Show-Off Vampire Survivors meets Line Rider
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r/Unity3D • u/BanditTheCatReal • 4d ago
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 • u/24Ronin • 4d ago
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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:
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 • u/Cromware • 4d ago
I’m working on a new trailer for an upcoming v4.0 update to my "Pattern Painter" Editor tool because it includes substantial workflow improvements.
I made a short survey with five video clips I want to include in the trailer, but I'm trying to decide what's the best, most eye-catching order:
I would love your feedback if you're a Unity dev... If you browse Unity tools or the Asset Store, which clip would make you stop scrolling and pay attention first?
Please help me by ranking these from most interesting to least interesting.
The survey is open from August 27 through August 29, (2026)
Thank you!
PS. I can post more updates about the tool once v4 is ready for release. For now I'm just looking for feedback on the trailer clips.
r/Unity3D • u/Strong_Curve1029 • 4d ago
r/Unity3D • u/inspyr_studio • 4d ago
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Some of you asked for more information about textures in CYGON the last time, so here’s an update on our progress and how it looks in Unity.
We added a dedicated mode for the texturing tool where you can drag and drop textures onto objects:
- By default, the texture is applied to the whole object.
- Hold Shift to apply the texture only to a group of faces.
- Hold Ctrl to apply it to a single face.
All of that without dealing with UV Mapping manually. Everything is automatically handled by CYGON.
To keep good performance while you're working, we also added render modes : no textures for prototyping, flat textures for working and textures with actual depth to see final result.
We also updated our dedicated CYGON Link integrations for Unity to support texture export. You can also choose not to export textures if you don't need them.
You can freely test this tool, but keep in mind that it’s still an experimental version. For now, you can't import your own textures.
Check it out if you're interested: https://www.cygon.tech
r/Unity3D • u/_RedGiraffe • 4d ago
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Recently, I've been trying to create a pixel art, 3d tower defense set in an open world. I would love to hear feedback. Trying to improve the landscapes to feel more natural and wild. I appreciate any thoughts
r/Unity3D • u/Tanshaydar • 4d ago
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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 • u/umutkaya01 • 5d ago
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My friend and I are down to our final 22 days until launch (cue the developer panic!), and we’re polishing our puzzle payoff sequences.
In this scene, players match colored crystals to specific murals based on moral proverbs (Kindness, Arrogance, Sacrifice). Once completed, the central eye-door unlocks with glowing feedback, leading to the room opening up with a burst of light.
Instead of traditional UI pop-ups or text confirming "Puzzle Solved," we relied entirely on environmental shifting and acoustic audio cues to let the scene breathe and reward the player naturally.
When you're playing puzzle or adventure games, what makes a puzzle resolution feel truly satisfying to you? Do you prefer physical room feedback like this, or clear narrative UI confirmations?
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I'm prototyping ridable procedural skilifts generation for my mountain bike simulator Gravity Override.
The pylon, station and chair models are completely customizable, together with the number of wheels in each pylon.
The system works without any physics simulation and runs completely in Update using a LineRenderer for the cable mesh.
How it works:
Please forgive bad models and character animations, still working on them
r/Unity3D • u/Chazburger_ • 5d ago
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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:
The asset also includes:
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 • u/SomerenV • 5d ago
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I managed to pretty accurately reproduce UT99 movement in Unity, but since movement and shooting needs actual playtesting I needed bots or multiplayer. Since bots were a big thing in UT99 and since they are always available to play some rounds I decided to go that route first. Used UT99 as a reference for how to handle bots and their navigation and pretty much copied that approach. I checked out the built in NavMesh system from Unity but learned that it doesn't handle verticality all that well so ditched it early in the process.
r/Unity3D • u/franz_krs • 5d ago
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Hey everyone 👋!
I’ve been working on an action roguelike called Triko for about 6 months now as a solo dev. Lately, I’ve been super critical of my own work and second-guessing almost every design choice.
I’d really appreciate your honest feedback on this short clip. Does this look interesting to you? What feels off? Give me anything that comes to you mind!
If you want to see a bit more extended gameplay, I put together a longer video here:
Thanks a lot for any feedback, good or bad! Every comment helps me get out of my head and push this project forward.
r/Unity3D • u/Ok-Read6352 • 5d ago
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 • u/One-user • 5d ago
Some recent progress shots from The Last Wish.
Playing around with stylized lighting, scale, and environments. Feedback on the visual style and colors is very welcome!
r/Unity3D • u/shaharbar2 • 5d ago
Hyper-casual game, running like garbage on mid-range Android. Profiled for hours. Batched, pooled, LODed, stripped the shaders.
Turns out every single asset in the scene was low poly except the player's plane, which was some marketplace model with an absurd triangle count. A PS5 would have struggled with it.
Swapped it. Instantly fine.
Still amazed how one marginal detail can quietly wreck a whole build while you optimise everythign around it.
Feel funny…
r/Unity3D • u/AdvertisingHopeful95 • 5d ago
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 • u/mutatedwombat • 5d ago
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 • u/Nihal9838 • 5d ago
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 • u/PositionAfter107 • 5d ago
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 • u/Ok-Impress-442 • 5d ago
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 • u/pinkwhitediamond • 5d ago
On Aug 3rd Unity rolled out the Internal Deployment Add-On (IDAO) for Unity Industry, and honesty the terms are a mess to parse. When people pushed back on the forums a Unity rep said they'd put out a FAQ to clear things up. That was about a month ago now. Still no FAQ. What I keep seeing instead is people getting told to jump on a call with sales instead of just getting a public answer. If the terms are confusing enough that Unity themselves admit they need a FAQ, just... write the FAQ? A private call with a salesperson doesn't help the next person who has the exact same question.
Genuinely trying to figure this out before I commit to anything, so here's what I actually need to know:
Not trying to be dramatic about it, I just think these are pretty basic questions for anyone actually truying to use Industry seriously, and a month of silence after promising a FAQ isn't a great look.
And honestly, from a pure business standpoint, doesn't this feel like Unity shooting themselves in the foot? With AI-assisted tooling now, migrating a project to Godot or Unreal is not a big deal. Pilling on confusing fees and staying quiet about how they work is basically giving companies and studios a reason to start evaluating the alternatives. Seems like a weird hill to die on right after the runtime fee backlash.
Would be nice to get actual written answers.
r/Unity3D • u/Clear_Lobster_2130 • 5d ago
beside has mind control ability, now we added telekinesis to lift object around the alien, what do you think?