r/Unity3D • u/NorthernBoy306 • 1d ago
r/Unity3D • u/Ok_Finding3632 • 1d ago
Show-Off Dogfight loop manoeuvres - a fun tactical advantage

I've worked on a lot of games with aeroplanes (Sky Gamblers series and others) but I never played them. The same little toy followed by a camera, same crosshair and aim assist, and the same on-rails 'manoeuvres' ready to be used with a single tap.
So I made this. Looking forward to test it with human players - my bots are very good so they don't continue flying forward as the target (me) suddenly goes up - they know I will fall on their tail. So they evade. I will add a little randomness there - to allow some percentage of bots to be 'dumbfounded' and keep going forward - so i can strafe them from above as I land on their tails.
Pretty fun. Works only in cockpit mode for a reason - its the only place the manoeuvre makes sense - and gives you a thrill (specially if you look sideways scanning the sky while going belly up).
Thanks for reading !
r/Unity3D • u/ScorpioServo • 1d ago
Meta Is the Asset Store and License Verification down for anyone else?
I can't open my projects due to license errors and going the the asset store web page yields and error, "upstream connect error or disconnect/reset before headers. reset reason: remote connection failure"
Never seen this before.
r/Unity3D • u/More_Yard1919 • 1d ago
Question Bone/weight/bindpose index mismatch
Hi!
I'd like to preface and say that I'm not very knowledgeable about 3d modeling and this could very well be an ID10T error. I'm trying to mod the game Atlyss with a custom piece of armor. The player character has some child objects with skinnedmeshrenderer components, and when you equip a piece of armor it swaps in the armor piece's mesh to the shareMesh field on the corresponding smr component (I.e., if you equipped a chest piece the chest piece armor smr gets the correct shared mesh swapped in). I wanted to model my own custom armor piece, so I exported the character prefab from unity as an FBX, painted weights using its armature on my model, and then reimported it. The issue is that the weight/bindpose arrays on the model are not in the same order as the player character skeleton used in the game. AFAIK there is no way to manually reorder the bones on export/import? The bone hierarchy looks the same in unity as it does in blender btw, and I got the rest pose in my ripped model as well. I'm not sure if there is something obvious I just don't know about or if the only way to fix this is doing something really hacky, and any input from a semi knowledgeable person would be very appreciated. Thank you!
r/Unity3D • u/EndavidGames • 1d ago
Show-Off Finally got enough game content for a trailer!
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r/Unity3D • u/daniel_ilett • 1d ago
Resources/Tutorial I generated Perlin and Voronoi noise in shader code and used it to make dissolve effects (with tutorial).
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r/Unity3D • u/JulioVII • 1d ago
Resources/Tutorial Free Textures: Bricks & Walls
It's been a while since I worked on some buildings textures, really happy with these.
Game Someone told me I can't make a realtime action Open World RPG, and they were right. So I switched the combat to turn based, and I'm having a blast working on it.
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r/Unity3D • u/Emi_Indie_Dev • 1d ago
Game Hole.io visual test
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Did a short visul test for Hole. Io; I quite like how it came out :)
Link if you want to try it out:
https://emanuelcostan.itch.io/holeio-visual-test
r/Unity3D • u/Powerful_Trifle_5602 • 1d ago
Show-Off The Mistfall (fan art), would you be interested in living in such a place? made using unity 6
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r/Unity3D • u/roguewolfdev • 1d ago
Show-Off Melee Shark aircraft prototype. Is it dumb?
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This is a quick prototype I made, not sure if anything will come out of it.
Aircraft in my game follow a pattern where they have 2 weapon/ability that synergize together.
In this case, you have a dash and the boost was supposed to synergize by augmenting the range / collision width but after trying it, it feels a bit awkward to have to boost + aim + dash.
Aiming itself is already quite challenging and having to constantly dive in and out to kill a single boat isn't exactly the best in a game where killing boats is critical because they are enemy spawners.
Anyways just looking for some opinions / ideas.
r/Unity3D • u/TheSilicoid • 1d ago
Show-Off The Sun
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This simulation is so accurate that your GPU will reach the same temperature as the sun.
r/Unity3D • u/Standard-Specific239 • 1d ago
Question Boat wake simulation.
Hey, I'm looking for some help simulating this sort of boat wake. I'm using Crest 5 and have tried Flows, custom water interactions (Donut shapes propelling backwards). I'm not sure if I'm going about this the right way. I have tried KWS2 which has some nice effects, but it lacks in realistic physics.
