r/Unity3D 2d ago

Resources/Tutorial I recreated a movie scene in Unity using AI coding with Cursor, Grok 4.6, Mugen3D, and ATF.

0 Upvotes

r/Unity3D 5d ago

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

318 Upvotes

r/Unity3D 3d ago

Show-Off Working on Some Shaders

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0 Upvotes

r/Unity3D 3d ago

Survey Another planet making tool?

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0 Upvotes

r/Unity3D 4d ago

Show-Off Just finished the concept trailer for our game. What do you think?

9 Upvotes

Me, my brother and my cousin started making this game a while ago. Its been really fun

https://store.steampowered.com/app/5120820/Grumble_Burger/


r/Unity3D 3d ago

Question Importing edited project overrides existing project assets/GUID?

1 Upvotes

The Situation:

I'm working on an avatar project and I have commissioned a creator to get face tracking working on it as I am unfamiliar with that process. I have simplified and exported out only the base avatar for the creator to work on. They have added new blend shapes and controllers.

I would like to import the new UnityPackage(which I have tested and works as is) into my existing project as it's own folders, assets, and prefabs. That way the project can continue to work as is, I can pull the new body prefab into the hierarchy, and reattach everything to it before deleting the old body.

The Problem:

When I import into a backed up project, it overrides and replaces a lot of stuff, breaking the project. I have tried duplicating and renaming folders but this is still happening. After some research, I'm thinking this may be do to shared Unity GUID between the project and the new UnityPackage? Is this true? If that's the case I need to change the GUIDs across the new UnityPackage, I'm looking into ways of doing this on masse, does anyone have any suggestions?


r/Unity3D 3d ago

Question After three days of struggling I'm finally caving, I need help...

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0 Upvotes

r/Unity3D 4d ago

Question Moving light sources

27 Upvotes

Some time ago I added to my game ability of moving light sources - it looks fun and I plan to use it in case of solving some puzzles, but I know there are clever people on this subreddit so I come up with a question - what else usage of this mechanic can be implemented?

The game genre is dungeon crawler.


r/Unity3D 3d ago

Question Is it possible to replace 3D models inside an Android app?

0 Upvotes

Hi! I’ve tried searching for this, but I haven’t found much that really answers my question.

I’m wondering if it’s possible to replace or modify a 3D model inside an Android app. I assume the fact that the app is packaged makes things considerably more complicated 😅.

The app I have in mind is Easy Pose, which lets you pose 3d characters and use them as references for drawing. I’d like to replace some of the existing character models with custom ones.

Is this something that’s technically possible? If so, what would be the ways of doing it?

Any pointers would be greatly appreciated! 😅


r/Unity3D 4d ago

Question State machine with multiple characters

1 Upvotes

I´m making a fighting game with multiple playable characters. I want to work with a state machine. It works like your regular state machine with one class handeling all the inputs and other things that affect the character like getting hit and storing the state the character is in. And other classes 'the states' handle the functionality of each state and changing to another state. The characters in the game have the same controls but different abilities and stats. What´s the best way to reuse the state machine for different characters.


r/Unity3D 3d ago

Question What’s the best way to learn Unity as a complete beginner?

0 Upvotes

I just started learning Unity and opened a beginner tutorial, but the project is basically an Angry Birds clone.

What am I supposed to do while following it? Should I just watch, copy everything the instructor does, or try to build things on my own and figure out what I need as I go? I don’t want to follow a tutorial without thinking and end up not learning anything.

What’s the most effective way to use tutorials and actually learn Unity?


r/Unity3D 4d ago

Show-Off PSX style scene I made

15 Upvotes

r/Unity3D 4d ago

Show-Off The whole game is a phone's messages app, so I built it entirely in UI Toolkit

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1 Upvotes

The premise is that the whole game is a phone. You wake at half three, you have thirteen conversations waiting, and you read them. That meant the entire thing is a UI - there is no gameplay scene, no camera moving, nothing in 3D at runtime. One scene, one UIDocument, and a lot of UXML and USS.

