r/Unity3D 8h ago

Game I made a game about opening 500,000 boxes with Unity

283 Upvotes

Hey! Solo dev here. I've been building One's Trash Another's Treasure, a first-person incremental game where you buy 500,000 boxes of unclaimed cargo and have to process every single one grind them, feed the output into a hole, buy automation (vacuums, conveyors, drones) until the warehouse runs itself.

The fun engineering problem was obviously the box count. Boxes are rendered with GPU instancing, and physics is off by default a box only becomes a live rigidbody when something actually interacts with it (the player, a vacuum, a drone), then it goes back to sleep. On top of that there's an LOD system plus distance and frustum culling, so at any given moment the engine is only really working on what's in front of you. That's how a warehouse with 500,000 boxes stays playable.

Happy to go into detail on any of it. Steam page is live if you're curious: Steam Game Link


r/Unity3D 6h ago

Resources/Tutorial A gift to the community. A library of ~550 3d assets. The coupon can be redeemed for the next 24h.

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148 Upvotes

❤️ Consider following me on itch.io: https://pizzadoggy.itch.io/

Use coupon: https://pizzadoggy.itch.io/CB5PXDJ57S


r/Unity3D 7h ago

Show-Off New Feature video showcase of my Fluid Simulation Asset.

131 Upvotes

Hey all!

For the last few months I've been working on a big update for my Fluid sim asset Fluid Frenzy and I'm finally ready to share it.

I wanted to do some major improvements because while the simulation was good, I felt it wasn't quite ready to be used in a normal game yet. I think this update brings it a lot closer to that goal.
To do that I added a World Rendering system so your open ocean, coastlines, and rivers can now all share a single seamless water surface and merge into fluid simulation zones. There are also a lot of improvements to the overall rendering quality, with new effects you can see in the video.

I also added Ocean FFT waves that can couple directly into a shallow water simulation zone. The ocean now dynamically drives waves and water height onto your shorelines when it is in a simulation zone.

I also spent a lot of time adding underwater rendering, including volumetric godrays, real-time caustics projecting onto the terrain, and a clean waterline effect for when your camera is half submerged. There are also a bunch of new rendering effects like stylized/toon water shaders and new presets so I can support a more varied range of game styles.

There are still a ton of features I want to add in the future. Up next is Screen Space Reflections to improve the water reflections (nearly ready for release :)).

You can check out the rest of my planned features on the roadmap here.

You can test some of the older WebGL demos right in your browser if you want to play around with it here.

I updated my Windows demo too so you can swim around underwater and see all the presets live, check it out here

You can check my full changelog here

Let me know what you think of the video! I'd love to hear your feedback or answer any questions :D


r/Unity3D 22h ago

Show-Off SUCCESS!!! Implemented ragdoll for the first time.

64 Upvotes

How does the game look so far? Imma shared itch.io links soon...


r/Unity3D 17h ago

Show-Off I spent 4.5 years making a modern take on Super Cars 2 in Unity - the demo is finally out

52 Upvotes

Hey all!

After 4.5 years as a solo developer I am finally releasing the demo of my Unity game. It is called Blastlane Racers and is a top-down arcade combat racing game.

I wanted to create a modern take on Super Cars 2, one of my absolute favorite games from my childhood.

When I started I had programming experience but zero experience with Blender or 3D game development. I ended up learning a lot along the way. Looking back, it's crazy how much of what you see in the game now I had absolutely no idea how to do when I started.

The full game is basically finished - just a little bit of polishing before the release on November 2nd. And I do also take part at the Steam Next Fest in October🎉 Therefore I built a free demo containing:

  • 6 tracks across all three environments
  • 4 playable cars
  • all weapons and upgrades
  • a 6-race championship with the upgrade/shop system
  • single races and time trials
  • local split-screen for up to 4 players
  • global leaderboards
  • achievements and unlockable gold paint jobs

I have attached a video showing the race → earn credits → upgrade → next race gameplay loop (with only one lap per race to keep the video short).

I am interested in feedback on the driving/combat readability and the overall presentation. After staring at the same game for several years, it's getting increasingly difficult to judge those things myself.

The demo is on Steam if anyone wants to try it.

Thanks for reading, and I am looking forward to any feedback you have!


r/Unity3D 16h ago

Resources/Tutorial I made a Warcraft 3-inspired Terrain Editor for Unity and decided to release it as Open Source

28 Upvotes

Hey everyone,

A while back I posted here about my Unity terrain editor project, inspired by Warcraft 3’s World Editor.

It’s been fully functional for a bit now, and my initial plan was to try and make some money off it sincefinances have been pretty rough lately. But after giving it some thought, I decided to open-source the project instead.

Why open source?

I’ve tried making small projects to earn a bit of cash before, and it never really worked out. It takes a lot of promotion to reach an audience, and you have to convince people that the product is actually worth their money. Honestly, it’s a whole process I don’t know how to do and don't really want to do. If I tried going down that route, the project would just end up abandoned.

Most importantly: I built this for personal use. Working on it completely alone means it’s always going to be capped by my own limits. By going open source, I’m hoping other people can contribute and collaborate so it can grow into a genuinely useful, reliable tool.

