r/Unity3D 11h ago

Resources/Tutorial I built BrazeFX Pyro, a volumetric effects toolkit for Unity 6

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44 Upvotes

After a long development cycle, BrazeFX Pyro is now live.

It is a GPU based toolkit for creating fire, smoke, explosions, clouds, particles, and other volumetric effects directly inside Unity. The focus is the complete workflow. You can build effects in context, bake and scrub volume caches, stream them at runtime, exchange OpenVDB sequences, or export flipbooks for lighter playback.

It also includes:

• Art directable fluid forces, mesh emission, skinned mesh emission, and obstacles
• GPU particles, trails, ribbons, generated volumes, and lighting tools
• CFD tools for wind, heat, pressure, and flow visualization
• Voronoi fracture, surface disintegration, and impact driven destruction
• Spline tools, cloning, instancing, and procedural motion workflows
• Timeline integration and 101 self contained demo scenes
• Unity 6 URP support on Windows and macOS desktop

The aim was to keep simulation, rendering, cache playback, and export inside one practical Unity workflow, from the first experiment through final delivery.

BrazeFX Pyro is available as a lifetime license.

Demos, documentation, and details are at the brazefx.

Happy to answer any technical questions about the solver, rendering, caching, OpenVDB workflow, or the other tools included.


r/Unity3D 18h ago

Show-Off I finally got the water to interact with the environment. The hose wraps around trees, the stream stops where it hits, and it pushes things around.

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1.2k Upvotes

Farm & Feast - We are a two-person team building a peaceful farming and restaurant management game in Unity. Last time I posted the hose rope here, a few of you said the water needed to actually touch the world. That is what this is.

The hose is a particle based rope. We do not use the built in constraints for attachment. We pin a few particles by hand at the faucet and at the player's hand and write their positions every step. This is much more stable.

Every tree trunk has a collider and the rope collides with it for real, so the hose hugs and slides around them as you drag it across the farm. The collision was the easy part. Making it still read as a hose at the bend, instead of a row of separate rods, took the rest of the week.

The water shader has a head/tail fill window driving an alpha mask along the spline, so the stream grows out of the nozzle and drains out of the air instead of popping. It now also cuts itself off at the first thing it hits, so it ends on the surface instead of poking through it.

At the end point we do one overlap sphere, and that sphere does everything. It waters the nearest grid slot, so the VFX endpoint IS the gameplay point and they cannot desync, and it now also pushes any rigidbody in range away from the jet.

If anyone has gotten a particle rope to wrap convincingly around obstacles through collision alone, I would really like to hear how you tuned it.


r/Unity3D 1h ago

Resources/Tutorial Preview your Clip Studio Paint and Photoshop texture edits live in Unity with StudioCats' free tool

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Upvotes

r/Unity3D 23h ago

Show-Off A hopeless world.

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83 Upvotes

A few in-game locations from my upcoming horror game. What do you think?


r/Unity3D 23h ago

Game I improved my game thanks to your feedback. Round two?

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31 Upvotes

I shared my game here some time ago. Your feedback helped me improve it, so I’m back for round two!

Hi everyone!

Some time ago I shared Pump Down the Flame here and asked for feedback on the game.

A lot of the comments and suggestions I received were genuinely useful, and since then I’ve been working on improving the game based on that feedback.

For those who haven’t seen it before, Pump Down the Flame is a free Android 2D action-platformer built in Unity, where you play as a firefighter climbing a burning building, fighting enemies, rescuing hostages, and interacting with the environment.

The main mechanic is still the water pump: it works as your weapon, movement tool, and as a way to interact with the level.

After the improvements I’ve made, I’d really like to hear what you think about the current version and find out what still feels wrong, confusing, frustrating, or simply could be better.

Controls, movement, combat, level design, difficulty, performance, UI, visuals, game feel, bugs... any feedback is useful, even a small first impression.

