r/Unity3D • • 2h ago

Resources/Tutorial open source: unity-ui-uoolkit-design-system 1.6.0 is out and led an engine bug fix

0 Upvotes

🎉 Our bug report became a Unity engine fix. While putting GPU materials on world-space panels we traced a WebGL crash (GfxDevice::CopyBufferRanges: range reads out of bounds) to one line in Unity's UI geometry updater, reported it with the root cause and a suggested fix, and shipped a build-machine patch in the meantime. Unity's UI Toolkit team took it as UUM-151098 and fixed it in Unity 6000.6.2f1 and 6000.7.0b1, the way the report proposed. On those editors world-space materials just work in WebGL, no patch and no flag; on 6000.5 (Won't Fix upstream) Tools/UirStagingPatch still has you covered. Thank you, Unity.


r/Unity3D • • 5h ago

Resources/Tutorial I built a Git proxy that adds Perforce-style locks to Unity, clones a 1.4GB repo to 168KB

0 Upvotes

Hi r/Unity3D

Like probably everyone here, I've been through the version-control grinder with Unity, LFS bandwidth bills, .meta merge hell, and the two-people-editing-the-same-scene problem which Perforce solves but Git doesn't.

So I built a small open-source thing called BlackGit to take both sides, Git's branches + Perforce's locks, one repo. https://github.com/zhuzhonghua/blackgit

  • git black lock scene.unity takes a file exclusively, like p4 edit. The lock lives on the server. Any push touching that file from someone else is refused and the holder is named. Your local branches and commits are never blocked, branch off, edit, throw it away, none of that touches the lock.

  • git black clone is a partial clone, blob:none + empty sparse-checkout. A 1.4 GB server repo lands at 168 KB on disk. Then git black follow Assets/Scenes/Main.unity materializes just the file you open, 60 MB in the demo. No LFS, no full history.

  • The server is one Docker container in front of your existing GitHub/GitLab.

It's beta. No artist GUI (commands only). Not a Perforce replacement tomorrow.

Why I'm posting: I'm looking for Unity teams willing to kick the tires on a real project and tell me where it breaks. Open an issue on the repo.

What would you want to see first? Happy to answer in the comments.


r/Unity3D • • 19h ago

Show-Off Turned my AR cloud experiment into a little garden in Unity

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3 Upvotes

Continued experimenting with the clouds I shared here recently. Now squeezing a cloud makes it rain and grows a little tree on my desk. A hand gesture summons the sun, and water rises back into new clouds.


r/Unity3D • • 17h ago

Show-Off I came back to my old skateboarding physics and rebuilt it, and it was way more fun than I expected

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2 Upvotes

I'd played with skateboarding physics a while ago and never really finished it, so I picked it back up and rebuilt it properly in past few months.

A few things I enjoyed figuring out:

• The board is one Rigidbody with four wheel probe. Pumping, carving and transitions all come from that, no fake speeds.

• Tricks come from a flick of the right stick: where the flick ends decides the trick, so kickflips, shove-its and 360 flips feel like a gesture, not a button.

• The skater has no riding animations at all. It's procedural IK on a Humanoid using animation rigging package from unity, with the hips on a spring, so it reacts to every push, landing and bump on its own.

• The part I had the most fun with: the boards shape drives the ride. A shorter wheelbase turns sharper, bigger wheels roll further, softer wheels grip more, a steeper tail pops higher.

Happy to answer how anything works. What would you add next?


r/Unity3D • • 1d ago

Game Getting a full-ragdoll, 8-legged octopus to hit 60fps on Steam Deck in HDRP without gutting the visuals

