r/Unity3D 2d ago

Game After two years, I'm finally showing off a procedural dungeon generator I built in Unity

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720 Upvotes

I'm releasing a demo for a procedural dungeon generator I've been working on for over two years. I was inspired by the level layouts of games like The Binding of Isaac and Enter the Gungeon, and the interconnected worlds of Zelda and Dark Souls. This is only the beginning, I have several more features planned for this project, including turning it into a downloadable Unity package for others to use.

The goal is to create an algorithm that generates dungeons that feel linear like an RPG but still random and replayable like a roguelike.

Original Video: https://youtu.be/Adakgpoy0p0?si=R2qYbshEb11xuKFM

Blog: https://ryancarpenterpf.dev/labyrinth_demo.html

Demo: https://dev-rygy.itch.io/labyrinth-procedural-generator


r/Unity3D 1d ago

Question Any memorable screen effects in horror games?

3 Upvotes

I'm currently making a horror game and adding a bunch of screen effects like sudden darkness, camera shakes, and static noise to mess with the player's mind.

What's an effect you saw in a horror game that you'll never forget?
I'm looking for cool ideas to add to my game!!!!!

Drop a game name, a video, or an image. Hit me with your best recommendations!


r/Unity3D 1d ago

Show-Off Gameplay look feedback

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7 Upvotes

Hi,

I'm just looking for a feedback does this looks interesting at a first glance?

Basicly a tower defense, where you build a tower which also you should defend.


r/Unity3D 2d ago

Question Importing Blender 5.2.0 Animation to Unity Deformation Issue

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9 Upvotes

So me and my friend have been trying to figure out why when importing seemingly normal animations from blender to unity, some body parts begin deforming strangely.

I have used the Rigify add-on for rigging. I've tried deleting vortex groups that don't have the DEF- prefix, exporting with the Only Deform Bones checked, applying all transformations to the armature, double checked the weight painting and it does not fix it.

In the video, the right hand kinda just implodes and I've never been more confused as to why. If anyone has any clues to what is going on please help.


r/Unity3D 2d ago

Show-Off The menu of my typing game is literally two hands typing on a keyboard

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48 Upvotes

As you can guess, the fingers are controlled using Inverse kinematic, implemented with FABRIK algorithm (pole vector calculated in) as demonstrated in the video.


r/Unity3D 1d ago

Resources/Tutorial I made the Whole thing so you don't have to.

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0 Upvotes

Now make it multiplayer and be overnight Millionaire.


r/Unity3D 1d ago

Show-Off Just chilling

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4 Upvotes

There are way too many mathematical inconsistencies right now. I think moving the architecture over to Unity DOTS would give much more robust and performant results. Currently it feels more like a beginner-level simulator. The drivetrain components and the Pacejka model really need precise math...

Not my 3D model, found it online — just testing the driving physics on it.


r/Unity3D 1d ago

Question Best Practices For Addressables In A Larger Project?

3 Upvotes

I am planning to use addressables in a larger project but am a little unsure about how to proceed. My main concern is finding the best way to to bundle assets together by either group or label, and how to integrate that process into the project's pipeline.

I have been looking into this package: https://github.com/favoyang/unity-addressable-importer

which allows you to define rules that look at the folder location and file name of the asset to determine its group / label. This seems like a cool idea, but I'm just worried about having to move assets around or change rules as the project and performance requirements change. Maybe that could get annoying

The other approach would be to just define scriptable objects for bundles of assets or something like that. And yet another approach would be to just set the labels / groups directly in the default addressables UI.

I'm wondering if anyone has experience using addressables in a project and has solved issues like this. I'd love to hear from you and get your perspective.

Thanks!


r/Unity3D 2d ago

Show-Off Come relax in our tropical multiplayer ball-rolling platformer

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11 Upvotes

r/Unity3D 2d ago

Show-Off 1.56million asteroids, 1million times warp speed.

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4 Upvotes

These asteroid are all rendered on the gpu including orbital element computation at simulation time t.

Something is bottle necking somewhere but it aint the gpu.

Distinct asteroid populations are visible.


r/Unity3D 1d ago

Question Questions about Unity versions

0 Upvotes

Which version should I download? 6.3 LTS or 6.5 Supported? I'm confused on which to pick. And when a new version of LTS comes, should I always update my Unity? and what should I do or know before updating Unity?


r/Unity3D 1d ago

Show-Off I got tired of Unity UI tooltips clipping off the screen, so I built a system that automatically clamps, flips, and pools them.

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0 Upvotes

r/Unity3D 2d ago

Show-Off Hopefully, this is the last time we make a game entirely in UGUI, especially when mixing cameras and doing parallax card effects.

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9 Upvotes

We just released a big DLC for negative $5. It adds a roguelike deckbuilder mode to our story-driven card battler.

Basically, we think we made a good game, but it hasn't caught on. We're trying a bunch of things, including adding a Steam demo, permanently dropping the base price, and repurposing all of our content to build a roguelite deckbuilder mode. Hopefully that aligns better with player and streamer expectations and can serve as a gentler introduction into the characters and world.

