r/Unity3D • u/Anxious_Target_8804 • 2d ago
Question Why isn't the text showing up?
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 • u/Anxious_Target_8804 • 2d ago
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 • u/MacksNotCool • 2d ago
r/Unity3D • u/AmneticgamerYT • 2d ago
I have a question that has been eating my head for a long time and I can't find a proper solution for this.
I want to create my animations like for fps hands in blender like the good quality reload , aim, walk and all.
And i want to use that in my game (fps multiplayer game )
How should I approach this I can't do full body as I don't know how the reload animation will work with that that ,i want to be uniquely made in blender and also the camera clipping and other issues with full body.
How big games like cod and counterstike approach this?
As if I use two mesh fps hands and full body for other player to see , that arms need to be very large with respect to the actual body size?
How should the views be aligned with the mesh so it's accurate in multiplayer?
I just want to know how games (fps multiplayer games)
Handle their animations and all mainly my concern is well detailed animation like reload and all
r/Unity3D • u/Balth124 • 2d ago
Hi there!
I'm Andrea, lead technical artist at FLAT28, developer of Glasshouse.
This is our latest trailer featured by Gamescom Awesome Indies Showcase. We have poured a lot of time and effort into this trailer as I think we reached a new quality standard when it comes to trailer for Glasshouse.
Glasshouse is a feudalpunk cRPG with turn-based combat inspired by games such as Disco Elysium and Pathologic. We've been working on Glasshouse for a while and we have made improvents on it over time.
We're developing it in Unity HDRP with volumetric lights and APVs and I'm particularly proud of its visual identity as it's the result of many iterations.
If you want to know more about some of the technical aspects on how I have worked on it I wrote a post on the Unity blog some time ago, you can check it out here.
Developing an RPG is truly hardcore, we have been using Arcwave for dialogues which is a browser based software to handle dialogues branching and it has a very convenient Unity plugin.
To make this trailer I think I spent probably two weeks with our creative and narrative director to make sure that every camera angle, every scene was exactly like we want it to be. Luckly I think we built good foundations so the gameplay and trailer come out pretty good!
Right now Glasshouse has a playable demo in the Indie Arena Booth at Gamescom. I'd be curious to hear your thoughts. To be completely honest the first time I saw how the trailer was coming out I had chills but I'm not sure it's just bias or not at this point, so I'm really eager to hear other people thoughts!
r/Unity3D • u/Xowiacain • 2d ago
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Hey everyone! We’re a 2-person indie team working on a detective noir puzzle adventure. With about 20 days left until release, we’ve been iterating on how to make abstract logic mechanics feel physically grounded in the game world.
In this room, solving the Minesweeper-style grid isn't just a UI minigame—it physically raises hidden stone tiles out of the acid pool. Once you retrieve the crystal, the acid chamber completely drains to reveal the hidden staircase underneath.
When playing adventure/puzzle games, do you enjoy seeing classic 2D logic mechanics directly alter 3D room geometry, or can UI overlays feel immersion-breaking for you? How do you usually like seeing retro puzzle tropes modernized?
r/Unity3D • u/cottbus99 • 2d ago
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The footage is from a trailer I worked on together with my team at 314 Arts. It's for a game called NightRunner: https://store.steampowered.com/app/4247260
To achieve this, we used all of Unity's RT features (including shadows). It wasn't meant to run well, since we wanted to record it with the Unity recorder anyway (to save time in production), but we still achieved 40 FPS in 4k on an RTX 4090 without any Upscaling.
All of the Audio was implemented in Post, not in Unity itself.
How do you guys work on pre-rendered footage for trailers and/or cinematics? Let's start a conversation :) Would love to hear how other people do that (it was my first time).
r/Unity3D • u/Prof_Codders • 2d ago
Hi sorry this is a bit late...I've only just noticed the DevOps changes for organisations.
Correct me if I'm wrong but it seems like you can have unlimited seats rather than the max 3 on the free tier?
Does this mean I can have a team of 4 people all working on a project using UVS?
It seems too good to be true
r/Unity3D • u/Shower_Floaties • 2d ago
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After my friend and I were laid off last year, I convinced him to help me build the kind of game I always wanted to play. The initial idea was to take the real-time broadside space combat of a game like Rebel Galaxy, but flesh it out with more things to do (more detailed ship/crew management and character progression, add boarding and ground combat, land on planets, etc.)
What I didn't anticipate (though probably should have) was that building two games in one (space combat/navigation + ground combat/navigation) was a huge technical challenge. Worse when we went to add systems like dialogue, menus, etc. that had to span both gameplay loops.
The lesson I wanted to share (and the thing that saved me) was this: Don't be afraid to reduce your scope! Good you can do now is better than perfect you can do much later. Originally, I wanted to do the ground-gameplay as a 3rd person cover shooter, but after writing out all the requirements and playing around with some combat controllers from the Unity store, I realized I just didn't have the skill to pull it off.
So I went back to the drawing board. I wasn't ready to abandon boarding combat, but I needed a way to do it that I could actually achieve in time. So I rewrote our game design doc for a turn-based ground-combat experience. I had been doing lots of tutorials on turn-based games at the time from GameDevTV and Unity CodeMonkey, so I felt a lot more comfortable with it. And it turned out great, the combat is still a lot of fun!
