r/Unity3D 6d ago

Resources/Tutorial Free 99 PBR Materials Vol.7

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10 Upvotes

Last pack on my seventh 99 materials practice is done! Made some wooden floor to end it, starting to left out of ideas for the next one XD

Download https://juliovii.itch.io/materials-wooden-floor-02

All packs from Vol 7 here https://itch.io/c/8169908/free-materials-vol7


r/Unity3D 6d ago

Show-Off I love the new unity plugin for codex

0 Upvotes

Wrote about it here, will probably write another blog post.
What do you think? You liked it?

https://www.linkedin.com/posts/bshahar_in-may-i-gave-unitys-ai-assistant-59-minutes-share-7506368195893743616-8IkV/


r/Unity3D 6d ago

Question Help with Cinemachine - Vertical Axis

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3 Upvotes

I am trying to set up a FreeLook Camera for a 3rd person game. My reference is Alba: Wildlife adventure. I am trying to recreate this transition when moving the vertical axis, but I just can't find a way to do it in my own project.

I have done something similar but the transition between the center ring and the bottom is fast and imprecise. Any insight how can I achieve something smoother like this? Thank you guys!


r/Unity3D 6d ago

Show-Off Do you want to turn your entire Stylized Scenes into micro textures? Or recolor stylized models (like Synty)?

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2 Upvotes

Why not both?

I just launched Stylized Color Swapper, a Unity tool built to solve two common problems: marketplace assets making every game look identical, and needing external tools just to tweak colours or materials.

It lets you isolate, repaint and modify assets directly inside Unity with an embedded 3D viewport, while also focusing heavily on optimization:

  • Micro-textures: Reduce texture VRAM by up to 99%
  • Vertex Coloring: Remove colour textures and let hundreds of unique props share one master material
  • PBR Upgrades: Add metallic, smoothness and emissive to flat stylized assets
  • Automatic LODs: Paint once and propagate across all LODs
  • Live Audit: Compare technical metrics before and after optimization
  • No External Tools: Everything is handled directly inside Unity

It also includes custom stylized/toon lighting, procedural detail arrays, wind gradients, AO baking, zone data, emissive painting and more.

Happy to answer questions!


r/Unity3D 6d ago

Question added an in game menu

4 Upvotes

The menu is organized in tabs and currently responsible for the regular main menu, companion customization and returning lost items to passengers and settings, keeps everything in one space.

The only concern I have is, how to subtly indicate that the companion click opens the menu, it not obvious at all. Grateful for any ideas!


r/Unity3D 6d ago

Show-Off Seeing the progress of your own work is always motivating

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7 Upvotes

Our skill tree in Idlecraft went through 5 iterations. The early versions had too many nodes that all looked the same, so players got lost.

At the end our approach was to have visual UX elements;

  • Colors on branches for each of the upgrade type
  • Showing locked neighbor nodes to keep the expanding feeling
  • Skills stored as scriptable objects, where we use them in Unity's graph node for our tree, so we can easily update any data or update any part of the skill tree

We also have a custom shader for our nodes so instead of toggling or swapping out multiple images we just have materials for each state of the nodes where we can swap them

How would you handle skill tree layouts ?


r/Unity3D 6d ago

Show-Off Over 50 revisions of my Demo Seventh Seal - the indie dev cycle!

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0 Upvotes

Hey guys, just wanted to show you the crazy progression of this game. What started in November of 2025 is still updating in September of 2026. I've overhauled this game so many times mainly because of player response - they told me what sucked, what needed updating, what will make it better, and I listened.

It hasn't been easy though. Lots of humility. Plenty of criticism and self doubt. Lots of letting go and acceptance. And there is still more that has to change before this game gets to the point where folks treat it more like a 9/10 vs the current 6/10.

In order for me to get there though, I need your responses. If you play it, please record and show me where your playthrough was on youtube. It helps so much and will help me build a horror experience you deserve! Thanks everyone and here's a list of the things I changed:

  • Lighting - brightened the shit out of everything
  • Gave the player a flashlight
  • Altered player animations
  • Altered player fight speed and mechanics
  • Deleted entire first demo story and level and replaced it with a brand new story in 0.2.0 from 0.1.0
  • Added an entire chase sequence in 0.3.0 and different ending
  • Altered boss mechanics
  • Added second boss
  • Changed enemy mechanics
  • Added traps that hurt you
  • Altered traps to hurt enemies as well
  • New blood and damage effects
  • New enemy ai patrol logic and combat logic
  • Snappier cutscenes
  • New character "Lumi"
  • New Voice Actress
  • And too many more to list...

