axis during the first 0.1 s.
  • If the van can't level out before landing, the game takes over and straightens it. It only counts as a failed trick if you were still holding the stick. If you'd let go, that was just help.

Land upright facing roughly where you took off and you get a boost that grows with rotations and with consecutive clean landings. Land upright facing somewhere else and your speed gets redirected toward the new heading, so a 180 off a ramp is a U-turn with style(?)

Feedback: do the tricks feel like you're in control, or like the game is doing them for you?

Mini-turbos and the rocket start

Drifts and tricks fill up to four charges. Tap RB while accelerating for a boost you can steer up to 35°. Tap it without accelerating and the van jumps about 5.8 m, enough for a barrel roll on flat ground.

Every shift starts with a countdown. Hit accelerate within 0.45 s of the "1" for a launch. Press early and the wheels spin for half a second. Holding it on the title screen also counts as early. I see you.

Feedback: did you find the hop on your own, or only after reading this?

Next up

Collisions, sound and VFX are in "it works, don't look at it" territory, and they're next. As for the map: Larry may have already been seen driving around somewhere a little less grey. That's all I'm allowed to say.

0.1.0 is free to play in the browser: Michi Express on itch.io. https://oxitrotamundos.itch.io/michi-express Anything you notice helps, especially the stuff that annoyed you.

Larry says hi. He's on his break.

 /_/\
( o.o )   parcel delivered
 > ^ <

r/unity • • 13h ago

Question Advice on Map Building

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2 Upvotes

Hello everyone, I suck at map creation. I have been working on making a 3d multiplayer cop game in Unity for around 6 months, and I am finally getting to working on the actual map itself.

I specifically would like advice on the layout of the map, and the neighborhood I am working on (5th image). Any advice is appreciated. Thanks!


r/unity • • 2h ago

Question Is there a way to rig 2D eyes that will carry over in Unity?

1 Upvotes

Hi there! Sorry if this is the wrong sub to ask but I’m still newish to making models. I’ve been trying to find a way to make Sonic styled eyes that move and I really don’t wanna do the method involving just making a plane that moves around in a eye hole if that makes sense. I‘ve been trying to look for results on YouTube all night and genuinely I have not found any results. I’ve found some really good Sonic rigs, but they’re mainly blender exclusive. If someone could offer some advice on what I should do, that would be amazing


r/unity • • 15h ago

Question Hub Popping out

1 Upvotes

hub pops out on the screen from time to time, even if it closed or minimizer to tray?


r/unity • • 18h ago

Account suspended for having 2FA active

0 Upvotes

So, apparently you have to change your 2FA every 4 months. If you don't, your your account will get suspended and only way to unlock it is contacting Unity through their support. If you currently create a new ticket, you get an automatic response that their support system is completely overflowing and average response time is almost a month.

Of course, this situation can be avoided by resetting your 2FA, and you do get reminded in email. Only issue is, that I dont know if it is how email is structured, Gmail automatically flags these emails as spam, which was kinda understandable since I had 15+ spam emails regarding my 2FA expiring and Cloud being full.

Oh well.


r/unity • • 21h ago

Tutorials Unity Localization: Add Multiple Languages to Your Game

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1 Upvotes

r/unity • • 15h ago

Question Should a game developer accept that their favorite idea only works in their own head?

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0 Upvotes

r/unity • • 2h ago

Showcase this is lost media

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0 Upvotes

i spent 17 centuries makng ths gam, and i lst it and now im sad


r/unity • • 19h ago

Question Are influencers more important to a game's success than its quality?

0 Upvotes

I've been thinking about how much a game's success depends on its quality versus the attention it receives from influencers and content creators.

Imagine two games: one is well-designed, polished, and fun to play, but receives little online attention. The other gains massive exposure after a popular YouTuber or streamer plays it and quickly reaches a much larger audience.

Both games might have their own strengths, but the difference in their reach raises an interesting question: how much does visibility influence a game's success compared to the experience it offers?

I'm curious how other developers see this. Is influencer exposure simply another part of making a successful game, or can it sometimes have a greater impact than the game itself?