r/Unity3D

From freelance to Asset Store full-time, looking for advice on scaling and hiring

I'm considering taking Unity Asset Store development seriously as a full-time business. I have the technical skills and a few solid ideas, I've spent years freelancing on Upwork and working with independent clients, but I'm ready to build something of my own instead of trading time for money.

I published an asset last year but abandoned it, it's dead. Now I've completely reworked it (not launched yet), plus I have a few more concepts lined up.

That said, marketing (examples, naming, trailer, avoiding generic looks) takes a ton of time. It's the hardest part for me since I don't specialize in it, though I've learned what I can. I use AI for inspiration, but it's still a heavy lift. And with no budget to outsource, I'm doing this part alone for now.

So my real question is:

For those of you already selling on the Asset Store, does your revenue reach a point where you can comfortably pay employees, maintain existing assets, and still work on new ideas (or even other investments)?

I know that sounds vague, but what I'm really trying to understand is how to structure a small team in this specific niche:

- What's a realistic budget for hiring help? (Just ballpark, hourly or monthly)

- How do you manage the risk of employees leaking assets or reusing your code/ideas? I know execution matters more than the idea itself, but I'd still like to hear how others handle confidentiality and trust.

I'm not looking for guesses, I'd love to hear from people who are actually doing this profitably and have hired someone before.

Any insight from those who've been through this would be greatly appreciated. Thanks.

reddit.com
u/Feisty-Ad-1839 — 1 hour ago
▲ 380 r/Unity3D

Built an inventory system that auto-adjusts hand placement for any item you pick up

A new inventory + pickup system where every item dynamically adjusts the character’s hand IK based on the item’s grip data. I still need to update the hand poses for each item, but I will leave that for another day. I wanted to see what you guys think of the current system

If you’d like to learn more about my game or see more behind the scenes clips sign up to my email list: https://arachnid.dev

u/Arachnid-dev — 11 hours ago
▲ 74 r/Unity3D+1 crossposts

My Mazestalker Demo just had an update!

I wish I could list all the cool new content, but I was busy just adding basic necessities to the demo that should have all been in there to begin with. That being said, I finally have my engine at a level of quality I enjoy and from now on I'll focus a lot more on content then lame stuff like "saving".
If you want to check out my game Mazesatalker on Steam, it has a demo:
https://store.steampowered.com/app/3218310/

u/carmofin — 7 hours ago
▲ 3.5k r/Unity3D+10 crossposts

Based on a Nightmare I had

Don't look behind you!

Making this LoFi horror game called 'Project Looking Glass'. You explore dozens of creepy and liminal spaces trying to uncover the mystery of what happened to you. Been using my dreams a lot as inspiration since most of the levels are little vignettes like this. Demo is on Steam if you're interested!

u/MorphLand — 17 hours ago
▲ 24 r/Unity3D

Do you use UIToolkit for game UI?

I'm currently working at a job and we use UI Toolkit for UI. Everything is so much more bureucratic than using Canvas with a proper UI architecture, it is a complete suffering for animations and I passionately hate it.

I'd use it for editor UI only.

reddit.com
u/GSalmao — 11 hours ago

I tried to create a smooth underwater mining system. How does it feel?

u/Succresco — 7 hours ago
▲ 33 r/Unity3D+9 crossposts

Looking to Release a Demo June 1st - Really need a last hoard of playtesters to help me find issues before release. Got time to try my game?

Hi Survivors,

I have been posting here for a while now and with my new trailer I would like to ask all of you that can to jump in and playtest my game. I really really need the feedback in any shape or form. I am sure there is a lot that can be better but I need help spotting it. So if you got he time. Please try my game and get back to me with feedback.

Since last time I made a lot of updates including steam deck improvements. Performance improvments. Hardwaredetection. More upgrades, customizable projectiles, mega elites and more, updated UI, narrator tutorial and more :).

I just pushed the newest update.

The playtest is open and no keys are required. It's on Steam just search for Master of Chaos.

Thanks to anyone whoplays the game and gives me some feedback :).

How is the pacing? (5 in difficulty is low for new players)

Is it fun?

What do you miss?

Huge bugs?

What can be improved?

What grass and details level looks best?

Anything else! Any feedback is much needed! Im all alone on this project so after some time it really becomes hard to see the flaws with noone to sparr with.

Also if you got feedback and the new trailer thats also good but the playtest is where I really need the help :).

u/ChaoticPromiseTFA — 12 hours ago
▲ 17 r/Unity3D+1 crossposts

Is nausea solved? Camera roll or flat? - Procedural True First Person [Update 2]

Thanks for the massive feedback on the previous post! I've addressed most of the issues that were raised and moved forward quite a bit, but there are still many things to improve. I'm genuinely hooked on this project and pushing hard to bring it to a quality you haven't seen in a game before. I hope you like where it's going and I'd love to hear your thoughts again.

