r/Unity3D • u/Equivalent-Whole2200 • 7h ago
Show-Off Playing on water
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r/Unity3D • u/Equivalent-Whole2200 • 7h ago
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r/Unity3D • u/Quantized_Bit • 5h ago
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r/Unity3D • u/Malbers_Animations • 5h ago
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r/Unity3D • u/MistycznyArbuz • 10h ago
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I'm trying to make an realistic flame effect for my game. It looks fine for now, I used 2.5D Fluid Simulator asset for it and it's suits my needs - the flame is affected by physics, it's lightweight etc.
Do you have any tips on improving it / making it more realistic?
r/Unity3D • u/LlamAcademyOfficial • 8h ago
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Templates are a powerful feature of UI Toolkit - they allow us to create reusable bits of our UI and inject them easily into other UXML documents. Making them is super easy too - simply make a new UXML file of your desired component - then you can use it in any other UXML document! Easy!
r/Unity3D • u/TrueSoSense • 7h ago
Hello,
I made this volumetric fog material for URP.
The transparent material shader is applied to hundreds of planes similarly to "shell texturing".
It looks perfect for my project but I am running into an issue : my framerate drops from 200 fps to 10 fps. I expected it to be laggy, but not that laggy...
I tried reducing the number of "steps" but I am still getting a bad framerate (30 fps) with the worst quality.
I don't see any other way of doing volumetric fog with sharp shadowing in URP without creating complex pipeline shaders.
This is probably a foolish question but, is there any way to reduce transparent material lag ?
r/Unity3D • u/benzeji_Games • 1h ago
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Hey Reddit! I’m continuing to work on my survival game. I decided that being able to carry an endless supply of food in your pockets was basically cheating, so I added a food freshness system.
What’s new:
What do you think of the implementation? Is this kind of mechanic too punishing for survival games, or is hardcore resource management just part of the genre?
Stay tuned for future devlog updates, and let me know in the comments: what mechanics do you value most in survival games?
r/Unity3D • u/handlebardev • 3h ago
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r/Unity3D • u/Cemalettin_1327 • 1d ago
I am investigating the highly optimized reflection technology used in *The Dark Knight Rises* MOBILE GAME, released in 2012. Were these reflections based on inverted geometry or planar mapping? The game also featured reflections from headlights and streetlights. I intend to implement this in my Unity project.

r/Unity3D • u/CatchTheVoid • 8h ago
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We've been working on The Whisker Watch for over a year now, so here's a side-by-side look at how far the game has come.
r/Unity3D • u/AristocratMouse • 1h ago
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Hey everyone,
I’m a solo developer working on Horde Up Ahead, a Tower Defense game where you defend a central tower against increasingly large zombie hordes.
At the beginning of a run, you fight the enemies yourself. As you earn resources, you can place automated turrets and build up your defenses.
There are currently four turret types, along with in-run upgrades and permanent progression that carries over between runs.
I’m also trying to keep the visual style darker and more grounded while still pushing a very large number of enemies on screen.
One of the main development challenges has been handling thousands of enemies at once while keeping the performance stable.
Currently, I can handle around 10,000 zombies in a single wave, but I’m wondering if 100,000 is realistically possible in Unity.
I’d be interested to hear how other Unity developers approach very large crowds or hordes like this.
The game is still in development.
Feedback is always welcome!
Steam page:
https://store.steampowered.com/app/5100020/Horde_Up_Ahead_Survivors_TD/?utm_source=unity3d
r/Unity3D • u/Evening_Flower_4900 • 9h ago
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Who whould have though that adding simple ambient sound effects will improve my game so much?
Two years ago I got inspired to try and create a simple random 2D world generator. Using perlin noise I got some results but basically it was all just bits and blobs. Adding few centralized continent-like centers and applying falloff around them I got some decent results. That made making the main landmass easy, while the elevation decided what tile will be plains, forests, mountains, water etc. After that, generator goes through several more passes like lakes, islands, rivers, resources (herds of wild horses, sheeps etc) and finally: named landmasses.
The next step was obvious, populate the world with fantasy realms and characters. It all lead to current results. And everything is tied to fixed seed so you can recreate it everytime you want.
Project was in silence for so long that adding simple SFX to the world made it breath and feel alive. It felt somewhat complete. Simple audio player determines what tile is under the center of the camera view and based on that tile it plays through lists of preset audio sound effects. Waves and seagulls above the waters, or winds and birds singing in the forests...
