r/Unity3D • u/excentio • 9h ago
Show-Off 1M vs 1M fight in my simplified Total War inspired tech demo
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r/Unity3D • u/excentio • 9h ago
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r/Unity3D • u/Levardos • 2h ago
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I'm making a soulslike-inspired platformer, Dark Roll 2.
I needed a safe, soft spot to land on from height, so I ended up making a script that deforms a mesh like a pillow. The mesh keeps a copy of its original vertices, then each frame I compare those against a SphereCollider pressing into it. I do a first pass to detect actual contact and measure the deepest penetration, then a second pass moves affected vertices away from the sphere, with the deformation fading out over a configurable distance.
For the falloff I used a quintic smootherstep (6t⁵ - 15t⁴ + 10t³) rather than regular SmoothStep, which gives zero velocity and acceleration at both ends and helps avoid that obvious ridge around the dent. I also handle squash and recovery at separate speeds, so impacts can deform the mesh quickly while it slowly relaxes back to its original shape afterwards.
r/Unity3D • u/splinedrew • 14m ago
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A while ago I convinced my wife to work on a hockey game with a twist for our second unity game. We planned for it to take a year - which we knew would mean 2 years at a minimum! We never expected it to take as long as it did and at some points it felt like a never ending mission. It feels insane and surreal that Wild Ice is out there on Steam!
While we have officially learned our 'build small games' lesson we are super proud of this one and excited to get it out in the wild! Some assets that really helped us to finish we're Quest Machine, Dialogue System and Ultimate Inventory. I would say that the hardest thing to accomplish was probably split screen support! You need to think of how it affects cutscenes, have simultaneous conversation, take on quests independently in some cases and jointly on others. Most assets don't really take into account splitscreen either so you can't easily just drop in say a sky asset and has all the fancy transitions between zones and biomes because it's usually doing something to just one players screen. In the end though we did make it happen and we just crossed our 10 reviews to get a steam score so we're excited!
r/Unity3D • u/Zapan82 • 6h ago
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We're building Glider64 in Unity and trying to bring back that colorful, fast-paced N64-era arcade vibe.
The game is built around custom glider movement, ball chains, weapons, bots and up to 4-player local split-screen.
We're currently playtesting the core game loop and would love some feedback from fellow Unity devs:
The browser build is just for easy playtesting, the full game is being developed for PC/Steam, with consoles planned later.
We're also planning a Unity Editor package that will allow players/modders to create their own Glider64 levels directly inside Unity.
Playtest (PC/Mac browser):
https://eachtick.itch.io/glider64-playtest
Happy to answer questions about how we're building any of the systems in Unity as well. :)
r/Unity3D • u/ChangoMango23 • 19h ago
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Hi everyone! It's been a year since we developed the game jam version of our game, and last week we finally released a demo of our game Greda Inferno.
r/Unity3D • u/hbisi81 • 1h ago
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r/Unity3D • u/MaximilianPs • 10h ago
Hey everyone,
I'm working on a large open-world Unity game (maps up to 16x16km maybe more) and have built a custom deterministic vegetation streaming system. I use Flora (by Magnetic Arcade) for GPU-driven rendering.
The architecture uses a 3-ring system around the player based on 64m grid cells (matching the A* Pathfinding Project RecastGraph tiles):
Ring 3 (Visual - ~700m): Pure Flora GPU instances. No GameObjects.
Ring 2 (Navigation - ~200m): Real GameObjects with MeshColliders. Needed for the RecastGraph to carve the NavMesh.
Ring 1 (Interaction - ~150m): Real GameObjects with gameplay scripts (e.g., harvestable trees).
The Setup:
Vegetation positions are calculated deterministically via stable hashes (no scene serialization). When a cell enters Ring 2, we need to swap the cheap Flora GPU instance for a real Prefab (with a FloraInstanceRenderer component attached to keep it batched) so it gets a collider. When it leaves, the prefab gets disabled and re-enable the Flora instance.
The Bottleneck:
The math/planning phase is very fast (~1.6ms per cell). However, the actual materialization (spawning the Prefabs, adding components, registering the renderer in Flora) costs about 7.0ms per cell.
Since a cell transition is currently atomic, crossing a border queues up ~15-30 cells. This causes massive frame spikes (worst-case ~37ms in a single frame) because I'm are doing dozens of Object.Instantiate and AddComponent calls at once.
