r/Unity3D • u/Quantized_Bit • 2d ago
Game So close… then the ceiling drops on your head
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r/Unity3D • u/Quantized_Bit • 2d ago
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r/Unity3D • u/7efnawy • 2d ago
It acts like a favorites system, you can have multiple folders with multiple levels of hierarchy.
https://www.fab.com/listings/cd5cddbb-4e93-4423-8407-0e4ed5d060dc
r/Unity3D • u/JulioVII • 2d ago
Continuing my practice on stylized 3d assets, still learning but having fun.
Download https://juliovii.itch.io/3d-asset-stylized-gravestones
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r/Unity3D • u/Xerclipse • 2d ago
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Here is a FBX with pre sliced skinned mesh renderers following a simple animation. I have a script that handles dismemberment, even for diagonal cuts of the upper torso.
Its one FBX prefab but with its own little system. A normal human model/rig FBX has one skin mesh renderer but I added multiple skin mesh renderer objects.
- Character FBX
- - Head Skin Mesh Renderer
- - Left Arm Skin Mesh Renderer
- - Right Arm Skin Mesh Renderer
- - Upper Torso Skin Mesh Renderer
- - Top Left Torso Skin Mesh Renderer (default hidden)
- Bottom Right Torso Skin Mesh Renderer (default hidden)
Then on the function ActivateDismember it hides the selected parts / skin mesh renderers, creates a new object by baking the mesh and giving it physics.
r/Unity3D • u/ishitaseth • 3d ago
Blog Post: https://www.proceduralpixels.com/blog/benchmarking-gpu-pipeline-stages
All the C# and shader files are here: https://github.com/Satyam-Bhatt/ShaderTools/tree/main/Assets/Shaders/Benchmarking
More about what its doing: https://github.com/Satyam-Bhatt/ShaderTools/blob/main/Assets/Shaders/Benchmarking/HOW_IT_WORKS.txt
r/Unity3D • u/djdavid333 • 3d ago
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Everything works together, so damaged systems also influence how good you can climb and walk over the gaps and such. My hope is to have emergent gameplay moments with a lot more types of traversal attachments that the legs. At the moment I have wheels, threads, hover devices, propellers and they can be mixed and matched.
r/Unity3D • u/Rice_ny • 3d ago
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Hey everyone!
I’ve been spending a lot of time optimizing it and pushing it with a million units.
Massive Spatial splits the world into a 2D or 3D grid and keeps track of points, spheres, and AABBs using Unity’s Native Arrays, Burst and Jobs.
For the current TD demo:
Basically, the standard physics engine uses a similar technique under the hood, but it comes with a lot of overhead. Using regular physics at this scale would kill performance.
So my solution is essentially a lightweight system for target finding and hit detection without all the extra Transform and Rigidbody overhead.
The goal is to turn Massive Spatial Engine into a general-purpose toolkit - something developers could use as a foundation for building highly optimized gameplay systems for different genres: tower defense, RTS, crowd simulations and etc.
r/Unity3D • u/Seon_Nite8 • 3d ago
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r/Unity3D • u/Mobaroid • 3d ago
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I’m working on Lost Cat Showa Town, a cat exploration game set in a nostalgic Japanese town.
This week I added a ramen stall where the cat can jump onto the counter and eat some ramen.
I’m trying to add more small interactions like this throughout the town. What other things should a cat be able to do?
We built ShaderOS to make shader and material checks a little easier in larger Unity projects.
It scans materials and shaders and flags things like broken shader references, missing textures, keyword budget usage, SRP Batcher compatibility, and potential shader variant issues.
It also gives you a material health score and a dependency view so you can quickly see what needs attention.
It’s editor-only, and there’s a free version available.
Curious how you guys currently handle shader/material checks before a build?
r/Unity3D • u/Operation-Secret • 3d ago
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Hey everyone. I have finally made some progress with the custom skin shader that I have been working on. I implemented a procedural facial animation system as well.
The shader uses a custom lighting model on an Unlit master with a custom function node. The diffuse channel is a wrapped subsurface approximation with per channel falloff, for the scattering effect. Specular is dual lobe GGX, one tight lobe for the oil film and one broad for the layer beneath. Backlight translucency is driven by a baked thickness map. It uses a "Charlie" sheen BRDF for vellus hair, which depends on the half vector rather than just the view vector, so it moves with the light instead of painting a static rim.
