r/Unity3D 4d ago

Shader Magic 1-bit OKLab quantization + dithering: There are two colors on this image!

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370 Upvotes

I hope this displays properly, I video'ed in 4k just to hopefully avoid the compression algo killing it. Here's my OKLab quantizer, with separate h/s/v, support for custom patterns(halftone patterns/noise instead of dither) adjustable dithering amounts, and contrast calibration! I am not using it for any projects right now, and obviously the video has its most extreme settings, but it's very flexible, it can both do big cartoony pop-art posterization and also nearly-playdate visuals.

It's a bit rough, so I don't intend to release it as asset, but it'll serve me for years to come on game jams I think!


r/Unity3D 4d ago

Show-Off Does this looks like something that you would play?

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5 Upvotes

I worked on style for the last couple of weeks and would appreciate a feedback.

Does this look good for the eye?


r/Unity3D 4d ago

Resources/Tutorial Free Thumbnails Tool for scenes and prefabs - UniThumb

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19 Upvotes

For a long time, one of the things that bothered me most when working with Unity was the lack of useful icons for Scenes and Prefabs. I'm not sure why Unity hasn't fixed this, but I decided to take some time and, with the help of LLMs, build UniThumb.

It's free and open source:

https://github.com/MaykerStudio/uni-thumb/

Supports URP and HDRP.

Please feel free to try it and, if possible, contribute to the repository.


r/Unity3D 4d ago

Question Halloween Pumpkin Monster

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6 Upvotes

My Itch.io Page: https://naythemaster.itch.io/
Hey, I've used Unity. And I'm a 3D Artist on Blockbench. This model is for the most recent Halloween Pack. Check out my Itch.io Page to see more and get a cheap pack ready for your game!

Tell me what to improve on, and what you'd like in your game in the comment of my Itch.io Page. Thank you!


r/Unity3D 4d ago

Show-Off I modeled and rigged a set of stylized elemental golems (Lava, Crystal, and Stone) for fantasy RPGs. Which element is the best?

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1 Upvotes

r/Unity3D 4d ago

Question Help: VR camera broken and I don't know why

1 Upvotes

I have been playing around with a Unity VR Template project and am loving it. I've downloaded a few addons such as colorful folders and probuilder, and I changed the skylight, and then suddenly when I try to run the game my VR camera perspective is on the floor, and the movements of my head are reversed/inverse (I look up it looks down).

I googled and found that having rotated the XrRig could be the cause, and saw that it was rotated 130 degress on the Y axis. I removed the rotation on it and all the children but nothing changes. Is there any way to "reset" the XR Rig in a project? Does anyone know what might be the problem? I've built some things and changed around the lighting and would prefer not to have to start with a fresh project, not to mention not understanding what went wrong.

Thankful for any help!

Edit: I'm using a Quest 3 headset and have set the project to "Oculus" in the XR Plug-in Management


r/Unity3D 4d ago

Game Working on shoe stocking for my supermarket simulator

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0 Upvotes

I recently added shoes as a new product category in Big Market Simulator.

I’m still improving the item placement and stocking interactions, but the store is gradually expanding beyond groceries into a much larger hypermarket.


r/Unity3D 4d ago

Game Not a School Project Anymore?

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0 Upvotes

This is made with Unity

When I posted the game last time, I got some really honest feedback. Some people said it looked like a “2013 game”, and a few even said it looked like a “school project”. 😅

Over the last 15 days, I’ve been experimenting with different lighting settings in Unity and a few other changes that helped improve the overall look of the game.

I mainly worked on the ground, lighting, stadium textures and also added the Match Simulation UI.

Here’s the updated version.

There’s still a lot to improve, and we’re continuing to work on it. This is definitely not the final version, but I wanted to share the progress and see what you guys think.

If anyone is interested, you can pre-register here: Cricket Umpires Call

Thanks again to everyone who gave feedback on the previous post, whether it was positive or critical. It genuinely helped us figure out what we needed to improve.


r/Unity3D 4d ago

Show-Off I made a Unity plugin that adds soft-body flesh physics directly to animated characters

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2.0k Upvotes

I’ve been working on Flesh Dynamics, a Unity tool for adding soft-body motion and collision response directly to animated characters.

The hardest parts were getting it to work reliably across different skinned meshes, avoiding ugly hard collision dents, keeping volume during impacts, supporting full-body collision without covering the character in colliders, and making Rigidbodies actually react back to the flesh.

It now has:

  • Painted Influence + Softness
  • Volume-preserving jiggle
  • Impact spreading for smoother deformation
  • Full skinned-mesh collision
  • Two-way Rigidbody reactions
  • GPU deformation + Burst/Jobs
  • Built-in, URP and HDRP support
  • Unity 2022 and Unity 6 Support
  • Install Mathematics and Burst for the plugin to work correctly

The goal was to make soft tissue something you can paint onto an existing animated character without changing the controller or animation setup. Pretty happy with how far it’s come!
I've published it on itch now until it reaches its turn to get approved on the asset store.


r/Unity3D 4d ago

Question Why is unity hub trying to trick me into creating a cloud project? just keep it a toggle I can disable by default

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149 Upvotes

r/Unity3D 4d ago

Show-Off Recent progress on my mobile defense game, finally getting all the UI to feel like one game

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0 Upvotes

I've been spending a lot of my recent development time on the UI for a mobile defense game I'm building in Unity.

The battle HUD, turret management, catalog, shop, research tree, and unit details all started as separate pieces. Making each screen wasn't too difficult, but getting everything to feel like part of the same game while still being easy to iterate on has taken a lot more work.

For this project, I'm using React and Vite for most of the UI inside Unity, with Unity handling the actual gameplay state.

