r/Unity3D

I've spent 30+ hours reverse-engineering Silksong's code. Here's what I found :]
🔥 Hot ▲ 529 r/gamedev+1 crossposts

I've spent 30+ hours reverse-engineering Silksong's code. Here's what I found :]

I spent about 30 hours reverse-engineering the code of Silksong, one of the most successful Unity games ever. And found some genuinely impressive (and aggressive) optimizations.

Highlights:

  • Movement Code Breakdown: I broke down the exact frame-windows for Coyote Time and Input Buffering that make the platforming feel so responsive. The Elegance of Silksong movement as is :]
  • Hidden "Demo" Mode: There’s a left-over IsExhibitionMode check. With a small patch, you can actually boot the Gamescom demo version from the retail files.
  • Dev cheats, Debug view, Performance overlay, etc: We recover and re-enable everything to see how it was used by the developers.
  • Performance: Team Cherry implemented a Manual Garbage Collector and a custom reflection-to-delegate compiler. It’s a 100x speed boost over standard Unity methods.
  • Much, much more in the video.

Full Video: https://www.youtube.com/watch?v=eC9bIelizlw

youtube.com
u/Priler96 — 5 hours ago
Just another mining bot gone rogue on Mars, trying to kill you.
▲ 43 r/Unity3D

Just another mining bot gone rogue on Mars, trying to kill you.

Concept by Kieran Daysh
Model/Animation by Niclas Halvarsson

An enemy bot our team made that I think is awesome.

u/BigRookGames — 3 hours ago
Updated my sword trace spline
🔥 Hot ▲ 290 r/Unity3D

Updated my sword trace spline

The red lines are the linetrace trajectory
Hopefully it would fix the missing trace when the framerate drops.
I purposedly limit the framerate to 20 fps here

u/aahanif — 13 hours ago
🔥 Hot ▲ 141 r/Unity3D

Mesh Slicing with preserved topology

Recently I finished the core mesh architecture. It is an attribute driven model of a point / vertex / primitive inspired by Houdini architecture and implemented in Unity.

My prev post about it

And as the next step, I added plane based mesh slicing on top of it. The mesh splits into separate parts while preserving topology and attributes (normals, colors, etc.), without holes or artifacts.

It preserves mesh manifoldness and connectivity (this can be seen by the same numbers on shared vertices at the cut contour)

I think I’ll try to implement booleans next

u/PropellerheadViJ — 9 hours ago
▲ 25 r/Unity3D

Multiplayer FPS Game Showcase

We've been working a bit on some cool features for our Looter Shooter Multiplayer FPS Game and we wanted to showcase them, let us know what you think

u/AXydent_ — 5 hours ago

My little VR puzzler with birdie friend is out on Meta Quest

During development, I've licensed over 30 unique puzzles by burr puzzle designers from around the world and made this puzzler, called Interlocked: Puzzle Islands.

I've built it using Unity 6 LTS, Built-in Rendering Pipeline. A bit scary to know it's going to be deprecated and I still want to support and update the game, but we'll see what happens! Wondering what is the choice for other VR devs out here.

It's on the Meta Store here and I'm looking for any feedback, being super early days: https://www.meta.com/en-gb/experiences/interlocked-puzzle-islands/7115743118544777/

Is the key art attractive enough? Does the copy explain the game mechanics well enough? Is the trailer giving enough information in its first 10-15 seconds? Ty<3

u/burrpuzzle — 1 hour ago
▲ 27 r/Unity3D

Surface sampling with triangulation

Just added surface sampling to my PCG tool OctoShaper.

This unlocks some quite nice behaviours.

Here you can also see how debug views work for each phase of the procedural generation.

u/Marvluss — 6 hours ago
▲ 18 r/Unity3D

New teaser for my Unity game,looking for feedback on combat feel and clarity

Hey everyone,

I’m working on a dark fantasy action game in Unity called Runeborne Arena.

I just made a new teaser and I’d really appreciate some feedback especially from a dev perspective.

Main things I’m unsure about:

does the combat read clearly?

is the pacing too fast or too slow?

is the core mechanic understandable from the teaser?

Still early in development, so any honest feedback helps a lot.

u/Adept-Specific-6314 — 5 hours ago
▲ 34 r/Unity3D

Trailer for my game I'm making in Unity, Gun Goose

this is the trailer for my upcoming game Gun Goose! It's a physics based roguelike shooter where you're a goose with guns.

What started off as a dumb idea that I thought i could get done in two weeks ballooned into a now 4 month project and hopefully my first Steam release.

This is the first project where i've used rigidbodies, joints and other physics stuff and it's been really fun (albeit painful at times). I'd love to hear what you guys think!

The steam page is up and the demo is coming this month if you would like to check it out. (not sure if links are allowed here or not)

u/Soft_Row_5817 — 8 hours ago
▲ 35 r/Unity3D

Some of the themes in our game Chess Tales

Worked on set dressing the levels. Hope now you can see some of the puzzle elements in action.

Please let me know if I can improve any of the themes. Still learning about set dressing, focal points, lighting etc

u/IRGStudios — 10 hours ago
I’m 17 and just finished the OS interface for my first Steam game in Unity. What do you think of the "messy" desktop vibe?

I’m 17 and just finished the OS interface for my first Steam game in Unity. What do you think of the "messy" desktop vibe?