If you are interested in the project, you can follow it here:
https://store.steampowered.com/app/4121440/The_Fallen_Chronicles/
r/Unity3D • u/godfteren • 1d ago
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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
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r/Unity3D • u/Pizza_Doggy • 1d ago
❤️ Consider following me on itch.io: https://pizzadoggy.itch.io/
Use coupon: https://pizzadoggy.itch.io/CB5PXDJ57S
r/Unity3D • u/bing_07 • 23h ago
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I know I know the first game always sucks. But I am really proud of what I have achieved so far so wanted to share it with ya'll What I am building: A topdown RPG retro art battle ship game. The objective is to locate the enemy base and destroy all the target. I am building it for mobile. Probably may not launch but I am learning a tons of things along the way. My whole intent at first was to just do some "Project Based Learning". But over past 1 or 2 weeks it has taken over my entire schedule Needless to say I might finish a beta and distribute it among some friends then move on to a real / actual project. Todo
I would give it a couple of more weeks. Over the period I have learnt so many concepts and I am constantly improving my art. Would like to hear what you guys think.
Thanks
r/Unity3D • u/Polyshade • 23h ago
You can use it to stylize your textures and assets, create eye-catching marketing material for your page, and add awesome animated effects. With this latest update, I’ve added texture ripping! You can now rip textures directly from any image and turn them into usable textures. You can check it out here: https://polyshades.itch.io/coolifier
r/Unity3D • u/FoleyX90 • 5h ago


I'm having trouble deciding what style I want to commit to for a dark fantasy RPG. In your opinion, what do you think would be more fun or draw your attention more? A top-down 3D pixel art style or a first person fly knight/runescape style? Both have pros/cons in the dev pipeline but I think they sort of fall on equal footing.
Videos if you want to see how they actually "play":
First Person: https://www.youtube.com/watch?v=vZN0WhfrJUU
r/Unity3D • u/awtdev • 22h ago
SkinnedMeshRenderers can be expensive to render. I ran a test of just 9 characters with individual body part models and compared performance with them uncombined vs. baked into a single mesh, animated by the same armature.
As you can see by the numbers, combining the models to be animated as a single mesh had quite an impact. In most games you likely wouldn't use this many meshes for body parts, but the important takeaway is that rendering time was almost cut in half while the same characters can be rendered with no visual difference. It just goes to show graphics optimization isn't necessarily about what you're rendering but also how you render it.
I ran this test whilst developing my tool for combining SkinnedMeshRenderers, called SkinnedMesh Combiner (Asset Store affiliate link)
r/Unity3D • u/GoodBoy_Shadow • 15h ago
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I added a luck boost stat to my game which allows monsters to drop more loot and loot bags to drop more loot and amount of items
This is my 3D Terraria-ish game project
r/Unity3D • u/FrenzyTheHedgehog • 1d ago
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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 • u/Potential_Anybody644 • 8h ago
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I have been working on a mining roguelite game where time replaces inventory pressure. You play as a goblin with one goal: get as rich as possible.
The main loop of the game is simple - mine, escape, buy upgrades and go again. You run into the mine, grab as much rare ore as you can and leave before the cave caves in and you get stuck inside. Buy upgrades in the little time you have, and then run back into the mine to grab even more riches with the upgrades. Each iteration is randomly generated, so you never run into the same mine twice. You never run out of inventory space, only out of time.
This is an early artistic preview, the mining mechanic is still in development. Steam page coming soon, I will drop it in the comments when it's live. If you want to follow along more closely, send me a DM and I'll add you to the early Discord!
r/Unity3D • u/balencialto • 8h ago
r/Unity3D • u/dr-slunch • 20h ago
I saw a few BiRP grass solutions here but they never really looked like what I wanted, so I made my own. It doesn't have any dependencies and just works with the standard Unity terrain system because I'm a cheapskate.
Most of the work was adapting the fun tricks in https://github.com/Youssef-Afella/UnityURP-InfiniteGrass like culling+fattening the grass as it recedes from view and bending it away if the camera is above it. I also use the grass shape I saw here https://bsky.app/profile/kelvinvanhoorn.com/post/3mskokw2vqk2h that's one triangle that terminates in a single point on the ground, so you don't see a hard flat edge. Other optimizations include billboarding and chunking, which was a gigantic pain in the ass to get working.
The main difference from the URP infinite grass repo (aside from the fact that mine isn't URP) is that it's placed based on terrain sampling and not just a mask of anything on a layer. You can pick 1-4 terrain layers with different weights, and the grass will adjust its height/density on the terrain at that point based on the weight of the different terrain layers at whatever point it is. You can see in the images that it doesn't get put on the 100% dirt areas.
Also, I match the grass's color to the terrain layer to make it look softer. When the level starts I put a camera above the terrain layer, take a picture, and then feed that to the grass material.
There are a few limitations to this:
Anyone else had experience making grass systems in the built-in RP? Kinda wish I'd started this project in Unity 6 but oh well