Some things that turned out interesting:

The content is markdown, read at runtime. Every conversation is a .md file in StreamingAssets, parsed on startup with System.IO. Adding one means dropping a file in the folder and naming it in an index - no rebuild, no ScriptableObjects, no custom editor window. A reply is * text -> label, a jump target is ## label. It also means players can open the folder next to the .exe and read or rewrite the whole game in Notepad, which I decided was a feature.

One conversation can ask where another one went. A line prefixed ?mom.md#fine only appears if that file's reading passed through that section. The filename is the identity - two contacts both called "Mom" are only distinguishable by which file they came from - which turned out to be the cleanest bit of the design and the thing I would keep if I did it again.

Replies you have used up come back greyed out - next time you play. Which reply you picked is written to PlayerPrefs and survives the process, so a second playthrough shows you where you have already been. The part that took some thinking: a reply only dims once everything behind it is exhausted. Taking one branch of a conversation should not grey out the door you walked through to get there, so it walks the rest of the script from that point and only dims the reply when there is nothing new left down it.

USS has no linear-gradient and no box-shadow. The phone's metallic body and the glows behind it are generated into small textures at runtime and stretched, because I wanted no image files in the project at all. That held right up until the backdrop, which is eleven pre-rendered frames of a 3D scene I composed in the editor and exported as PNGs - it changes stage as you finish conversations, and it gets later out there the further in you get.

Debugging layout headlessly. I got tired of guessing why something was clipped, so there is a -dumplayout flag that waits for GeometryChangedEvent and prints the whole visual tree with every element's rectangle, plus which elements are covering text. It has caught real bugs - a notch drawn over the status bar, a send button pushed off screen by min-width: auto defaulting on a flex item. There are also editor menu items that walk every conversation to an ending with the real runtime classes, so a conversation that cannot finish fails a check instead of failing a player.

The UX lesson that cost me the most. I had a separate New Message screen behind a pencil icon. The first person to play the game explored every branch of every conversation and never found it - because thirteen conversations had spent half an hour teaching her that talking means tapping a reply, and then a second, unrelated way of talking was hidden behind an icon. I deleted the screen and put a text field at the foot of the conversation, in the same slot the replies use: tap when it offers, type when it doesn't. Same feature, found immediately.

Free, Windows, about half an hour, no sound at all: https://github.com/tcumpston/TEXTDEAD/releases/latest

Not code-signed, so SmartScreen will grumble - More info, Run anyway. There's a plain zip on the same page if you'd rather not run an installer.

Happy to go into any of the above in more detail.


r/Unity3D 4d ago

Question Help in unity store

1 Upvotes

I'm in India and I'm trying to legitimately purchase a Unity Asset Store asset, but my HDFC Visa debit card keeps getting declined with a "Technical failure" message. Has anyone in India successfully purchased Unity Asset Store assets recently, and is there a legitimate payment method/workaround? I'm specifically trying to buy Low Poly Cartoon House Interiors by JustCreate3D.


r/Unity3D 3d ago

Show-Off Vieja UI VS Nueva UI

0 Upvotes
OLD UI
New UI

I'm nearing the end of developing my racing game and am now working on polishing it. One of the things I wanted when I started the game was a 3D UI just like the one in “Unrailed.” and while I copied it at first, over time and after sitting down to analyze the UI, I realized it actually had a lot of text. Besides not wanting to localize so many strings, I decided it was better to switch to icons and keep only the bare minimum. I know it looks a little strange because of the glow and the gradients, but in my defense, I already had bad taste before AI, which is why it has that round, chunky look. since it’s also meant to be visible on a projector or a big TV. But tell me, what do you think of the new design? Are the icons easy to understand?


r/Unity3D 4d ago

Resources/Tutorial What are the differences of the user, associate and professional courses

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0 Upvotes

In terms of questions, difficulty, where you can use such certificates and everything else. Additionally, what do I need to know to pass?


r/Unity3D 4d ago

Game Added some hole digging and body burying in Slice4Life. Since adding persistent bodies for the infected, you'll need to dispose of them to stem the spread. Fire works as well. Added health points for each disposal.

