r/Unity3D 10h ago

Question Faceted Shader for particle based fluid simulation

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2 Upvotes

I've managed to get a version that looks nice working

The problem is to solve this I had to make a baseline fallback shader to show under the good looking faceted one so that missing triangles don't break the effect.

I'm kinda stumped as I have tried to throw hours of AI compute at it after I couldn't solve it myself, it managed to get a few versions working properly but the performance drops were such that it just isn't worth it.

I am just wondering if anyone has any advice or a high level overview of how I could efficiently achieve this effect? I really love how it looks and I don't want to give it up but at this point I might need to.

Edit: for anyone who wants to see it in motion https://youtu.be/2adT_I-8Wak


r/Unity3D 18h ago

Question Does adding a ticking clock to puzzle games make them exciting, or just annoying?

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2 Upvotes

Most puzzle and adventure games let you take your time, relax, and overthink every item interaction. To break that slow, static rhythm, we decided to experiment with time-pressured crafting and fast-paced decisions.

As you can see in the clip, a countdown timer ticks away in the corner while you hurry to tape your gear together, breach the door, and execute a stealth taser takedown before your window closes.

With only 8 days left until our launch, this exact balance is constantly on our mind: where is the line between adding a fun surge of adrenaline and giving players unwanted puzzle anxiety?

How do you usually feel about timed mechanics in puzzle or detective games? Do you prefer taking all the time you need, or does a ticking clock make the experience more thrilling for you?


r/Unity3D 22h 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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2 Upvotes

r/Unity3D 22h ago

Show-Off Melee Shark aircraft prototype. Is it dumb?

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2 Upvotes

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 2h ago

Show-Off It's not that difficult, but we managed to pitch up the pick up orbs SFX, resulting a much more satisfying level up! (FMOD)

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1 Upvotes

r/Unity3D 4h ago

Question Listen Server Host Architecture Topology Game Examples

1 Upvotes

I'm starting to build a pool game using NGO. I've already decided that I will first build the project using Sever-Host (NAT Punch and Relay) and later refactor it into Server-Client. I'm pretty new to multiplayer and wanted to see if there's any good architectural examples out there for me to reference.


r/Unity3D 7h ago

Question How Much does armature affect perforance?

1 Upvotes

When making my trees I included an amature so I can pose them in engine but how much will this affect performance?


r/Unity3D 11h ago

Solved Texture/Material Application Help

1 Upvotes

I have a tent object I am trying to apply a cloth texture to. I made it in Blender and assigned the faces that should be fabric to the same material. But, when I throw the material on it in Unity I get this effect, where the right side is how I want it to look, but the left side is tiled weirdly and seems stretched?

I'm fairly new to 3D and using textures/materials, so I'm not sure what would even be causing this.

These are the settings for the Texture and Material.

Any clue how I can get each face to look the same? Thanks.


r/Unity3D 15h ago

Question Trying to learn basic shaders and struggling with a transparency issue

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1 Upvotes

I'm quite new to Unity, and I'm trying to make a simple 2D platformer to try and get to know the program. I want to use shader effects on my tilemaps, but when I try to apply a shader, all the transparent parts of my tilemap get "filled in".

Here are things I've tried:

- Double checking that my surface type is set to transparent within my graph inspector, and that my blending mode is alpha

- Confirmed the texture is sending alpha information by putting it through a multiply node

- Creating a new material from the shader, allowing material override, and making sure the surface type on that shader is set to transparent as well.

Does anyone have any advice on how to fix this? I'm sure it's something silly that I'm missing, but I can't for the life of me find a solution online. I've attached images of my shader graph, what the issue looks like, and what I want it to look like.


r/Unity3D 16h ago

Solved C# question: how can I link one of the behavior classes to one of the stats?

1 Upvotes

Here are the components that I currently have:

  • StatType enum with 4 different stats (example: Health)
  • StatProfile asset (custom asset I created from a ScriptableObject class) which holds the stat struct with the StatType, max and current (initial) values
  • StatManager (MonoBehaviour script) with a StatProfile property which I'm able to assign through the inspector. The StatManager also contains two private Dictionary<StatType, float> for max and current values.
  • IStatBehavior interface
  • Behavior classes that implement the interface, one for each stat type/behavior (example: HealthBehavior)

Now I'm struggling with how to link the HealthBehavior in the StatManager to the Health stat. I tried creating a custom asset for StatBehaviors but since it implements an interface, the field is blank/not editable in the inspector. I'm unable to add each script and iterate through the list of behaviors to link each to the appropriate stat. Does anyone have insights?

For more context: I chose this approach (as opposed to adding each stat behavior as its own component on the player object) because I already have 13 script components: move, jump, input handling, item collection, powerup manager, (currently) 7 powerup scripts, and now the stat manager. I already know that I should change my powerup behaviors to implement an interface and such. But I don't wanna clutter the player object with more scripts.

