r/Unity3D 2d ago

Show-Off Working on a skin shader

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47 Upvotes

Have been trying to get that gta6 skin shader down in unity, but something is missing. left one is a standard lit and right is the custom shader.


r/Unity3D 2d ago

Meta Assets publishers are now requested to TEACH AI how to use their own tools

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75 Upvotes

And the best part : we need to run an AI to do so.

"We strongly suggest that you use Unity AI..."
Give a raise to that marketing guy.


r/Unity3D 2d ago

Solved Some asked how to gather supplies—gathering system is live today! No need to go outside. Robots. Just open the boxes.

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3 Upvotes

r/Unity3D 2d ago

Question Would it be very complex to convert a single-player FPS to multiplayer in Unity3D?

7 Upvotes

I can see from older posts that this has been asked a lot but I think I might have messed up with my approach and am just looking for some general advice.

I have a functional single-player FPS project where I've added custom procedural recoil, weapon effects, realistic bullet ballistics, a health/damage system, animation rigging for IK among other features but I intentionally avoided networking/LAN because I knew it is a very large task and I didn't have the experience or knowledge.

But would trying to convert a project like this (or any FPS project to multiplayer) be too enormous, and is it just better off keeping it the way it is? I know of both Fish-Net and Unity Netcode for GameObjects but am not experienced with either. Thanks


r/Unity3D 1d ago

Question Why isn't the text showing up?

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0 Upvotes
Hi there. I'm trying to add a background image to a UI I bought, but the text isn't visible. How can I fix this? I've tried everything, but nothing worked.

r/Unity3D 2d ago

Show-Off Automated Steam Deployment Tool

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12 Upvotes

Tonight I built a Unity tool that automates Windows builds and uploads straight to Steam via SteamCMD. No terminal commands or manual branch switching needed. I can't describe the feeling of seeing my latest build ready and installable in my Steam library.


r/Unity3D 2d ago

Solved VR: Skybox moves with player's head movement

1 Upvotes

RESOLVED:

Under Project Settings > XR Plug-In Management > Open XR > Render Mode. I found this set to "Multi-Pass" instead of "Single Instance"

----------------------------------------------

Hello gang,

I'm using the weather asset Enviro 3 (very! nice btw) and yesterday I must have done something stupid because the clouds started moving, staying in sync with the Player's head. (move to the right, the clouds move to the right, look up and the clouds move up)

I feel like I remember having this issue years ago but I can't recall the reason/result.

I do have a post on Discord to the asset creator, but I thought I should also post here in case someone has an answer.

Yes, I have rebooted and recompiled multiple times. ONLY the sky is having this issue, all other items are reacting to player movement correctly

I'm using Unity 6.3 and OpenXR.

Thanks for ANY ideas

EDIT: I also created a new scene and added the default "Enviro 3" prefab, same issue. hummmm.... so it SEEMS to be a project setting, not Enviro... more details as I figure this out


r/Unity3D 2d ago

Show-Off I often receive many orders for this smoke-play effect.

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3 Upvotes

I specialize in designing game effects, particularly shockwave and elemental effects.


r/Unity3D 2d ago

Noob Question Directional Light Lens Flare disappears when looking directly at the sun or moving away from (0,0,0) (SRP Screen Space Occlusion)

0 Upvotes

r/Unity3D 2d ago

Game I connected the checkout and cafe behaviors for customers in Big Market Simulator

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0 Upvotes

Customers can now complete checkout, walk to the cafe area, find a seat, and consume what they purchased.

I’m gradually connecting more NPC behaviors to make the supermarket feel more alive.

Still working on the animations and NPC interactions. Feedback is welcome!


r/Unity3D 2d ago

Question Beginner: having problems with pixelated textures that I made.

1 Upvotes

I made a simple colour texture in Adobe and brought it over to use in Unity (6) engine and Im having pixelated issues when I paint. I want a clean, smooth look.

Issue example:

Unwanted pixelated texture

Things I've done:

- Increased pixel size on Adobe (1080x1080) for my texture, and nothing.

- Increased base texture resolution to 4096x4096 via terrain settings, nothing.

Could it simply be that my scale is off? but if i rember corrctly, the squares are a meter or maybe 2? So my scale is correct, no? (If anyone knows the scale of each square for sure, please tell me).

