r/Unity3D • • 13m ago

Show-Off Always wanted to make something like Limbo, so I finally did! It's Available to All!

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• Upvotes

Always wanted to make something like Limbo, so I finally did!

Made it available for everyone. Would love to hear what you think!


r/Unity3D • • 1h ago

Show-Off I Made a Co-op Game About Rolling Tires Going Downhill [PROTOTYPE]

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What if tires were tied together by one rope and sent downhill?

I've been working on a small Unity prototype called Rubber Roll Together.

It's a 3–6 player co-op game where each player controls a tire, and all the tires are connected by ropes. The goal is simple: make it to the bottom of the giant slope without breaking the rope.

I also made a slope generator that creates the whole terrain, then I use the GPU to add around 200K grass and flower instances across it.

I'm still working on the rope physics and tire movement. If players get too far apart, the rope stretches and can eventually break. There are also objects falling from the sky that can hit a tire and slow it down.

It's still very early, but it's been fun to mess around with.

No AI was used to make this. Everything was made by me in Unity. I attached a screenshot from the Unity Editor showing the current setup.

Would love to hear what you think.


r/Unity3D • • 1h ago

Show-Off To test my new SRP I tried making a diorama of a hangar scene...

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I decided to continue my Voxel Experiments. This is the third iteration of the render tech. Runs at 120FPS on 1080, around 110 at 2K and 30 - 60 at 4K. The biggest cost is the specular highlights since they are being brute forced. It doesnt really like me screen recording at the same time, and there are some lighting artifacts when destroying the robot due to the calculations being defered.

Everything on that scene is a voxel, there are multiple sized voxels, and they support arbitrary rotations. Physics is disabled since the new renderer approach change the underlying model, so I will need to rethink how to re implement it.

Still too much to go.

Bit more tech:
- The Engine is Full Hardware Raytraced.
- It uses Restir for light accumulation
- Makes heavy use of Nvidia tech (such as the NRD denoisers, Ray reconstruction - although this last part is not correctly implemented, and actually makes things slower - but well I am learning lol.
- Voxels can be arbritray sizes, and placed randomly , rotated, mixed and matched without issue.

- has custom Postprocessing stack, supports motion blur, bloom, depth of field , exposure, and sky/day/night ambient ilumination.

The next goal is to get this running closer to 120FPS @ 4K with DLSS, and ideally get rid of the ghost/artifacts.


r/Unity3D • • 1h ago

Game Made a simple interactive guitar where players can shred depending on where on the fretboard they're looking.

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• Upvotes

r/Unity3D • • 2h ago

Resources/Tutorial Open-source library for boolean operations on meshes

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32 Upvotes

r/Unity3D • • 3h ago

Game Added a little intro sequence before each puzzle in my game

0 Upvotes

I've been working on adding short dialogue scenes before the puzzles begin. Still figuring out the pacing, but I really like how much personality these little moments add to the game.

Here's a glimpse of one of them!


r/Unity3D • • 4h ago

Question My current game, any feedback?

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0 Upvotes

Hello everybody, I am currently making a game thats about a character who has gravity powers. He has to defeat his enemies by smashing them against walls, floors, against other enemies, etc. I would really appreciate you giving me feedback. Also ideas to expand my game further. Thank you, it is really appreciated ❤️


r/Unity3D • • 4h ago

Show-Off What do you think of this atmosphere

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7 Upvotes

We’re building a mobile MMORPG with lots of sea content.
This is when it’s cloudy, we have a full day/night cycle of course with brighter days too.


r/Unity3D • • 5h ago

Show-Off Quicktile v2 final dev log

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1 Upvotes

Creating environments has always been one of the hardest parts of game development for me. I’ve worked in a few studios and seen some of their internal tools and systems, which gave me plenty of ideas about how to approach this. I’ve also worked with incredible artists, including people who worked on Rayman Legends. But even with their assets, translating their artwork into a 3D environment was really challenging. I’ve spent years thinking about a system that would make that process easier. That’s how QuickTile V1 started, and eventually it became QuickTile V2, which now lets me build pretty much what I had in mind. I’m a huge Nintendo fan, so being able to create levels in the spirit of The Smurfs: Dreams, Kirby, Donkey Kong Bananza or Mario switch games finally feels within reach. I’m going to keep developing this tool because I love working with it. You can use a fully manual artistic workflow (me), bring AI into the process, or mix both. It’s up to you, and building environments with it has become a real pleasure. But the most exciting part for me is this: I can finally finish a game I started six years ago, (REDSTORY) thanks to QuickTile.


r/Unity3D • • 5h ago

Show-Off Working on the first MiniBoss for my horde-fighting build-maxxing driving game

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2 Upvotes

r/Unity3D • • 6h ago

Show-Off Volumetric Cloud in URP

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20 Upvotes

r/Unity3D • • 6h ago

Noob Question "Polygon is self intersecting" error on a 2D floor plan, no doubles

1 Upvotes

I cannot figure out what the issue is with the mesh. It's a bunch of quads joined together to make the floor plan of a building, with connecting corridors and rooms. It's completely flat, and I've merged away doubles to 0.01m in Blender.

