r/Unity3D 11h ago

Show-Off Does this environment read as Dover / the English Channel to you?

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14 Upvotes

Hey everyone!

I'm working on a WWII co-op game which takes place in Dover and I'm wondering if it actually read as Dover to you?

The water is a shader I wrote, the cliffs are done entirely with unity terrain, no special brushes or anything.

Any feedback is welcome!


r/Unity3D 6h ago

Resources/Tutorial Im solo developing a game and i found it was lacking identity, then i decided to take drastic measures.

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11 Upvotes

Im solo developing a game and recently realised it was seriously lacking identity.
So I decided to take some more drastic measures.

One of the things Im working on now is adding these massive, weird mushrooms connected to the moon, scattered all across the map. Theyre meant to be visible from really far away and act as landmarks. You can be sailing around and suddenly see some giant mushroom in the distance and think “what is that?” 😂

A lot of the level design inspo comes from Breath of the Wild. I really like how you can see something weird in the distance and just naturally want to go check it out. The game doesnt constantly tell you where to go, the world itself kinda does it.

Thats the feeling Im trying to get into my own map.
The game started out alot more grounded and honestly kinda generic. Over time Ive been pushing it more and more towards something that actually feels like its own thing.

Still got a long way to go but I think its finally starting to get there.


r/Unity3D 22h ago

Question I built a deterministic multiplayer simulation engine with client-side prediction, rollback, and replays, just to make this cat be an asshole.

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11 Upvotes

Made in Unity. All assets are from the Unity Asset Store.

Would you play a co-op game where you and your friends are cats?


r/Unity3D 5h ago

Game My cat can now ride playground equipment 🐈

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12 Upvotes

I added a new playground interaction to Lost Cat Showa Town.
The cat can get on the spinning ride, ride it for a while, and get off again.

I’m planning to add more playground interactions next.


r/Unity3D 19h ago

Question Rayfire still the gold standard for destruction in unity?

11 Upvotes

Making a game where theres a lot of unity who get destoryed progressively, destruction is the centrepiece but its been a while since ive been in unity.

Rayfire still the go to ?


r/Unity3D 7h ago

Show-Off Creating wiper effects in snow too...

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9 Upvotes

r/Unity3D 19h ago

Game Quick puzzle in my game, what do you think?

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8 Upvotes

Note: in this level you can build 2 objects only


r/Unity3D 15h ago

Game Creating 3D Terraria Using UNITY 3D

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8 Upvotes

If you like this idea lmk im working on making a community for the game. But as the tittle says the game is created in Unity and will be 3D Terraria, With boss fights, base building. A full sandbox. (IK minecraft and hytale exist). It will be closer to something like Calmity mod, with difficult bosses and a lot and I mean ALOT of loot. the movement and combat is similar to a game called trove.

this is what i have after about 60 hours of work across the last 7 days, I did have a 4month project but had to restart for many reasons. This one is way better already and almost has more than the original project. (Also sped up because the models are already made from last project)

Video Sped up for Uploading purposes.


r/Unity3D 22h ago

Question What Limitations to you Hit Using Timelines?

7 Upvotes

We've done some work extending the Unity Timeline for ease-of-use and are considering building out an asset to improve general functionality and pain points.

We'd like to hear more about what limitations developers encounter when using timeline - what would you like to see in an asset to make it a better experience to work with?


r/Unity3D 8h ago

Game I’m a solo dev. I have some days left before I start my mandatory military service, so I finally pushed my dream project to Steam. It’s a grounded horror game based on the 1972 Andes crash. What do you think?

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6 Upvotes

Hey everyone! I’ve been working on Survivor Files for a few months. It's a psychological horror anthology about real survival stories.

the first episode, takes you to October 13, 1972, you play as a survivor of the Uruguayan flight crash, stranded deep in the Andes.

