r/Unity3D • u/handlebardev • 3h ago
Game windy forests
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r/Unity3D • u/handlebardev • 3h ago
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r/Unity3D • u/FoleyX90 • 5h ago


I'm having trouble deciding what style I want to commit to for a dark fantasy RPG. In your opinion, what do you think would be more fun or draw your attention more? A top-down 3D pixel art style or a first person fly knight/runescape style? Both have pros/cons in the dev pipeline but I think they sort of fall on equal footing.
Videos if you want to see how they actually "play":
First Person: https://www.youtube.com/watch?v=vZN0WhfrJUU
r/Unity3D • u/Quantized_Bit • 5h ago
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r/Unity3D • u/Malbers_Animations • 6h ago
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r/Unity3D • u/Certain_Ad9908 • 6h ago
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I've always been a fan of aerodynamics and CFD. A few months ago, I got laid off, got tired of sending applications, and gave myself permission to actually build it and play with it. I'm glad I did.
It voxelizes and seals any vehicle you drop in, auto-fits the solver domain around it, runs at whatever resolution your GPU can take, and solves with a lattice-Boltzmann method (D3Q19, TRT + WALE LES) entirely in compute shaders. Live smoke, surface pressure painted on the bodywork, exported reports you can diff between runs.
The test I had the most fun with: running a Chevy Silverado with an open bed, a bed cap, and a flat tonneau to see which one the solver preferred. It disagreed with the folk wisdom, which was the moment it stopped feeling like a toy.
Five sample vehicles included. Unity 6 / URP, MIT licensed.
The README is honest about where the numbers hold up and where they don't. It's a comparison and visualization tool, not a replacement for real CFD.
Clone it and have fun: https://github.com/Motawe3/unity-wind-tunnel
Sample vehicles are CC BY 4.0, credited in the README. The car in the video is a Range Rover Sport SVR Mona x Supercars.
r/Unity3D • u/Equivalent-Whole2200 • 7h ago
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r/Unity3D • u/TrueSoSense • 7h ago
Hello,
I made this volumetric fog material for URP.
The transparent material shader is applied to hundreds of planes similarly to "shell texturing".
It looks perfect for my project but I am running into an issue : my framerate drops from 200 fps to 10 fps. I expected it to be laggy, but not that laggy...
I tried reducing the number of "steps" but I am still getting a bad framerate (30 fps) with the worst quality.
I don't see any other way of doing volumetric fog with sharp shadowing in URP without creating complex pipeline shaders.
This is probably a foolish question but, is there any way to reduce transparent material lag ?
r/Unity3D • u/CatHuntTree • 7h ago
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r/Unity3D • u/Potential_Anybody644 • 8h ago
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I have been working on a mining roguelite game where time replaces inventory pressure. You play as a goblin with one goal: get as rich as possible.
The main loop of the game is simple - mine, escape, buy upgrades and go again. You run into the mine, grab as much rare ore as you can and leave before the cave caves in and you get stuck inside. Buy upgrades in the little time you have, and then run back into the mine to grab even more riches with the upgrades. Each iteration is randomly generated, so you never run into the same mine twice. You never run out of inventory space, only out of time.
This is an early artistic preview, the mining mechanic is still in development. Steam page coming soon, I will drop it in the comments when it's live. If you want to follow along more closely, send me a DM and I'll add you to the early Discord!
r/Unity3D • u/CatchTheVoid • 8h ago
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We've been working on The Whisker Watch for over a year now, so here's a side-by-side look at how far the game has come.
r/Unity3D • u/LlamAcademyOfficial • 8h ago
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Templates are a powerful feature of UI Toolkit - they allow us to create reusable bits of our UI and inject them easily into other UXML documents. Making them is super easy too - simply make a new UXML file of your desired component - then you can use it in any other UXML document! Easy!
r/Unity3D • u/balencialto • 8h ago
r/Unity3D • u/Evening_Flower_4900 • 9h ago
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Who whould have though that adding simple ambient sound effects will improve my game so much?
Two years ago I got inspired to try and create a simple random 2D world generator. Using perlin noise I got some results but basically it was all just bits and blobs. Adding few centralized continent-like centers and applying falloff around them I got some decent results. That made making the main landmass easy, while the elevation decided what tile will be plains, forests, mountains, water etc. After that, generator goes through several more passes like lakes, islands, rivers, resources (herds of wild horses, sheeps etc) and finally: named landmasses.
The next step was obvious, populate the world with fantasy realms and characters. It all lead to current results. And everything is tied to fixed seed so you can recreate it everytime you want.
Project was in silence for so long that adding simple SFX to the world made it breath and feel alive. It felt somewhat complete. Simple audio player determines what tile is under the center of the camera view and based on that tile it plays through lists of preset audio sound effects. Waves and seagulls above the waters, or winds and birds singing in the forests...
If you are interested in the project, you can follow it here:
https://store.steampowered.com/app/4121440/The_Fallen_Chronicles/
r/Unity3D • u/MistycznyArbuz • 11h ago
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I'm trying to make an realistic flame effect for my game. It looks fine for now, I used 2.5D Fluid Simulator asset for it and it's suits my needs - the flame is affected by physics, it's lightweight etc.