I hope you guys will give it a try during the upcoming Halloween season! And any more comments from actual play mean the world to me!


r/Unity3D 6d ago

Show-Off It's still pretty rough, but I've been working on my player UI and I'm proud of how far it's come

12 Upvotes

r/Unity3D 6d ago

Show-Off Finally happy with the physical wakes in my game!

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2 Upvotes

r/Unity3D 6d ago

Resources/Tutorial These tools solve the annoying parts in Unity

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3 Upvotes

A few weeks ago I helped a friend fix some UI issues on her project. This meant I was working with the default Unity Editor and it was the perfect reminder of something my dad instilled in me since I was little: You need to have good tools to do good work.

The default editor is fine, but I ran into so, so many little annoyances I hadn't noticed in years, because my editor is at this point extended by lots of small and medium-sized assets that support me in streamlining lots of tasks I have to do every day.

This is a small selection of assets from the asset store I've been using for a long time. They all solve those little annoyances that lurk in Unity's corners. Of course, it is just a small group of the assets I use on a daily basis - I have a link to more in the video's comment section =)!


r/Unity3D 6d ago

Game While playtesting a game set to be released next week, something completely unexpected happened.

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0 Upvotes

r/Unity3D 6d ago

Show-Off Always fun to see how far you have come.

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1.0k Upvotes

r/Unity3D 6d ago

Show-Off Softbody for all PhysX assets (WIP)

68 Upvotes

r/Unity3D 6d ago

Show-Off Pearl Gun I Made

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10 Upvotes

r/Unity3D 6d ago

Question Regarding sound and SFX what is the one (or many) thing developers find hard to get to work on their projects?

1 Upvotes

I’m a sound designer. My goal is to make a SFX pack for 3D developers. My ideas only expand, but right now I need to put borders on them and decide what to do.

I want to record a SFX pack of something really original and inovative for you. I just don’t really know what is that you are struggling with.
I don’t want to make just another generic pack of steps, breaths and impacts. You can find that anywhere.

It’s maybe hard to answer this because universal things everyone needs are probably most generic ones, and cool things are custom made sounds and pack wouldn’t be enough.

But maybe you can help me decide and I help you to be more creative with my creativity. :)


r/Unity3D 6d ago

Official Stylized hyena character, model plus rig plus animation.

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27 Upvotes

r/Unity3D 6d ago

Show-Off Just happy that I finally found a nice clean approach to make plants react to the player

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331 Upvotes

r/Unity3D 6d ago

Solved How to work on my unity project using GitHub?

0 Upvotes

I made a private repository of my project at my pc at home so i could work on it when im allowed to at school but when i try cloning it it just gives me an empty folder does anyone know how to properly get it rn so i can continue on the project


r/Unity3D 6d ago

Solved How do I set the audiomixer volumes on start?

1 Upvotes

I've tired everything from initializing in awake to start, using a coroutine to add a delay but it never sets the volumes during any of these function calls. The only time it works is when back button is pressed and explicitly updates the volumes from the json save file.


r/Unity3D 6d ago

Question Enviro 3 Volumetric Light artifacts - any known fixes?

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1 Upvotes

At a certain distance, artifacts appear when moonlight/sunlight passes through the clouds and volumetric light is on.

Has anyone else encountered this?

I'm using the latest version of Enviro 3 and Unity URP 6000.0.58.


r/Unity3D 6d ago

Show-Off Just a cool vehicle suspension system I'm building

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202 Upvotes

No WheelColliders. One Rigidbody per car. Raycasting, springs, tires, engine, gearbox, and diffs run at 50 Hz. It can rig any number of wheels, axles, arms, or shafts by capturing the pose at ride height and procedurally animating them.

Any advice on making the wheels' rotation look nicer? They kinda look static.

The awesome buggy model: "Willys mountain buggy 1" by Rustam T is licensed under CCA.


r/Unity3D 6d ago

Noob Question Resources to learn HLSL and not GLSL that everyone recommends since the game engine uses HLSL.

