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r/Unity3D
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News about the Unity engine and project showcases from Reddit. Made possible with @reddit2telegram (@r_channels).
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Unity Particle System + lighting is magic
https://redd.it/1jzq21j
@r_Unity3D
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Tested from 1 to 88,209 bullets for my bullet-hell game. And my GPU is literally burning now.

https://redd.it/1jzu6bb
@r_Unity3D
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3 years ago my game Arctico reached version 1.0, I still enjoy working on it

https://redd.it/1jzvdu0
@r_Unity3D
Turns out stuffing 1 GB of assets into our small 2D game wasn’t the best idea (how we fixed it) 😅

Hi, I'm Vladimir from Possum Riot. We recently released our first game on Steam — cozy puzzle Eyes That Hypnotise.

Eyes That Hypnotise gameplay

Since it's our first game, turned out we had quite a lot of performance and optimisation issues. So I wanted to share what I did to fix that. Maybe it’ll be useful for someone else making a 2D game in Unity.

# TL;DR:

🔧 Reduced build size from 1.15 GB → 175 MB

Downscaled sprites, used atlases, POT & crunch compression and deleted repeated animation frames
Converted audio to OGG + Vorbis with reduced compression ratio
Removed unused assets

🚀 Fixed FPS spikes (esp. on Steam Deck):

Replaced DOTween with PrimeTween
Switched coroutines/Tasks to [UniTask](https://github.com/Cysharp/UniTask)

Result: Smaller, smoother build with no major visual loss

# Build size

Reduced from 1.15 GB to 175 MB.

The major part of the build (\~80%) was due to enormously large sprites we used, incorrect settings in the Unity importer, and just a lack of knowledge.

Visual assets optimisations

Deleted repeated frames in animations. Our animals’ “action” animations had the same first and last frames as their “idle” animation. Also 2nd and 4th frames were identical. So I deleted duplicated frames and just reused sprites for the “action” animation, and from 7 frames for each animal, it became only 4 frames.

Frames quantity for each animal \(before and after\)

Reduced sprite image resolution at least twice (in some cases by 4 times).
Changed sprite image resolution so it’s at least divisible by 4 (better for texture compression algos to work). Where possible did even better - made it a power of two (POT) and used crunch compression.
For related images (like UI and Chapter N animals), I used Unity sprite atlases that packed the images nicely into one POT texture and applied crunch compression with decent quality settings.
Used mipmaps for some sprites (like animals). Actually, that increases texture size (obviously), but not by much, and it helped fix the pixelated, janky look of images on 1080p and Steam Deck displays (as we originally targeted Mac Retina displays). Also, I didn’t bother with dynamic asset loading, although probably I should. I just still don’t have much experience with Unity, but I'll get there eventually, I think. So if you have any advice - please drop a comment 🙂

Those changes already reduced our build size from 1.15 GB to \~235 MB and (what’s most important) didn’t impact visual quality too much.

Further optimisation of build size was for the audio.

Audio optimisations

We have around 50 music tracks in our game (each 2–3 min long) and more than 100 short FX sounds (each animal has on average 4–5 unique sounds). That’s a lot of audio for a small game.

What I did with the audio to reduce build size:

Converted all audio in the game from MP3 to OGG format (better size/quality ratio).
Used the Vorbis compression format with about 60–70% compression ratio in the Unity importer.

Other small changes

There were some minor tweaks I did as well, like:

Deleted unused packages from the project.
Enabled code and shader stripping in Project Settings.

After all of that, we had a 175 MB Windows build size for the full game and 117 MB for the demo. So for now, the major part of the build size is mostly Unity engine stuff that we cannot get rid of. If we had done it in some lighter engine, like Phaser for example, the build size would be around 70–80 MB, I think (just because of the hand-drawn animations and a
lot of audio).

# Performance issues

We noticed that our game had occasional FPS freezes and spikes (especially on Steam Deck).