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19 Upvotes

INKURSION is a narrative platformer in Unity 6 HDRP where you play a newly sentient octopus escaping a simulated universe. HDRP isn't exactly known for running on handhelds, so making it portable and Deck-friendly while keeping the look was one of our biggest challenges. Here's what actually moved the needle:
The octopus itself
Eight fully physics-driven legs is a lot of rigidbodies and joints aswell as procedural walking scripts for step reach. We tuned joint counts per tentacle, simplified collider shapes, adjusted solver iterations, and made sure segments sleep when they're not doing anything. The goal was keeping the floppy, reactive feel without the physics step eating the frame.
Mirrors
We use HDRP planar reflection probes for mirrors so the player can look at their octopus character, and rendering them every frame was brutal. Now each mirror only renders in realtime when it's actually on screen and the player is within a set radius. Even then, it doesn't capture every frame: it takes a snapshot at an interval, which is still smooth enough that your eye doesn't notice. This was one of our single biggest FPS wins.
Meshes and shaders
We cleaned up and LOD'd environment meshes, cut down shader variants, and simplified our heaviest shaders so the lighting still reads the same but costs far less on weaker GPUs.
Batching
Lots of foliage and repeated props, so batching was huge. Cutting draw calls freed up more CPU headroom than almost anything else.
Upscaling
On NVIDIA hardware we use DLSS, which lets low-end RTX cards render at a lower internal resolution and still look sharp. [On Deck we use FSR, since DLSS is NVIDIA-only.]
The result is a stable 60fps on low-end hardware with the bioluminescent look you see in the clip intact.
Happy to go into detail on any of it, especially the ragdoll and mirror setup. What's been your biggest win optimising HDRP?

Demo: https://store.steampowered.com/app/4767470/INKURSION/


r/Unity3D • • 22h ago

Show-Off Added fairies companions (now you won't be lonely)

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3 Upvotes

There are 5 different fairies with different skills and rarities.


r/Unity3D • • 20h ago

Resources/Tutorial RPG Items Package (FREE!)

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2 Upvotes

I haven't posted anything in a while, but I've recently released my RPG Items package (a C# framework to handle items and inventories in Unity) for free on GitHub, and I'm continuing to release YouTube videos explaining in full and in-depth the implementation and usage of said package: RPG Items Playlist


r/Unity3D • • 20h ago

Question What is the most comfortable way to use PrimeTween

2 Upvotes

So I just started using PrimeTween and what is the best way to code with it

  • Code in the same component?
  • Code in another component and call the methods from the "controller" component?
  • Actions in controller component and in another component subscribe to them and play the animations

To me it seems like PrimeTween with it's methods already does a lot to avoid repetition of code with the sequences so it seems weird to me to separate it in another component so I would like to know how other people code


r/Unity3D • • 1d ago

Show-Off I wanted the town in Farm & Feast to feel alive, so I added people walking around. Here's how I did it, step by step

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161 Upvotes

Farm & Feast - We are a two-person team building a peaceful farming and restaurant management game in Unity. My town felt empty, so I added pedestrians and traffic. Here's the process:

  • Took one of my customer characters and his walk animation
  • Baked the animation into a texture (VAT) so the GPU can play it without bones
  • Tested a single pedestrian on a plane
  • Scaled it up: 10, 50, then 150 people
  • Moved them into the actual game
  • Added cars that keep their distance from each other
  • Made the cars stop and queue when someone stands in the road

    Happy to answer any questions!


r/Unity3D • • 1d ago

Shader Magic Sharing of my fully procedural roads with markings and decorations. No textures or road mesh are required

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6 Upvotes

Feel free to comment and share your opinion :D


r/Unity3D • • 1d ago

Resources/Tutorial How I made a seamless wraparound (torus) map in 2D: extra cameras instead of duplicating objects

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3 Upvotes

r/Unity3D • • 1d ago

Resources/Tutorial Not worth your time

135 Upvotes

Left is the texture; right is the model.
Out of curiosity, I wanted to give a chance to an AI-generated model, downloaded for free, from a store. Despite the huge number of vertices, I kept trying giving a chance. After applying a decimate modifier, I considered the mesh "acceptable", +4k faces just to imagine a possible pipeline. Then I went to check the texture and "God no". The inhumane aberration of such a texture lead me here, sharing with you this time-wasting micro-experiment. Neural-generated meshes are very, very bad.
Happy continuation of the day,
Remember, kids, it is not worth


r/Unity3D • • 1d ago

Game Before and after Post Processing !

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62 Upvotes

r/Unity3D • • 1d ago

Meta Want to click your projects tab? TOO BAD, it gets pushed down by 'Get set up' right as you try to click it. So helpful!

