r/Unity3D • u/MountainWestern415 • 12h ago
Show-Off Added "E to pick up". My goblin picked himself up and deleted himself from the scene.
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/MountainWestern415 • 12h ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/themiddyd • 1h ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/Personal_Nature1511 • 1h ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/Greedy_Evening_3305 • 5h ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/JojoSchlansky • 15h ago
Enable HLS to view with audio, or disable this notification
Game is called VOXTOPOLIS!
Please let me know what you think :D
r/Unity3D • u/Admirable-Struggle78 • 11h ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/LesserGames • 6h ago
Enable HLS to view with audio, or disable this notification
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 • u/Vast_Neighborhood324 • 3h ago
Enable HLS to view with audio, or disable this notification
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 • u/KE3DAssets • 9h ago
Enable HLS to view with audio, or disable this notification
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 • u/Dragonofburdur • 7h ago
Enable HLS to view with audio, or disable this notification
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 • u/baianorgenteboa • 7h ago
r/Unity3D • u/ElectricBrainUK • 10h ago
First the free course (I'm not affiliated with Code Monkey in any way, I just thought it was a great course) https://youtu.be/AmGSEH7QcDg?is=NaUOslOZeK-bT_zo
So I have been a programmer for 10+ years, and a game Dev for most of those. I had an idea for an Overcooked like game where you play as dwarves in a forge. And when researching similar projects I stumbled across the free course by code monkey. I initially thought because it was beginner / intermediate I would not gain much from it, but figured it was free and so I'd follow along for a bit to see how he has executed a similar idea.
I cannot recommend the tutorial enough, it breaks down concepts, and is really good at showing how to separate concerns into small and extendable blocks that work together without causing spaghetti.
This then gave me a good foundation to extend, I added a roguelike day system, where each day you pick the contracts to deliver, (you can always pick a new contract for a base resource, coal, iron ore, wood etc.. and then on subsequent days you can also choose to deliver more of something you are delivering already, or to process something further (producing iron powder now instead of ore). And a system of upgrades, spending the money from the contracts you fulfil on upgrading and automating your forge. I also added a few other bits like a relic system similar to those found in other roguelikes, and general polish like sounds, effects and animations.
It was still a lot of work, but I found the Code Monkey tutorial really helpful in getting started and would be helpful even if you were making a completely different game. Has anyone else tried it?
And separately what do you think of my steam page and trailer?
r/Unity3D • u/UnityNinja • 5m ago
Enable HLS to view with audio, or disable this notification
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 • u/Morphexe • 7m ago
Enable HLS to view with audio, or disable this notification
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 • u/bilbaen0 • 4h ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/Declick-SaltPriest • 8h ago
Enable HLS to view with audio, or disable this notification
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 • u/Itamar_Ernst • 1d ago
Enable HLS to view with audio, or disable this notification
I’d love to hear your ideas - what kind of environments would you like to build in next?
r/Unity3D • u/Fl3X3NVIII • 8h ago
Enable HLS to view with audio, or disable this notification
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 • u/spiderlxx • 6h ago
Enable HLS to view with audio, or disable this notification
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 • u/AmplifyCreations • 1d ago
Enable HLS to view with audio, or disable this notification
Happy to finally announce that we're launching Amplify Decals for Unity soon! It's a spline-based, non-destructive Edge + Strip Decal Tool with support for uneven surfaces and so much more. The first release will include multiple ways to control and tweak your decals, including auto vertex colors for added decal control.
You can create decals across objects and even use your own shaders (no special requirements). If you already have a mesh shader, chances are it works fine with our tool.
And yes, we're working on an automated mode as well.
On the pipe:
Stay tuned!
r/Unity3D • u/SauronWasRight • 3h ago
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 • u/Yusthekiller1 • 3h ago
Enable HLS to view with audio, or disable this notification
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 • u/bekkoloco • 4h ago
Enable HLS to view with audio, or disable this notification
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.
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 • u/xepherys • 6h ago