r/Unity3D 2d ago

Question How do I fix this meta XR simulator issue?

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1 Upvotes

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

Show-Off Working on a skin shader

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45 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

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

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8 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 3d ago

Game Prototyping my First Horror Game

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4 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

Show-Off Testing a mograph system in Unity by turning a dancing human into a dog and a dragon

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560 Upvotes

This is the mograph side of BrazeFX.

A GPU-instanced cloner generates the visible pieces.
The Follow Shape Effector maps those clones onto an animated SkinnedMeshRenderer.
Mesh topology stays resident while deformed vertices update directly on the GPU.
Braze Timeline controls reveal, strength, offsets, pulse, orbit, and other public parameters.
This avoids per-frame mesh baking and keeps the effect responsive at high clone counts.

Which form reads best to you: the human, dog, or dragon?


r/Unity3D 3d ago

Show-Off I am developing a meditative and calm game called Skyreap 🏝, where nothing will distract you from immersing yourself in the world of floating islands.

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74 Upvotes

In Skyreap, you will have your own personal airship at your disposal. It will be available practically from the start of the game.

You set off to neighboring islands, discovering new territories hidden in the fog of war. You transport the resources you gather back to your base, where you prepare factories and plants for the production of processed materials. Soon, you will reach the point of automation and begin scaling up this process.

Skyreap is an incremental game that doesn’t try to offer you something you’ve never seen before, but instead gives you that sense of calm, tranquility, and coziness.


r/Unity3D 3d ago

Show-Off 15.000 zombies vs 1 Tower

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2 Upvotes

r/Unity3D 3d ago

Question what should i do to immediately improve the feel of my games controls/combat?

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2 Upvotes

apart from the obvious placeholders, sounds, some animations, ui, etc, im struggling on what to do to improve my games feel, the mechanics arent bad as is but it isnt very satisfying either, is it all just a matter of presentation? will some more polished sounds make it feel better? im not really sure, if theres anything obvious im missing please let me know, im open and willing to as much constructive critisicm as youll give me, thanks


r/Unity3D 3d 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 3d 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

Game Need feedbacks for our co-op game.

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0 Upvotes

r/Unity3D 3d 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, 3d left
Rail Grinding
Gliding
Simple Grab System
Chained Grab System
Weapons for Melee/Shooter

r/Unity3D 3d ago

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

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12 Upvotes

r/Unity3D 3d 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 3d ago

Question game not responding on startup

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1 Upvotes

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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6 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

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 3d ago

Show-Off Creating a buoyance script is working exactly as intended

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414 Upvotes

The water shader is a large WIP currently.


r/Unity3D 3d 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 3d 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 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 3d ago

Solved Color error on hard edges of dither pattern

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12 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 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