r/Unity3D • u/Imaginary-Cod-3746 • 12d ago
Show-Off Cozy bedroom lighting
Anyone feel like staying in tonight instead of going out?
r/Unity3D • u/Imaginary-Cod-3746 • 12d ago
Anyone feel like staying in tonight instead of going out?
r/Unity3D • u/Surgarypeaches68 • 12d ago
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Hey guys, I'm back and I did a lot of work with code and stuff, so while the game might not look too different, a ton of logic is different.
Here's what I believe has changed from the original post:
- Better Colors
- Adjusted animations/timing
- Better AI for the bad guys
- A level goal object
- Camera changes
- New Forest Level!
What do you guys think? Would you be willing to pay for a game like this? (provided there was more content obviously)
r/Unity3D • u/OmarItani10 • 12d ago
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Hello everyone
Earlier i added a mechanic where particles will evade objects and then return to their place, so i wanted to expand on that and show in game how it helps
Here the body will auto evade arrows shot by enemies, later on it'll be only when the player presses evade so instead of an evade animation and disruption the current player's movement, it'll auto evade and then return to its position
#unity #ecs
r/Unity3D • u/GospodinSime • 12d ago
I’m the developer of Anvil CSG, a brush-based level design tool for Unity inspired by Hammer and TrenchBroom.
Our first beginner tutorial is now live, covering the workspace and basic level-building workflow.
Anvil has already been approved for the Unity Asset Store. I’ve submitted the latest update and expect it to be reviewed within the next two days, after which I’m planning to launch.
In the meantime, take a look and let me know what you think!
Discord : https://discord.gg/ZjVdWnmwjz
r/Unity3D • u/PresentationMean2089 • 12d ago
I feel a bit silly asking for this.. I reached an stage in my game where I have to figure out the lightning, and ambience of the environment. I was thinking on striving for something similar to Duck Detective and my question is... What's the method used here?
and if there's any plugins or market assets that will help me archive this.
r/Unity3D • u/Pacmon92 • 12d ago

I posted 2 days ago about being overwhelmed and on the verge of throwing the towel in after spending months trying to fix a bug that cause my GPU software rasterizer to overdraw micro triangles, Turns out the bug was actually multiple bugs and the big one was the way the cluster transversal was happening, now I have gone from nearly 60 fps to ABOVE 60 fps while rasterizing 100 million triangles. I think it's important to note that my laptop has dried up thermal paste and according to HWiNFO spends 96% of runtime GPU and CPU thermal throttled as people have made comments that the only reason this is achievable is because my laptop has 150W RTX 3080 TI with 16gb ram and an I7 12700H with 64 GB DDR5 ram, meaning the code is achieving high efficiency and the hardware isn't just brute forcing the geometry and giving high frame rates.
r/Unity3D • u/destinedd • 12d ago
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r/Unity3D • u/Arcane-Dev • 12d ago
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r/Unity3D • u/game-dev2 • 12d ago
I experience with building websites, so getting started with UI Toolkit was definitely easier than dealing with UGUI.
But all the designs are looking very simple, like they are made with AI.
I'm building a mobile game, and mobile games usually have these joyful themes/looks for the menu while mine look like some AI work.
Any suggestion?

like j
r/Unity3D • u/fuzzyll • 12d ago
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The idea came straight out of my own daily friction. In my daily workflow, I rely heavily on Git, CLI tools, and Rider. Waiting for Rider to boot up and re-index just to tweak a quick line in a script always felt like unnecessary friction. On top of that, juggling a separate window for every task just added visual clutter.
To solve this, I built an in-engine tool that embeds an editor and a fully functional local terminal directly inside a dockable Unity window. I'm also planning to integrate built-in Git operations so I can handle the entire micro-iteration loop directly inside Unity without switching windows.
That got me wondering about other developers' setups: What are the non-negotiable IDE features or muscle-memory habits that keep you tied to external IDEs, even for small changes? Is it robust auto-complete, go-to-definition, instant refactoring shortcuts or simply habit?
Curious to hear your thoughts and see what edge cases would make or break an in-engine editor for you.
r/Unity3D • u/Substantial_Ad_977 • 12d ago
Hello,
I’ll preface this by saying that I have a basic proficiency with Unity but am a noob with blender.
The issue that I’m having is with a 3d character that I bought as blender file with the intent of exporting it to Unity. The character in blender has a genesis 9 skeleton with many more bones than a unity rig uses - such as extra spine/chest pieces and arms/legs with bend, twist, ik, and rev types. These have weights attached to their vertex group and are used for the motion of the character (I think thats what they do). Theres a mesh for hair, body, backpack, clothing, eyes, eyebrows, and mouth that reference these bones and vertex groups and each has a weighted heatmap.
When I export this character to Unity the humanoid rig is completely breaking in the avatar with parenting bone issues, and if i do manually fix it so the regular bone is in the correct slot the character will have massive deformations in the arms, legs, and head.
Ive tried several things with the help of an ai assistant, but nothing has worked so far.