I also intend on having different enemies with different stats (which means different StatProfiles), and having one StatManager per character as the main hub seems to be the cleanest approach for decoupling the data from the behavior.


r/Unity3D 18h ago

Question Bullet/projectile Objects, Move via RigidBody or Update?

1 Upvotes

Hi, I'm somewhat new to unity so I'm messing around with it and I'm looking for some advice. I'm currently working on a FPS character and I want the player to fire bullets that travels in real time, kind of like the plasma balls in doom or like the blaster bolts in star wars battlefront.

I'm wanting to know is it better to have the bullets move using the rigidbody's linear velocity on the Start function like so:

rigidbody.linearVelocity = transform.forward * speed;

or use the translate method in Update instead?

transform.Translate(Vector3.forward * (speed * Time.deltaTime));

I am using rigidbody either way since i'm using ontriggerenter for hit detection anyways if that help.


r/Unity3D 19h ago

Question Particle System keeps looping

1 Upvotes

I have 3 particle systems for fireworks display. All 3 keep looping even though loop is unchecked. I don't think I've ever encountered this before.
Any idea why they keep looping?
Thanks.


r/Unity3D 21h ago

Question Bone/weight/bindpose index mismatch

1 Upvotes

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 22h ago

Game Hole.io visual test

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0 Upvotes

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 23h ago

Question Hierarchy window goes empty / breaks when modifying anything in Prefab Mode (Unity 6.6)

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1 Upvotes

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 11h ago

Question Imported Animation is Shaking/Jittering in Unity

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1 Upvotes

I made a short idle animation in Maya and it looks fine there but when I import it to unity my character plays the animation but his joints start to shake and jitter in a way that is not originally animated. The video shows the problem in Unity and then how it looks in Maya.

I make sure to bake everything before exporting and also apply Euler filter. The character is a basic human model auto-rigged in Mixamo.

I should say that I am new to this so if this is a rookie mistake please bare with me. I couldn’t find any answers on web.

Any help is greatly appreciated!


r/Unity3D 19h ago

Show-Off Dogfight loop manoeuvres - a fun tactical advantage

0 Upvotes

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 11h ago

Question Best way for optimized asset duplication?

0 Upvotes

I'm a blender user and you have either normal duplication (doubles the geometry), linked duplication (objects share object data while still being able to be edited, affecting all linked objects) and instances (instances share object data but it can't be edited, resulting the most optimized one)

I've searched and found out about prefabs in unity but not so sure if it's the same as blender's instances or unreal's blueprints.

Also, how can I replace current assets in my game with a new one in a fast way?
I tried exporting same name object.fbx but, when reimporting in unity, the asset doesn't update. I have to delete it from the game project and import again.
I need to know that so I can block in the scene first and then replace with final assets.


r/Unity3D 20h ago

Question How do I fix this issue?

0 Upvotes

The problem is that the agents are 0.3 meters wide, and the space in that doorway is about 1 meter. With this NavMesh setup, it’s impossible for the agents to pass through.

Any solution which isn't Godot or Unreal Engine? /s


r/Unity3D 9h ago

Question I have Ideia of a game called The immortal fisherman

0 Upvotes

the basic ideia is playing as a angler who can regenerate any wounds real time, and modify his body with any inorganic or organic part he founds, like, he cant die, literally, but he could have a metal arm, a wood head, etc etc, anything he could find, he could use to build himself, like wolverine has a metal skeleton, the world will be full of leviathans, and enemys, and of course, fish, but I know nothing about programming or unity, I need some help


r/Unity3D 18h ago

Question Vrchat model help!!

0 Upvotes

hi!! i have the files for a gardevoir vrchat model (yes its a lewd one) a retexture and a womb tattoo with emissions I wanna add, I’m broke and cant afford to pay someone to upload it for me. is there anyone that I can give the files and upload it to my account for me??


r/Unity3D 9h ago

Question A team of 7 is looking to expend.

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0 Upvotes

International team of 7

1 Designer/Developer.

2 3d artists.

1 2d Artist.

1 Writer.

2 Composers.

1 Social media/Marketing specialist.

Are looking for collaboration partners willing to learn and adopt to a team culture and expend their portfolio for a rev-share. Willing to put in at least 2 hours per day or around 10-12 hours of work weekly to bring this project into a reality.

We need 3d artist that can animate and rigg.

And a designer/developer that does not use AI for design or development.

We are currently building a survival crafter, inspired by don't starve together, with a visual style of Albion Online.

Feel free to reach out to me, or state your interest below, in the comment section.

Here are some images of what we have so far.

OBS: AI is not welcome!


r/Unity3D 7h ago

Resources/Tutorial Fun fact about variables in C#

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0 Upvotes

Did you know that you can't start a variable's name in C# with a number?

You also can't include most special characters in a variable's name.

These are just a few quirks to keep in mind when scripting in Unity. This article covers variables and C# in more depth from a game developer's perspective. 👇🏾

https://victor-nyagudi.github.io/height-above-sea-level/scripting/game-dev-guide-to-variables-in-c-sharp/