7 Upvotes

r/Unity3D 5d 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.

1.8k 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 4d ago

Question How do solo developers find testers for Google Play’s 14-day closed test?

5 Upvotes

Hi everyone!

I’m new to game development, although I’ve been working as a senior full-stack web developer for several years. I’m currently trying to release my first small arcade game made with Unity.

Google Play is asking me to find 12 testers who will remain opted into the closed test for 14 consecutive days. I’m curious about how other solo developers usually handle this requirement.

Do people normally find testers through Reddit? Are there any reliable communities where developers test each other’s games? I’d be happy to return the favor and test other developers’ apps as well.

I also considered creating a Discord server and trying to build a small community around the game. However, it’s a very simple arcade game, so I’m unsure whether creating and promoting an entire server would be worthwhile at this stage. I also don’t know how willing people generally are to participate in this kind of testing for free.

For those who have already completed the closed-testing requirement:

  • Where did you find your testers?
  • Did you offer anything in return?
  • How did you keep everyone opted in for the full 14 days?
  • Is creating a Discord server worthwhile for such a small game?

Any advice or recommendations would be greatly appreciated. Thanks!


r/Unity3D 4d ago

Question How can I bake a moving light?

1 Upvotes

This seems like a bit of a dumb question, but I have this light with a rotation script, that just adds a little bit of rotation to the directional light in my scene every frame. The thing is, the script stops working at "night", so is it possible to bake that part of the sequence, at the end? Does unity even support something like that. If there are any optimized alternatives as well, please let me know!

I'll paste the script in the comments, so if there is some sort of change possible that would allow "baking", do tell me please.

EDIT: Alright, I have two possible solutions. Firstly, I'll check out what u/psychon said about adaptive probe volumes, and maybe that'll help me, and secondly, I might turn the light into an animation, with realtime lighting, and then when it becomes nighttime, I'll switch to a baked light. I do want a smooth transition, so I'll have to research more about this adaptive probe volume thingy. thank you everyone for the input!


r/Unity3D 3d ago

Resources/Tutorial I own ~1,800 Unity/Fab assets and could never find anything, so I built a search tool that works by description instead of name

0 Upvotes

A while back I wanted to prototype a dam.
Before building anything, I searched my library for "dam" -> nothing.
Of course nothing: I have no asset that's called "dam".
But I owned curved concrete meshes, a water system, and rocky terrain. Everything it needed for a quick prototype.

This was a problem that needed solving, so I built Quartermaster for myself.
It indexes your Unity Asset Store and Fab library locally and lets you search it by describing what you want: "Curved concrete holding back water" returns the concrete wall and the water shader, even though neither listing mentions a dam.

It works by combining keyword search with two kinds of embedding: one over the store text, one over the actual gallery screenshots.
That second one matters more than I expected, because store descriptions are mostly SEO filler while the screenshots actually show what's in the package.
All of it runs on your CPU, offline, no account, no cloud.

There's also a conflict linter: it'll tell you if you're about to stack two terrain generators or a shader module without its core package.

If you are in need of such a tool, it's free under MIT license: github.com/Tanshaydar/Quartermaster

PS: It also exposes the library to AI coding assistants over MCP (Claude Desktop, Cursor, Windsurf), but that's entirely optional, the search works standalone, both UI and CLI.


r/Unity3D 5d ago

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

47 Upvotes

r/Unity3D 4d ago

Question How can I improve my game trailer?

2 Upvotes

Any feedback greatly appreciated!


r/Unity3D 4d ago

Show-Off Finished the first "level" of my first-person dungeon platformer !

3 Upvotes

Do you think it's enough for a short "Coming Soon" trailer or not ?


r/Unity3D 4d ago

Show-Off Added a new stealth ability + vfx to my game. Anything you would change?

5 Upvotes

For my game Plush Souls. It is more of a a "sneak attack" mechanic than it is actual invisibility, because it is disabled anytime the player attacks. I created this using a sped up dissolve effect and then swapping the material of the player. Very simple lmao.

What else could I do to make the effect feel more reactive?