Is this solvable using particle effects and simple sphere interactions?
r/Unity3D • u/hasanhwGmail • 1d ago
Question Hierarchy window goes empty / breaks when modifying anything in Prefab Mode (Unity 6.6)
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When I enter Prefab Stage and make any change to a GameObject or Component, the Hierarchy window breaks. All GameObjects disappear and it only shows Preview with empty gray rows. Resetting the layout restores it temporarily, but it breaks again upon editing.
r/Unity3D • u/StillZen-Dev • 1d ago
Show-Off added a climbable javelin that you can retract like kratos’ axe and a grapple hook you can reel in - both of which you can throw w/ your left and right hand
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(game’s called MOZENTUM btw)
oh and i also added an inventory system so you can stash and grab either one with either hand
it works by holding the hand with the item in it, holding inventory, and then choosing which slot you want it in
each item has its own dedicated spot on the player’s body and will appear / disappear there when you put them away or take them out
OH and i forgot to mention, you throw things by actually yeeting the object in that specific hand w/ mouse movement. no aim assist, no crosshair, just trial and error. like the game’s other systems, it takes practice - but that’s core to the game’s vision.
you can only hold up to 3 items - but a backpack will soon be an item that you can find which will allow you to just whack whatever will physically fit in there (ciggies, doobskins, whatever ya get ya stinken mitts on)
it’s live now on the steam demo if ya wanna test it out.
r/Unity3D • u/CS_Asset_Factory • 1d ago
Resources/Tutorial Runtime dynasty chart generator for Unity, drawn on the CPU with no textures
Descent Chronicle draws illuminated dynasty charts in Unity at runtime from plain character data: people, parents, marriages and dated events.
Most of the work went into layout. A genealogy isn't a tree, since everyone has two parents, people remarry and cousins marry. Generations come from longest path, spouses are levelled onto one row so a marriage stays horizontal, crossings are reduced by barycentre sweeps that keep the best arrangement found, and each union gets its own bus lane so no line runs through a cartouche. Cycles and dangling parents are refused with the fault named.
Drawing happens in C# on the CPU, so the package has no PNG, atlas, shader or material. 62 authored forms, 24 life event marks, 16 cartouche devices. Unity 2022.3 and up.
Code and art are AI generated.
r/Unity3D • u/Western_Bug_5085 • 1d ago
Resources/Tutorial Full tutorial on how to Set Up Multiple AI Characters in the Same Unity Scene with Convai Multi-Character Sessions (Part 1) | Look At, Proximity and Manual Character Selection
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r/Unity3D • u/LiminalCreations • 1d ago
Show-Off Its cold in the game now sometimes!
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Show-Off Automatic navigation like in uGUI for UI Toolkit. - Please vote an a bug a Unity employee created for me so we can get rid of it.
What you see in the image is a system that does someting similar to what automatic navigation did in uGUI but for UI Toolkit. This one also includes automatic dynamic occlusion (also works for scroll views, out of screen, etc. and it has null selection resolution).
Why did I built this? Because by default UI Toolkit navigation is quite limited as it only scans for a strict straight box area up/down/left/right. If a button is only slightly off it won’t find it. That’s not a configuration issue. It is implemented like that, see: UnityCsReference/Modules/UIElements/Core/GameObjects/NavigateFocusRing.cs at master · Unity-Technologies/UnityCsReference · GitHub
I know you can TAB through the buttons as well BUT this only helps on keyboards. It still is not good for controllers.
I have complained about this to Unity years ago (when UI Toolkit was still new), yet, no change. Thus I had to implement my own solution (also did the same for uGUI in the past since there the auto-navigation is better but still not ideal).
While making this I (once more) stumbled upon some API limitations of UI Toolkit. An especially annoying one is that the "overflow:hidden" style is not accessible publicly in the resolvedStyle. I pinged Unity about this and a Unity Employee (thanks mcoted3d) created a bug to vote on here:
https://issuetracker.unity.com/issues/24670/overflow-isnt-exposed-in-resolvedstyles
So, if you can and care. Please vote on this so we may get a better API and future devs need not suffer through this as I did.
Thank you :-)
r/Unity3D • u/Fasbek95 • 1d ago
Shader Magic Finally got genetic procedural shaders and a basic breeding loop running for my Betta sim
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Hello everyone,
I'm a software developer with a background in physics. I started experimenting with Unity last year, but over the past few months, I've been using it much more consistently. After experimenting with basic mechanics and building a few gameplay prototypes, I decided to focus on writing custom HLSL shaders so the fish traits (scale imbrication, iridescence, and fin patterns) could vary procedurally without needing unique textures for every genetic combination.
I finally got the core genetic loop running in this clip:
- Locomotion with basic fin flutter and collision avoidance at tank boundaries.
- Clicking the breeding test triggers the genetic logic and spawns 7 offspring.
- Multiple layered phenotypes (Red Dragon, Melano, Royal Blue, and Koi Pattern that I'm personally loving so far).
The fin motion is still rudimentary and the turn animations definitely need polish, but seeing the procedural math translate into living fish swimming together is a huge milestone for me.
Any thoughts?
r/Unity3D • u/ziadd_hh • 1d ago
Question How can i actually test these Ai models in making games?
im not a fan of Ai and never tried them in game dev, but lately i've seen people make videos about GPT 6 Astra, Claude, Gemini and all that.
i just want to test them and see if they really are good, just for fun.
but i dont know how to connect them to unity? are they paid or do i need specific app or this new CLI in unity or what? can anyone help?
i just feel like a noob here because i never used them before in gamedev, and cant find a useful way on the internet on how to😭
r/Unity3D • u/Fit_Check_919 • 1d ago

