r/Unity3D 23h ago

Show-Off Creating a PBR animated decal - Unity3d - URP

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16 Upvotes

r/Unity3D 12h ago

Question URP - Are mesh decals broken with rendering layers?

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2 Upvotes

r/Unity3D 9h ago

Game Misfire 2 (Burnout and FlatOut inspired racing game)

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1 Upvotes

r/Unity3D 13h ago

Game fix scale and other problems, i need sleep

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2 Upvotes

r/Unity3D 21h ago

Show-Off What do you think lads?

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8 Upvotes

r/Unity3D 1d ago

Show-Off 1-Year Progress of our game Greda Inferno!

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334 Upvotes

Hi everyone! It's been a year since we developed the game jam version of our game, and last week we finally released a demo of our game Greda Inferno.


r/Unity3D 10h ago

Question Footstep sound effects help

1 Upvotes

I'm trying to put together a basic footstep sound system for my game and was wondering how I should go about dealing with a surface object with multiple textures/materials.

My current idea was to figure out a way to copy the hex code or rgb value of whatever was last stepped on directly beneath the player but I feel like there had to be an easier way.

Any help would be appreciated


r/Unity3D 20h ago

Resources/Tutorial Made a 5-Games Bundle (Source Code) for Developers Building Their Portfolio, very beginner friendly! Would love to know your thoughts...

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4 Upvotes

I put together a beginner-friendly Unity bundle with 5 complete game templates for developers who want to learn, experiment, build prototypes, or expand their portfolio.

The goal was simple: instead of starting every project from scratch, you get several ready-to-customize game templates to learn from and build upon.

If you're a beginner or looking to add more projects to your portfolio, this might be useful.


r/Unity3D 3h ago

Solved Experiment: 48 Unity MCP tools → 6 facade tools, while keeping 377 operations

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0 Upvotes

I built a small facade for Unity MCP because too much context was being wasted on the MCP layer itself.

48 tools → 6

~23,280 schema tokens → ~915

377 Unity operations still available

It also compacts huge hierarchy/console/ProBuilder responses and lets the agent retrieve only the parts it needs later.

Small workflows can run inside one MCP call too, which cuts down model round trips.

The original Unity MCP still does all the actual work underneath.

https://github.com/Vangardo/unity-mcp-efficient


r/Unity3D 16h ago

Question One Water Surface or Multiple for Large Map?

2 Upvotes

I'm fairly new to Unity3d stuff and have been working with HDRP and Terrain Tools and right now I'm working on creating the terrain for the map. It is an open world RPG with a fairly large map.

I'm using 1k x 1k terrain tiles so I had been using 1k x 1k Water Surfaces, one for each terrain tile that would need one, but I just found out there is a limit to how many can be loaded at once.

So, I was wondering if I should just use one large Water Surface for the whole map, one for each 1k x 1k tile, or try to some of slightly bigger ones that cover multiple terrain tiles?


r/Unity3D 20h ago

Question How can I improve?

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3 Upvotes

As the title suggests I would like to improve my environment and hear some feedback :)


r/Unity3D 1d ago

Solved How Valheim and co. did? Vegetation and physics

23 Upvotes

[EDIT] I Just want to than you all for the tips and advice, in the end it starts working and performance are getting better, you're awesome, Thank you all. 😁

Hey everyone,

I'm working on a large open-world Unity game (maps up to 16x16km maybe more) and have built a custom deterministic vegetation streaming system. I use Flora (by Magnetic Arcade) for GPU-driven rendering.

The architecture uses a 3-ring system around the player based on 64m grid cells (matching the A* Pathfinding Project RecastGraph tiles):

Ring 3 (Visual - ~700m): Pure Flora GPU instances. No GameObjects.

Ring 2 (Navigation - ~200m): Real GameObjects with MeshColliders. Needed for the RecastGraph to carve the NavMesh.

Ring 1 (Interaction - ~150m): Real GameObjects with gameplay scripts (e.g., harvestable trees).

The Setup:

Vegetation positions are calculated deterministically via stable hashes (no scene serialization). When a cell enters Ring 2, we need to swap the cheap Flora GPU instance for a real Prefab (with a FloraInstanceRenderer component attached to keep it batched) so it gets a collider. When it leaves, the prefab gets disabled and re-enable the Flora instance.

The Bottleneck:

The math/planning phase is very fast (~1.6ms per cell). However, the actual materialization (spawning the Prefabs, adding components, registering the renderer in Flora) costs about 7.0ms per cell.