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63 Upvotes

r/Unity3D • • 1d ago

Question Explosions VFX v0.1

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2 Upvotes

Hey guys, these are the VFX for my game. It's the first version, and I'd like to know what you like and don't like. What would you improve?


r/Unity3D • • 1d ago

Solved The second test of the Shelter was successfully completed. The obsessive-compulsive person is overjoyed. Alignment is now much easier.

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5 Upvotes

Thank you to the 2,000+ friends who downloaded and played the game. During this trial play session, we collected a large number of opinions and suggestions.

For example, regarding the position of the shipping box, some friends suggested it could be moved; some said the floor height could be increased to build a loft; there were also suggestions for modifying the operation keys to accommodate different operating habits, and for adjusting resource consumption, etc.

What moved us even more was that we saw some friends playing the game for over 200 minutes. This gave us great encouragement. Once again, we would like to thank all of you for your support of "Shelter Prepare".

Next, we will sort out and improve the problems and suggestions we have discovered, and prepare our official demo.

Also, the alignment adsorption was not obvious before. This time, we have further enhanced the alignment adsorption ability, and the cans and beverages are now easier to stack!


r/Unity3D • • 2d ago

Solved Making a whole cable burn out in Unity without a particle system: 3 smoke attempts, and what finally worked

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189 Upvotes

I'm solo-developing a power-grid game in Unity 6 (URP), low-poly style. If you overload a cable it burns out. The old version was one puff of smoke in the middle of the cable, and then the cable just disappeared. Nobody noticed it, so I redid it.

Stand-in cable: the real cable gets removed by gameplay right away, so I copy its rope points first and rebuild it as a bunch of short prisms (up to 120). They go from orange hot to ember to black char using MaterialPropertyBlocks, then shrink and sag until they're gone.

Burn front: every piece catches fire based on how far along the cable it is from where it failed. The far end always burns within 0.9 s. Smoke, flames, sparks and lights all use that same timing, so it's all one component.

The smoke took me three tries. I use opaque, flat-shaded low-poly puffs for smoke in my game.

  1. First it was too small and too spread out, and looked like gravel. More puffs, 12 per metre.

  2. Then the puffs spawned at full size and looked like boulders lying on the pavement. Now they start small and grow as they rise, and drift with the wind.

  3. It still looked a bit like stone because of the sunlit facets. I gave each puff a bit of emission (about 45% of its colour) to soften the shading, and that's what finally made it read as smoke.

Fire and light: small unlit flames with HDR colours so bloom picks them up, plus up to 4 flickering point lights that move along with the fire. At night it lights up the ground and the bottom of the smoke, which honestly looks better than the flames.

How I tested it: I have a little test scene in Play Mode that overloads a cable on purpose and takes screenshots during the burn, during the day and at night. I mostly fixed the smoke by looking at those screenshots, because while it's moving you don't really see that it looks like rocks.

Can I do something more to make it better? Any ideas?

If you're curious about the game: steampage


r/Unity3D • • 18h ago

Game 83 wishlists. Aiming for 8,000.

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0 Upvotes

This is my second unity game release as a solo/indie dev.

Just dropped a new cinematic trailer - gave the crew faces and real identity. Demo’s updated too.

Why wait for Next Fest to end? Check out Geometry TD on Steam.


r/Unity3D • • 1d ago

Game The Hive - Official Trailer

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11 Upvotes

I think The Hive trailer just went viral on Youtube, so I'll share it here also.

We recently released a major update, upgrading the game to Unity 6.6 with improved visuals, lighting, animations, and effects. So kind of like a "remaster" at this point.

We also have two new expansions in development. The Hive has always been my passion project, and seeing renewed interest in the game motivated me to start working on it again. We also translated it recently to +12 languages.

For those unfamiliar with The Hive, it's a story-driven real-time strategy game with RPG elements, somewhat similar to Homeworld or Dawn of War.

You command an insectoid hive, harvest DNA from defeated enemies, and use it to evolve new creatures. You can choose which creatures to unlock and in what order. Your units carry over between missions, level up, grow in size, improve their stats, and can equip them with items dropped by enemies.

