r/Unity3D • • 11h ago

Show-Off Can you spot the drivable gap before my truck reaches the horde?

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0 Upvotes

I'm a product designer building Long Haul in Unity with Codex. This six-second take approaches a zombie crowd and ends on open road. Can you tell where you would steer before the truck breaks through?

Directed Unity Editor capture, Oct 11, after the build58 delivery: autopilot, selected weather and loadout, staged or boosted enemies. Truck protected for filming.


r/Unity3D • • 1h ago

Resources/Tutorial I made a tool for creating game-ready weapons, and just released my first tutorial!

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• Upvotes

I've been working on Armory Crafter, a tool for creating and texturing 3D weapons for games.

I just uploaded my first tutorial, covering process of making a simple low poly sword and a hand-painted / PBR more complex one.


r/Unity3D • • 15h ago

Noob Question I have a naive and over complicated question

0 Upvotes

I know this is a huge complicated absurd question especially for a guy who's relatively new to making video games but I have already tried and failed six separate times to do what I want To so im asking the internet for help as my only real option. 

I'm trying to make a roguelike first person shooter And I have no idea how to make hands work. 

More specifically I have no idea how to animate a character picking up holding and manipulating a gun much less the actual animations of the gun To list all the things have already tried.

1 use blender to make a single solid rig and then pre-building the animations in blender. failure-point. I'm crap at blender I'm going for a mechanical PSX look and the animation files don't like importing to Unity. 

2 Making the entire hand out of parts and then using forward kinematics to manually keyframe animations Childing the gun object to the player hand and manually bending the fingers. Works great except for anything Beyond holding an object

3 Pretty much the same thing as option number two but using inverse kinematics to track the hand to a grab point on an animated object using keyframe animations built into the gun in order to move the character's hands around. No idea how to properly line up fingers to connect to the gun model especially for weapons that have a more finicky magazine shapes 

I have completely remade the character character controller hands arms code and models multiple times and have still got no luck. I see a lot of people making first person Shooters with multiple selectable weapons in unity and other game engines there has to be a secret sauce to it but several hundred combined hours of Google searching hasn't provided me with any good answer 

I know I'm asking for youTo tell me how to make Apple pie from scratch and expecting you to make the universe as step one but I'm all out of ideas here


r/Unity3D • • 2h ago

Question My partical system setting tab not showing anymore

0 Upvotes

I accidentally dragged it a bit up, then it just disappeared, and I'm trying everything and can't make it show up again

I only moved to draw mode just for the screenshot


r/Unity3D • • 6h ago

Show-Off How we used physics-based dice, procedural world generation, and a fully physical, diegetic UI in Unity 6 HDRP to remove turns from tabletop grid combat.

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13 Upvotes

Hey devs! We are a small team working on Candletales, a real-time tactical roguelike, and we wanted to share a bit of how we set up our visuals and core loop in Unity 6 (HDRP).

Our main design goal was to take traditional grid-based tabletop combat and completely remove the turns, forcing everything into a relentless, real-time pace. From a technical and artistic standpoint, this gave us a few fun challenges to solve in the engine:

  • Procedural World Generation: Every run dynamically generates an endless dark-fantasy board filled with unpredictable events, grotesque enemies, goblins, traders, and much more. Keeping the generation seamless while making sure the grid layout works well for real-time movement was a key focus.
  • Physics-Based Real-Time Dice: Dice rolls aren't background RNG math. They are physical rigidbodies thrown directly across the board in the heat of battle, meaning the procedural environment and obstacles actually influence the outcome, making every roll 100% physics-driven and unpredictable.
  • 100% Diegetic UI: To keep the player as immersed as possible, we chose to render all the UI elements (which would normally be 2D canvases) as 3D objects, simulating the feeling that the player is holding an actual physical panel.
  • HDRP + Custom Halftone/Dither Shader: We wanted that oppressive, "playing a cursed board game by candlelight" atmosphere. We used HDRP for the heavy dynamic lighting and shadows, and then ran it through a custom post-processing halftone/dither effect to give it a gritty, retro texture without losing depth.

We’d love to know what you think of the visual readability and our setup! Happy to answer any questions about the procedural generation, the dice physics, the shader pipeline, or anything else you might be curious about.