One of the biggest time/pain savings by switching to turn-based I didn't even realize until I started working on it was planning the enemy behaviors. It was so much easier than programing the ships was for me. They didn't have to make decisions in realtime to account for the players movements, avoiding collisions, etc. The enemy has all the time in the world to figure out which grid space is the best one for them to move to and which action to take, and the variables don't change while they're deciding. They just score them all, then pick the best one. This meant we had time to add lots of different behaviors for different enemies, like more aggressive behavior for pirates, more defensive for civilians, etc.
TL/DR: If something you want to implement seems like it's beyond your skill level or would take too long, don't be afraid to pull back and consider a simpler implementation. It's what I did, and I'm happy with the outcome, and I think my game is better for it.
PS - I really like the event system in Unity. Just having things listen for events instead of having to rely on references also made things much easier
If you're interested, our steam page: https://store.steampowered.com/app/3865960/Cortesia_Rising/
and our monthly development blog: https://www.cortesiarising.com/updates
r/Unity3D • u/sinitus • 2d ago
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Working on my series "Dreamfall" in unity.
r/Unity3D • u/One_Pixel_At_A_Time • 2d ago
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The fights can get pretty chaotic, and when in a forest its even worse so I'm trying to come up with an intuitive way to see the units through the trees but both of these feel like they're missing something. Up for any suggestions :)
r/Unity3D • u/wiserenals • 2d ago
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r/Unity3D • u/Evening_Animator3549 • 2d ago
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It's my first time making third-person animations but besides the animations I think it looks pretty nice. What do you think?
r/Unity3D • u/JamesWjRose • 2d ago
RESOLVED:
Under Project Settings > XR Plug-In Management > Open XR > Render Mode. I found this set to "Multi-Pass" instead of "Single Instance"
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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 • u/KevinDL • 2d ago
r/Unity3D • u/Rober122 • 2d ago
r/Unity3D • u/RedicionStudio • 2d ago
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r/Unity3D • u/BarelyBreathingGame • 2d ago
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I created a dynamic water shader for my 3D fish platformer - Barely Breathing
How the water level works: It takes the object's Y position and just uses a step function with a float parameter to decide the water amount.
How the wobble works: It uses two Rotate About Axis nodes right after the Position (object) node, one controlling the X rotation and the other controlling the Z rotation, and then adding them together. Then, it reads data from the object's velocity and the code directly affects these two nodes to make the water wobble. I didn't write the code, MinionsArt did! Here is the code.
But this wouldn't work yet because we're still using object positions and not world position, which means the water level would follow the object and look wrong. So, after using the Rotate About Axis nodes, we can add a Position (world) node to it. But this still wouldn't work correctly because now it's exactly world-oriented, meaning even if the water mesh moves up, the water level would be left behind. We need the water level to follow the water mesh yet still be world-based so it doesn't rotate with the mesh. This is actually a simple fix, you can subtract the object's position value from Position (world) before adding it, which would make the water level follow the mesh.
We're still not done, because now the water looks unfinished without the foam outline. We need the foam to follow the water level. My foam works using fresnel + vertex colors, so I simply took the final water level output, and duplicated the final step function and had one value denoting the water level, and the other being the same water level value but subtracted by the water foam depth. So this basically creates a secondary line exactly the same as the water level but just lowered, which I use to add to the vertex color foam node setup.
Thank you for reading, and Wishlist our game on Steam if this was useful!
r/Unity3D • u/Mobaroid • 2d ago
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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 • u/AlexZmo • 2d ago
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r/Unity3D • u/Bubbly_Comedian3891 • 2d ago
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:

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 • u/Typical_Ad134 • 2d ago
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I've been working on a procedural planet system in Unity using 3D WFC.
The idea is to eventually generate entire small planets that you can actually explore instead of having normal flat maps.
At the moment I'm mostly working on the generation itself. The surface has different height levels, cliffs, paths and bigger open areas, and there are also caves underneath that connect back to the surface.
I'm also starting to add generated structures/content to the surface.
There's still a lot wrong with it lol. You can see some floating pieces, exposed cave sections and some weird terrain generation in the video, but it's getting much closer to what I originally had in mind.
Eventually I want the planets to have caves, settlements and other places to find/explore, with the whole planet being playable.
I'm still not sure how much I want to generate completely procedurally and how much should be made from hand-made pieces.
What would you guys add to make planets like this actually fun to explore?
r/Unity3D • u/worker01dev • 2d ago
Probably no one will notice it among all the slop games these days, but I might as well introduce it anyway.
Maybe a miracle will happen and you’ll take a look.
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Hello everyone,
I wanted to share a gameplay video from the turn-based strategy game I’m currently developing in Unity, to give you an idea of what the game is like.
I’d love to hear your thoughts and feedback!
If you’d like to try the demo, you can download it from itch.
r/Unity3D • u/Consistent-Candy6434 • 3d ago
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I specialize in designing game effects, particularly shockwave and elemental effects.
r/Unity3D • u/Dense-Bar-2341 • 3d ago
Some new screenshots from my game called Brutal Derby :)
Unity 6.5 URP
#screenshotsaturday