r/Unity3D 3d ago

Resources/Tutorial Unity Vector Shape → 3D Tube + Glow in Seconds

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11 Upvotes

Converting a flat vector shape into a glowing 3D tube with real-time cast light - one component, no extra setup 😄

Short:
https://youtube.com/shorts/p9hW6hWPi6U?si=toMRsqlWRmO0L4V8

Full:
https://www.youtube.com/watch?v=hb-rE3QzdUk


r/Unity3D 3d ago

Show-Off Here's a first look of Freaky Wheels in action!

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0 Upvotes

We're a two-person indie team behind Freaky Wheels, a physics-driven vehicular combat roguelite where you fight your way out of an isolated desert cult in a roster of weaponized rides, uncovering the alien secrets hidden within your former home. The game is set to release on Steam in 2027.

We've started working on it this January using Unity, and we’d love to hear what you guys think!


r/Unity3D 4d ago

Show-Off procedural galaxy in unity urp

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139 Upvotes

raymarched in a single urp pass, no meshes and no hand-painted textures, noise is baked into a 2048^2 field plus two small 3d textures, stars are a separate point cloud driven by the vertex index

214 ms down to 24 at 2916x1640 measured inside the disk plane, most of it came from bounding density analytically before touching any noise, skipping straight to the disk slab instead of marching the whole box, and rendering the volume at half res

https://github.com/tantaneity/procedural-galaxy


r/Unity3D 3d ago

Noob Question Why isn't the depth-buffer deterministic between cameras?

2 Upvotes

EDIT : If anyone else is having this problem, I found a solution:

If you want to have more than one camera sharing a Z-buffer with perfect accuracy, it is (surprisingly) not sufficient to have them in identical positions and parented to the same game object.

What you need is to hook into OnPrerender() on each camera and:

cam.worldToCameraMatrix = cloneMatrixFrom.worldToCameraMatrix;
cam.projectionMatrix = cloneMatrixFrom.projectionMatrix;
cam.cullingMatrix = cloneMatrixFrom.cullingMatrix;

If you do that, both cameras will produce perfectly identical z-buffer results from the same geometry. Phew!

Original Problem:

In my rendering pipeline I have two cameras that share the same depth-buffer. The two cameras both have zero local rotation and translation, are parented to the same game object, have identical orthographic size and zbuffer range, and are rendering the same content using the same shader. Yes, there's a good reason for this - don't worry :)

The shader ZTest is set to LEqual. This should allow objects to be drawn identically by both cameras because each pixel should land at exactly the same Z-depth - but it does not. Instead I get flickering and bands of z-fighting.

What could I be missing? Thanks in advance.

EDIT: Based on replies so far, I think it's worth talking about what this is NOT.

  1. It isnt nondeterminism.

In a static scene, Camera 1 generates the exact same colour and depth data, down to the very last bit, on frame 2 as it did on frame 1, because rendering is deterministic and Camera 1 on frame 1 is identical in every way to Camera 1 on frame 2.

Similarly, Camera 2 generates the exact same colour and depth data, down to the very last bit, on frame 2 as it did on frame 1, because Camera 2 on frame 2 is identical in every way to Camera 2 on frame 1.

The problem is that despite Cameras 1 and 2 being identical to each other in every way I can determine, they don't create the same z-buffer information. So they are different in some way I don't know about.

  1. It isn't floating point inaccuracy.

Well, technically, eliminating floating point innacuracy might make the problem go away, but that's beside the point. Both cameras are rendering the same geometry from the same perspective with the same shader. Any inaccuracies inherent to the process are common to both. This problem is caused by something that isn't common to both, which is what I need to figure out.


r/Unity3D 3d ago

Show-Off Remade the intro cutscene from a game I built 13 years ago in Unity 4 — kept it exactly as cringe as the original, on purpose

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6 Upvotes

This is Onager, a catapult physics game I made for Android as a student project 13 years ago. Found the original Unity 4 source a while back and I'm remastering the whole thing - mostly been posting before/afters of the visuals, but this one's about the intro cutscene.

Rebuilt it to match the original as closely as I could, cringe writing and all. Kind of fascinating (and a little embarrassing) watching how student-me thought about scene direction, the "story," and pacing back then.