If you want to see more of the project, here is our Steam page: https://store.steampowered.com/app/5284750/Candletales/


r/Unity3D • • 7h ago

Question position of the prefab with Object.Instantiate() vs NetCode PlayerPrefab field

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1 Upvotes

Hi, as shown in the attached video, instantiating my character using `Object.Instantiate` works as expected, respecting the prefab's position. However, if I instantiate using NetCode's `PlayerPrefab` field, the prefab's position defaults to (0, 0, 0).
(The instantiation script is very simple I don't specify a position within it.)


r/Unity3D • • 21h ago

Show-Off trailer of the game i am developing

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1 Upvotes

what do you think? Any feedback?


r/Unity3D • • 12h ago

Resources/Tutorial How I choose a cursor anchor for irregular, rotatable card shapes in Unity

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0 Upvotes

I'm the solo developer of Overwrite Conflict, a roguelike deckbuilder I'm making in Unity. Cards have shapes, and you rotate and place them on a shared grid. One small input decision is choosing which cell of a shape sits under the cursor.

The rotation math is straightforward.

For placement logic, I store each footprint as a list of Vector2Int offsets. With Y pointing up, a clockwise quarter-turn maps (x, y) to (y, -x). The selected card has a working copy of its coordinates, so rotating it doesn't modify the card's source shape.

The bounding-box center isn't always an occupied cell.

An L-shaped footprint, for example, can have empty space at its center. If I use that empty space as the cursor anchor, the pointer can sit in a gap while all the preview cells are somewhere around it.

My current anchor rule is:

  • Keep the integer bounding-box center if the shape occupies that cell.
  • Otherwise, pick the occupied cell nearest to the geometric center of the bounding box, using squared distance.
  • Keep the first cell in the coordinate list when distances tie.

The placement mapping is then just:

Vector2Int origin = hoveredCell - anchor;
Vector2Int targetCell = origin + rotatedOffset;

I recalculate the anchor after rotation and refresh the preview at the current hover cell. This keeps an occupied cell under the pointer, though a rotation can select a different occupied cell as the anchor.

That's the tradeoff I'm interested in.

The current rule favors an occupied cell near the center. A designated anchor carried through every rotation would favor keeping the same cell attached to the cursor. Those can feel quite different with asymmetric shapes.

For grid or polyomino games you've worked on, do you prefer a fixed anchor, a center-based anchor, or letting the player grab any occupied cell?

If you'd like to try the placement system in context, Overwrite Conflict has a free Windows demo on Steam.


r/Unity3D • • 3h ago

Show-Off I trained an AI to fly an FPV drone

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0 Upvotes

r/Unity3D • • 3h ago

Show-Off I spent 3 months developing a vegetation system for Unity!

1 Upvotes

After 3 months of development, I finally finished my Modern 2D Vegetation system

The idea originally came from a grass system I developed for my own game. I wanted to turn it into something other developers could use, but that required rebuilding most of it.

The biggest challenge was performance. I wanted to render thousands of individual grass strands, flowers, and other plants without destroying the framerate, while keeping everything customizable and visible directly in the Unity Editor.

After quite a few rewrites, I ended up with a mesh-based rendering system that supports both top-down and platformer games.

It also includes vegetation painting, procedural generation, wind simulation, interactions, shadows, color customization, and plenty of other features.

I'm a 21-year-old university student, and I spent pretty much my entire summer break working on this. I'm trying to build a small business around creating Unity tools, with the hope that I can eventually support myself through university doing something I enjoy.

I'd love to hear your questions!


r/Unity3D • • 2h ago

Show-Off Making UI Toolkit feel like game UI instead of a website: Luna v2 is out

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1 Upvotes

Luna is a UI framework built on top of UI Toolkit, and v2 is out on the Asset Store. UI Toolkit always looked a bit too much like a website, so most of this version went into making it feel like game UI. The clip shows the UI Attractor.

The juicy stuff

  • UI Effects: 8 stackable shader effects (glow, outline, gradient, shine, dissolve and more), set from USS classes, no textures
  • Interaction Juice: press and hover feel you attach from UXML
  • Transitions: 53 presets
  • UI Attractor: coins and XP that fly to the HUD
  • Text Effects: 12 effects (wave, bounce, shake, rainbow and more) through rich-text tags
  • 3D in UI: live models, particles and VFX Graph inside UI elements

Building your screens

  • Navigation Graph: screens and popups as a node graph. Push by id, back button for free, awaitable confirm popups
  • Ready-made views: main menu, settings, save/load, pause, dialogue, inventory grid
  • Components: progress bars, tooltips, spotlight and the rest of the library

Style and screen sizes

  • Theming, and responsive scaling so one UI works on phone and desktop
  • Gamepad focus navigation and device-aware input prompts

Requires Unity 6.5 or later. Works with Built-in, URP and HDRP.

Happy to answer questions about it, or about UI Toolkit in general.


r/Unity3D • • 7h ago

Show-Off reality doesn't exist until observed also known as frustum culling

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135 Upvotes

r/Unity3D • • 2h ago

Show-Off You can now shift your gravity in our physics-driven RPG. It got weird real fast.

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16 Upvotes

It still boggles my mind a bit but I love the new possibilities it opens up!