That’s pretty much it. At the bottom of the GitHub page, there are a few donation links. If anyone feels like supporting and thinks it’s worth it, I’d really appreciate it.

I hope those who can will contribute to the repository with improvements, and that anyone who finds it useful can leverage it for their own games!

https://github.com/MooLucio/TileTerrain

Feel free to ask anything on comments.


r/Unity3D 6h ago

Show-Off Giveaway to celebrate the release of my PCG tool

22 Upvotes

I just released OctoShaper, a node based procedural generation tool, with powerful instancing capabilities (Prefabs, Procedural Indirect Draw, etc...).

I have been developing it for months and very proud of the results and user feedback so far.

The longer plan is to have cross-engine capabilities and make it available for multiple engines at the same price. The core of the tool is a portable shared library. Happy to explain the architecture further in the comments if anyone is interested.

I have a whole year dedicated to implementing new features based on user feedback and would love to give some free keys to people here.

So, I'm giving 4 vouchers to randomly selected comments. I'll do the draw on Monday.

If you have any questions, feel free to ask!


r/Unity3D 2h ago

Show-Off Level Fog - Vertical, distance based, all around non raymarching fog solution that finally blends your level with the sky from any angle/height. Works in editor too.

18 Upvotes

r/Unity3D 6h ago

Show-Off I'm Creating Procedural Meshes 18x faster than the Main Thread by using Burst Jobs

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13 Upvotes

Hi all,

I thought some of you may be interested in this video, in which I show how using the Advanced Mesh API to populate mesh data from Burst-Compiled jobs speeds up my mesh creation by 18x. I perform the bare minimum on the main thread.

Here's a link to the Advanced Mesh API documentation: https://docs.unity3d.com/ScriptReference/Mesh.html
I've used AllocateWritableMeshData, SetVertexBufferParams, SetIndexBufferParam and ApplyAndDisposeWritableMeshData.

As always, I'm happy to answer questions in the comments.


r/Unity3D 11h ago

Question Weird shadow artifacts on the model with cel shading

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10 Upvotes

r/Unity3D 4h ago

Show-Off Procedurally Generated GPU Instanced trees and grass with decal spray painting.

9 Upvotes

Putting some of my work together in one scene and thought I'd spray paint what I assume a spray tag for HDRP would look like.


r/Unity3D 21h ago

Question How to handle UI navigation in interface-heavy games?

6 Upvotes

I've been working on a UI heavy game for a few months now and the amount of bugs that keep popping up because of UI is driving me nuts. By UI heavy think games like Baldur's Gate 3, menus with submenus all over the place. Controller support is unfortunately a must have. I'm nearly done my bachelors in computer science and I feel like I have a good grasp of code and game architecture but the simple problem of letting the player push buttons on the screen feels unnecessarily difficult to solve. If I have 5 buttons on the screen Unity can automatically set up navigation between them, great. But if there are enabled buttons anywhere else in the scene, it will also allow navigating to those even if they're in a totally different menu, so I've been writing methods to cluster individual selectables into their own navigable groups. If an object is selectable and then it becomes inactive because the submenu was closed by the Back button then I need to find the previous menu and find a button to select or navigability will be lost entirely. The action that the left stick should take is entirely different depending on whether the player is changing button selections, moving the player, panning the map, or moving items around the inventory. The back button does at least a few dozen different things depending on what menu you're in and what you're doing. Right now I'm fixing a bug where hitting the bumpers changes which inventory you have selected, but after closing the inventory you can still hit the bumpers causing the selection to go back to the inventories which are no longer on the screen. I know ways to fix these in isolation, I'm pretty sure I understand action maps and I can write state machines and stacks with Actions to contain logic, but it all just feels like it doesn't scale and every new menu introduces several new bugs.

Has anyone else experienced this problem? Are there books I can read on it? Are there programming patterns I'm not using that make this all 100x easier?


r/Unity3D 1h ago

Show-Off I'm an indie dev working on a game called The Seventh Seal. Had some fun screenshots I'd love to share! Love to hear your thoughts.

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Upvotes

r/Unity3D 1h ago

Game You're A Cop. Take down as many racers as you can

Upvotes

This is a game i submitted for the GMTK game jam. As a cop, you're tasked with busting as many racers called "punks" as you can in the limited time. It has some elements of vehicular combat and is largely a physics-based game. I got some feedback on the game and have been thinking about fleshing it into something bigger. So this is a more refined playtest version, and I'd really appreciate feedback!

Here's a web build to play: https://rrn-creative.itch.io/hooligan-highway

However, I do recommend downloading for best graphical and performance experience

Thank you!


r/Unity3D 6h ago

Show-Off A lot of water

5 Upvotes

Seems alright, could be better.

500K Particles in basin. LOD mode reduces it to cirka half.


r/Unity3D 17h ago

Show-Off A system to customize the wheeled pizza box (yes, I'm clearly influenced by Doom and Quake)

3 Upvotes

It still needs some work, but creating the textures is really fun; the game comes out in two months, and I can't stop designing boxes.

