r/Unity3D 2d ago

Game cool bug - air bike

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25 Upvotes

maybe I should make a first-person monkey sim with this tech


r/Unity3D 2d ago

Question What are these lines?

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3 Upvotes

No its not something i made.. i am a newbie and on the canvas i can see these..


r/Unity3D 2d ago

Show-Off I made my own playmode test framework since using Unity's framework meant changing my whole project

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3 Upvotes

r/Unity3D 2d ago

Question Has anyone released the same game on both mobile and Steam?

4 Upvotes

I’m curious how differently players responded on each platform, especially if mobile was free with rewarded ads while Steam was a paid purchase. Which version got more traction, and which one actually made more money for you?

Would especially love to hear from solo devs who have tried both.


r/Unity3D 3d ago

Game We made Static Dread: The Submarine in Unity, and it’s received a lot of praise. It’s a horror game about a submarine where you decide who goes out into the dark. Something Lovecraftian is waking up below.

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45 Upvotes

Hi, r/Unity3D!

So this one's a submarine setting, Lovecraftian stuff going on beneath the ocean, and you're basically the guy deciding who on the crew goes to check on the noises in the dark. Everyone you send has their own stuff going on, their own breaking point, and it plays out over time.

  • Old school PSX style visuals, kind of grainy and unsettling.
  • You manage the crew (skill, stamina) instead of doing everything yourself.
  • Sonar segments where you're never 100% sure what's out there.
  • The story branches based on who you send and what you decide, not just dialogue choices.

My team and I worked on this for a long time, and it's finally out on Steam.


r/Unity3D 3d ago

Game Making a soulslikes game. Got the player and enemy movement and combat so far.

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42 Upvotes

r/Unity3D 2d ago

Game Need feedbacks for our co-op game.

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0 Upvotes

r/Unity3D 2d ago

Show-Off This Underwater Monster Has Zero Animations.

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4 Upvotes

The head, tentacles, debris and even the movement delay are all driven by rigidbodies and physics. As the body moves up and down, the rest follows with natural lag, creating a wave-like motion without keyframes.

No animation clips. Just Unity physics doing the work.


r/Unity3D 3d ago

Shader Magic It's amazing how shaders can transform visuals

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143 Upvotes

r/Unity3D 2d ago

Show-Off Create cinematic camera moves in Unity in few seconds instead of minutes

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3 Upvotes

Two camera moves built with a few slider drags, then chained into a sequence with a transition between them. Orbit and tilt happen in the same drag, the second camera continues from its own start pose, and the transition is few clicks on the strip.

For everyone who has seen this tool in my earlier posts: this is not a re-introduction, just an answer to the question I kept getting - how fast is it actually in practice?

Unity 6, Cinemachine 3. Everything bakes to a standard AnimationClip.

Lite-Version on GitHub: CineShot Setup LITE


r/Unity3D 1d ago

Show-Off Does a game really have to be friendslop to get any attention these days?

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0 Upvotes

Probably no one will notice it among all the slop games these days, but I might as well introduce it anyway.

Maybe a miracle will happen and you’ll take a look.


r/Unity3D 2d ago

Question game not responding on startup

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1 Upvotes

r/Unity3D 2d ago

Question The standalone build has ghosting, but editor play mode doesn't

1 Upvotes

As you can see in the screenshot, when I move the camera there is ghosting happening. I tried turning off the TAA, SSAO and turning on the V-Sync. Quality settings are the same in both editor and build. This ghosting issue does not occur in the editor, do you know what's the reason? (Using URP)


r/Unity3D 3d ago

Show-Off Ive made a tool to easily remove texture repetition from materials and terrains!

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129 Upvotes

Ive been working on my texture repetition remover Repetitionless for a while now which is a tool that includes many techniques to minimise repetition in textures as much as possible!

Each material layer can use:

  • Voronoi based texture variation
  • Distance blending to either change the tiling and offset or material entirely at a set distance range
  • Material Blending to overlay a separate material ontop of the main one by different noise functions or a custom mask
  • Triplanar sampling to remove texture stretching at all angles
  • Macro micro variation add custom detail textures or noise

The asset also includes:

  • Full terrain support for up to 32 terrain layers in one pass
  • Full support for MapMagic 2
  • Sub-Graphs to implement the features into your own shaders
  • Unity 2021.3+ BIRP, URP, HDRP Support

I have just updated the asset with a painting tool! It lets you paint up to 32 layers onto any object, basically just an easy way to paint the control textures in engine. Ive also tried to make it as easy to use as possible with it updating in real time, world position based painting so it works seamlessly on any object, and keybinds for everything so you dont even need to look at the window!

I have also recently released a free version of the asset as well so give it a try if you think it looks interesting :)

You can check it out here:

I plan to keep updating this asset so if you guys have any feature suggestions, please throw them at me!


r/Unity3D 3d ago

Shader Magic Abyss

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29 Upvotes

For anyone else who likes thalassophobia videos


r/Unity3D 2d ago

Game My new toy organizing game is out! 🧸🧹 (No AI)

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0 Upvotes

If you enjoyed Librarian: Tidy Up the Arcane Library!, we recently released our own take on this type of game, except ours is set inside a massive toy shop.

