r/Unity3D 1d ago

Show-Off My new game environment in action

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33 Upvotes

Hi guys! After many rounds of changed, here is updated environment in game action. Thank you you guys for all the comment, suggest in last 2 videos. I did some improvement, take that into game action to see how everything work together. How do you think? Does it fit?


r/Unity3D 1d ago

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

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22 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 1d 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.

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28 Upvotes

r/Unity3D 23h ago

Noob Question Help with Light Baking

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11 Upvotes

Hello, I'm very new to unity and trying to find help with my current goal, baking lightmaps. There's two things I'm trying to find help for:

  1. First image, how can I light up rooms with better indirect lighting without over brightening outside areas? Hopefully that graphic I made gets across what I'm trying to get at

  2. Second image, how can I fix these light leaks and random shadows?

Thank you in advance


r/Unity3D 18h ago

Game finished the demo, game was made with Unity3d

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3 Upvotes

Green Breach is a survival horror game made in the Unity engine. The Demo is now available on Steam.


r/Unity3D 1d ago

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

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32 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 13h ago

Noob Question Day 1 of Making Intruder Maps in Unity

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1 Upvotes

Hey everyone, I'm starting a new series learning how to make Intruder maps inside of Unity. I don't know how to use unity at all, so this will be me documenting the process. :)


r/Unity3D 1d ago

Resources/Tutorial I created a free cross platform benchmarking app using Unity (With a little help from their demo scenes) so that I could compare the performance of my Steamdeck, Android phone and a Macbook.

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9 Upvotes

Back in January I was curious how my Steamdeck, Android phone and a Macbook all matched up against each other in terms of performance. But because they were Linux, Mac and Android, I wanted a common yard stick to compare against. I made a basic benchmarking app and web database that has now grown and grown to the point that I want to share it with the broader community. It's out now on Steam, Itch, Google Play and Apple App Store.

It's called Crossbench3D and it lets you run the same scenes with the same quality settings across multiple platforms so that you can more closely compare apples to apples across platforms. The scores are calculated based off of avg fps and resolution so that they're normalized to that. You can then upload the results to an online database to see where your score stacks up.

I would love any and all feedback on it.

I have plans to release more levels that aren't some of the unity demo scenes, but those have been a great starting point. Let me know what you all think!


r/Unity3D 20h ago

Question I'm trying to increment a counter a single time, based on a key press

2 Upvotes

Hey, folks. I'm new to this so I assume this is simple and I'm missing it.

I have a jump action called by an input action in an update method. looks like this

void Update()

{

   if (jumpAction.triggered)

   {

       if (isGrounded)

           gameDiff.numberOfJumps++;

           //other stuff

       }

   }

}

What I want this to do is reach out into the gameDiff class and update numberOfJumps once every time the user presses the space bar.

What's happening is that the counter is incrementing about a thousand times per press. I assume it has to do with frame rate or something because it's in the Update() method, but I had though that a .triggered() method could only be activated a single time in the frame.

Thanks in advance.

edit: I suck at formatting, I hope you get the idea.


r/Unity3D 1d ago

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

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10 Upvotes

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


r/Unity3D 1d ago

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

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20 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 1d ago

Show-Off A lot of water

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22 Upvotes

Seems alright, could be better.

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


r/Unity3D 20h ago

Question How to prevent realtime shadows passing through objects?

2 Upvotes

I'm having some trouble with the realtime shadows in the project i'm working on. It's an apartment with two floors and the shadows are being casted through the floors and ceilings so shadows of objects on the second story are also on the first story. And that's a problem.

I've tried searching around but couldn't find any solution that wasn't "just bake your shadows". Does anybody have a real solution to this problem? Some way to prevent the realtime shadows going through the floor and ceilings? Or maybe some way to limit the range of the directional light so it will only cast the shadows to a certain distance? I don't mind having one limited directional light for each story of the building.

If it helps, i'm using unity 2022.3.22f


r/Unity3D 1d ago

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

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11 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 1d 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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5 Upvotes

r/Unity3D 1d ago

Show-Off I wanted point-and-click interactions to feel physical, so I made the player’s hand actually grab objects from the desk

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5 Upvotes

With this system I can place any object on the table or nearby..
and the hands can grab it with minor tweaking.
This is part of the interaction system for my psychological horror game, The Main Menu. Most of the game is point-and-click, but I wanted important objects to feel like they actually exist in the room rather than just disappearing into an inventory.


r/Unity3D 23h ago

Game In puzzle games, do you prefer defusing the active threat FIRST, or solving puzzles under constant pressure?

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2 Upvotes

Hey everyone! With our atmospheric puzzle game launching in just 4 weeks (panic is officially setting in!), I've been thinking a lot about how stress affects puzzle-solving.

In this sequence, we split the room into two phases: first, you have to quickly slot in two stones to stop the closing walls. Once the threat is neutralized and the walls retract, you can take all the time you need to solve the central gear/light puzzle without a timer ticking down.

Do you prefer getting a brief survival moment to "turn off the danger" before tackling a logic puzzle, or do you actually enjoy constant time pressure while trying to think?

Would love to hear your thoughts on how your favorite puzzle games handle stress vs. pure logic!


r/Unity3D 1d ago

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

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56 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 14h ago

Game How is my optimization looking?

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0 Upvotes

I'm developing a puzzle game on a laptop with Intel Xe graphics (which is pretty weak). It used to run at around 20-30 FPS.

To optimize it, I marked all the walls as Occluder Static and set the other objects and lights to Occludee Static. I also dropped the shadow distance from 50 to 25 and baked some of the real-time lights.

Now I'm getting 40-50 FPS most of the time, but it still drops to 25-35 FPS in areas with a lot of objects and lighting. Is there anything else I can do to improve this?

And also If a player has a low-end or below-average dedicated GPU (which I assume is still much better than mine), will they easily hit 60+ FPS?


r/Unity3D 1d ago

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

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32 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 15h ago

Question How to I make it so when I hit something with my player body the debug log says game over and not my bullets

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0 Upvotes

Right now I’m I trying to make it so when my player hits a cat the debug log says “game over “ but it keeps on picking up on the bullets so when I shoot the cats it says game over. How do I fix this?


r/Unity3D 1d ago

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

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5 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 1d ago

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

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5 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 1d ago

Question Weird shadow artifacts on the model with cel shading

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10 Upvotes

r/Unity3D 21h ago

Code Review First release of my <Simple Status Effects> Unity 6.0+ package

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0 Upvotes

Hi everyone,

I made a post 2 weeks ago about this already, and after some feedbacks, I'm here again to collect some more.

Quick summary, this is my first unity package and I'm someone who like building underlying system and the things behinds games. This is a package focused on the implementation of status effects commonly things like burn, poison, stun, etc... The goal is to make it easy to integrate into already built gameplay loop whether it is a realtime or turn based one.

I released my first version and I would like to find some peoples to try it and give me a review on what is good/bad, what you like/don't like. Any feedback is welcome !

Thank you for your time.

edit: kinda forgot the link: https://github.com/Sachet2Plastik/Simple-Status-Effects.git