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News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
I’m back to working on my medieval shop management game after a long break Would love some feedback on the atmosphere
https://redd.it/1shf8gi
@r_Unity3D
I want to share 10 vouchers for an old goblins asset
https://redd.it/1shcfz3
@r_Unity3D
Working on the UI is the most challenging part for me!
https://redd.it/1sh6b9n
@r_Unity3D
I drop my job to create a driving action tower-defense Gears of Glory and it is OUT
https://redd.it/1sh499u
@r_Unity3D
Unity 6.5+ - Creating Custom Shader Graph Nodes With The New Shader Function Reflection API
https://www.youtube.com/watch?v=35rrmpYr7vQ
https://redd.it/1sgx50r
@r_Unity3D
Ditching DOTween? I wrote a quick guide on using LitMotion
If you're looking to optimize your animations and avoid GC spikes, I just published a breakdown of LitMotion. It’s an ultra-fast tweening library that uses Unity's Job System + Burst Compiler.
I also cover how to easily chain complex movements (like breathing or shaking effects) without messy coroutines by using its native async/await and UniTask support.
Read the full guide here: abdullahabdelati_46671/litmotion-in-unity-79ee3f3c8d49">LitMotion in Unity (Part 1). LitMotion is a modern, ultra-fast… | by Abdullah | Apr, 2026 | Medium
https://i.redd.it/z09sci6416ug1.gif
https://redd.it/1sgph3i
@r_Unity3D
I went down the motion matching rabbit hole, this time to build a third-person shooter prototype in Unity 6
https://redd.it/1sgtpwt
@r_Unity3D
IGN (GameTrailers) just posted our trailer! It took us a whole month to create the trailer, super proud to see it there!
https://redd.it/1sgqz7q
@r_Unity3D
What personalities do you read from these characters portraits? Need your help!
https://redd.it/1sglqmq
@r_Unity3D
Working on a modular isometric medieval village pack
https://redd.it/1sgj6jp
@r_Unity3D
More tests for Skye 🐕 in Unity
https://redd.it/1sftj6a
@r_Unity3D
It took a while but i finally found a game idea that clicked
https://redd.it/1sf89r3
@r_Unity3D
Building walls, and tearing them down
https://redd.it/1seyd2m
@r_Unity3D
Unity really changed my life in ways I never expected
Been thinking about this lately since all the drama with company changes and stuff happening recently. Feel bad for everyone who got affected by those situations
I know Unity gets criticized sometimes for different reasons but man, this engine is something else
About 3 years ago I was working in retail and had zero experience with game development or programming. Now I'm making decent money from mobile app I built with Unity and working for myself
The learning curve was steep at first but once things clicked, everything became so much easier. There's something special about seeing your first cube move around in screen and knowing you made that happen
Unity documentation and community really helped me get through those early frustrating weeks when nothing worked how I wanted
Anyone else here have similar experience where Unity basically opened up whole new career path? Would love to hear other stories about how this engine changed things for people
https://redd.it/1sevnkp
@r_Unity3D
How to make this UI animation?
https://redd.it/1setc1h
@r_Unity3D
Do you think my Assets have any hope of making some sales?
So I'm making 3 assets and I'll also bundle then together and sell it as "Ultimate Metroidvania Bundle" or something.
All 3 assets are tools and toolkts that I developed when making my own metroidvania game.
I'm now #291 in the queue and kinda worrying if I'll actually make any returns 😅
1. Grid Map Maker: Simply load up your scenes in hierarchy and paint grid cells over your levels. You can quickly convert your painted grid map into runtime Map UI with full controls like panning zooming marker logic etc. Everything is handled by my asset, from making the map to converting it to in game map hi.
Minimal coding is required and low setup time.
2. 2D Level Designer Toolkit: Contains 3 major tools and many smaller qol features.
2.1 Proxy Mesh Mode: In editor mode, replace all your loaded tilemaps with proxy rectangles. So instead of rendering 20000 tiles you would only be rendering 400 rectangles. This is a drastic improvement in performance. Now you can load 50-100+ tilemaps heavy scenes in unity without any editor lag.
2.2 Quick Prefab and Scene Template Placer: drag and drop prefabs and scene templates from a guide toolbar.
2.3 Move multiple scenes: Smart tools to select and move bulk scenes. can be really useful when you want to insert/remove/replace a scene in between the map.