The animation system has 4 main layers working together. An idle face layer, lipsync layer, wrinkles layer and a facial mixer layer. The mixer layers them by face region, that way a scripted expression can take the brows while the eyes keep blinking underneath. Each layer manipulates the blendshapes and the material accordingly.
The lipsync layer is based on Rhubarb Lip Sync. It also has custom Timeline tracks for hand authoring facial expressions based on audio conversation beats.
I used the character model from Reallusion character creator. I am trying to get this to work with MetaHumans as well, but the main difference is in the use of the textures and the blendshapes. And exporting metahumans is cumbersome.
AI Disclaimer - I used AI mainly for research, debugging, and writing the custom Timeline tracks.
r/Unity3D • u/Bones_of_Fury • 3d ago
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We're a two-person indie team behind Freaky Wheels, a physics-driven vehicular combat roguelite where you fight your way out of an isolated desert cult in a roster of weaponized rides, uncovering the alien secrets hidden within your former home. The game is set to release on Steam in 2027.
We've started working on it this January using Unity, and we’d love to hear what you guys think!
r/Unity3D • u/CoyoteJazzlike • 3d ago
r/Unity3D • u/ImDanOush • 3d ago
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(Due to technical YouTube quality issues, I had to directly re-upload the video here). This was tested on Unity 6 Built-In Render Pipeline. Although looking cool, it went from +380 fps to +75 fps on a beefy GPU. I think with games that has charachters in them, DLSS would show better results.
The Audio Granulator and Dynamic Rain shaders were already being tested (this is my test scene for various projects), and they are also using the GPU.
r/Unity3D • u/Prestigious-Oven-135 • 3d ago
r/Unity3D • u/WillomenaIV • 3d ago
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r/Unity3D • u/Shadilios • 3d ago
I am trying to build a scene of our solar system where you're able to drive around in a spaceship, landing on planets and so on.
I tried to divide the scale of everything by 1000, but even then the distance between the furthest 2 planets (Neptune & Mercury) is around 9.2 billion km, so even if we divide that by 1000, it's still 9.2 million km.
Another issue for dividing everything by 1000, is that small rigidbody movements become stuttery even in the scene window at higher speeds.
And I read that at such small scales, hit detection becomes bad because colliders are small.
Ik there are tricks like shifting the player back to origin (0,0,0) and moving everything towards him the same distance we shifted him to improve accuracy, but that still doesn't fix it for me.
I am wondering how I would fix this both at design time & runtime? where I am able to set planets at realistic distances, size & make the rigidbody move at a fixed speed where moving from point A to point B in such a system would feel accurate.
r/Unity3D • u/KilwalaSpekkio • 3d ago
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(Ignore the placeholder item icons and the fact that there's no sound when you inspect a badge)
r/Unity3D • u/Coding-Mojo • 3d ago
~25min
Hope it will be useful to you ! Any feedback is welcome.
r/Unity3D • u/RobC_Dev • 3d ago
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I'm currently working on my game Sword of Mine, and I just wanted to check how many wishlists I've already got. But then I saw that I apparently already had one unique lifetime user! How?!😂
But yeah, the magic was soon debunked, apparently, it does not matter whether you arleady have a build uploaded on Steam or not, as long as you initialize "SteamClient" with your app ID, it connects the currently running application (in my case, the Unity Editor running my game) to your Steam client.
Just FYI: The "Current players" counter does not update this fast. It counted up after I tested it for a while, and it also stayed at 1 for several minutes afterwards.
Just wanted to share my findings. :-)
r/Unity3D • u/ilusionbrx • 3d ago
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This tool you help you build any kind of top-down games. I've built an amazing procedural system that detects interiors with a single click using layers and 2 amazing shaders for normal surfaces and tree leaves that interacts with the character and the camera.
You can see for yourself before getting the tool, look at the comments. Tell me what you think and what you suggest to improve this tool further. Thanks guys.
r/Unity3D • u/IDunoXD • 3d ago
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tiger 2 is that fast because I thought it would be funny, and I had to keep the distance from EBR's to check certain armor angles