What I did to amend that:

Firstly, profiled a prod build with Unity Profiler to find whether the game was CPU or GPU bound. Mostly, it was due to the CPU.
So, the texture size optimisations helped with that a bit (I guess because of fewer draw calls due to sprite atlas usage).
Most of the spikes were due to DoTween (and its incorrect usage). There were a ton of garbage allocations. I replaced it with PrimeTween (it’s promoted as alloc-free), and it helped. PrimeTween is actually amazing, and I liked it way better than DoTween. The transition from DoTween to PrimeTween was a breeze, and PrimeTween’s automatic warning logs are just on another level — they helped so much to locate some major issues in the code and fix them. For example, the animal pupils were done with tweens in `Update` just to make them move smoothly (well, now I know...). I rewrote that with simply `Mathf.Lerp`, and that helped a ton.
Also, there were a lot of transitions in the game that were done with async tasks and/or coroutines. I found that they do allocations, and discovered that there’s a UniTask library that is alloc-free. So I refactored the code to use only UniTask and not Unity/C# Tasks or coroutines. For example, one such critical place was the music playlist in the game. The switching of tracks was done as noodle code with coroutines (partly by me, partly by GPT). It was very easy to refactor it with UniTask, and the overall transition to UniTask was also very easy and done in a couple of hours.

Kudos

Huge thanks to the creators of PrimeTween and UniTask. Honestly, switching to both of these made a huge difference in performance and code clarity. Highly recommend!

That’s pretty much it. We’re still learning Unity and figuring things out as we go, but this round of optimisations really helped.

I’d gladly answer any questions — and if you have advice, I’m all ears!

If you're curious to check out the game, here's the link again: Eyes That Hypnotise on Steam

https://redd.it/1jzyd4h
@r_Unity3D
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I've been working on this shooter in my spare time for two years. Now I'm going full time. I think it's coming together. What do you think?

https://redd.it/1jzxkyp
@r_Unity3D
We Just launched a platform with 300+ free game animations (parkour, combat, swimming, dancing & more) – real-time preview, no paywall

Hey fellow devs 👋

We’re a small team behind Rigonix3D, and we’ve just launched a platform offering 300+ free, game-ready animations — all categorized and downloadable with no paywall or signup required.

Our animation categories include:

\- Locomotion (walk, run, crouch, etc.)
\- Gestures and emotes
\- Parkour (vaults, climbs, rolls)
\- Combat (sword, punches, blocks)
\- Swimming, Dancing, Vehicle, Worker animations and more

🧪 Everything is \
*previewable in real-time** directly in the browser so you can check the motion before downloading.

🌐 Try it here: https://rigonix3d.com

We built this to support indie devs, game jam teams, and creators who need high-quality animation resources without budget limits.

We’d love your feedback on:

\- The animation quality

\- Website usability

\- Any features you'd want to see next

Thanks for taking a look! 🙌

https://redd.it/1k0ctq1
@r_Unity3D
Malhaar is a part of Indie Game Utsav on Steam. Wishlist now. Checkout more India-themed games on sale. Link in the comment.
https://redd.it/1k0fq22
@r_Unity3D
The Water Physics is at another level in Pawsky!
https://redd.it/1k0evh1
@r_Unity3D
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Adding Physics Puzzles to my Underwater Adventure Game! What Do You Think?

https://redd.it/1k0hr88
@r_Unity3D
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10 years ago I made a prototype of a "robot-skateboard" in Unity. Now it's becoming a full game. Here's the trailer for Wheelbot!

https://redd.it/1k0hgb3
@r_Unity3D
glitchy shader graph UI on Android device

Hi,

I'm trying to develop a game for android, however I've noticed a really weird glitch that appears on my UI, when i build it to my device (This only happens when i build to android, it is fine in editor and when I build to windows). The UI uses a simple shader graph material to combine a base image and a "dirt" image. I am still new to shaders and don't really know what the cause of this is or how to even go about diagnosing this.

Any help would be greatly appreciated!

https://preview.redd.it/bs717okh98ve1.jpg?width=1080&format=pjpg&auto=webp&s=4ec881afa8e8ab8f3e01befa488c0f9008b26946



https://redd.it/1k0omfw
@r_Unity3D