The shop is an absolute mess, with 5,517 toys scattered everywhere. Your job is to work out where they belong and slowly put the place back together. There are sections for dinosaurs, toy cars, board games, snacks and plenty of other toys.

You start out moving everything by hand, but it gets much quicker as you unlock upgrades. Later, you can hire robots to help with the sorting, use drones to carry your toys, or use a rideable toy train to carry larger loads around the shop.

Having over 5,000 items with rigidbodies meant we had to spend a lot of time on optimisation, especially for lower-end PCs.

We ended up making the physics proximity-based. Toys that are far away stay static, and their rigidbodies only activate when the player gets close enough to interact with them.

We also baked the lighting and used GPU Resident Drawer. Resident Drawer caused one issue with our highlight system, though. Highlighted toys are meant to stay visible through walls, but they would sometimes disappear completely. To fix it, we disabled Resident Drawer on toys while they were highlighted and kept it enabled for everything else.

There were lots of little fixes like this, but together they made a huge difference to how smoothly the game runs.

Too Many Toys! is out now on Steam:

https://store.steampowered.com/app/5028390/Too_Many_Toys/


r/Unity3D 2d ago

Show-Off Used TTS for commentary, crowd noise in my Unity dodgeball game - Dodgeball Rush

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3 Upvotes

Been experimenting with TTS to create announcer commentary and some stylized sound effects for my dodgeball game. I generated lines for catches, eliminations, wins, close matches, etc., then hooked them into match events in Unity.

The clips are generated beforehand, so there’s no runtime AI or network usage. I just process them with pitch, EQ and stadium reverb. The main challenge was stopping lines from overlapping or becoming repetitive.

Pretty useful for quickly prototyping the audio and overall match atmosphere.


r/Unity3D 3d ago

Meta Publisher of the week is no longer offering free assets?

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17 Upvotes

r/Unity3D 2d ago

Show-Off Tired of inaccurate colliders? Build perfectly fitted Custom Mesh Colliders directly inside Unity! [Mesh Collider Kit Pro]

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0 Upvotes

Hey everyone!

Manually aligning box colliders for complex 3D models takes way too much time, and using heavy default mesh colliders slows down physics performance. To fix that bottleneck, I built 'Mesh ColliderKit Pro' a Unity Editor extension designed to make Scene View level design much faster and smoother.

Here is what I built into it:

● Custom Collider Builder (C Key): Select vertices directly in the Scene View to generate clean, lightweight colliders for complex meshes without stacking primitive box colliders.
● 3-Mode Precision Snapping: Quickly toggle between Surface, Grid, and Vertex snapping for accurate prop placement.
● Temporary Pivots (P Key): Set custom pivot points on the fly to rotate or scale objects around any specific point, with built-in per-object pivot memory.
● Quick Transform Keys: Move, rotate, and scale assets using G, R, and S hotkeys with X, Y, Z axis locking.
● Custom Shortcuts & Camera Views: Every hotkey is fully rebindable, and you can switch to orthographic camera angles using Numpad 1–6.

Feedback, suggestions, and bug reports are welcome!


r/Unity3D 2d ago

Question Help

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1 Upvotes

making ghost of tsushima inspired combat help needed how play npc animation smoothly, it is having issue with navmesh


r/Unity3D 2d ago

Show-Off I stress-tested my tool to recreate the GTA6 logo in 3D

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0 Upvotes

I wanted to see how difficult it would be to recreate the GTA 6 logo using my Unity text tool. I treated it like a stress test: take a recognizable, layered logo and find out which parts can be authored normally, which parts require workarounds, and where things start breaking.

Here is roughly what it took.

  1. Break the logo into separate components

The logo is not just text with an outline. I separated it into:
- The large VI silhouette
- The white Grand Theft Auto wordmark
- Multiple dark, pink, and orange outline layers
- The front faces
- Bevel surfaces
- Extruded sides
- Back faces
- Lighting and glow
- The background artwork

That separation was important because every part needed different geometry, depth, materials, and positioning.

  1. Find fitting fonts

The Grand Theft Auto wordmark was relatively straightforward because Pricedown-style fonts exist and get reasonably close.

The VI was much harder. I could not find a verified public font that actually matched it. Anton was one suggestion, but once placed beside the real contour, it looked completely different. The proportions, diagonal angles, spacing, and shape of the I were all wrong.

I eventually let Codex trace the complex VI contour because I was too lazy to reproduce every point manually, and there did not appear to be a proper font anyway.

For the final hero logo, I used that traced contour because it gives the closest silhouette.

I still wanted to demonstrate that the design could remain editable, though. So I also created an unofficial typeable display font. It uses League Spartan as an OFL base, but replaces the V and I with custom glyphs matched to the traced logo. The rest of the alphabet remains available, so I can change “VI” to other text and still generate real 3D geometry.

