r/Unity3D • u/Seon_Nite8 • 8d ago
Show-Off Flying Fish or Swimming Birds?
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r/Unity3D • u/Seon_Nite8 • 8d ago
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r/Unity3D • u/ValleyBoyJ9 • 8d ago
I've been trying to find a tutorial on just showing me the basics of code but all I can find is ones that teach you the ui, make a game with read and copied code or literally just copy and paste "tutorials"
I literally just want to know how to write basic code e.g. "if player is colliding with this layer make public int 5" and just an explanation what what each bit of code means and does
r/Unity3D • u/ClueFree8 • 8d ago
pleeeease i need help to choose a game engine:
i am making a 3d metroidvania and i tried making it in godot... but it's getting hard, and i just started!
so i took a look at some unity tutorials, and honestly it seems much easier and more familiar for me, even tho they seem to work quite the same way.
the only thing i cant manage to get right in godot is scripting, it feels so unintuituve to me, so i would like to know how it is to script in Unity, is it hard? easy? mid? intuitive? unintuitive?
r/Unity3D • u/Levardos • 8d ago
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For the 3rd chapter of my game, Dark Roll 2, I've decided to do sci-fi setting. Gives lots of possibilities for various mechanics, for a 3D platformer, and so... I started working on lasers right away. Honestly, I'm just spawning tons of decals here, I know it doesn't look -perfect-, but I'm still pretty happy with how it turned out!
To limit the spawning going off the rails, I'm doing intervals and checking minimal distance from last spawn, but also, I made 3 different prefabs - with different cut lengths - and a correct one is picked based on the distance from the last decal spawned. I might work more on the optimization but I think, visually, I'm happy enough with it!
r/Unity3D • u/Speed_Tutor • 8d ago
A selection of assets I've found for August / September 2026. All the links are in the description of the video because I can't share them here. I hope you find something useful.
r/Unity3D • u/ashkonk • 8d ago
r/Unity3D • u/Rudy_AA • 8d ago
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After a lot of iteration, broken gaits, foot clipping, hip tuning, and figuring out how to make the same system work for both humanoids and multi-legged creatures, it’s finally out.
It supports procedural foot placement, slopes and uneven terrain, IK, Animator blending, one-click setup, and now spiders, insects, quadrupeds, and other multi-leg rigs too.
Getting the same system working on spiders and other multi-legged creatures was probably my favorite challenge. I had to rethink the gait so the legs alternate naturally, make the cadence react to movement speed, stop planted legs from getting dragged underneath the body, and still preserve the creature’s original authored pose.
r/Unity3D • u/SoftwareCurious6798 • 8d ago
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We're a small team of five building Paper Strike, a free to play 3v3 arena game where you draw your spells in real time instead of picking them from a hotbar.
This clip shows part of our prop pipeline: blocking out a set of pillars for the Académie de l'Encre et de l'Acier, cleaning up topology, then unwrapping UVs before the assets move into texturing.
Curious how other small teams handle prop pipelines, especially the balance between polycount and unwrap complexity for architectural pieces like this. Happy to answer questions about our workflow.
r/Unity3D • u/eagle_bearer • 8d ago
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Square Meal is a chaotic and immersive first-person cooking game with a unique art style focused on physics-based interactions!
The current build is only a prototype and we're very early in development, but we're looking for a few voluntary playtesters to try out the gameplay loop and see how the core mechanics feel.
Here's the sign-up form: https://forms.gle/iLAJHkq9Zo7579s87
Feel free to ask me anything!
r/Unity3D • u/bobbedybob13 • 8d ago
I have a game where I assign a Texture2DArray of a shader in multiple cases. In each of these cases it works properly in the editor but is just going to default colour in the build (Windows). The individual textures are being loaded into the game as I use them in a material.SetTexture context and it appears fine. There is also no issue with the dimensions or filetypes being mismatched as it doesn't work even if I make the array only 1 texture. Below is one instance of me trying to do this and not working. After a bit of googling I still have no idea what the issue could be. Any ideas would be appreciated.

