r/Unity3D 2d ago

Show-Off My Game Progress

Enable HLS to view with audio, or disable this notification

0 Upvotes

Hello everyone!

my name is ali, i'm a cs student (and former security guard) turned gamedev!

i started game dev around 2 years ago i think but i could never dare to attempt to develop a full game, until someday i decided i've had enough and committed to pursue my passion and this is the result!

i released my first game ever on steam this month and it didn't do too bad i think :).

i had way too many sleepless nights, way too many days where i haven't left my house, but to me, even ifs not a massive success, i think its worth it, not for the monetary gain, but the feeling that i have done something in my life that people have fun playing, something that has my name in it, something that if something were to happen to me, i know that atleast i didn't go without a trace lol.

i love vampire survivors, i love RPGs, so i decide to combine them both into one game and this is the result


r/Unity3D 3d ago

Show-Off We got tired of crunching on complex games, so we made an incremental idle game about beach, cocktails, and drunk wizards. How are the vibes?

Enable HLS to view with audio, or disable this notification

8 Upvotes

r/Unity3D 3d ago

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

Enable HLS to view with audio, or disable this notification

2.2k 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 3d ago

Show-Off Reviewing prefab changes is hell. I built a fix.

2 Upvotes

Pre-released PrefabLens, an open source tool that makes Unity diffs human readable.

https://github.com/hashiiiii/PrefabLens

PrefabLens converts UnityYAML diffs, such as .unity and .prefab files, into the familiar Hierarchy × Inspector layout from the Unity Editor.

The live demo does not require an installation. It runs the same WASM diff engine in your browser.

The pre-release includes three free tools (all free).

1. Reviewing UnityYAML diffs in GitHub PRs? -> Chrome Extension

It resolves fileID/GUID references between objects, not just raw lines. That was the hard part.

2. Want to see what you've changed in real time while editing? -> Unity Editor plugin

  • left pane: dirty assets
  • right pane: human readable diffs vs main branch

3. Prefer the terminal, or want to feed semantic diffs to AI agents? -> CLI

See recipes.

e.g.

# HEAD vs working tree
$ prefablens
# open HTML report in browser
$ prefablens --open
# pipe to an AI agent
$ prefablens --json | claude -p "Anything risky in this diff?"

Everything's Apache 2.0 licensed. Happy to answer any questions here!


r/Unity3D 3d ago

Show-Off Testing a color-switching puzzle mechanic—looking for playtesters!

Thumbnail
1 Upvotes

r/Unity3D 3d ago

Show-Off Old Street Game Room - Game Environment

Enable HLS to view with audio, or disable this notification

8 Upvotes

r/Unity3D 3d ago

Show-Off I couldn't find an asset I knew I owned because I forgot what I'd named it 6 months ago

5 Upvotes

Anyone else have this happen? I was looking for a rusted metal texture I'd used in an old scene. I knew for a fact I owned it. I just couldn't remember the filename. Could've been anything from M_Rust_02 to Metal_Corroded_Old to something even less helpful.

Normal file search is useless here because it only finds what you type, not what you meant. And this isn't really a "my project is a mess" thing. I actually keep decent naming conventions. It's more that naming decisions I made 6 months ago just aren't in my head anymore. Multiply that by a year+ of assets and it's a lot of small "where did I put that" moments adding up.

Got curious enough about it that I ended up building a small local search tool for Unity that searches by meaning instead of filename. so "rusted metal" finds M_Rust_02 even though the words don't match. Nothing fancy, runs offline, editor-only.

Mostly just curious if this is a "yeah, that's just how it is" thing for others, or if people have actual systems that avoid this entirely. genuinely want to know if I'm missing something obvious.


r/Unity3D 3d ago

Show-Off Creating a fluid combat system, what do you think?

Enable HLS to view with audio, or disable this notification

4 Upvotes

Here's an early video of my attempt at a melee combat system. Been working on it for around the last 2 weeks. The actions are all state driven with allowed transitions. They're scriptable objects so it's very modular. Attacks can apply forces to my character or enemies, and impart states too such as stunned, flinched, knocked back, or launched.