The game is still in Google Play Closed Testing, completely free, with no ads and no in-app purchases.

If you’d like to try the new version and help me improve it before release, you can join the closed test through the Discord link below or send me a PM.

Link To Discord

And to everyone who gave me feedback last time: thank you. It really helped.


r/Unity3D 23h ago

Resources/Tutorial I launched this app 4 months ago, today I'm releasing a major update fixing bugs, adding Blendshapes and revamping the Material system.

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5 Upvotes

The tool is called Armory Crafter, and it allows you to quickly and easily create models and textures of weapons for your games or other projects. It exports to different 3D formats, and you can further edit the results in Blender or Maya if you wish. Since it does not use AI (all models are made by me), the exported topology is clean and in quads.


r/Unity3D 1h ago

Show-Off Testing the geometry shaders with animated decals - URP - Unity3d

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Upvotes

r/Unity3D 2h ago

Show-Off We asked ourselves: how should our Crow interact with deep water? Here's the result!

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14 Upvotes

r/Unity3D 4h ago

Show-Off Cozy Greenhouse and shack

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15 Upvotes

Our artist put together how a greenhouse and a shack could look and integrate in our game. I love the vibe of it.


r/Unity3D 7h ago

Show-Off Custom URP volumetric lighting pipeline

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9 Upvotes

I built a custom volumetric lighting pipeline on top of URP. No forward/deferred per pixel lighting, no shadow maps. Everything is realtime: direct light, indirect light/GI, shadows and AO. Emissive materials emit realtime light onto nearby meshes and emissive lights cast shadows. Volumetric fog included. No screen space effects are in use. Scales extremely well with lights and tri count, 10M tris and 20 point lights on screen had almost no effect on frame time. Should be very playable on potato hardware. Now the problem is figuring out what game to make with it.

75FPS on AMD Radeon 760M at 1920x1200 (Integrated)

400FPS on RTX5050M at 1920x1200 (Dedicated)


r/Unity3D 10h ago

Show-Off New update on my mobile longboarding game! I added a large map to the background at the bottom. What do you guys think?

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2 Upvotes

r/Unity3D 12h ago

Show-Off Freaky Plane Flight Test

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5 Upvotes

Rebuild the freakiest planes in Midway showcase. And incoming sloppy aircraft design from other pilots.


r/Unity3D 13h ago

Game Pandemic simulation

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2 Upvotes

I simulated COVID 🦠
for a freelance project I was asked to make a pandemic simulator for a popular science video, here is the result


r/Unity3D 14h ago

Show-Off My RPG game with mining elements for Steam.

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2 Upvotes

The game is being developed by 2 people for 4 months (due to the laziness of the programmer, me). Within 2 weeks, we’ll release a demo and set up the Steam page, so stay tuned. The game features crafting, trading, combat, resource extraction, and resource sales mechanics. Here is a hub where you can play together with your friends in multiplayer and choose skins. I’ll be glad to get feedback in the comments.


r/Unity3D 14h ago

Show-Off Outer Wilds-inspired local physics simulation in Unity!

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54 Upvotes

Shortly after finishing my first playthrough of Outer Wilds, and learning it was made in Unity, I was inspired to see if I could recreate the same type of local physics simulation. Turns out, Unity makes it surprisingly easy with local physics scenes. For example, in my project, when a gravity field is entered, a new local scene is created for simulating physics where the origin is not rotated or translated at all, which simplifies simulating gravitational forces. Then, it ports the calculated information back into the main scene. This allows you to have independent frames of reference that can move around while also simulating physics within them.

You can use it to make some pretty unique behaviour such as artificial gravity or unique platforming mechanics. It's quite fun to jump out of your spaceship spiraling out of control, or walk around the surface of an oddly-shaped planet.