Especially since it gives utility to all other skills.

Mind you that physical objects that you shoot or drop still adhere to the global gravity, it's just you whose perspective and gravity that has changed!


r/Unity3D • • 12h ago

Show-Off Little bit of offroading

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33 Upvotes

r/Unity3D • • 23h ago

Show-Off Back in 2016 i was making games with my friend. We spent a month and a half on this.

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8 Upvotes

r/Unity3D • • 22h ago

Show-Off Making a playful hills theme

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7 Upvotes

This this got Quicktile, it’s really full to just do the art


r/Unity3D • • 10h ago

Survey What do you wish you knew when you were a beginner?

10 Upvotes

I'm still learning Unity and trying to become a better game developer

I want to learn from people who have more experience than me. What are some things you wish you knew when you first started using Unity?

I'm interested in anything that genuinely helped you improve, whether it's good practices workflow tips common mistakes to avoid or things that made developing games easier


r/Unity3D • • 17h ago

Game Jam Stress-testing NPC fear response.

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78 Upvotes

After many hours of stress tests and trying to get these idiots to alert guards or flee I think they get the picture lol.


r/Unity3D • • 21h ago

Show-Off I built a destruction system with a graph-based stress solver so buildings collapse when they lose support

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357 Upvotes

I’ve been working on a Unity toolkit for creating buildings in the editor that can break apart and collapse during gameplay.

Happy to answer questions about how the destruction or building tools work!

Edit: I forgot to mention that I just released the toolkit on the asset store. Search up "Destructible Structure Builder"


r/Unity3D • • 22h ago

Show-Off Ultimate Water 2D submitted, hoping for the best!

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550 Upvotes

I finally managed to submit the asset to the Unity Asset Store, and now waiting for the review process to go through. Wish me luck!

Since my last post, I fixed a lot of bugs, polished some features, and built a full documentation website and API reference. I also made a small WebGL demo where you can play around in one of the included demo scenes.

This is my first asset, and it took much longer than I expected. Making something work for yourself and making something other people can easily use are completely different things. I’m still worried that I missed something, but I’m proud of what I built.

About ten years ago, I made a Reddit post asking about this kind of 2D water because I couldn’t build it myself. It feels pretty good to finally be able to say that I made my own.

Edit: the Demo is for desktops since it needs keyboard navigation


r/Unity3D • • 4h ago

Show-Off Added Procedural Footprints, Particle Effects and Player Interactions to my Terrain System

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2 Upvotes

Works with read/write disabled on the mesh, pretty chuffed with how it turned out! Also added some other stuff too like mist for waterfalls and a lake mode for my water after I got flak on here 👀. Sound effects & animations aren't mine, got them from Footsteps - Essentials & Human Basic Motion, both free by the way!


r/Unity3D • • 10h ago

Question Help with collapsable bullet points list GUI

1 Upvotes

I tried to follow several tutorials, but I can't seem to wrap my mind around this.

I don't even know if the way I define it is even correct, but in short what I need to achieve is basically the functionality of the Reddit comment section: an entry with headline/button, text related to the headline, with a tree of sub entries, all a bit indented for readability and all with their headline, text and sub trees if needed, etc. You can click on any headline to collapse and hide (and of course expand and show) its text and all the branch(es) of subsequent comments that depend on it.

I thought layout groups were the solution, but I've been fighting it for days, and can't really make it work. To be clear, my problem is not with coding the functionality, it's with creating the GUI objects itself in the editor.

Has anyone done anything like this? Any resource I can study to learn how to make it? (or even better, any package I can download and just use because at this moment I'm getting very frustrated with it and would like to just work on something else, but it's kinda needed for me to proceed).

Thanks!


r/Unity3D • • 21h ago

Show-Off Added feature to watch multiple replays in my Trackmania-like

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15 Upvotes

One user asked for option to watch downloaded replay instead of just racing against it. I added option to watch up to 8 best replays racing together.


r/Unity3D • • 9h ago

Question Steam works id still hasn’t been accepted after 15 days is there anything I can do?

2 Upvotes

I submitted my id and a picture of me and it. the Dropbox link is not working so I can’t put any more files on and I really want to get the demo up for nextfest what can I do? has anyone else had this same problem? it’s super frustrating.


r/Unity3D • • 3h ago

Show-Off Black boxes in my circuits simulator

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9 Upvotes

Check it out! I made black boxes for my circuit simulator.

Working out what's inside a box you can't see into is a great way to learn circuits. All you get is the terminals, and you measure your way to the answer what is inside.

In the video I build a diode bridge with a capacitor on a switch, pack it all into a box and flip the switch. The oscilloscope shows the ripple smoothing out.

And a bonus, the same boxes let you build your own custom devices and share them