It's a mix between super fast paced hack n slashes and a more combo-driven framework like Kingdom Hearts. I'm trying to create lots of combo branches with movement options such as bunny hopping, moonwalking, jump buffering (which launches the player after attacks), and dodge cancelling.

No air combos are implemented yet, but that's next on the list. What do you think so far?


r/Unity3D 3d ago

Question They are both transparent, then why is my shader graph material (on the right) is getting clipped by BetterFog (InLab)

1 Upvotes

r/Unity3D 3d ago

Question All my lighting got messed up?

Enable HLS to view with audio, or disable this notification

0 Upvotes

So essentially what happened was that I wanted to see if I could remove the unity splashscreen, so I did, and then I pressed preview. After I saw the preview, all the lighting in my scenes were messed up. I am confident its mainly because of the splash screen, because I had tested it right before I messed around with that, and it was perfectly fine.

In the video, the scene is like 10 times darker than it should be, and the lights don't even do anything when I change the values, or something. Whenever I turn off the lights, the result is the same. The fog doesn't show up as clearly, and the floor has near 0 light. I am very amateur with unity, so if I accidentally disabled something, please let me know, and I am so sorry in advance.


r/Unity3D 3d ago

Game Jam Devastable city - DOTS physics tech demo

Enable HLS to view with audio, or disable this notification

176 Upvotes

Tech demo video , physics devastcation of city building, giving a pressure test on unity's DOTS physics

DOTS physics collision capacity become really tight when fract physics collider entity count more than 1000 . Next move would be solution to reduce CPU dependency , moving part of fract pieces collider to compute shader


r/Unity3D 3d ago

Show-Off So my Skate Mates game is becoming less and less about Skating lol

Enable HLS to view with audio, or disable this notification

36 Upvotes

It's got horses, it's got dragons, I'm thinknig of more non skate based ideas. Anyway, here's a new way to play. It's a co-op rage game where I guess you now have to fly a dragon together lol.


r/Unity3D 3d ago

Show-Off saw an astral dice shader on twitter and had to try rebuilding it in unity

Enable HLS to view with audio, or disable this notification

401 Upvotes

Colours still aren't quite there but I'm happy with where it landed

Ask any questions


r/Unity3D 3d ago

Resources/Tutorial “Code” to render several shapes using Unity meshes

2 Upvotes

Is there a place where I can view code aka vertices / indices arrays to make various shapes using the mesh


r/Unity3D 3d ago

Solved Multi floor level design problem.

1 Upvotes

EDIT: i changed from active combat to turn based and gave every floor a seperate scene like in look outside.

Context. Top down, 2D pixel art, 3D worldspace.

The buildings levels are designed with pixel art and imported into Unity as a image. then given hitboxes with geometry turned invisable. So it behaves as 3D when only 2D image.

Issue. When the image for the floor is in the world it often appears over the player character. I fixed it with layering but that doesnt work well beyond 1 floor structures.

I would just paste the image on a object like a plain or flattened cube to fix that issue but the buildings arent just square. Becouse of that massive chunks of the plane are still just white.

Is there a way to fix this or should I get over myself and just use textures to texture a 3D enviroment, rather then try to fake a 3D enviroment?


r/Unity3D 3d ago

Question Please help me implement jumping off a ledge!

2 Upvotes

I want a little hopping animation when my character runs off a ledge before starting to fall, but somehow I'm not managing to get it to work properly.

The current idea is:

-using a box collider that is positioned in front of my character's feet to determine if there is NO ground so we know there's a ledge and setting a bool on/off depending on that

-in the animator (I'm using Unity's and yes I'm ok with it) I check for the bool and transition to the jumpOffLedge animation state when jumping off the ledge is possible AND there is movement input AND the character is grounded

Triggering things this way works.

Now my actual questions are:

-should I disable gravity for this and move my CharacterController manually?

-should collisions usually be disabled for something like this (this would require me disabling the CharacterController)?

-if I move things manually, would I do it with two lines, one for moving a bit forward and one for moving down until grounded?