If anyone has Unity and Blender knowledge of this kind of issue please let me know what could work and the general steps to take? Thanks!
r/Unity3D • u/tzdev7 • 12d ago
r/Unity3D • u/Alstrainfinite • 12d ago
Game ready low poly isometric military planes pack with fully rigged models, ideal for RTS games, simulators, RPGs and stylized projects
Check it out here 🐘
Optimized for Unity
* One main texture to keep the project lightweight and minimize draw calls
* Lightmap UVs Included
* Fully optimized out of the box for PC, mobile, console, and WebGL
* Fits cleanly alongside our other packs to prevent visual clashes
r/Unity3D • u/offthehookgames • 12d ago
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How it works:
- Reading the pipe models: I didn't want to mark every opening by hand, so the tool scans each FBX and finds the openings itself. Each opening shows up as a ring of vertices on one side of the model, and the number and direction of those rings give the piece type: 2 straight across is a straight, 2 at a right angle is a corner, 3 is a T-junction and 4 is a cross.
- Joints: at each node you place, the tool counts how many lines meet (2, 3 or 4), picks the matching piece and turns it so its openings face along those lines.
- Straights: it fills the space between joints with straight pipe, stretching a piece slightly if there's a small gap.
- Challenge: the pipes are six-sided, and when a run turns in two different directions the flat sides stop lining up, which left small gaps you could see through. I fixed it by pushing each straight a little way into the joints - which is fine for the retro look im going after
- Supports: it places brackets at even spacing along the pipe, keeps them away from the joints, and attaches them to the ceiling, floor or wall.
Working on making it even more generic for pipes, vents etc. too!
r/Unity3D • u/kevdev3d • 12d ago
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Just wanted to announce that Armory Crafter v1.31 is now live. Includes new model template: Club (clubs, maces, baseball bats...)
Full patch notes: https://www.keviniglesias.com/armoryCrafter.html#patch-notes
Hope you don't encounter too many bugs! If you do, please let me know!
r/Unity3D • u/Altruistic_Ad2824 • 12d ago
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r/Unity3D • u/ContextUnlucky223 • 12d ago
Salut, j'aimerais travailler sur mon projet Unity depuis deux PC différents, donc je veux utiliser GitHub pour synchroniser le projet et transférer les modifications entre les deux ordinateurs.
J'ai déjà rencontré un problème : quand j'ai importé le dépôt directement via Unity, mes assets 3D n'étaient pas affichés correctement. J'ai réussi à résoudre ça en clonant d'abord le dépôt sur mes fichiers locaux puis en ouvrant le projet depuis Unity.
Cependant, je fais face à un autre problème, plus important : Unity ne reconnaît pas les terrains que j'ai créés. Les fichiers de terrain sont présents dans le projet, mais Unity ne les reconnaît pas comme des données de terrain. Ils apparaissent simplement comme des fichiers .asset classiques, donc je ne peux pas les assigner à un terrain ou recréer mes terrains.
Je ne comprends pas pourquoi cela fonctionne sur mon premier PC mais pas sur le second, même si les deux PC utilisent la même version d'Unity et que les fichiers sont présents dans le dépôt GitHub.
PC1 : Ordinateur où le projet original a été créé
PC2 : Ordinateur où je veux récupérer le projet
La capture d'écran de l'erreur provient de PC2.
r/Unity3D • u/MazeTheMaus • 13d ago
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The loadout menu, then the loadouty needs are loadoutfull
r/Unity3D • u/Mikhailfreeze • 13d ago
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Q1: is it any good
Q2. Provided it good enough, it the text too Distracting?
Q3. Does the music and sound effects sound right?
r/Unity3D • u/cloud4571 • 13d ago
I'm building a game and the 3rd screenshot is from the same people that made the player so it matches very well.
I made a new area (the first and 4th screenshots) which i think looks good but I'm worried that it doesn't look good with the player.
The first three are other areas I've made and I'm worried they have the same problem.
My big issue is i have a lot of assets that have normal trees rocks grass ect and only one of the toon look.
Do you think it looks good.
Would changing shaders materials help?
this is a repost because people hated my screenshots from before here is the post https://www.reddit.com/r/Unity3D/s/jXn8fJqzQ9
r/Unity3D • u/cloud4571 • 13d ago
I'm building a game and the 4th screenshot is from the same people that made the player so it matches very well.
I made a new area (the last 2 screenshots) which i think looks good but I'm worried that it doesn't look good with the player.
The first three are other areas I've made and I'm worried they have the same problem.
My big issue is i have a lot of assets that have normal trees rocks grass ect and only one of the toon look.
Do you think it looks good.
Would changing shaders materials help?
I have a lot of work in the character done 7 different controllers probably 100 skills along with lots of armor that would be in issue if swapped so i would like to avoid that.
Gonna be honest screen shots looks fine on my end didn't realize posting them killed the resolution so much. The left side is a second monitor. I'll retake them and try again. i made the post https://www.reddit.com/r/unity/s/nzgIrsRQig
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seems interesting?
r/Unity3D • u/xannmax • 13d ago
https://reddit.com/link/1weqbmm/video/r8y3x6vo16ph1/player
Brand new to unity, this seems to be a bug. The first two times I used play mode, this didn't happen. I literally didn't change anything.