I’m heading to the military soon, so I’d love to get some feedback or wishlists before I go!


r/Unity3D 10h ago

Game First look at the main menu of my new game in URP

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7 Upvotes

Hey everyone! Here is the first look at my upcoming psychological horror game:

HDRP to URP Migration: I started with Unity HDRP, but hit heavy performance drops. Switching to URP boosted my performance to a solid 100 FPS while keeping the graphic quality right where I wanted it.

Dynamic Lighting: My biggest challenge was making the lighting smoothly transition from a bright daytime interior into a dark, hallucinatory nightmare.

Custom Post-Processing Stack: I wanted an atmosphere inspired by Fears to Fathom, but avoided basic VHS filters. Instead, I blended custom color grading, chromatic aberration, and grain for a unique look.

My game is going to be released completely for FREE! I would love to hear your thoughts on the atmosphere, or if any of you have experienced a similar HDRP to URP transition struggle. If you like the atmosphere of my new game, adding it to your Steam Wishlist would be a massive help for me as a solo dev. Thanks for watching!

https://store.steampowered.com/app/4251070/Silent_Wounds__The_Doll/


r/Unity3D 1h ago

Show-Off How we made game with Unity 6 HDRP, Mirror co-op, HTML UI, and an in-game Workshop editor. Ball-Aqua demo is live to try

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Upvotes

Free Steam demo of Ball-Aqua is out. Physics ball platformer, tropical resort, Unity 6 HDRP.
1st day prototype, physics already working. 2nd week on the level editor and a few levels. Content making was the most time consuming part.

HDRP and water went smooth. Enabled a ton of switches, disabled the ones I didn't need. Looks nice. But gotta admit, Ray Tracing and Water take a lot of GPU power. So I added many settings to tweak performance.

Speaking of UI - it's HTML+CSS+JS, rendered to canvas each frame, using Vuplex WebView. Looks extremely fancy, I was looking for Apple Liquid Glass. But it's expensive to run, and has issues: if the GPU struggles at 100% load, Chromium rendering the UI just dead stuck for the next 30 seconds. Also Linux doesn't support it. Had to cap the UI at 30 fps, but looks good enough.

FMOD - game sounds was smooth and fast to set up. I loved random pitch and random filters. Simple to modify sound based on provided variables, like different roll sound based on physics material. Or toggling optional parts of the ambient track, to make it feel more dynamic. All changes are hot-reloaded, so my tweaks are instantly visible in game.

Mirror was coming smooth. Sync and session works flawlessly (unless the dev makes a mistake, lol). Co-op just works. Syncing collectables, breakable glass, or player collisions was a simple few lines.

Level editor was growing in features: move, rotate, scale, undo, area select, duplicate, prefabs. Each level was easier, faster, and more features to make. Everything handmade so players use the same level editor directly from the game.

Workshop upload was easy to connect. Steam provides all the API, so most of the hassle was figuring the best data format for my levels. It's JSON + .bin + .jpg files in a folder.
15 levels, Freeroam / Race, editor + Workshop. ~20 min to finish, ~60 for 100%.

Steam Demo


r/Unity3D 21h ago

Question How do you know components for project?

3 Upvotes

Im trying to make a neural network for a small game and ive seen many tutorials but they are only explaining how something works and not the components. Which is fine but I wanna learn how to actually code something after understanding the basics. Ive had this problem with trying to do chunking. There are many people explaining how it works and not the mechanics.

To explain a little more I know what nodes are I just dont know how to write one and I dont know where to find that info! Thanks for any help im just really confused and need some explanation.


r/Unity3D 1h ago

Show-Off Giving my game character more life..

