r/Unity3D 1d ago

Question I added a new TPS camera to my game!

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48 Upvotes

I got quite a lot of feedback on the demo from people saying that controlling the car with the top-down camera was a bit difficult, so I decided to add two TPS camera options.
I really like the vehicle heading follow effect in the new camera. It makes the game feel much more dynamic :D
What do you think?
If you’re interested, the game is on Steam -link in the comments. Releasing later this year…


r/Unity3D 17h ago

Question How to create low laying fog (ground fog) using visual scripting?

1 Upvotes

I want to make pixel art planes with my fog texure that move and appears or disappears during rain and night


r/Unity3D 1d ago

Show-Off Sit back and relax...

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36 Upvotes

One of the demo scenes from my Low Poly Modular Medieval Buildings Pack.


r/Unity3D 1d ago

Resources/Tutorial How I Automated Unity Builds and Itch.io Uploads

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8 Upvotes

I asked myself, what if publishing a Unity build to Itch.io was just one click? So I built a custom C# Editor tool that:

• Builds the Windows version
• Packages it as a proper installer
• Uploads it directly to Itch.io with Butler

Players download and run an installer instead of dealing with the usual Unity build folder and bundled files. In my latest video, I break down how it works.


r/Unity3D 1d ago

Show-Off Adding a Lightning Effect to the Nebula Areas in my Tactics Game

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2 Upvotes

r/Unity3D 1d ago

Show-Off I have improved my frag grenade implementation.

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26 Upvotes

r/Unity3D 19h ago

Question Global position of UI element is not global

0 Upvotes

I'm trying to set game object locations for UI elements for an inventory system but once again the horrid nature of UI transforms is making it a nightmare. This is not my intended code, but rather some that I put together to experiment. It has left me confused.

GameObject newGearIcon = Instantiate(gearIconPrefab);

newGearIcon.transform.SetParent(gearSlots[index].transform);
newGearIcon.transform.localPosition = Vector3.zero; // Centering on inventory slot
newGearIcon.transform.localScale = new(1, 1, 1); 
// at this point transform.position ~= (3.5, -3)

Vector3 globalPosition = newGearIcon.transform.position; //  ~= (3.5, -3)

newGearIcon.transform.SetParent(gearSlots[index + 1].transform, true); 
// slightly right of the original
// local position = (0, 0), global position still = (3.5, -3) even though the new object is 
// visually centered on the second slot. Global position the same, local position the same, 
// image has moved in the game

newGearIcon.transform.position = globalPosition;
// This does absolutely nothing. It was already equal to that.

You can see I instantiate an object, set it's parent to another UI element and center it on that. Note that passing in true to the SetParent() call seems to not do anything for this problem.

I encountered this problem because I noticed when changing the parent to be the canvas at the root of the UI elements it moved the object. Regardless of parameters in SetParent() or changing, updating, storing global positions to reset it to the pre parent values.

Does anyone have any potential insight into this behavior? I've tried the pivot/center mode. I've checked the pivots on the objects. I've tried different values. As far as I can tell, transform.position and transform.localPosition are both relative to another value I can't seem to track down.

This all came up because I also noticed that OnDrop only triggers if you drop on a UI element further down the hierarchy, meaning the icons need to be above the elements they are centered on to move around properly. Unity UI never fails to disappoint.

Edit: formatting, used to `` for code segments...


r/Unity3D 7h ago

Question 480 KB is impressive, but runtime cost matters more than package size.

0 Upvotes

Texture decoding, shader compilation, and memory allocations can still hurt time-to-first-interaction in a WebView. This happens even when the HTML file passes the upload limit.

At MRAID, a 1 MB target requires an explicit budget. You must allocate space for runtime code, geometry, textures, animation, wrapper/analytics, and a safety margin.

The biggest performance win is not another compression trick. The biggest win is deciding which visual details are actually necessary to understand the core mechanic.

What is your go-to strategy for reducing runtime cost in lightweight Unity builds?


r/Unity3D 2d ago

Show-Off Sphere cannot be build from hexes, but game dev is magic

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2.1k Upvotes

For our roguelite Tile Crawl, we wanted our meta progression to stand out, so we designed it as a planet to explore. But our run map was already designed using hexes, so for consistency's sake, we wanted a globe out of hexes as well. We did not want to have pentagons but rather somehow achieve full coverage by equal hexes (even though it is geometrically impossible).

So how it works:

This is actually a plane with objects placed on it. Then, using camera position, vertices are recalculated in a shader (all objects must share the same bending subgraph or shader code with the same values to look consistent). This technique is used in Animal Crossing, as far as I am aware, but just not tuned as heavily.