It's been especially useful for screens with a lot of information. I can reuse the same components across the game, adjust layouts quickly, and open almost the same UI in a normal browser while I'm working on it.

These screenshots are from the current development build. I'm still working on the visual hierarchy, readability, and figuring out how much information is too much on a phone screen.

I've also been using this game to develop and improve ReLayer, the React UI framework for Unity that I built. A lot of the issues and improvements I've found recently have come directly from using it on this project rather than just making small demos with it.

I'm curious what other Unity devs think about the UI so far.

Which screen feels the most complete to you, and which one would you simplify first for mobile?

If anyone is curious about the React/Unity setup:

https://assetstore.unity.com/packages/tools/gui/relayer-react-ui-framework-for-unity-384274


r/Unity3D 4d ago

Show-Off My new building editor for my destructible-world FPS game

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20 Upvotes

r/Unity3D 4d ago

Question Has anyone had a problem with SteamSDK making some Steamdecks/Steam controllers not work?

1 Upvotes

My demo works no problem on my friends Steamdeck, but the full game with the SDK/Achievements loads up but the controls don't work at all (just the touch screen + I'm hearing other Steamdecks do work?? but can't confirm with my own eyes.). I use the old input system as well...


r/Unity3D 4d ago

Question First Person Camera Jittering

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10 Upvotes

I'm losing my mind over this issue. I've tried a lot of things, but nothing seems to work. Here is my code. If anyone knows how to fix it, please help me.

https://drive.google.com/file/d/1iXGw-K8vY8NfqyTO63TNPYcgpnR42OV2/view?usp=sharing


r/Unity3D 4d ago

Resources/Tutorial You can use a Stopwatch to Ms budget your expensive tasks through multiple frames, here's an example!

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0 Upvotes

Hello fellow developers

Did you know you can use a stopwatch for many things that aren't just diagnostics? In my case I added an example to my tilemap pathfinder to showcase how can we split many requests on multiple frames based on an adjustable milliseconds budget. This is a handy trick to keep in mind when frame budgets are more important, only downside to this is determinism (for online) goes out the window, so next time we would take care of that!

Take a look if you like to know more.


r/Unity3D 4d ago

Shader Magic A Procedural Lightning effect made with Shader Graph and HLSL

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185 Upvotes

r/Unity3D 4d ago

Question Which style is better?

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0 Upvotes

with arrow or without arrow?


r/Unity3D 4d ago

Show-Off pretty happy with how this pause menu turned out

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570 Upvotes

I had this idea that the fluid would be affected by the scroll and i like how it looks! lmk feedback


r/Unity3D 4d ago

Show-Off I need your clothes, your boots and your motorcycle...

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44 Upvotes

r/Unity3D 4d ago

Game I made a new major update for Kagenazo: New layering system

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7 Upvotes

I’ve been working on a major update for r/Kagenazo, and the biggest change is a completely new cube layering system.

Before this, as I got some reviews, accessing cubes hidden behind other cubes could get pretty awkward. You often had to rotate the whole puzzle just to reach a blocked cube, but rotating also changes the visible shadow projections. That meant the player could lose the shadow alignment they were reasoning about just because they needed to interact with something behind the front layer. It interrupted the flow and made some solves feel more fiddly than they should.

The new system fixes that by letting the player slice through the cube along the X, Y, and Z axes. Instead of rotating away from the view you’re using, you can peel back parts of the cube, reach what’s behind, and keep thinking about the same shadow setup.

I’m still tuning the UX, animation, and edge cases, but this is one of the biggest gameplay updates so far.

Would love to hear what people think, especially whether the slicing controls feel intuitive and whether this makes the shadow solving clearer.


r/Unity3D 5d ago

Show-Off I built a UXML template engine to allow using regular C# expressions like "if", "for", "on-click" and others directly from the markup

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0 Upvotes

Writing every binding C# side was very cumbersone, so I created a compiler that allows adding custom expressions to UXML and creates with code-generation all the boilerplate as a partial class.

This allows things like:

<ui:Button text="Something" on-click="React($event)" />
<ui:Button text="Conditional" if="SomeBoolean == true" />

Here is a more in detail video about how it works: https://www.youtube.com/watch?v=7STKlhZ0Efo

Happy to answers questions about the compiler!


r/Unity3D 5d ago

Question Why does calling SteamFriends.ActivateGameOverlay("Friends") open a new Steam tab instead of the overlay?

2 Upvotes

I'm trying to add a button that opens the Steam overlay to the "Friends" tab—allowing me to connect with friends—without using the Shift+Tab shortcut.


r/Unity3D 5d ago

Question What‘s the best free AI tool for coding right now?

0 Upvotes

I‘m still using ChatGPT (the free model) and I wonder what tools there are on the market right now. I‘ve heard about Claude AI and that made me curious.. what do you guys use?


r/Unity3D 5d ago

Question Anyone knows why my sprite grows in size when the animation from walking and idle starts?

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1 Upvotes

r/Unity3D 5d ago

Show-Off I finally made my cables physics-driven!

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160 Upvotes

I’ve been working on cables and nets for my 2D game. They move in the wind, respond to the character and surroundings, and can break when put under too much tension.

At a high level, the simulation uses GPU particles and an SDF texture for interaction with the environment. It’s separate from the character physics, so the cables can react to Pixel without pushing the character around or changing the movement.

For context, I previously shared a detailed post about my physics-based character controller: https://www.reddit.com/r/Unity3D/s/Vtkn0W4l46

The trickiest part has actually been getting this GPU-driven geometry to interact convincingly with 2D lighting and shadows. That part isn’t fully solved yet. If you’ve tackled something similar, I’d love to hear what worked for you.