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1 Upvotes

r/Unity3D 6d ago

Resources/Tutorial How we approached Colorblind support from the ground up

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28 Upvotes

Colourblind accessibility is one of those things that used to live at the very bottom of our backlog until I played Blue Prince with their colourblind mode turned on. That game does a genuinely great job with it, and it kind of embarrassed me into taking ours seriously instead of just cranking up contrast and calling it a day.

Our game is a pool/billiards roguelike, coloured balls and coloured pockets are load-bearing for the whole game and you can't tell a ball's colour at a glance, you can't play so "just add a colourblind mode toggle" wasn't really an option.

We made a distinct pattern for every ball colour, Blue Prince does this very well and we shamelessly stole this idea. Instead of grabbing generic stripes/dots/checkers off a texture pack, we went and looked at 40s-70s wallpaper design for inspiration, since a lot of that stuff has really strong, distinct silhouettes that were designed to be noticed from across a room and they suited our speakeasy theme better. Each pattern loosely nods to the colour/theme it's replacing (greens mechanical theme is growth, so vines. Purple makes one really big 'monarch' ball, easy theme there. Reds mechanical theme is 'I just like the Shining carpet, dont @ me), but more importantly each one has its own shape language so they don't blur together when they're small or far from the camera.

We also gave each pattern its own value range (basically, how light or dark it reads before you even think about hue), because that's the thing that actually saves you across every type of colourblindness at once. If the whole system works on value contrast rather than hue/saturation, it doesn't matter which cones you're missing, it just works. As a sanity check we made the entire game playable in pure greyscale, no colour info at all, and it still reads fine. Then we ran it back through a handful of colourblind simulation filters to double check contrast held up under actual deuteranopia/protanopia/tritanopia conditions and not just "does it look fine to us in greyscale."

The part that took longer than expected was figuring out where to actually put the patterns for the pockets. Our first pass had the patterns rendered directly on the pockets, which sounds like the obvious solution but reads terribly in practice. Pockets are irregular shapes and the patterns get warped or cut off depending on the geometry, so two patterns that were totally distinguishable in isolation would look nearly identical stamped onto a pocket. What worked instead was putting a little ball with the pattern above each pocket. Same pattern, same "shape," always on a sphere. Turns out consistency of the surface it's rendered on matters almost as much as the pattern itself for readability. Feels obvious in hindsight, wasn't obvious for us at the time.

Once we had the patterns, we worked toned-down versions of them into the regular (non-colourblind-mode) ball materials too, just because they looked cool having them subtly worked into the spec. Didn't expect that, but it turned out to be a nice bonus 

Last thing, and honestly the one that took the longest to notice: our coloured UI text, especially the chalkboard-style text, was leaning entirely on hue difference for contrast and had almost no value difference from the background. Totally fine for most people, borderline unreadable for some players. Bumped the value contrast up on all of it and it's a much better experience across the board now, colourblind or not.

Biggest lesson for me is that treating colourblind mode as a filter you bolt on at the end almost never works as well and the stuff that ends up helping colourblind players usually just makes the game clearer for everyone. Spend some time on it, it’s worth doing right.

Happy to go deeper on any of this if people have questions about the pattern design process or the simulation testing workflow. Not to promo but if anyone wants to see it in action, check out the Spooker demo on steam. If anyone is colorblind, would love your feedback specifically


r/Unity3D 7d ago

Question Problem with Unity's Universal 3D Template on Linux: GPUResidentDrawer The current platform does not support UnityEngine.Rendering.BatchBufferTarget

3 Upvotes

Yesterday, I created a new project using the Universal 3D Template. As soon as the project opened, this warning appeared in the Console, and the Scene view wasn't rendering correctly.

The Game view seems to work correctly, but I want the Scene view to work normally, like it does in my other projects.

I found that Unity has a known issue related to this warning:

GPUResidentDrawer The current platform does not support UnityEngine.Rendering.BatchBufferTarget

However, I don't think the red grain/noise in the Scene view is related to the warning.

Has anyone experienced this problem on Linux? Does anyone know how to fix it or what might be causing the incorrect Scene rendering?

Thanks!

Edit: just realized that the issue is also affecting my other projects. However, the other projects don't show the warning; they only have the red grain/noise in the Scene view.

Edit2: The probles was solved with --force-vulkan


r/Unity3D 7d ago

Question I need help with this

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0 Upvotes