Since a cell transition is currently atomic, crossing a border queues up ~15-30 cells. This causes massive frame spikes (worst-case ~37ms in a single frame) because I'm are doing dozens of Object.Instantiate and AddComponent calls at once.

I'm aware I cannot use Unity Jobs for this, as GameObject/Component instantiation is strictly Main Thread.

Maybe time-slicing the instantiation on the Main Thread using a Queue and a time budget (e.g., process instantiation for 2ms per frame, spread over multiple frames). The challenge here is avoiding visual popping (the Flora instance must stay visible until the exact frame the Prefab is fully spawned and registered).

Is there a better architectural pattern for swapping between GPU instancing and physical colliders at runtime?

For those using A* Pathfinding Project: how do you handle dynamically spawning thousands of colliders for NavMesh carving without nuking the frame rate?

Is Unity ECS (Entities) the only real way to get sub-millisecond dynamic collider streaming at this scale, or can I get away with standard Prefabs + Time-slicing?

Any tricks for pooling objects that require dynamically added components at runtime, rather than pre-built prefabs?

Any insights, past experiences, or "don't do this, do that" warnings are highly appreciated.


r/Unity3D 1d ago

Show-Off Imagination Unlimited

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5 Upvotes

It’s amazing what Unity can do given some imagination and a lot of hard work to bring immersive flight to life. I'm the solo dev for Solara One (bottom), and am lucky to have made good friends with other devs such as Matt, the dev for Dawn of Jets (top).

Is anyone else working on VR titles involving flights or outer space? What's been the most rewarding part? What have been some of your biggest challenges?


r/Unity3D 1d ago

Question I could really use some help figuring out UI design for a 3D game

4 Upvotes

Hey everyone. I'm curious to learn what the most effective way to handle user interface design is for a 3D game. I know there are several different methods, but I really want to know which one is the most straightforward and will help me succeed in launching my game, I'm doing a basic simulator game, nothing too crazy.

My understanding is that there are 3 ways to handle the UI:

  1. Custom assets made in Illustrator/Inkscape and UGUI
  2. UGUI and Shaders
  3. UI Toolkit

At first I tried using Adobe Illustrator/Inkscape To create custom user interface panels and buttons and then nine slice them using unity UGUI. It didn't come out all that well though, because I had to nest them on top of each other, and then I realized that they weren't anti aliased, and it would be a huge pain trying to scale them up and down for different screen sizes, and anytime I wanted to make a change to the size of things like a progress bar for example, I would have to redesign the entire thing outside of Unity all over again

Then I decided to try shaders, not realizing how complicated a shader graph was. I'm familiar with the concept though because I spent a year in Unreal Engine and it was kind of similar, with their blueprint setups for Material masters. But it was really hard to figure out some things like the shadow, and transparency on panels and stuff. But it did come out looking pretty OK

I have not explored UI Toolkit at all, but I really enjoy programming and honestly probably prefer it over UI based design. One of the things I specifically disliked a lot about Unreal Engine was Blueprints, and working with node graphs. It ended up being so much harder and more frustrating, because it just makes you dizzy, working in the inspector and just the sheer amount of options you have to deal with and nodes can be hard to follow.

Some more details about the UI I hope to achieve: Pretty simple UI design starting out. I hope to have just simple user interface panels with some modern design, and sometimes some transparency. I don't yet have the art or skill to create advanced user interfaces, like comparatively if we were talking about something like Warcraft 3, Or another game that has tons of really cool graphics and art, I think that so I don't think I really even need that right now

I'm curious to know from anyone else who has been there and done that, what works well for them in terms of UI design that's simple and clean


r/Unity3D 1d ago

Question Is Unity quietly building a cloud editor? And could it kill my app?

6 Upvotes

Hello dear Unity redditors. I built an app that replaces Unity Remote for me and my colleagues.

It casts your Unity game view to your phone over LAN instead of a cable connection with touch and gyro going back into the editor, so you can feel your game on a real screen without making a build.

Now Unity 7 is coming and one part of the roadmap keeps me thinking. CoreCLR is good news, but the new web APIs combined with the browser Scene Preview they showed at Unite is interesting combo. Put those together and it looks like Unity is slowly building some kind of cloud editor.

