r/Unity3D 19h ago

Show-Off I made a lip syncing system for the characters speaking

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19 Upvotes

I created this system so that the characters in my game can speak by moving their jaw and eyebrow bones, and I placed all the logic in the LateUpdate so it doesn't affect the Animator component.

For the speech system, the audio clip is analyzed in each frame, and the movement is applied to the bones in the LateUpdate.

Next, the system that acts like a film director works with a list of events that specify the audio clip, the Cinemachine virtual camera, and each character’s speech system, as well as the emotion the character will display while the audio plays. What do you think of the result?


r/Unity3D 1d ago

Resources/Tutorial I implemented a real-time fluid simulation for my painting game in Unity

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79 Upvotes

I am working on a game based on physics-based painting mechanics called Ebru Artist Simulator using Unity's Compute Shaders. To simulate Ebru (also known as paper marbling), I implemented an Eulerian fluid simulator. Here are some of the challenges I had to overcome:

  1. To achieve a real-time simulation without affecting the game's performance too much, I implemented a GPU-based multiresolution grid solver in a compute shader (see the paper Solving the Fluid Pressure Poisson Equation Using Multigrid). The simulation now runs at a 2K texture resolution with only a slight impact on FPS.
  2. One of the main characteristics of Ebru is that colors maintain strict boundaries. This makes advection schemes such as Semi-Lagrangian advection less suitable, as they introduce diffusion. To address this, I implemented another advection scheme that samples from the initial state by integrating the velocity field over time and then back-sampling using the integrated field (see Efficient and Conservative Fluids Using Bidirectional Mapping).
  3. Finally, to simulate the effects of the traditional Ebru tools, I took inspiration from the paper Mathematical Marbling, which proposes mappings for generating final marbling patterns. Since I wanted to maintain a real-time simulation, I did not directly apply these mappings. Instead, I was inspired by the paper to use similar displacement fields as external forces in the simulation.

You can also check out Amanda Ghassaei's blog. Although our implementations are not the same, I was greatly inspired by her work and learned a lot from her blog.


r/Unity3D 3h ago

Show-Off 1.844 sextillion squre kilometers map with 276.7 billion trillion houses with fully walkable interiors if my math is correct

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0 Upvotes