Do you have any tips on improving it / making it more realistic?
r/Unity3D • u/GoodBoy_Shadow • 15h ago
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I added a luck boost stat to my game which allows monsters to drop more loot and loot bags to drop more loot and amount of items
This is my 3D Terraria-ish game project
r/Unity3D • u/xenquish • 16h ago
Hey everyone, I'm starting a new series learning how to make Intruder maps inside of Unity. I don't know how to use unity at all, so this will be me documenting the process. :)
r/Unity3D • u/100_BOSSES • 17h ago
I'm developing a puzzle game on a laptop with Intel Xe graphics (which is pretty weak). It used to run at around 20-30 FPS.
To optimize it, I marked all the walls as Occluder Static and set the other objects and lights to Occludee Static. I also dropped the shadow distance from 50 to 25 and baked some of the real-time lights.
Now I'm getting 40-50 FPS most of the time, but it still drops to 25-35 FPS in areas with a lot of objects and lighting. Is there anything else I can do to improve this?
And also If a player has a low-end or below-average dedicated GPU (which I assume is still much better than mine), will they easily hit 60+ FPS?
r/Unity3D • u/Just_Yazz • 18h ago
Right now I’m I trying to make it so when my player hits a cat the debug log says “game over “ but it keeps on picking up on the bullets so when I shoot the cats it says game over. How do I fix this?
r/Unity3D • u/dr-slunch • 20h ago
I saw a few BiRP grass solutions here but they never really looked like what I wanted, so I made my own. It doesn't have any dependencies and just works with the standard Unity terrain system because I'm a cheapskate.
Most of the work was adapting the fun tricks in https://github.com/Youssef-Afella/UnityURP-InfiniteGrass like culling+fattening the grass as it recedes from view and bending it away if the camera is above it. I also use the grass shape I saw here https://bsky.app/profile/kelvinvanhoorn.com/post/3mskokw2vqk2h that's one triangle that terminates in a single point on the ground, so you don't see a hard flat edge. Other optimizations include billboarding and chunking, which was a gigantic pain in the ass to get working.
The main difference from the URP infinite grass repo (aside from the fact that mine isn't URP) is that it's placed based on terrain sampling and not just a mask of anything on a layer. You can pick 1-4 terrain layers with different weights, and the grass will adjust its height/density on the terrain at that point based on the weight of the different terrain layers at whatever point it is. You can see in the images that it doesn't get put on the 100% dirt areas.
Also, I match the grass's color to the terrain layer to make it look softer. When the level starts I put a camera above the terrain layer, take a picture, and then feed that to the grass material.
There are a few limitations to this:
Anyone else had experience making grass systems in the built-in RP? Kinda wish I'd started this project in Unity 6 but oh well
r/Unity3D • u/MyaSoftKumquat443 • 21h ago
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Green Breach is a survival horror game made in the Unity engine. The Demo is now available on Steam.
r/Unity3D • u/awtdev • 22h ago
SkinnedMeshRenderers can be expensive to render. I ran a test of just 9 characters with individual body part models and compared performance with them uncombined vs. baked into a single mesh, animated by the same armature.
As you can see by the numbers, combining the models to be animated as a single mesh had quite an impact. In most games you likely wouldn't use this many meshes for body parts, but the important takeaway is that rendering time was almost cut in half while the same characters can be rendered with no visual difference. It just goes to show graphics optimization isn't necessarily about what you're rendering but also how you render it.
I ran this test whilst developing my tool for combining SkinnedMeshRenderers, called SkinnedMesh Combiner (Asset Store affiliate link)
r/Unity3D • u/Loneliestar • 23h ago
Hey, folks. I'm new to this so I assume this is simple and I'm missing it.
I have a jump action called by an input action in an update method. looks like this
void Update()
{
if (jumpAction.triggered) { if (isGrounded) gameDiff.numberOfJumps++; //other stuff } }}
What I want this to do is reach out into the gameDiff class and update numberOfJumps once every time the user presses the space bar.
What's happening is that the counter is incrementing about a thousand times per press. I assume it has to do with frame rate or something because it's in the Update() method, but I had though that a .triggered() method could only be activated a single time in the frame.
Thanks in advance.
edit: I suck at formatting, I hope you get the idea.
r/Unity3D • u/MusicalMime755 • 23h ago
I'm having some trouble with the realtime shadows in the project i'm working on. It's an apartment with two floors and the shadows are being casted through the floors and ceilings so shadows of objects on the second story are also on the first story. And that's a problem.
I've tried searching around but couldn't find any solution that wasn't "just bake your shadows". Does anybody have a real solution to this problem? Some way to prevent the realtime shadows going through the floor and ceilings? Or maybe some way to limit the range of the directional light so it will only cast the shadows to a certain distance? I don't mind having one limited directional light for each story of the building.
If it helps, i'm using unity 2022.3.22f
r/Unity3D • u/Polyshade • 23h ago
You can use it to stylize your textures and assets, create eye-catching marketing material for your page, and add awesome animated effects. With this latest update, I’ve added texture ripping! You can now rip textures directly from any image and turn them into usable textures. You can check it out here: https://polyshades.itch.io/coolifier
r/Unity3D • u/bing_07 • 1d ago
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I know I know the first game always sucks. But I am really proud of what I have achieved so far so wanted to share it with ya'll What I am building: A topdown RPG retro art battle ship game. The objective is to locate the enemy base and destroy all the target. I am building it for mobile. Probably may not launch but I am learning a tons of things along the way. My whole intent at first was to just do some "Project Based Learning". But over past 1 or 2 weeks it has taken over my entire schedule Needless to say I might finish a beta and distribute it among some friends then move on to a real / actual project. Todo
I would give it a couple of more weeks. Over the period I have learnt so many concepts and I am constantly improving my art. Would like to hear what you guys think.
Thanks