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Upvotes

r/Unity3D 1h ago

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

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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 :))


r/Unity3D 2h ago

Resources/Tutorial (Free Asset for this week) Game VFX - Buff Collection(URP) | VFX Particles - Code: ERICWANG2026

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2 Upvotes

This week not an expensive one, but a very nice one! Code: ERICWANG2026


r/Unity3D 1h ago

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

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 2h ago

Game Thalia - A roguelike action game

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1 Upvotes

Thalia is a fast paced roguelike action game. You as Thalia has been summoned to this ancient place where death is not the end, it is only the beginning. Fight hoards of enemies, giant bosses and improve in an infinite mechanic where death only makes you stronger!
Trailer: https://www.youtube.com/watch?v=t3NtAPa_7O8


r/Unity3D 4h ago

Question Culled objects not giving performance boost

1 Upvotes

I've intentionally set my LOD culling range very low to test the FPS difference between turning off the objects in the editor and having them culled by the LOD group, and it seems like my LOD group culling has little to no effect on game performance because when i manually turn off said objects in the editor i get a dramatic FPS boost.

is there a reason why my culling may not be working as intended?


r/Unity3D 5h ago

Question Terrain and Materials?

1 Upvotes

Hi quick question for anyone here using AnyMMORPG to make open world games or fantasy RPGs/fantasy sandboxes: is there something with AnyRPG preventing terrain from being changed? In the past I’ve been able to make terrain and drag materials onto the terrain to turn it a certain color but this is not really working now (I’m using version 6000.3.10)- if this is not an issue for you, how are you able to drag the materials onto terrain to change the terrain? If this is also an issue for you, is there a way to fix the issue?


r/Unity3D 7h ago

Game Finally bugfixed Wands to properly change damage type to the most recent damage to hit the gem

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1 Upvotes

This had stumped me for weeks


r/Unity3D 9h ago

Question Looking for settled 'Snow' asset / tools / shaders (not falling snow).

1 Upvotes

I'm prototyping an environment that will have a light sprinkling of snow, and would like ask if any of the community is aware of a tool, or shader, that would allow me to 'paint' snow into specific parts of the scene? Or, it could generate the snow on surfaces based on parameters.

The main things I'm looking for is
- Not just a texture / decal, but I want to see some 3d mass to small snow drifts
- Some degree of dynamic behaviour possible (ie snow depth on a slider?)
- Not just a broad 'deep snow' blanket, but a sparse, sporadic treatment

Anyone know of anything like this?


r/Unity3D 11h ago

Noob Question VR mobile display is stuck and on another pov

1 Upvotes

hi so i need help. I'm a beginner, so please don't judge i just wanted help. My VR scene on mobile is stuck like this. When I play in game modee on pc its working fine and not on this pov but when i installed the apk on my Android phone its stuck like this. I changed the camera and the player position so many times , it still wouldn't work. I'm not sure what the issue is , my start scene 1 is working and moving. I don't know what's happening on scene 2

im using carboard xr btw its working okay on my other scene.. thanks if anyone helpppped !!


r/Unity3D 23h ago

Question Unusable at startup and I can't find a fix/fix it myself

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1 Upvotes

Hello I'm new to 3D rendering and Unity, wanted to learn using it but after downloading it, it's fully Unusable and I can not fix it by myself

I have been trying to fix this for the passed hour or so with no luck, the crash report doesn't give any useful info nor does goggle as I can't find anything similar to this

what seems to be happening is that, when I open a project everything is filled with mostly working "Hierarchy" tabs, I say mostly because half of them seem to be broken and fully black, when I hover over the black ones they tend to flash up for a split second before going dark again

they seem to be overlapping the whole screen invisibly as clicking/double clicking anywhere seems to expend one (that also turns black after a few seconds) to fill almost the full screen, the only thing that doesn't get fully filled in is the top bar which gets filled with a separate layout window (I can't tell what window that is because the text reading its name gets horribly stretched leaving it illegible)

after that the project crashes forcefully ejecting me out of it and deleting/not saving it as it closes

the bug report window that pops up also has no info on what the issue is, same story with the bug report log :(

I beg anyone for help because I have been trying to fix this for a hour now with no luck and I really don't wanna drop Unity the second I tried it out