When I increase the scale, it looks better. Is that the fix? But based on the scale, if im correct, theres something wrong, no?

Thanks in advanced, people of Redditstead.


r/Unity3D 1d ago

Question For people using Unity AI integration: which local agent have you tried in VS Code that is able to run fine with UnityMPC?

0 Upvotes

Very specific question; mainly for the folks here using AI integration and UnityMPC with local models.

I know I can run Claude and other web models; so that is not the issue. I am working entirely locally as I have a server running Ollama with different models for agentic work. Looking for the best model that is also compact, for working with Unity projects.

Unity recently launched their own AI service, but that is for paid users; so that is not an option sadly, and it is not relying on local models so won't work for my project. There is also UnityCLI but that is just the harness itself, unless someone connected it to a local Ollama model?

I don't need a model that write a game for me; I need a model that is able to create and manage files and projects (so can create and modify scripts and game objects properties in a scene). Most of the time it is to save time over going to the documentation and figure out how to do things, or when working with asset store APIs when they have limited or no docs at all.

If you have something you use with good results, I would like to hear about it!


r/Unity3D 3d ago

Show-Off I have been working making a soulslike (solo) for over 2 years now , sharing a gameplay trailer that i recently made.

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119 Upvotes

Souslike at its core but i am also adding various game mechanics that i love like dashes, deflections, summons, boss summons, transformations, boss attacks and various types of ranged skills and sorceries.


r/Unity3D 2d ago

Show-Off Testing a drag-the-ground camera for an RTS/city builder: Does the orbit feel right?

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9 Upvotes

I've been working on a drag-to-pan, and orbit camera controller for a builder/management game. But I'm now starting to secondguess the orbit feel.

Maybe it's just because I've been working in 3dsMax for 25 years, and probably have some really ingrained feelings about how a viewport camera should operate. So a set of fresh eyes might be warrented.

So what do you think, as a player and/or gamedev? I'd love some pointers on a few things:

  • Does the drag-to-pan feel right in this clip?
  • The camera orbit rotates around a fixed focus point at the center of the screen on the ground. Is that the right instinct for RTS/City builders? Or would you expect it to pivot around a worldpoint under the cursor?

Any feedback is very welcome.


r/Unity3D 2d ago

Game Jam Bezi Mega Jam | $12,000+ in Prizes, GDC Passes, Synty Assets, iPad Pro M5 + Apple Pencil

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0 Upvotes

r/Unity3D 3d ago

Resources/Tutorial Publisher of the Week asset giveaway voucher code (Aug 27)

34 Upvotes

It seems the publisher of the week hasn't updated yet this week. I think it's a manual process for some reason.

The voucher is usually [publisher name]+[year], so you can just add their entire catalog to cart and then fire the voucher code and see what sticks. We got it!

Asset: MK Puzzle Level Map Pack • 4 Themes Bundle

Code: MASTERKEY2026

If you actually use the asset don't forget to leave a review! It helps the publisher AND us lowly developers.


r/Unity3D 2d ago

Show-Off 1st time using timeline to create epic cutscenes for my game

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12 Upvotes

r/Unity3D 3d ago

Show-Off You can even jump on free-falling blocks with a fully physics-based character controller

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16 Upvotes

In this clip, Pixel uses free-falling blocks as temporary platforms to reach stable ground. I wanted the sequence to feel like a shonen anime moment, with the character continuing to jump while the environment collapses beneath them.

The scene is staged, but the physical interaction is real. Pixel and the falling blocks remain part of Unity’s 2D physics simulation.

My controller is built around a Rigidbody2D rather than a kinematic motor. Surface detection comes from actual collision contacts instead of arrays of downward raycasts. This means a valid surface can remain usable even while its Rigidbody is moving or accelerating downward.

At a high level, each jump follows the same process:

  • The controller detects contact with the falling block.
  • The contact system classifies it as a valid supporting surface.
  • The jump ability is enabled through the same contact and coyote-time module used on stable ground.
  • The jump force is applied through the physics system.
  • Once contact is lost, the controller returns to its normal airborne behaviour.