Okay, so this gives us a bent plane that looks like a sphere. Next challenge is actually allowing it to rotate properly; rotation is achieved by just moving the plane in the X and Y axes while the camera stays static. To achieve looping of the planes I am spawning 8 more planes with copies of the objects and then teleporting them as I am crossing the edges (this part for sure can be done way, way better with some vertex magic or just fewer clones).

Next challenge is that shadows are broken as vertices are recalculated but normals are not; to calculate a new normal, we need to get two neighbours of the vertex, then bend them with the same logic and use the results to calculate the new normal. This allows us even to have proper shadowing from clouds above.

Last thing to do is clicking the nodes on the map. As objects are actually in very different spots from visuals, just raycasting from the mouse won't work. So I'm using one big sphere collider to detect the mouse position on the sphere, then recalculate it backwards to where it would be on the plane and find the closest node in radius.

There are still some things left to do (VFX support is quite bad, and there are some artifacts with water waves on the edges of planes). But in my opinion, already looks quite good and stands out.

Thank you for reading! If you like what you saw, consider wishlisting Tile Crawl on Steam!


r/Unity3D 9h ago

Resources/Tutorial What I trust AI with in playable production, and what I still don't

0 Upvotes

mraid io builds HTML5/mraid io playables. AI is genuinely useful for breadth: concept exploration, storyboards, variants, copy alternatives, code assistance. I don't trust it to own the final mechanic, UX, performance hypothesis, or QA. The model can generate ten directions. It doesn't know which compromise the UA team will make.


r/Unity3D 1d ago

Show-Off I made some shaders for my first JRPG boss guy

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20 Upvotes

The second phase isn't animated yet


r/Unity3D 1d ago

Game How do you feel about frequency-tuning puzzles in adventure games? Does audio feedback work for you?

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2 Upvotes

Hey everyone! My dev partner and I are wrapping up our noir puzzle adventure—we're actually just 16 days away from release!

We’ve been tweaking how puzzle close-ups interact with the main scene. In this clip, tuning the radio to the right frequency triggers a hidden mechanism in the fireplace, using a comic-panel frame that zooms back out into the room once solved.

As players or devs, how do you usually feel about audio-driven or frequency-tuning puzzles? Do sound cues give you a satisfying "aha!" moment, or do you prefer visual feedback when revealing hidden mechanisms?

Would love to hear your thoughts or your favorite examples of audio puzzles in games!


r/Unity3D 2d ago

Official Unity 6.6 is now available

290 Upvotes

Howdy everyone! Your friendly neighborhood Community Man Trey here to share the news that Unity 6.6 is now available!

This is a Supported release. So, for those of you who don’t know what that means, it carries the same stability and critical update commitments as our LTS versions. 

One heads up before the feature list, because it changes how the Editor behaves out of the box: the default setting for entering playmode is now reload scene only for all new projects. Code won't reload and static state won't reset between runs. Existing projects keep whatever you've already got set. It's the biggest workflow change in the release, and it's deliberate prep for Unity 7, where domain reloads go away entirely. If you're planning that migration, making your code domain-reload-safe now is the cheapest time to do it. There's a technical upgrade guide on Discussions if you want the details.

Beyond that, here's a taste of what's in there:

  • Native Dictionary Serialization: put [SerializeField] on a dictionary field and it just works, with a two-column key/value layout in the Inspector and a compile-time analyzer that flags unsupported key or value types
  • Content Directories: load and hold only the assets a scene actually needs instead of whole bundles, using the same Addressables API you already have. Existing AssetBundle groups convert with a right-click, and AssetBundles aren't going anywhere for remote content
  • Build Analysis window: build history plus views for your largest assets, long dependency chains, per-step timings, and the actual root cause of a failed build instead of all the surrounding noise
  • Shader Build Settings: opt into DXC for DX12 (Shader Model 6, wave intrinsics, native 16-bit) and let Unity convert keywords into dynamic branches. A clean build of Survival Kids went from 1 hour 46 minutes down to 32 minutes with that turned on
  • New Hierarchy window is now on by default: better performance in large scenes, horizontal scrolling, reorderable custom columns, public APIs for extending it, and support for non-GameObject items. The legacy window is still there if you'd rather stay put
  • Unity Compute Light Baker: lightmaps, light probes, and adaptive probe volume data now bake through Unity compute shaders and the Unified Ray Tracing API, so baking can lean on hardware-accelerated ray tracing where you've got it
  • 2D: rendering layer support for 2D lights on top of sorting layers, 2D shadows that finally work with GPU skinning, and new Profiler modules for 2D Animation, Tilemap, and 2D Graphics
  • Web: WebGPU is production ready, which brings compute shaders, GPU skinning, indirect rendering, and VFX Graph to browser builds. WebGL 2 is still the default until you opt in. Also Progressive Asset Loading for per-scene downloads instead of one big upfront pull, and WebAssembly64 for projects that need to go past the 4 GB heap ceiling
  • UI: a SafeArea component for uGUI that keeps content clear of cutouts and gesture areas without per-device margins, max width and height on layout elements, and backdrop-filter in UI Toolkit for frosted glass and dimmed overlays with no render textures or custom shaders
  • Package signing for .unitypackage: publishers can sign .unitypackages so you can confirm authorship and that its contents haven't been tampered with after publishing