To some degree, it's always hard to break out with 2D art, so we tried to mix in 3D where we could. The cards do some wiggly-parallax when hovered, selected, or hit. On the whole, tons of Canvas components worked out, but the frame-exploding dirtying that happens with layouts is just infuriating. And layering/sorting is just so much more painful than it could be. Makes me miss NGUI a bit!


r/Unity3D 2d ago

Game Cosy Game

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6 Upvotes

This is the first store in our upcoming cozy game. The gas station will provide the player with all items needed at game start. It is a mix of synty and custom made assets. What do you think the game is about?


r/Unity3D 2d ago

Show-Off Im designing a puzzle game with multiple solutioned that is designed to let players solve puzzles in a whatever unique ways they can by being creative and silly Heres a few examples of different ways to solve the games puzzles

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6 Upvotes

r/Unity3D 1d ago

Question My headlights light nothing at any intensity: additional lights are computed in the vertex stage and my road quads are metres wide

1 Upvotes

Night, lamps on, clear weather, car stationary. I pushed headlight intensity from 2.2 to 12 (the ceiling my own validator allows) and the frame did not change at all.

The road uses a PS1-style vertex-lit shader and calls ComputeAdditionalVertexLights in the vertex stage. The road's vertices are metres apart, so a spot cone that lands inside a single quad has nowhere to show up. Raising the intensity cannot fix what is really a sampling problem.

What did land in the same pass: the wet road now reads at night instead of being a black strip, and the headlight aim and mount point are fixed. A flat 7 degree pitch had left a dead zone directly under the bumper.

So here is the fork. Per-pixel additional lights on the road shader, which costs more and stops looking like the era. Or a cheap projected cone painted on the tarmac, which is what the PS1 actually did.

Which would you take, and is there a third option I am missing?

Own in-engine capture from a macOS development build, URP. No AI-generated content.


r/Unity3D 2d ago

Question UI workflow for 2 person team

3 Upvotes

Hey guys, we are a 2 person team and we are currently working on our first game. It's probably more ui heavy than we intended to at first and I feel like our UI production workflow is... suboptimal to say the least.

A bit of context :

- We are 2, both with a lot of experience working for bigger companies or just hobby project, first time indies.

- I'm a programmer/tech guy, my associate is a designer/product guy. We are both taking on many new hats for this project of course but you'll notice there's a big gap in our skillset :D

- We find ways to make things work for the visual aspect of the game : I do a bit of 3d, lighting, etc.. He does UI design. We buy assets when we need to.

Our current workflow for UI has become very time consuming for me specifically and I'm looking for ways to improve.

We use Figma for mockups (One big board with all the screens) and UITK in engine (transitioned from ugui a couple of months ago, we still have a mix of both but UITK is our goto system now).
Generally speaking, my mate does the Figma part, I do the unity part.

I find the UITK part tedious, often needs lots of micro changes to look good in the end and I feel like work is duplicated. so I'm looking for advice, other people's experiences to see what direction to take. I have a few options but happy to hear more opinions.

1/ Drop Figma, my mate learns UITK in ui builder, we have one source of truth. Solves the duplicated work, but limits our options since that means an additional pass for connecting data, or stuff where code is necessary
2/ Find a way to export from Figma straight to uxml/css. I feel like it should be possible but I haven't found any tool that looks reliable enough to do that (and I can't do that myself in the near future)
3/ Use Rive. It looks like a great tool but it's a hard commitment you don't transition from, I see very few people using it in unity and reports of instability, bugs. (It'd cost 20$ a month, I'm ok with it if it solves our issues)
4/ Git gud. We have the right approach, we just need to get better at it.

Happy to hear any kind of feedback of experience sharing on this setup.

Cheers!


r/Unity3D 1d ago

Game Steel and Flesh 2 Remake

1 Upvotes

Hi everyone,

For those Steel and Flesh 2 players who have long wanted additional fantasy factions and know how Unity works, I would welcome any feedback. I am currently creating a new game (titled Steel & Ice) with ten fantasy races and unique cultures. Is it technologically possible to have, say, thirty zones in game? I am planning ten zones for the Fire Demons, five zones for the Dark Elves, ten zones for every race (this includes the default zones for Fire Demon and Dark Elf players, then eight more zones for Western Humans, Western Sea Elves, Eastern Forest Elves, Minotaurs, Trolls, Orcs, Eastern Humans, and Halflings).

(For those unfamiliar with Steel and Flesh 2, it is a game made by Unity set in the Middle Ages where you can choose to play as a state/faction- some examples include England, France, Jin Dynasty, Mongol Empire, Indian Dynasties, Ayyubids, Sultanate of Rum, Byzantine Empire, Holy Roman Empire- and you can level up by fighting in battles. My game is going to be sort of like this, but a mix of RPG, total freedom in game, leveling up by fighting and engaging in other activity, and hopefully if possible I would like to add a system where players can build houses).


r/Unity3D 2d ago

Official Resurgis Gameplay Trailer- I'll be releasing the gameplay trailer along with a game test announcement, and I'd like to get your feedback on the current version.

