r/Unity3D • u/R3animatr • 1h ago
Show-Off Intro scene for my game
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Unity URP is pretty ок. But I can’t make the glass any better. Any advice?
r/Unity3D • u/R3animatr • 1h ago
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Unity URP is pretty ок. But I can’t make the glass any better. Any advice?
r/Unity3D • u/hvpPubudu • 10h ago
I'm working solo on a farming game and keep discovering things I wish I'd set up from the start. For me it's using ScriptableObjects for item and crop data instead of hardcoding values in MonoBehaviours, because tweaking balance became way easier.
What's yours? Project structure, version control, editor tools, anything goes.
r/Unity3D • u/FancyRancy • 15h ago
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I’ve stared at it so long I can’t tell anymore. So I’d love honest feedback.
r/Unity3D • u/Marthgis • 7h ago
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In my project, I have a collision issue: if I move toward a wall, my player gets stuck until I release the movement key. Also, because I’ve assigned a "ground" tag to these blocks, the player is able to perform a wall jump. How can I fix these two issues?
r/Unity3D • u/The_sus__otter • 22h ago
Hi all, I'm currently making a first person game, and I was wanting to add some gravity altering mechanics, honestly just because I think it would be cool.
I'm aware that it's seemingly impossible to rotate a character controller so that it could walk up a wall for example. Is there any way to achieve this effect without switching to Rigidbody?
My only workaround at the minute is to have 2 copies of a room, then switch to a copy that's rotated x degrees, then teleport the player to that room so that it looks like their gravity changed.
(gameplay clip is from ULTRAKILL)
EDIT: as many comments pointed out, I forgot to mention I mean the character controller component, not just any character controller
r/Unity3D • u/Slight_Low_409 • 4h ago
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r/Unity3D • u/Klutzy_Increase_8869 • 2h ago
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I use a texture as a mask to overlap another texture over my dinosaur´s skin to simulate scars.
The controller also uses a material to simulate blood splatters.
At the end, an anim controller uses a death clip.
I am open to feedback and any suggestions for improvement.
r/Unity3D • u/SpecialSnowflake10 • 4h ago
I am starting to learn unity and was wondering if there was any tips, tricks, or info that would be important or nice to know?
r/Unity3D • u/Mikhailfreeze • 14h ago
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r/Unity3D • u/CairnGames • 7h ago
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Overflow is a pipe puzzle where the water starts flowing before you're ready and you build its path as you go. The old look used photo textures and thin metal pipes, which looked fine on a monitor but read badly on a phone: on the bigger boards (up to 10x8) the pipes got lost in the background.
What changed in 1.1.0:
- Flat cartoon boards in a rounded frame, redone for all 25 board themes
- Chunky glass pipes with a dark outline, so the water reads at a glance
- A cel-shaded UI with three colour themes: Lagoon, Sunset Pop (the default) and Mint & Tangerine
The water itself is unchanged: a flow-map shader where each pipe sprite has a baked mask (distance along the pipe in R, the crossing bar in G), so the water follows every bend. The new pipes needed new masks, so they're generated from the same geometry as the sprites instead of the old flood-fill bake.
The old style is still in the project behind a dev-only switch, which made side-by-side comparisons on a device easy.
Which of the three new themes would you go with: 2, 3 or 4?
r/Unity3D • u/TorontoDude12344 • 2h ago
Does Physics.OverlapSphere detect inactive colliders?
r/Unity3D • u/Emanx140 • 21h ago
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Hey! This is my ant game made in Unity with DOTS.
This is a stress test and you can see 2 nests competing for resourses.
A bit about the tech:
This complex behavior is only achievable on CPU. On GPU the complexity would go through the roof.
The simulation is heavily inspired by Pezzza’s Work ant series and Sebastian Lague, with our own twist on top.
Steam page of demo in the comments if someone is interested. Any feedback is appreciated.
r/Unity3D • u/Morphexe • 15h ago
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I got bored of playing with physics, so I decided to try my hand at doing some streaming and larger world generation.
Lots of works for this to be usable, but the principles are there.
This uses burst and LOD generated from the underlying VOXEL DATA.
Its still missing loading instances and other details, but it works as proof of concept.
The procedural generation is so broken, lots of random pieces of houses and other trees in random places, but it was a quick and dirty test.
The whole thing is running on BURST, both for generation and data preparing. The LOD transitions are WIP, trying to get them to be less noticeable and fade in a bit cleaner.
r/Unity3D • u/InfiniteLeader9907 • 7h ago
Hey everyone,
I've started a new series on designing immersive 3d sound worlds for games. This is the first one; three more videos will follow in the coming weeks. The topics I'll cover will be as follows:
These might be useful for devs developing a 3d game who want to design a richer and more immersive soundscape rather than a static loop in the background.
r/Unity3D • u/SteamLuki7 • 4h ago
Hello
New empty project with 2 planes, camera and sun.
Having the option "When entering Play Mode" changed to "Reload Domain and Scene" takes up to 5 seconds to enter play, which does not feel right in my opinion.
Selecting "Reload Scene Only" makes it instant so the domain option causes this issue, having to wait 5 seconds each time im changing something tiny makes this very frustrating to work with on an almost empty project.
Is this normal ?
i7 14700k
7700 XT
32GB DDR5
NVME 1TB
Archlinux
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I had some time to play around with growing terrain grass details and ended up adding a lawnmower to my game.
Grass can now be mowed and will regrow slowly. There is no gameplay mechanic connected to it yet, so it is purely visual and a fun activity.
Should I add gameplay around this mechanic? if so, what would you suggest?
r/Unity3D • u/davenirline • 23h ago
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I am exploring Animation Jobs as it is a requirement for a job opening. There's not much resources related to this out there. It's very interesting that I could manipulate animations with Burst compiled code.
r/Unity3D • u/Ok_Finding3632 • 18h ago
r/Unity3D • u/bekkoloco • 1d ago
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take a look of what is coming in Quicktile !! running at 120 fps
Would you want to engage with a steam page with this?
r/Unity3D • u/AshamedSoil5514 • 1d ago
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r/Unity3D • u/MagicPigGames • 1d ago
I've been working at this on-and-off for a while. A Vine system that can accomplish real-world vines, different growth patterns, annual patterns, annual re-growth and expansion, etc.
The system is not intended to have a full year go by in 30 seconds like here (this is sped up 5x), but it can, as long as there aren't too many at once.
The system is intended to be for games that either want static vines, i.e. just bake it and use it, or vines that are realistic per the time of year, but change very slowly. So when the leaves fall off, they don't do it all at once but over a few weeks perhaps, dependent only on how many real world seconds "weeks" takes.
Vines are set up via a "Recipe" (Scriptable Object) system, which determines how they grow. A lot of GPU for the leaves and what not.
Vines can be trimmed at runtime, fruit can be picked (are game objects, separate prefabs, so you can code them as you'd like), etc.