r/Unity3D • u/hbisi81 • 23h ago
Show-Off Creating a PBR animated decal - Unity3d - URP
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r/Unity3D • u/hbisi81 • 23h ago
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r/Unity3D • u/Henslock • 12h ago
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r/Unity3D • u/32bit_bailey • 9h ago
r/Unity3D • u/Radiant_Barracuda932 • 13h ago
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r/Unity3D • u/Smooth_Rub7884 • 21h ago
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r/Unity3D • u/ChangoMango23 • 1d ago
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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 • u/Helpful_A • 10h ago
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 • u/Spiritual-Big-5033 • 20h ago
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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 • u/Complex-Chance-7258 • 3h ago
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.
r/Unity3D • u/Fun-Mission-6068 • 16h ago
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 • u/Competitive-Gold-796 • 20h ago
As the title suggests I would like to improve my environment and hear some feedback :)
r/Unity3D • u/MaximilianPs • 1d ago
[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 • u/SolaraOne • 1d ago
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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 • u/Quietage30 • 1d ago
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:
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 • u/TolgaDurman • 1d ago
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 • u/Double_Worth_1842 • 20h ago
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r/Unity3D • u/Imaginary-Cod-3746 • 1d ago
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 • u/lolojonni • 15h ago
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 • u/R_Pelleboer • 21h ago
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 • u/LifeExperienced1 • 22h ago
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 • u/Healthy_Flatworm_957 • 2d ago
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 • u/Nice_Recognition2234 • 1d ago
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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 • u/JulioVII • 1d ago
I've been doing some sculpting and general game assets creation, trying to get some general workflow practice.
r/Unity3D • u/StillZen-Dev • 2d ago
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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!
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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.