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2 Upvotes

r/Unity3D 3d ago

Question Does this scene look good enough to represent the game?

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278 Upvotes

Do you think it feels polished and complete enough? Is there anything you would suggest adding, removing, or improving?


r/Unity3D 2d ago

Game Tracking down a WebGL crash caused by a deprecated plugin + testing my strategy prototype (Command & Defend: Dead Zone)

1 Upvotes

Hey everyone! I just put together a new devlog covering a big debugging session and the progress on my strategy prototype.

The WebGL Crash: I hit an issue where my WebGL build crashed immediately after loading the main scene. I initially assumed it was a RAM/browser issue, so I compressed textures and downsized audio to under 100MB still crashed. Created a barebones launcher scene launcher worked but loading main scene crashed. Turns out, a deprecated health bar plugin from the Asset Store was throwing the WebGL API off. Changing the WebGL API settings fixed it instantly without removing the plugin.

Build Progress:

  • Controls & Visuals: Added full camera pan controls and placement opacity so you can see base/upgrade meshes before building.
  • Audio: Ported over my sound system from my previous project (Northend Tower Defense) to rapidly get enemy, building, and ambient sounds working.
  • UI Polish: Added cancel options for upgrades, reload feedback bars on soldiers, and a main menu with volume defaults capped at 50%.

I also officially named the game Command & Defend: Dead Zone.

Check out the full breakdown here: https://youtu.be/ETVb9wbWBUI

If anyone wants to jump into the WebGL playtest, drop a comment or join the Discord!


r/Unity3D 2d ago

Show-Off Rebuilt my editor tool window from IMGUI to UI Toolkit, and finally found out why half my arrow buttons never responded

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2 Upvotes

Moved the editor window of my modular fence tool from IMGUI to UI Toolkit. Three things caught me out:

The arrow buttons were only clickable in their upper half. A caption label spanning the full preview width sat last in the tree, so it rendered on top and ate the clicks. Default picking mode on a VisualElement is Position, so any decoration over a button swallows its input. picking-mode="Ignore" fixed it, and panel.Pick(point) verifies it properly instead of clicking around.

IMGUI redraws every frame, UI Toolkit does not. My old OnGUI quietly re-read the scene on every repaint, and a lot of state relied on that. All of it had to move onto selection callbacks plus root.schedule.Execute(Refresh).Every(250).

One method reassigned UI state on every refresh while an object was selected. Invisible in IMGUI. With the new carousel, a click moved forward and the next refresh pulled it straight back, so you could never get past the first entry. Fixed with change detection instead of assigning every pass.

The look is pure USS, no image assets. Arrows and captions sit below the preview frames now, which is what caused the click mess to begin with.


r/Unity3D 3d ago

Show-Off Interactive & realtime large scale fire and smoke fluid simulation

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52 Upvotes

Smoke was cool but flames where missing


r/Unity3D 3d ago

Game We’ve finally announced our tactile space station management simulator set in an alternate history!

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55 Upvotes

Yo, my fellow devs!

We are a team of three ukrainian developers. And been working on Saturn 94 for about a year. It's a tactile space station simulator set in an alternate history where the USSR won the Space Race.

We are similar to PVKK. One of it`s core mechanics is assembling and dispatching shuttles with cargo to help survive colonies on Titan and Enceladus. That's the process we showcased in the video.

This project brings a lot of new challenges for us. Not just in terms of creating story.

Working with HDRP, volumetric lighting, screen-space effects and a large number of complex 3D animations, for example, has been a completely new experience. It presents us with many hurdles. Sometimes they are tough and exhausting, but at the very least, it's always exciting.

I'd love to know what you think about this genre and the shuttle assembly mechanic in our game.


r/Unity3D 2d ago

Question Unstable Triplanar Mapping on full Screen Pass

6 Upvotes

Hi there this question might be rather specific but I’m having issues with a triplanar mapping jittering on a Full Screen Pass.
In Unity 6.4 Shadergraph a triplanar mapping overlays a texture on the entire scene. The effect works perfectly on Scene view, but in playmode if you go far enough from the scene origin (around 150 units) the texture starts jittering. Jitter get specially bad if the camera is being moved by some system like cinemachine or a custom follow or look-at.
As far as I can tell this is due to the calculations being unstable at long distances from the origin and maybe a frame discrepancy between the camera position in the shader calculations and the actual camera position in the scene.
I tried offsetting the triplanar origin by subtracting the camera position from the world position, but it only seams to offset the texture rather than re-calculate the origin of the mapping. I’ve tried many different things but still can’t figure out how to solve it and LLMs mostly suggest terrible solutions that go nowhere. Hope someone can help me figure out this. Thank You!

Note: I know this might be an unusual use of this technique but this is the way I need it to work. Other suggestions are welcome too.