Previous post:
https://www.reddit.com/r/Unity3D/comments/1sy1jsu/this_is_the_movement_system_i_always_wanted_to/

QUESTIONS FOR YOU

Head Bob: This makes movement natural and gives the body weight, but I know it causes discomfort if overdone. Does the current amount feel balanced or is it still too much?

Camera Roll: I stabilized the camera and overlaid a roll based on body lean (visible when cornering fast). The video shows both versions. Do you prefer the lean roll or a completely flat horizontal camera?

THE ANTI-NAUSEA SOLUTION

The main concern from last time was camera movement causing discomfort. I implemented three layers of stabilization to address it:

  1. Locked the camera to the horizontal axis. 
  2. Added shock absorption through the spine kinematics.
  3. Eye-lock stabilization. Hardest one. - In reality we don't feel head movement because our eyes stay locked on a target. Calculating that point of interest purely from mouse input and a bobbing head took a solid two days of math, but finally made it work. Let me know if you want a technical breakdown of this.

AVAILABILITY

I am currently offering the locomotion system for licensing. I am also open to full-time or contract roles to integrate this architecture into ongoing projects. If your studio needs a system like this, let's talk. 

ABOUT THE SYSTEM

Several things always bothered me in military games: characters that snap direction instantly, players who jiggle left and right without weight and momentum to dodge bullets, sliding feet, and the head-glitch exploit that lets players shoot without exposing themselves. 

Key features of my system:

  • I have built the core around the physics to give movement real weight and inertia while keeping inputs responsive. Lightweight soldiers are fast and maneuverable, while heavily loaded units feel sluggish and struggle to corner while running.
  • All movement is procedural. No animation clips are used. All step cycles are curve-based, which makes it easy to create very different movement styles.
  • The camera sits at the right eye position. It is a true first person. This removes the gap between where your head is and where your gun is, so an enemy can't fire at you without exposing themselves first - head-glitch exploit.
  • The locomotion is fully separated from the IK layer. It drives null objects, and those null objects drive the biped IK. This makes switching to another engine like Unreal straightforward.

PERFORMANCE

It takes about 0.5 ms to calculate all the system and IK solver together on my old machine. I have not done any optimization so far. I'm currently using Final IK, and later plan to switch to Unity's Animation Rigging package which uses worker threads for IK calculations and should give a significant performance boost. I also plan to add refresh throttling and LOD for distant units.

FOOTNOTE

During the work I understood why systems like this are so rare - it's extremely hard to build well. In real life you just walk. Here you have to break down every type of step you take and figure out how to implement it in code, while keeping everything clean and solid. If you duct-tape any issue, you will pay for it on every step after that.

u/wylver-games — 16 hours ago
▲ 77 r/Unity3D+3 crossposts

im working on a puzzle game all about weird magical tools, the first is this ability to swap two objects with eachother

u/alicona — 15 hours ago
▲ 17 r/Unity3D+3 crossposts

I just launched the Steam page for my Co-op game after 6 months of hard work! Konboys is now a reality.

Six months ago, some friends and I started this project. We had no idea how to make a multiplayer game, but we were eager to learn. Today, we’ve finally reached this important milestone.

  • Konboys is a co-op game for up to 4 players where you’ll have to repair radio stations and clear the area of enemies.
  • We used PurNet to manage all the multiplayer features, and it was incredibly easy to use.
  • We have a self made procedural world.
  • We grab objects my using procedural animations and physic forces.

It would be amazing to have a wishlist!!!

https://store.steampowered.com/app/4627310/KONBOYS/

u/Game_Room_3 — 9 hours ago
▲ 10 r/Unity3D

We’re actively working on snow melting and snow physics. What do you think could be improved?

u/Past-Addendum851 — 10 hours ago
▲ 31 r/Unity3D

Making a 3D platformer heavily inspired by Spyro + Crash Bandicoot. What do you guys think?

u/amedetov — 16 hours ago
▲ 129 r/Unity3D

I just added a ladder climbing mechanic to my game, NOOR 😺🪜 How do the climbing animations and sound effects feel so far?

u/EvoliteStudio — 22 hours ago
▲ 4 r/Unity3D+3 crossposts

Built a looping “endless space” driving prototype

loll I felt it quite stress-relieving when driving in a open space, especially hitting the trees 🫣

u/AwesomePheobe1 — 18 hours ago

Spent weeks tuning the AI and skill synergies for this Boss in Unity. Does this look like a fight you'd want to master?

Hey Reddit! My friend and I have been pouring our hearts into this character-based survival adventure game for the past two years. And we just released the demo on Steam, call Land of Glarefall. Try it if you're interestedFor this boss, we designed a set of unique modular skills and high-damage phases.

Is the telegraphing of the boss attacks clear enough? Does the combat loop look rewarding? Let us know what you think!

u/AnGL0331 — 16 hours ago