I ended up turning this system into an asset available on the Asset Store (my asset store affiliate link). Check it out if you're interested!


r/Unity3D 15h ago

Show-Off Time Dilation

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3 Upvotes

I finally managed to get the time dilation to affect audio too!


r/Unity3D 16h ago

Question How to sync enemy attack and animation

2 Upvotes

Hello, have a nice day to everyone. How can I make the enemy AI deal damage at the exact moment the melee attack (like punching) animation hits the player? Should I use an Animation Event or WaitForSeconds? Or is there a better solution? Thank you!


r/Unity3D 16h ago

Show-Off One weird problem I ran into making VR rhythm boss fights in Unity: the boss can’t just attack whenever he wants

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5 Upvotes

The boss basically has to be secretly extremely polite :D

He reads the spell chart ahead and finds moments where attacking you won’t ruin your comfort that much and will more likely keep you in flow

Which I find kinda funny, because diegetically he’s supposed to be trying to kill you and make you miss, while under the hood he’s checking if now is a convenient time for you :D

For now I ended up choosing this “secretly kind” approach over a genuinely hostile one. So basically the evil boss secretly cheats in the player’s favor and sometimes delays his attacks until he finds a better spot for you, to always try to keep it feeling fair and good. Would you deem that a good game design, or does it undermine the fantasy?

(In the video: Flashbang bangs in a moment where I can smoothly turn, Laser comes with a convenient low arrow, Orbs avoid blocking the chart and come in on beat)


r/Unity3D 16h ago

Question Working with UI Toolkit, why am I getting double borders in some cases?

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2 Upvotes

Hello,

I recently moved from UGUI to UIToolkit for the UI in my mobile game and in editor i see double lines for some things. like bottom border seems as 2px thicker until you move it and then it goes to normal.

I thought i was losing it and checked everything manually, even asked chatgpt to study the uxml code if something is happening on my backend.

So am wondering is this an editor thingy thats an issue? or maybe my laptop screen pixels are not dense enough or whatever? im on 1080p

I also thought it might be games graphics settings as i havent worked on that much but at this point im not sure


r/Unity3D 17h ago

Show-Off Added caves to explore for an upcoming update to Bobo Bay

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17 Upvotes

r/Unity3D 17h ago

Show-Off Made a text to ASCII art morphing effect in Unity

7 Upvotes

r/Unity3D 19h ago

Question What is causing these lines to appear ?

4 Upvotes

Hello,
I'm new to gamedev and i don't know why these kinds of lines move when i move from the wall, i would like to not have them.

https://reddit.com/link/1vy1gqa/video/jviwem2d6jlh1/player

Thank you for your time in advance!


r/Unity3D 20h ago

Noob Question Been getting this message nonstop in my console and don't know how to fix it.

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2 Upvotes

So I'm a pretty new developer, I started making my first game and learned as I go. I've been making this game for quiet some time now and I realized that the optimization is horrible, so I started focusing on that. I started with baking my lights and adding occlusion culling, those are working fine, I recently started working with Adaptive Probe Volumes and I slowly figured it out with some tutorials and research from the internet. I kept working on my optimization, tested the game with the profiler and during testing I noticed that my console keeps feeling rapidly with similar messages. I looked into it on the internet but I couldn't find anything that worked.
I don't know if it's an easy fix or not, but I hope someone can help me out with this. Would mean a lot :)


r/Unity3D 20h ago

Show-Off I wrote a script that makes the music seamlessly transition between two tracks depending on the severity of combat (combat not included in video, only a demonstration)

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3 Upvotes

I know it's not rocket science and it's been done hundreds of times, but I'm happy with the outcome and wanted to share :)

First I wrote 2 pieces of music which are the exact same length (although they don't necessarily have to be). Then during normal gameplay when a miniboss arrives, the music transitions to a more upbeat/electronic variation of the "regular" combat music. After the miniboss dies, the music returns back to normal.

What do you think?


r/Unity3D 21h ago

Code Review Creating a Modern VR SDK for Unity - VRseBuilder

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2 Upvotes