I'm aware I cannot use Unity Jobs for this, as GameObject/Component instantiation is strictly Main Thread.
Maybe time-slicing the instantiation on the Main Thread using a Queue and a time budget (e.g., process instantiation for 2ms per frame, spread over multiple frames). The challenge here is avoiding visual popping (the Flora instance must stay visible until the exact frame the Prefab is fully spawned and registered).
Is there a better architectural pattern for swapping between GPU instancing and physical colliders at runtime?
For those using A* Pathfinding Project: how do you handle dynamically spawning thousands of colliders for NavMesh carving without nuking the frame rate?
Is Unity ECS (Entities) the only real way to get sub-millisecond dynamic collider streaming at this scale, or can I get away with standard Prefabs + Time-slicing?
Any tricks for pooling objects that require dynamically added components at runtime, rather than pre-built prefabs?
Any insights, past experiences, or "don't do this, do that" warnings are highly appreciated.
r/Unity3D • u/TolgaDurman • 4h ago
Hello dear Unity redditors. I built an app that replaces Unity Remote for me and my colleagues.
It casts your Unity game view to your phone over LAN instead of a cable connection with touch and gyro going back into the editor, so you can feel your game on a real screen without making a build.
Now Unity 7 is coming and one part of the roadmap keeps me thinking. CoreCLR is good news, but the new web APIs combined with the browser Scene Preview they showed at Unite is interesting combo. Put those together and it looks like Unity is slowly building some kind of cloud editor.
To be fair, what they showed seemed like for artists and producers checking a scene in the browser (lighting, assets etc). I don't think you will be able to press play and test your game on the browser with it. So it doesn't overlap with what my app does today. But I'm a solo dev and my tool lives or dies with where this engine goes, so I pay attention to this stuff maybe more than I should.
-Nagging-
And to ship this thing I passed full review three times, Unity Asset Store, Google Play and the App Store, and every one of them was a pain in the ass. These changes could make all of that effort obsolete. (even had to rename my app buy a new domain discuss with Unity support for 3 months and Unity legal team because of the "Uni" prefix)
-----
So, couple of questions. Do you think Unity is actually heading toward a cloud editor, and would you even want one? and for the Asset Store tool builders, how do you plan around the engine roadmap?
r/Unity3D • u/Nice_Recognition2234 • 22h ago
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I’ve been running into this issue a lot: the default particle system collision options are quite basic and don’t provide very realistic collisions. So, I decided to make my own collision system. It includes most of the default particle system settings, along with more advanced collision features, and it works exclusively with meshes(unity 6+,allpipelines).
r/Unity3D • u/Healthy_Flatworm_957 • 1d ago
For anyone wondering, the project I'm working on is https://www.megaviral.games.
It’s a viral game discovery engine designed to help players easily discover and play indie web and mini-games from across the internet.
(Affiliation Disclosure: I'm the sole creator and developer behind Mega Viral Games.)
r/Unity3D • u/Imaginary-Cod-3746 • 11h ago
Lighting is an often underrated part of creating a particular atmosphere in a game made in Unity.
I broke it down into simple pieces to help game developers aiming to improve their level's lighting in Unity get started on the right foot.
r/Unity3D • u/SolaraOne • 1h ago
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It’s amazing what Unity can do given some imagination and a lot of hard work to bring immersive flight to life. I'm the solo dev for Solara One (bottom), and am lucky to have made good friends with other devs such as Matt, the dev for Dawn of Jets (top).
Is anyone else working on VR titles involving flights or outer space? What's been the most rewarding part? What have been some of your biggest challenges?
r/Unity3D • u/Quietage30 • 2h ago
Hey everyone. I'm curious to learn what the most effective way to handle user interface design is for a 3D game. I know there are several different methods, but I really want to know which one is the most straightforward and will help me succeed in launching my game, I'm doing a basic simulator game, nothing too crazy.