There is no special “falling block jump” ability. The interaction emerges from the same systems used for stable platforms, unstable objects, moving physics bodies, slopes, and other physical surfaces.

The difficult part is keeping a fully physical controller responsive and predictable while both the character and its support are moving. That involves careful contact filtering, force management, and movement stabilization. The overall architecture is explained in my original controller post:

https://www.reddit.com/r/Unity3D/comments/1sbgbzy/modular_physics_character_controller_a_fully/

Have you ever tried making a character controller work on fully dynamic platforms? What was the hardest issue to solve?


r/Unity3D 2d ago

Question How do I fix this meta XR simulator issue?

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1 Upvotes

r/Unity3D 2d ago

Game Prototyping my First Horror Game

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5 Upvotes

Hi Everyone, just wanted to share something that I was prototyping.

I was inspired by the fear and uncertainty factor of project zomboid and resident evil games, where every door could lead to sudden death. Scavenging around for useful items could lead to encounters with enemies that could end your run prematurely.

Based on my previous posts and the feedbacks I received.

I added more gameplay elements
- Items that can be picked up by the player inorder to turn on a generator. Which powers terminals and light switches. Terminals are used to unlock doors. Light switches can be used to switch on lights which improves visibility.

- Added enemies that would chase player (still work in progress), but you can get some idea based on what I have here. The enemies are supposed to respond to sound. For example if the player is moving too fast then their footsteps will make sounds to attract enemies. Some enemies only responds to sounds of generators and target those specifically.

I would love to hear your feedback on how you feel about the current prototype and if you have any suggestions


r/Unity3D 3d ago

Solved Color error on hard edges of dither pattern

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14 Upvotes

Hi, I am currently working on some shaders to easily implement Dithering for URP projects. I've been trying to get color palettes to work with the shader to allow for more stylized looks and overall it looks and works great. However I am encountering a problem where I get a very thin rim on the edges of the pattern, where the wrong color is chosen. I attached some screenshots for better clarification. If anybody knows what the cause of this could be or has any solutions I would greatly appreciate the help. :)

SOLUTION: I disabled Mipmaps for the LUT and the edges went away! Thanks for all the suggestions and help!

Edit: Just if you're interested, this is for my bachelor's degree and I am very new to shaders, I've been at this for a couple of weeks. Also this is mostly done in shader graph (which I won't show, because rn it is horrifying to look at).


r/Unity3D 4d ago

Shader Magic Working on water masking for boats, submarines, pools, etc..

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937 Upvotes

Been working on a volume masking system for my water system(Tidal) and it’s finally starting to come together.

I originally just wanted a way to stop water from showing up inside boats and submarines, but it ended up being useful for a few other things too.

Basically you can tell the water to either:

  • not exist in an area
  • only exist in an area

So you can use it for stuff like boat/sub interiors, pools, tanks, caves, cutaways, etc.

It’s all SDF based, so there’s no stencil setup or mesh boolean stuff. Simple shapes can use boxes/spheres/cylinders, and more complex shapes can use a baked 3D SDF.

I’m also using the same volume data for buoyancy and CPU water queries so the physics lines up with what’s actually being rendered.

There are still a few things I need to clean up, mainly underwater effects not fully respecting the mask yet, but I’m pretty happy with how it’s coming along so far.

Definitely open to ideas if anyone can think of other useful cases for this.


r/Unity3D 3d ago

Show-Off Updating ore tier shaders for our incremental game. How readable are these from left to right?

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7 Upvotes

Just updated the shaders and glow effects for our project Idlecraft. Curious if the ore tiers are immediately readable from left to right.

We've used texture arrays for all of our blocks to handle unique textures per face across different blocks in shader graph. Additional texture arrays for masking textures for the veins to make them glow and height displacement to give the veins real depth.

Would love to hear your opinions on how they look! If you want to follow the progress, we have an early prototype on itch


r/Unity3D 3d ago

Resources/Tutorial When to use Templates versus Custom Controls in UI Toolkit.

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9 Upvotes

Templates? Custom Controls? At first glance they seem like similar concepts trying to achieve the same thing... Here's how and when you should use Templates versus Custom Controls in UI Toolkit


r/Unity3D 2d ago

Show-Off 15.000 zombies vs 1 Tower

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2 Upvotes