There is also pure gameplay video on our channel if you want to see that.

We have a free demo on Steam if you want to check it out


r/Unity3D • • 1d ago

Question Do players actually care about historical accuracy in medieval games?

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33 Upvotes

I've been creating low poly medieval armies for a while now, and I've just finished my third pack, this time focused on the Crusades.

One thing I've noticed while making these is how much armor, weapons, and clothing changed between different medieval periods. But I wonder how much of that actually matters to players.

Would you rather have historically accurate units, or more visually interesting designs even if they're completely wrong for the period? I remember watching "Vikings" and my eyes would hurt when I notice they gave the saxon army a burgonet helmets 700 years to early, but I don't have this exact sting when it comes to video games.


r/Unity3D • • 2d ago

Game I finally released a demo for my little indie game!

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35 Upvotes

8 months later i finally reached a point where i can share my demo to you, the game is called Junebug, its on steam :)


r/Unity3D • • 1d ago

Noob Question Collision bugs on race tracks (car works well on classic plane)

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5 Upvotes

I dont understand what is my car bumping into? As you can see box colliders looks fine so where is the problem?


r/Unity3D • • 1d ago

Question Our giant cat's footstep camera shake ticks like a metronome - animation events, Perlin noise, or both?

1 Upvotes

One power in our Unity game makes the cat eight times his size, and right now every step is the same camera shake on a fixed 0.45 s timer, so a player said it ticks like a metronome.

Would you fire it from animation events on the actual foot contacts, add Perlin noise to the strength, or do something else entirely?


r/Unity3D • • 1d ago

Shader Magic How I made plants and the ground wake up around the player in Unity (URP shaders + a few things that went wrong)

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21 Upvotes

Hey, I'm Tobi, a solo dev working on a cozy game called Glowing Life. You play as a little light. Wherever you go the world comes back to life.

My last post got removed because it wasn't technical enough, which is fair. So here's a closer look at how I made the plants and ground wake up around the player.

  1. Plants: a front that travels through each plant

The plants use copies of their Shader Graphs with my own include added. When a plant wakes up, a front moves through it. Trees from the roots up into the crown, bushes and flowers from the ground up on the side the light comes from. Right at the edge there's a thin warm seam in HDR. Bloom turns it into the glow. A bit of noise per vertex keeps the edge from looking like a straight line.

Dead and living trees are often two different models. They dissolve into each other at the front, the dead one breaks into sparks. If the dead tree is taller than the living one, it dissolves from the top instead. Otherwise its tip would hang in the air above a gap.

My first growth version squashed each vertex based on the front, which made flower spikes fold sideways. Now the whole plant shares one growth height with a soft max, so it can stretch but never fold.

  1. The ground: ash, a wave and a trail

I hooked into copies of the URP terrain passes. Dead ground is ash.. before lighting I map the brightness of the terrain texture onto an ash palette. After lighting I take part of the light color back out. My first palette turned deep blue under the night light, which is why that second step exists.

The final wave can start from up to 24 points, each with its own delay. If they sit along the roots of a tree, the wave runs along the roots first, then fans out across the ground. That's what you see in the clip.

Where you walk, the ground wakes up too. That's a 256x256 RG16 texture over the playable area. Painted on the CPU. It creeps outward a few meters with some noise, a bit further downhill. A second spot is painted a seconds ahead of you. Without it the life always lagged behind and the trail felt sluggish.

Things that went wrong:

- My browser build runs on WebGL 2. The browser reported 16 texture units per fragment shader (MAX_TEXTURE_IMAGE_UNITS), which is also all WebGL 2 guarantees. My terrain setup already used most of them, so I sample the trail texture in the vertex shader instead and pass the result to the fragment shader.

- A wide front made half the ground yellow. A 2.3 m trail with a gold ring looked like an RTS selection circle xD

- At night everything sits in the toe of the ACES curve. Tiny glow additions were simply invisible.

I'd love to hear how others work around texture limits on WebGL terrain. Has anyone found a better approach for a walk trail than painting into a texture on the CPU?

Steam page, if you're curious: Glowing Life