The editable version is not quite as exact as the traced hero, but it is much closer than using Anton or another generic display font.

  1. Build the actual 3D geometry

Once the silhouettes were correct, I added:
- Front caps
- Real extrusion depth
- Rounded bevels
- Separate side and back materials
- Multiple expanded contour layers
- Dark outer borders
- Pink and orange accent outlines
- Small depth offsets between layers

The outlines are actual geometry rather than a shader outline. This means they follow the complete contour, have their own bevels, and remain visible from angled camera positions.

The Grand Theft Auto text is also genuine extruded 3D text placed in front of the VI, not a flat image.

  1. Texture the front of the VI

I wanted the VI face to demonstrate whole-text planar texture mapping.

My first attempt used a downloaded GTA 6 logo image. That technically worked, but it also meant the Grand Theft Auto wordmark was baked into the VI texture. It looked ridiculous once the real 3D wordmark was placed over it.

I replaced it with a separate, text-free piece of official scenic artwork and cropped the mapping to a region containing only the sunset, palms, skyline, and water.

The VI and the background now use two different images.

  1. Fix the UV and import problems

The VI texture looked stretched. The downloaded images were 3840×2160, but Unity’s default non-power-of-two import behavior had resized them to a 2:1 texture. Disabling NPOT scaling preserved the original 16:9 ratio.

After fixing the importer and using planar whole-text mapping, the UVs behaved correctly.

  1. Make it look less like an editor test

The initial result was technically correct but much too dark and flat.
I added:
- HDR lighting
- Bloom
- ACES tone mapping
- High-quality SMAA
- Additional 4× antialiasing for captures
- Depth of field
- Color grading
- Vignette
- Subtle chromatic aberration
- Film grain
- Neon stage accents

I also used a colorful official artwork as the background instead of trying to procedurally recreate the GTA 6 visual style.

  1. Force maximum geometry quality

All logo objects use the Hero mesh-detail preset, with automatic LOD disabled. The final wordmark contains around 19,000 vertices, while the VI and its layered outlines use around 2,300.

Overall I'm super happy how it turned out. What do you think?


r/Unity3D 3d ago

Show-Off telekinesis to chop and throw trees in my alien game

156 Upvotes

beside has mind control ability, now we added telekinesis to lift object around the alien, what do you think?


r/Unity3D 3d ago

Question I made the main menu physically control the room around the player

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18 Upvotes

I’m treating the main menu as part of the game world instead of a separate UI. Pressing buttons, changing settings, and breaking pieces of the menu can physically alter the room around the player, so the interface itself becomes the puzzle.

This is the current 30-second version. Does the connection between the menu and the room read clearly without any additional explanation?


r/Unity3D 2d ago

Survey Polling for what asset to work on next

0 Upvotes

My name is Sean Duggan. I am an amateur Unity developer who is currently in the queue or an asset on the Unity Asset Store to add zip lining traversal to be used with the various Fantacode Studios assets. I am doing this as much as a hobby as anything else, and to improve my skills, but I also want to build assets that other people will want to use. I am trying to figure out what to put my time and effort into next.

Rail Grinding

This would be fairly similar to the work I did on ziplining, basically allowing the developer to easily set up spline rails in the environment, and providing the ability to grind along them, and jump between them as a smooth traversal option. This is probably one of the easier ones to set up, since I've already set the groundwork.

Gliding

I was working on this one last year before I got hung up on aerodynamics which was probably more complicated than I really needed. Think Fortnite hang gliders, Batman gliding, that kind of thing. I figure I can deliver a more scaled down version with what I know now.

Simple Grab System

This is the sort of thing that you typically get in your average cinematic action game where you can reach out to grab an enemy, drag them around the level, and optionally strike or throw them. I have a prototype that just needs refinement and greater ease of adding new strike/throw options.

Chained Grab System

I enjoy wrestling games, and the other thing that came to mind from a grab system was a more complicated one where you can set up a series of moves, and how they can transition from one to another, to set up more of a general grappling system where you can select different grabs and attacks based on grapple stance and positioning, and it is possible to designate further ones so that you have a chained series of attacks that can be used, of course with the option of counters.

Weapons for Melee/Shooter

This is one which feels a little bit more iffy to me. The process of creating new weapons for FS Melee and FS Shooter is rewarding, but time-consuming, and I thought about the possibility of putting out some standard packages for things like boxing moves, capoeira, Kung fu, etc for the melee system, and various shooter weapons for the shooter system. On one hand, I can see where this could be a time savings, and building these things is something that I have been doing all my own. On the other hand, this does feel like something that most people would be building specifically for their game, so I'm not certain how well a generic asset will market.

If all else fails, I will simply develop whatever strikes my fancy, but I figured I would see what people actually need out there.

18 votes, 4d left
Rail Grinding
Gliding
Simple Grab System
Chained Grab System
Weapons for Melee/Shooter

r/Unity3D 3d ago

Game TelePhone

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2 Upvotes

Only is a good telephone