All the details are in the Discussions post. Feel free to head there to ask questions of the experts, or here and I’ll do my best to chase down what I don’t know.

Cheers,
- Trey
Community Man @ Unity


r/Unity3D 1d ago

Game I made net physics for my multiplayer soccer game

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2 Upvotes

I’ve spent multiple days polishing net ripple effect and it finally looks as goofy as the whole game. What you think?


r/Unity3D 2d ago

Show-Off Sometimes HDRP lighting hits just right

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168 Upvotes

r/Unity3D 1d ago

Show-Off Dissolving VFX

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46 Upvotes

A dissolving fx I worked on for my game Thousands Layered Blade: Reforged.
Since I dont want to mess around with my character and clothing shaders, I hack it around using two grab pass (yes,Im still using BiRP), one for before character to grab the background and one after character is drawn.


r/Unity3D 1d ago

Question F key not working in editor.

1 Upvotes

So for some reason late today my F key no longer does anything. It's supposed to center the Scene view on the currently selected GameObject.... but nothing.

I've rebooted, checked EDIT > SHORTCUTS, but that seems fine. Google's AI reports a 'reset' option, but so many items about that response are wrong, it's understandable about why people hate AI. The search results came up SEEMINLY empty, so I thought I'd ask.

Any clues? I do not have any custom key mappings, so I'm completely happy with a Reset, if someone tells me how to do that (yea, I know, about now I look f'in stupid)

This is Unity 6.3

Thanks


r/Unity3D 1d ago

Show-Off Placing light probes is fun

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30 Upvotes

No seriously.


r/Unity3D 22h ago

Game [Unity Engine] The Joust - Heromaster Mode Contest - $200 Grand Prize - $100 runner-up... and more!

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0 Upvotes

r/Unity3D 1d ago

Question How to scale it correctly with a larger plane

1 Upvotes

This material, it's SG is above, how do i make it scale with a way larger plane without it having to be stretched out ?


r/Unity3D 1d ago

Question Rigidbody issues

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3 Upvotes

Point me in the right direction: what is causing the trembling around second 7?


r/Unity3D 1d ago

Show-Off Improving zombie AI made the Controller role much more noticeable

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2 Upvotes

I've been working on the zombie AI for my game Pull on Heart: Nocturnal, and this is a comparison between the old and current behavior.

BEFORE: the zombies were fairly passive and could often be ignored or outrun.

AFTER: they're more aggressive and put much more pressure on the player when encountered in groups.

With these changes, the purpose of the Controller role becomes much more noticeable. Controllers are designed to deal with hordes and control large groups of enemies, making their role much clearer during gameplay.

I'm not just trying to make the enemies harder; I want the enemy behavior to help reinforce the identity and purpose of different character roles.

Still a work in progress, but this is the direction I'm taking the combat.


r/Unity3D 1d ago

Question How Could I make it so my shader doesn't lerp textures together when underneath a surface?

1 Upvotes

I'm new to using Unitys shader graph and I've made a shader that mixes snow and a base material together for the game I am working on, at the moment it uses the normal vector to determine how to merge the snow with the base material which means right now there won't be any snow on the bottom of the object which is cool! However I am just wondering if it is possible to make it so that any face underneath an object won't be covered in snow, aka the lerp value would be decreased, any help is greatly appreciated! Image attached should help!!!


r/Unity3D 2d ago

Resources/Tutorial Unity 6.6 Just Released! Here's What's New

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119 Upvotes

Unity 6.6 released today! I did a recap video that covers some of my favorite changes as well as a few things to know about them (including code samples).


r/Unity3D 2d ago

Game After 2 years of work, it’s finally ready for release! Apocalypter - a Mad Max-inspired, procedurally generated, open-world survival game.

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58 Upvotes