3. 2D Room Auto Link & Scene Tradition System: Automatically links up scenes using exit gates and also handles transitions between them.
https://redd.it/1shea04
@r_Unity3D
Happiness
2 years ago I had a game idea. I tried for two summer breaks (southern hemisphere) to bring my idea to life but I soon got really frustrated and/or bored so I dropped it twice.
Fast forward to this month and I really craved trying again and this time it clicked... I have spent at least 40 hours designing sprites (I'm still really bud but I try), writing scripts, learning, etc. Now my game has lots of basic, scalable content, a functional main menu, shaders, everything that I dreamed of I have done and will continue doing. Now I look at it and cannot help but feel proud of myself and happy when I enter the play scene.
It's crazy seeing your own idea materialize when you do things with passion...
Sorry guys I just wanted to vent a little with people I think sometimes share the same sentiment :)
https://redd.it/1sh96r7
@r_Unity3D
I built Rish! A declarative UI library for Unity
If you've ever wished you could build your UI using React's declarative, component-based workflow in Unity, let me share with you an open-source library I've been working on called Rish (R[eact\]ish).
What is it?
Rish is a declarative, element-based UI library designed specifically for Unity. It takes the concepts you might love from web development (like state-driven, declarative components) and brings them to Unity. It's built entirely in C# and it uses UI Toolkit as the render layer.
But why?
React-ish Workflow: Write UI code that is predictable and component-driven. Make your UI deterministic and leave out of sync bugs in the past.
Declarative Syntax: Define what your UI should look like and describe it to Rish. You tell the computer what to do, not how to do it.
Extremely simple version control: Since all the UI is defined in code, you don't need to deal with merging conflicts in scenes or prefabs.
Plain C#: I've seen other attempts to bring React's workflow to Unity but they all rely on weird bridges between different technology stacks, are cumbersome to install and use, and have compatibility issues. It just works. Because it is written entirely in C# and uses UI Toolkit, it works in every platform that Unity supports, without the need for weird setups or learning new things.
I've put together full documentation and installation guides here: https://rish-ui.com. And the source code is public on GitHub: https://github.com/clockworklabs/Rish.
I'd love for some of you to take it for a spin. If you have any technical critiques, feature requests or general feedback, please let me know!
Bonus Release: Sappy
To keep Rish as performant as possible, I wrote a fast, 0 garbage event system that I'm also open-sourcing: You can check it out here: https://github.com/clockworklabs/SappyEvents.
https://redd.it/1sh40cy
@r_Unity3D
My web-based CQB shooter is now live. I really need feedback on prototype (Video is sped up, Link in comments)
https://redd.it/1sgywtz
@r_Unity3D
I designed some new assets for 2d pixel game makers!
https://redd.it/1sgnjn1
@r_Unity3D
We're thinking about adding horses in villages. What do you think?
https://redd.it/1sglxdj
@r_Unity3D
Incorporated procedural terrain, atmospheric scattering, and volumetric clouds into my space sim
https://redd.it/1sgs4rr
@r_Unity3D
WHY PEOPLE DO THIS è.é
https://redd.it/1sgq6es
@r_Unity3D
I made a walkthrough menu for my game
https://redd.it/1sghrog
@r_Unity3D
ay 1 of my new studio NovaCore Dynamics. Working on my first project: Circuit Runner
https://redd.it/1sg8fsl
@r_Unity3D
Help with a game mechanic
TLDR: Looking to find a way to move game objects with the mouse cursor with set boundaries, help needed as I can't find any info that would help
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Hey people! I am trying to implement a feature into my game that allows the player to move a game object in the game world using the cursor.
I have managed to do so, however, the code is really basic and probably not the best. Even worse, I would like to restrict the movement of certain game objects in the game world (let's say the player may move an item 5 meters away from its original position, but not further).
I have searched the internet and asked anyone that would be able to help me to no avail, so if any of you could tell me how, or at least point me in the right direction with links ideally, I would be super grateful. Thank you very much!
https://redd.it/1sfbdu5
@r_Unity3D
The Importance Of Good Post Processing (AKA Hours of Tweaking)
https://redd.it/1sf3nl9
@r_Unity3D
I just wanted to share the progress we made on our survival game set in Miami. Still a lot of work to do, but what do you think of the visuals and the style so far?
https://redd.it/1sewpo6
@r_Unity3D
I got tired of alt tabbing between Substance and Unity just to fix textures… so I made this
https://redd.it/1seu6uk
@r_Unity3D
Wire Builder is now available on the Unity Asset Store. (Works perfectly for VR)
https://redd.it/1segj3p
@r_Unity3D