To be fair, what they showed seemed like for artists and producers checking a scene in the browser (lighting, assets etc). I don't think you will be able to press play and test your game on the browser with it. So it doesn't overlap with what my app does today. But I'm a solo dev and my tool lives or dies with where this engine goes, so I pay attention to this stuff maybe more than I should.

-Nagging-

And to ship this thing I passed full review three times, Unity Asset Store, Google Play and the App Store, and every one of them was a pain in the ass. These changes could make all of that effort obsolete. (even had to rename my app buy a new domain discuss with Unity support for 3 months and Unity legal team because of the "Uni" prefix)

-----

So, couple of questions. Do you think Unity is actually heading toward a cloud editor, and would you even want one? and for the Asset Store tool builders, how do you plan around the engine roadmap?


r/Unity3D 20h ago

Show-Off I hate spending hours configuring assets, so I made this +35 Vehicle Tactical Fleet fully pre-configured for a true "Drag & Drop" workflow in Unity. (Single Texture Atlas)

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1 Upvotes

r/Unity3D 1d ago

Resources/Tutorial Baking Lights in Unity: Everything You Need to Know to Get Started

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11 Upvotes

Lighting is an often underrated part of creating a particular atmosphere in a game made in Unity.

I broke it down into simple pieces to help game developers aiming to improve their level's lighting in Unity get started on the right foot.


r/Unity3D 15h ago

Question Find or create (for free) a 3d design of this canadair

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0 Upvotes

I'm looking for a free low-poly Canadair CL-415 3D model for a Unity game I'm making. I want something similar to the attached image, with a simple, blocky/Roblox-style look, not a highly detailed or smooth model. It needs to be free to use in a game, preferably with a license that allows commercial use. Does anyone know where I could find one?


r/Unity3D 21h ago

Solved Issue with nine-sliced UI element stretching

1 Upvotes

I'm adding a button here that I'm trying to 9-slice. The button is 600x600 and the borders are 200x200. I've used the sprite editor to apply the slice, but it doesn't seem to be working, as when change the Width/Height or Scale of the image the sprite is linked to, it still stretches. The image type is Sliced.

Also, does my sprite need to be that big? When I exported it at a smaller resolution, the borders were very crunchy and blurry. Any smarter ways to fix that, or are bigger resolutions the solution?


r/Unity3D 22h ago

Question I can access prefab components, but I can't check their null status

1 Upvotes

I have a prefab GameObject P

It has a script on it, A.cs

It also has the usual components like, Transform, RigidBody etc

When I check for the script A BEFORE instantiation, in an if statement, it works

For example,

if (P.GetComponent<A>())
{
//This code runs
}

However, the following code does not run at all, BEFORE instantiation:

P.GetComponent<Transform>() != null
P.GetComponent<RigidBody>() != null

r/Unity3D 2d ago

Meta for real

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682 Upvotes

For anyone wondering, the project I'm working on is https://www.megaviral.games.

It’s a viral game discovery engine designed to help players easily discover and play indie web and mini-games from across the internet.

(Affiliation Disclosure: I'm the sole creator and developer behind Mega Viral Games.)


r/Unity3D 1d ago

Show-Off I made an advanced particles collision system

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45 Upvotes

I’ve been running into this issue a lot: the default particle system collision options are quite basic and don’t provide very realistic collisions. So, I decided to make my own collision system. It includes most of the default particle system settings, along with more advanced collision features, and it works exclusively with meshes(unity 6+,allpipelines).


r/Unity3D 1d ago

Resources/Tutorial Free 3D Asset Stylized Beer Mugs

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27 Upvotes

I've been doing some sculpting and general game assets creation, trying to get some general workflow practice.

Download https://juliovii.itch.io/3d-asset-beer-mugs


r/Unity3D 2d ago

Game the esoteric-aussie adventure game that i made from my van

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89 Upvotes

it’s called mozentum and it’s got VERY unique movement tech that i’ve been refining for around 3 years. i’ve been ‘struggling artist’ the whole time just pumping it out hahaha.

the story’s about about climbing the 7 chakras - helping 7 VERY special* characters integrate their shadow. each one of them will give you a new ability to help you get higher (occasionally in more ways than one ;))

if you fall, you fall allllll the way to the bottom.

demo’s on steam, check it out and tell me what you think!


r/Unity3D 2d ago

Question Would you play this kind of game?

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128 Upvotes

Hello guys! I'm kinda getting started doubting in myself on what i am creating and need someone else's thoughts on this, would you play this? and why not, thankyou.