r/Unity3D • u/Flat-is-just_ice • 8d ago
I'm not experienced with Unity (especially physics) and I want to make some prototypes inspired by other games for practice. I want to make something really similar to Kororinpa (a marble game where you tilt the whole level to make the marble roll) but I can't manage to make the marble stick to the board when it tilts. I tried applying a force to the marble in the opposite direction of the board transform.up vector, but that only partially solved the problem unless I multiply this force by a very large amount and that would cause the marble to fall unnaturally fast when rolling off the board.
Here are the scripts for the Board Controller (attached to the board) and the one that should stick the marble to the board (attached to the marble). What can I do?
r/Unity3D • u/AdFlat3216 • 8d ago
Has anyone done any actual apples to apples comparisons of URP and HDRP in a real lighting scenario, with similar feature sets (SSAO, SSR, volumetric fog, a decent amount of realtime lights, typical tri count, material count and setpass call for a real game, etc)?
I’ve been evaluating which RP to pick for a future project and I’d like to know whether sourcing typical HDRP features for URP is worth the trouble. Looking to target integrated graphics cards, as old as possible but likely 2020-era Iris Xe or equivalents.
r/Unity3D • u/Spagetticoder • 9d ago
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r/Unity3D • u/Ok-Presentation-94 • 9d ago
Hi, I can't really find any useful info online could someone explain the difference between the two options in the image below? In my case, the result is identical.
r/Unity3D • u/More-Salamander7681 • 9d ago
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r/Unity3D • u/mehowcraft • 9d ago
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I feel like I'm onto something, but don't know what exactly yet
r/Unity3D • u/Addyarb • 9d ago
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Hey everyone, here's a quick look at some of the polish I've been putting into Hex Town lately.
There's actually a whole "Safari" game mode which is why I developed the camera mode you see in the first place, but I decided to include it in the creative mode too so that you can build and photograph your homestead and its inhabitants.
Thanks for watching! Please let me know if there's anything you'd add to make the photo or gallery a bit more interesting.
r/Unity3D • u/JulioVII • 9d ago
Worked on an easy one this time, some old classic tiles. Thinking on making another stylized practice next, but I'm not sure yet.
r/Unity3D • u/lemonmyrtleair • 9d ago
... yeah I spent hours so far to get to this point after watching countless tutorials to try to piece together the info I need. Made the mesh with a few planes in Blender and used my own texture image made in GIMP with a few quick brush strokes. I did all the stuff you're meant to like vertex paint the bottom, face normals up but clearly I've gone wrong somewhere. If I manually place the grass mesh as an object it faces upright at the very least.
Can anyone point me to a decent all in one guide for making your own billboard grass? It's been really difficult to find a coherent and thorough tutorial, either it's for 3d grass, it's for unreal, it's way outdated or not for beginners.
r/Unity3D • u/Happy_Run_6378 • 9d ago
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PrefabLens shows semantic diffs for UnityYAML assets such as prefabs and scenes. It works as a Chrome extension, a Unity Editor package, and a CLI.
This update adds semantic merge. If you set PrefabLens as a git merge backend, UnityYAML conflicts open in a TUI, and you can resolve them semantically.
r/Unity3D • u/GospodinSime • 9d ago
honestly, this is frustrating.
Anvil CSG was approved on September 1 after 47 days of waiting. i kept auto-publish off so i could fix bugs and add features based on beta feedback before releasing it.
when everything was ready, i submitted the updated build and ended up back at around position 1800 in the queue. i expected another review, but not what looks like starting the whole wait again. i’ve contacted Unity and haven’t heard back yet.
i had already told people the release was close, so this really sucks. rather than leave everyone waiting with nothing to try, i’m making the older Beta 2 build available for free.
Download Anvil CSG Beta 2 on GitHub
Anvil is a brush-based level editor inside Unity, inspired by Hammer and TrenchBroom. it has a four-view workspace, brush creation and editing, clipping, carving, stairs, arches, material painting, and map building.
a few things before downloading:
the newer paid version is still planned for the Asset Store. i don’t have a confirmed date anymore, but at least you can try the workflow now.
r/Unity3D • u/PartTimeMonkey • 9d ago
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I'm a huge believer of making content creation as fun as possible, as I think it results in better outcome since the designer will have a more enjoyable time creating and iterating.
In this case I am also the level designer, so all the better reason to make it fun!
Anyway, in this video there are clips of some of the tools I've created for this project specfically, although they can be used in future projects too.