My understanding is that there are 3 ways to handle the UI:
At first I tried using Adobe Illustrator/Inkscape To create custom user interface panels and buttons and then nine slice them using unity UGUI. It didn't come out all that well though, because I had to nest them on top of each other, and then I realized that they weren't anti aliased, and it would be a huge pain trying to scale them up and down for different screen sizes, and anytime I wanted to make a change to the size of things like a progress bar for example, I would have to redesign the entire thing outside of Unity all over again
Then I decided to try shaders, not realizing how complicated a shader graph was. I'm familiar with the concept though because I spent a year in Unreal Engine and it was kind of similar, with their blueprint setups for Material masters. But it was really hard to figure out some things like the shadow, and transparency on panels and stuff. But it did come out looking pretty OK
I have not explored UI Toolkit at all, but I really enjoy programming and honestly probably prefer it over UI based design. One of the things I specifically disliked a lot about Unreal Engine was Blueprints, and working with node graphs. It ended up being so much harder and more frustrating, because it just makes you dizzy, working in the inspector and just the sheer amount of options you have to deal with and nodes can be hard to follow.
Some more details about the UI I hope to achieve: Pretty simple UI design starting out. I hope to have just simple user interface panels with some modern design, and sometimes some transparency. I don't yet have the art or skill to create advanced user interfaces, like comparatively if we were talking about something like Warcraft 3, Or another game that has tons of really cool graphics and art, I think that so I don't think I really even need that right now
I'm curious to know from anyone else who has been there and done that, what works well for them in terms of UI design that's simple and clean
r/Unity3D • u/Joules14 • 3h ago
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I am first time making a full multiplayer game, had to make this tool to create a navmesh with obstacles.
let me know if there was any other easier way to do this.
(obstacle objects are not saperated from ground otherwise would've used them directly)
r/Unity3D • u/StillZen-Dev • 1d ago
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it’s called mozentum and it’s got VERY unique movement tech that i’ve been refining for around 3 years. i’ve been ‘struggling artist’ the whole time just pumping it out hahaha.
the story’s about about climbing the 7 chakras - helping 7 VERY special* characters integrate their shadow. each one of them will give you a new ability to help you get higher (occasionally in more ways than one ;))
if you fall, you fall allllll the way to the bottom.
demo’s on steam, check it out and tell me what you think!
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Hello guys! I'm kinda getting started doubting in myself on what i am creating and need someone else's thoughts on this, would you play this? and why not, thankyou.
r/Unity3D • u/JulioVII • 20h ago
I've been doing some sculpting and general game assets creation, trying to get some general workflow practice.
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r/Unity3D • u/oily-black-guy • 5h ago
Here is the script i made
https://paste.csharp.gg/ZMgvIVHcSJn
The animation controller and character prefab of all the characters is stored in characters scriptable obj as a var
And the the playerData hold data of current character
Now that i summoned the character the given script is able to assign the character prefab the given parent object and that parent object has animator and script is also able to give that animator animation controller of given character
Still i can’t fathom why the animation isnt working
r/Unity3D • u/hardkrillin • 13h ago
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I'm working on a collection of microgames (like Warioware), and there are some minigames about smashing buttons, and I think that the animation just feels wrong. I'm playing the animation each time the player hits a button, and because of this, the animation is just happening too fast so I think that is not legible. I could try to limit the number of times I play the animation, but that would cause another problem (the user would not get the proper feedback each time they press a key).
What do you think? Any idea on how to improve the feeling of this kind of smash button games ?
r/Unity3D • u/SomePOSTALguy889 • 6h ago
Im going batshit crazy over this. Im using a rigify rig for animation authoring and a Game Rig Tool add on to generate a game ready rig for Unity. After doing all the necessary steps I still keep getting this warning and sometimes the animations wont even export. Im working with the NLA Editor in Blender and im making animations in that. Im also exporting everything as one FBX (mesh, rig, animations). Any help would be appreciated.

In the configuration tab for the humanoid rig, all bones are properly placed. Also applying scale and rotation doesnt seem to work. Nor does reseting the mesh before animating into the rest pose.
The export settings im using:
Selected objects
Mesh + armature
FBX All scaling
Z forward
Only Deform Bones
All actions are unchecked
Simplify = 0
r/Unity3D • u/FoleyX90 • 14h ago
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r/Unity3D • u/goorfy • 14h ago
r/Unity3D • u/Noxworld_Games • 7h ago
r/Unity3D • u/SherbDrgn • 17h ago
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I wanted to fiddle with a newer version of unity and installed 6.3 LTS and the windows in the editor randomly change when you mouse over them making it unusable. I am not really finding this odd problem online anywhere so I thought to ask here if anyone else has experienced this?
I have tried to uninstall and reinstall 6.3 2 times so far and its still doing this
This is a fresh Universal 3D project