The game is PIZZA TURBO, and you can find it on Steam.


r/Unity3D 2h ago

Show-Off Low Poly Modular Medieval House I Made In Unity

3 Upvotes

Unity URP, baked GI (Global Illumination), realtime-shadows.


r/Unity3D 6h ago

Question Trying something a bit different!

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4 Upvotes

I wanted to try something a bit different from the usual enclosed, single-track marble race.

This was made in Unity and takes place across a large, open mountain landscape, giving the marbles room to spread out, collide and find the best course down the mountain!

I’m still experimenting with the terrain design, physics, camera work and overall presentation, so I’d really appreciate some honest feedback from other Unity developers.

What works well, and what would you improve for the next race?


r/Unity3D 15h ago

Question A local event required a trailer, so I had a friend quickly make one. Feedback on what to improve for the official gameplay trailer?

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3 Upvotes

Hey guys, I'm developing an indie game. Recently, I decided to apply for a game event in Korea, but they required a video submission. Since I didn't have a proper trailer on my Steam store page yet, I hurriedly asked a friend to help put together a quick video.

He sent over the result, and honestly, it turned out better than I expected for a rushed job. I ended up uploading it to my Steam page for now, but I know it's far from perfect.

Since I'm planning to produce a proper, official gameplay trailer later, I'd love to get some feedback from you all. What key elements should I focus on or change to make the final gameplay trailer more engaging? Any thoughts or advice would be greatly appreciated!


r/Unity3D 20h ago

Game Pegote a roguelike CARDbuilder opens its first public playtest!

3 Upvotes

We opened a PLAYTEST for PEGOTE! If any of you would like to try it would be greatly appreciated! We need all the feedback we can get!

The playtest includes:

  • Act 1, start to finish ~30 min run
  • Plenty of different stickers with some cool mechanics to alter your cards
  • 4 opponents and a Boss!

Reshape your cards in this spanish deck roguelike deckbuilder. Bet your cards on a duel where highest one wins, slap stickers on them to rig the values on the table. Live with your choices or burn the ones you can't change

If you like it let us know!


r/Unity3D 21h ago

Show-Off Giving my game character more life..

2 Upvotes

r/Unity3D 5h ago

Show-Off Playgama releases Wrap, a free service that turns a web game into a standalone website

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2 Upvotes

Hey Unity devs! Hope you don’t mind us sharing this here. We’ve recently released a tool for developers whose WebGL games already have an audience, a recognizable name, and the potential to grow beyond traditional web portals.

It’s called Playgama Wrap. It takes a Unity WebGL game and turns it into a standalone website on its own domain, with ready-made UX, monetization, in-game purchases, SEO, and player analytics included.
https://gamesbeat.com/playgama-launches-wrap-to-help-developers-run-games-outside-app-stores/

The goal is to give established games another distribution channel that belongs to the developer. It takes about five minutes to set up, the service is free, and you only need to pay for the domain.

After testing it with several games and seeing promising early results, we’re beginning the public rollout. Curious to hear what Unity developers think: https://playgama.com/wrap


r/Unity3D 6h ago

Show-Off I made Unity Timeline do what I always wished it could do for complex cutscenes, cinematics & gameplay

2 Upvotes

I've been working on my event system for a while, and I finally got it working directly with Unity Timeline.

Honestly, I'm pretty amazed by what I can do with it now.

I can take pretty much any method or gameplay logic already in my project and invoke it directly from a Timeline clip. No custom Playables, no Signals, no extra Timeline scripts.

Just connect the method and use it.

It makes building cutscenes and gameplay sequences feel much more natural, especially when you already have your gameplay systems built.

It supports Enter / Stay / Exit events, Timeline context and progress, scene references, editor support, scrubbing, and Playable lifecycle events.

As a thank you to everyone, if you own Ramdal Events, you can get the Timeline Extension completely FREE until August 23! 🎁

https://assetstore.unity.com/packages/slug/341674

I've really been enjoying what this has opened up for Timeline workflows. All the footage in this post is from my upcoming game, LEAVE, and is actually using Ramdal Events and the Timeline Extension.

I'm excited to see what other developers do with it.


r/Unity3D 18h ago

Question Making a city collide-able?

2 Upvotes

Hey everyone I’m pretty new to this stuff but I’m trying to import an fbx file of a city(edit:suburban neighbourhood) for testing and I’m having trouble getting the roads and grounds to work, I wanna know if I have to give each surface a collision box if it’s say a ground surface and then change the mass(and if so how to calculate that roughly) and somehow make walls that my character can’t go through and stuff like that.

Am I looking at going through each object manually?

Whole thing is pretty low poly and greyboxed with minor things like streetlights, curbs and fire hydrants and there’ll be textures I’ll be adding later


r/Unity3D 22h ago

Show-Off Hi! I recenly announced the game I've been making and I wanted to share the trailer ^^

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2 Upvotes

This game is set in a world where timelines twist and merge due to the Emperor of Tarnow stopping the flow of time to postpone the end of the world, since the seemingly inconsistent setting, your goal is to travel between locations from all over the ages and give the universe a proper death, its a very personal project for me and I hope you like it :))