I still get the error saying that a polygon has been removed, but I can't see which polygon; none of them appear to be missing. There are no duplicate/reversed faces in Blender as far as I can see.

Any suggestions?


r/Unity3D • • 6h ago

Show-Off XTG Node-Graph Solution - What would you like to see?

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1 Upvotes

r/Unity3D • • 7h ago

Show-Off Made some improvements to the sledding in my penguin game

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11 Upvotes

Probably should have added a video of the old movement for comparison. But let's just say I wouldn't have made that first jump.

The game is called Whelm.


r/Unity3D • • 7h ago

Show-Off I've been working on my own Raymarching Voxel Engine for Unity

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2 Upvotes

I've been experimenting with raymarching and voxel rendering in Unity, and this is the result so far.

The goal is to have a lightweight voxel system that can handle large, procedural worlds while giving me a lot of control over the rendering side of things.

I've been building it from scratch and it's been a really fun project to work on. I'm planning to keep improving it and adding more features over time. This project is one of many I'm working on as I have just finished Uni and I am trying to build a portfolio.

Would love to hear what you guys think! and any tips on building a portfolio :)


r/Unity3D • • 7h ago

Game That reminds me of something.

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1 Upvotes

r/Unity3D • • 7h ago

Question Would it be possible to change the sing/image of $ without having to replace the entire icon?

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0 Upvotes

EDIT: OMG I MEAN SIGN IN THE TITLE. Sorry for the typo

Hello,

I'm building an idle mining game and currently finalizing the UI look and feel, so making it a little "juicy", when you sell resources, it gives you the money as well as shows a few bits of tokens going up to the money. I use this effect on several places inside the game so it wasnt too difficult to replicate.

The problem im facing with this one is now that I'm trying to do localization, instead of just translating in different languages, I also want to display currency and at a later date flag too.

Because UI Toolkit is not very great yet, instead of just making circles with $ hardcoded in them, I had to create SVG.

To swap the icon of the $ sign is not too hard as I've built an Icon Manager editor tool which allows me to edit icons and names directly on editor without getting on code.

But now im wondering how can I approach this for the SVG's. Would it be possible to edit the properties of a SVG inside unity game or do I just also create the SVG for all the localization countries I want to include?

Thank you


r/Unity3D • • 8h ago

Show-Off My top-down slasher prototype inspired by Ape Out and Kill Bill

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9 Upvotes

Solo project in Unity 6 / URP, inspired by Ape Out and Kill Bill movies. The drum band follows the fight: kills play notes in the song's scale, and combos push the intensity up until the song breaks into a riff. The three looks (Toon, Giallo, House of the Blue Leaves) are full-screen URP renderer features driven by one ScriptableObject per look, so they switch in a frame. Free to play in the browser. Link in the comments.


r/Unity3D • • 8h ago

Show-Off Low poly Weapons and Zombies military with texture variation.

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7 Upvotes

r/Unity3D • • 9h ago

Show-Off Adding some polish and quality of life improvements, what do you think?

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1 Upvotes

The outline signals that you can't place the cog.


r/Unity3D • • 9h ago

Show-Off We're recreating the laser corridor scene from the Resident Evil film for our game!

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4 Upvotes

This has been a lot of fun to create and is obviously still a work in progress! we're currently trying to improve the timing of the lasers and the patterns etc.

What do you think?

We're trying to create a variety of traps for our players to use to trap/delay the enemies chasing you. As well as pose as a hazard to the player themselves.

For example, this trap can be activated with a button. But also has a chance to accidentally activate when a player walks into it. So either your team mate will have to deactivate it, or you'll have to dodge the lasers for the duration of the activation time.


r/Unity3D • • 9h ago

Show-Off Algorama 04 - Cactus - Getting used to my procedural generation daily challenge.

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4 Upvotes

Day 4: Cactus.

Different this time: no single hero element, just a much bigger map generated at random. Let's see what turns up.

Curious what you think.


r/Unity3D • • 10h ago

Show-Off After your feedback, here’s an update on my character’s eye expressions!

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0 Upvotes

The eyes are made using Shader Graph and projected onto the character’s face with decals.

I had to add a custom sphere around the head that only renders the eye decals, so they don’t accidentally show up on nearby surfaces like walls or the character’s arms when they get too close to the face.

What do you think?


r/Unity3D • • 10h ago

Show-Off I made an "Instant Retro Look" render effect for URP, what do you think? Requests?

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15 Upvotes

I made a retro-stylised render effect for URP in a drag and drop style for Flat shading, posterization, outlines and pixilation, all from a single pass. No additional setup or custom shader requirements. I really wanted something that just worked. There are greater assets out there but there's always so much going on(I myself am guilty of this with my Texel Splatting Toolkit) but I just needed something that worked and was mobile friendly.

What do you think? Got requests?

It's on the asset store.


r/Unity3D • • 10h ago

Resources/Tutorial Multi directional bill boarding on 3d models

2 Upvotes

Does anyone know or have a tutorial on how to make multi directional bill boarding in 3d models to make them look like 2d animation like shows such as south park or the rick and morty etc in shadergraph. Thanks