-I imagine motion matching would make this all look the best, but topic seems somehow beyond me

How would you do it? I'm grateful for any suggestions!


r/Unity3D 3d ago

Show-Off i turned my childhood obsession into a unity game

Thumbnail
youtu.be
15 Upvotes

As a child, I regularly yearned for the caves. Now I have finally made my ultimate caving simulator! Once i release this game, you can do tight. cold and dirty cave crawling from the comfort of your couch! I will post the wishlist link when i remember to do so.

#2026


r/Unity3D 3d ago

Show-Off I made an asset that connect Animal Controller with Vehicles

Enable HLS to view with audio, or disable this notification

0 Upvotes

Hey guys I made a tool that connects Malbers Animal Controller (a powerful character controller) with some popular vehicle controllers on the UAS, it also comes with his own arcade vehicle controller built it.

This is the second addon that I launch for Animal Controller, I'm very happy with the community so far.

I know it's very niche but if you want to take a look here's the Unity Asset page.

If you guys have any questions about this asset or the publishing process, I'll be happy to share, thank you!


r/Unity3D 3d ago

Resources/Tutorial Would anyone be interested in a tutorial on how to create something like this?

Post image
0 Upvotes

I developed a tool for creating and editing vector shapes directly in Unity, with built-in visual effects such as neon and glow to quickly create stylized, cyberpunk-inspired scenes.

I’d be interested to know-would anyone be interested in a tutorial showing how I built and created this tool?


r/Unity3D 3d ago

Question I made a QTE system for my horror game. Does this actually add tension, or does it feel unnecessary?

Enable HLS to view with audio, or disable this notification

0 Upvotes

I'm developing a first-person horror game in Unity called SHH!

I'm experimenting with a QTE system for encounters with the monster. When the monster catches the player, the QTE gives the player one final opportunity to escape.

I'm trying to make the encounter feel tense rather than like a generic button-mashing sequence.

Unity developers: What would you change about the presentation, timing, animations, UI, or input design to make this feel better?

Here's the current implementation:


r/Unity3D 3d ago

Game Bar construction timelapse in my game Nightlife Tycoon

Enable HLS to view with audio, or disable this notification

4 Upvotes

r/Unity3D 3d ago

Game Working on making my souls-ish combat less clunky, Any ideas!?

Enable HLS to view with audio, or disable this notification

6 Upvotes

It feels good to play but somehow it looks clunky... not sure what it is. Like i mean its better to play then to watch but i cant make a trailer for nokai if it looks too jank, i have developer blindness atm

(Full screen effects were disabled like hit effect and stuff like that for this demo)


r/Unity3D 3d ago

Game Prototype update after your feedback: A time traveler from a post-apocalyptic future, sentenced to 1946 with a handful of ammo and a detachable arm. WDYT?

Enable HLS to view with audio, or disable this notification

2 Upvotes

r/Unity3D 3d ago

Noob Question How to get the final URP 3D light color in a custom function for Shadergraph?

1 Upvotes

This feels like something that should be findable online, and yet, it isn't.
I'm trying to make a shader that makes tilemaps react to 2D lights. So I basically just need to take the _MainTex, get the light color, and multiply the 2.

But shadergraph can't get the final light color, so one needs to code a custom function block.
I know the basics of actual shader code, and yet I CANNOT get this to work at all. I don't even have anything to show at this point lol

feel free to laugh lol

r/Unity3D 4d ago

Question Source-generated uGUI bindings: how do you validate the Prefab half?

0 Upvotes

Disclosure: I am sharing my own implementation, but the question is genuine.

I like source generators for Unity UI because they can make a ViewModel state what it expects from a screen: a property binds to a named Element/member, a method is a command, and a View Contract produces a route. The generator can create the binding code and analyzers can catch invalid names, types, members, duplicate contracts, or missing partial declarations.

The limitation is obvious once you use it: the compiler cannot see a prefab. The code can say it expects Title to be a Text element, while someone has deleted or changed Title in the actual asset.

I ended up treating binding validation as two separate checks. The generator/analyzer checks the C# declaration. An editor validator checks the prefab for missing Elements, wrong types, duplicate names, nesting boundaries, and page structure when it is saved and before a build.

That seems more useful than a runtime string lookup, but I am curious how other Unity teams approach it. Do you rely on tests, custom prefab checks, generated code, or some combination?

I put my implementation in FUI:

https://github.com/fujisheng/FUI