Hey everyone! I've been working on my atmospheric walking simulator Last Signal for a while now. Today I finished the in-game computer system.

I used a lot of custom UI work to make it feel like a real, cluttered workstation rather than a clean menu. Built with Unity 6 (URP). It’s a small detail, but I think it adds a lot to the immersion.

Would love to hear some technical feedback from fellow devs!

Steam page (if you want to see it in motion): https://store.steampowered.com/app/4336320/Last_Signal/

u/Ill-Promotion-2616 — 3 hours ago
▲ 14 r/Unity3D

In Case You Missed It: February &amp; March Edition

Hey folks, Trey here.

I failed to deploy February's update, that's my bad. So got a combo of February and March for ya today. Here is your roundup covering all the major updates, releases, and discussions you might have missed over the last two months.

We had a massive amount of content drop, so here are the biggest highlights for the community:

  • Engine Releases: Unity 6.4 is officially available, and the Unity 6.5 Beta is now live. We also kicked off the 6.5 Beta Sweepstakes where you can win a new GPU for reporting bugs.
  • Multiplayer Updates: Both Netcode for GameObjects and Netcode for Entities received major version bumps across February and March, alongside new DevLog entries outlining host worlds and GhostFields.
  • Roadmaps and Previews: We shared some deep looks into the future, including our Render Pipelines strategy for 2026, the Path to CoreCLR upgrade guide, and the future of Burst in Unity 6.6+.
  • Asset Store Policy: We published an important update regarding the Asset Store and officially defined our policy on "Made with AI" assets.
  • Technical Deep Dives: We dropped parts 6 and 7 🫠 of our "Cleaner Code that Scales" series, plus a new beginner-friendly guide to URP render passes and Sprite Atlas best practices.

There is way too much to list here, head over to Discussions for the links to everything.

Cheers,
-Trey
Senior Community Manager @ Unity

discussions.unity.com
u/unitytechnologies — 6 hours ago
▲ 7 r/Unity3D+2 crossposts

Interest in RG8 sprite sheets and tiles (memory savings+)

I'm working on a tool for a personal game dev project that I've debated fleshing out into a more robust tool for the Asset Store, but I'm trying to see if there's much interest in such a thing. I'd appreciate feedback.

I'm creating a pixel art-based cozy RPG (think Stardew with heavier RPG mechanics). One of the challenges I've iterated through was tile changes for seasons and for... "events" (things that might occur that can drastically change the way the world actually looks).

TL;DR up front - basically you can use your existing texture sheets (PNGs), or a project file from Aseprite, Pyxel Edit, or Photoshop (even layered files) and generate a single RG8 _Index file and RG8 _PaletteAtlas file (both combined are far smaller than even a single texture sheet in full color). The _PaletteAtlas allows you to create multiple variants based on a mask for each biome or group of tiles you might have.

The end result is a much smaller memory footprint (both for game assets and in-memory), batching allowances across variants, and a single set of tiles regardless of the number of variants (I currently have five biomes and seven variants for each, all packed into a single index/atlas pair), with per-material or even per-material block variant settings, saving a bit over 80% of needed memory space (great for mobile, though that isn't my target).

I'll add a comment below with some additional details. Is anyone interested in this? Aside from the much smaller memory footprint, you gain easier control over variants, the ability to batch variants (because they're all the same sets of sprite slices/tiles), and some additional tools to help ensure that your variants and biomes are synchronized the way that you want.

reddit.com
u/xepherys — 5 hours ago

Looking for testers for a tool for non-linear story games in VR

Hello!

I'm doing my thesis on whether or not a software game writers can use to organize and structure their branching and non-linear stories in VR can help their workflows or hinder them. If you own a VR headset I would appreciate it if you could help me out. You can reach out to me in my DMs or here!

reddit.com
u/Frox04IT — 1 hour ago

Can't decide between third person and top down perspective :(

u/VedoTr — 2 hours ago
▲ 7 r/IndieGaming+1 crossposts

We turned Y2K childhood nostalgia into a deckbuilder roguelite game

Hi ! We are contresort, a group of 4 friends who met 13 years ago, brought together by one goal : releasing a (successful) game on steam !

As life went on, we went different routes without making it happen.

In late 2025 it was time to reuinite the crew and make this dream come true !

And so Stickerino was born. It's a deckbuilder roguelite where you have to beat sky high scores by accumulating an unreasonable amount of stickers on your cards !

Playtest are open : https://store.steampowered.com/app/4376950/Stickerino/

u/contresort_studio — 7 hours ago
I’m building a Unity task automation system that can save you a ton of time
▲ 16 r/Unity3D

I’m building a Unity task automation system that can save you a ton of time

I’m building a Unity task automation system designed to remove repetitive setup and pipeline work.

A few use cases:

  • Initialize a fresh project with one click: import packages and assets, change project settings, create and organize folder structures, remove unwanted packages, and more.
  • Clone, duplicate, import, or back up projects, files, and assets between projects with one click.
  • Create your own custom tasks to match your workflow and pipeline.
  • For example, you could set up a task that switches from dev mode to release mode, builds for selected platforms, then switches everything back automatically.
  • Create unlimited presets, each with its own role and purpose.

It’s built to automate the boring repetitive work so you can focus on actually making your game.

Coming soon to the Unity Asset Store as part of the Ramdal Games Plugins Collection.

u/MohmedHaftari — 12 hours ago
Week