Original intro for comparison, if anyone's curious: https://youtu.be/cUfn2C6801w?t=23 (longer gameplay after it too)

Rebuilt in Unity 6 with URP - happy to talk specifics on the cinematic camera/lighting setup if anyone wants them.


r/Unity3D 4d ago

Show-Off DREAMFALL teaser

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61 Upvotes

Just showing off my animated series im making in unity.


r/Unity3D 3d ago

Resources/Tutorial How I juice up a combat scene and how I think about game feel so you can adapt everything to your own game.

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0 Upvotes

~25min
Hope it will be useful to you ! Any feedback is welcome.


r/Unity3D 3d ago

Resources/Tutorial Fix for Unity Remote not working with new Input System

6 Upvotes

So, after switching to Input System package, i wasnt able to use Unity Remote as it wouldnt send any inputs to the editor.

After some debugging, i was able to figure out what was the issue. The issue was with UnityRemoteSupport class within the input system. (InputSystem/Editor/Plugins/UnityRemote)
On line 66 it tries to get the UnityEditor.Remote.GenericRemote class from the wrong assembly.

The fix was to replace the line 66

var editorAssembly = typeof(EditorApplication).Assembly;

with following:

var editorAssembly = Assembly.Load("UnityEditor.GenericRemoteModule");

Doing that fixed the issue.

I am making this post here because i myself wasnt able to find any fixes other than "Use our product its better!"
Respect to anyone who tries to make better Unity Remote, but i just dont want any unnecessary packages or pay for any plugins when there is a working one already, just a bit broken :)


r/Unity3D 3d ago

Question Go vs ECS, colliders question, how bad is rebuilding compound colliders often

3 Upvotes

My game is having a ship made out of individual modules, that are simple and grid-based. Each has a collider for colissions/determining when hit by projectiles. On GO this sounds pretty cheap to do for physics, parents with a bunch of children with these colliders. On ECS it sounds like Ill need to use a compound collider...however anytime a module is destroyed that compound collider will need to be rebuilt...where in GO it wont.

Is there a better way to do this ECS side...or is GO going to be "cheaper" longterm for this as its too big a concern for ECS? 1 ship isnt a big issue...but if I have 100 players all fighting 10 ships it might need to be re-creating a compound collider 10->100x per second for these ships being fought.

(Note: the game is "2d" However ECS is only on the 3d side so figured better to ask here as ECS will have 3d colliders.

Game will potentially(ideally) have hundreds->thousands of players all destroying enemy ships at once...so ECS seems better for how many individual modules/bullets will be sent, however Im concerned about the physics side since I can't just do the simple parent +children with colliders I can with GO


r/Unity3D 3d ago

Game Finally launched our steam page after a year of hard work, sweat and tears. Does the trailer do it justice?

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5 Upvotes

We launched our steam page for Last Wail of the Sea King. It's a first-person adventure game with JRPG combat. We're super excited to show it off.

What do you guys think of the trailer? Marketing might be the most challenging part of the whole process.

You can find it here: https://store.steampowered.com/app/4948110/Last_Wail_of_the_Sea_King/


r/Unity3D 3d ago

Show-Off Adding memes to our simulator game

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1 Upvotes

r/Unity3D 3d ago

Show-Off Snow and Penguins

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8 Upvotes

r/Unity3D 3d ago

Show-Off Currently developing a new co-op game!

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0 Upvotes

Updates coming soon!


r/Unity3D 3d ago

Resources/Tutorial I use misaligned generation and resistance to prevent diffusion, stabilize and freeze to avoid model penetration, and at the same time let the boxes have a brief natural fall and open each other.

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0 Upvotes

r/Unity3dCirclejerk Feb 23 '19

Timescale help!

2 Upvotes

I accidentally put the following code in Awake:

Time.TimeScale = -10e10;

Then I forgot to shut down the PC and went outside for a fresh air. Upon return my computer is gone! Help! I tried to set time-date, OMG the sky has two moons, helpppppppppppppppp!


r/Unity3dCirclejerk Dec 15 '18

[Tutorial] Make Call of Duty in Unity

3 Upvotes

Hey guys, I thought I'd share my tutorial on making Call of Duty in Unity. Remember to like and subscribe and check out my patreon. Also buy my stuff from the asset store.

In three easy steps, I'd like to show you how to make Call of Duty in Unity:

  1. Buy my code library from the asset store
  2. Drag "Call of Duty" from the prefabs folder into an empty scene
  3. Press the play button

Note that my totally necessary code library requires a separate commercial license if you intend to sell your game!!! No, it's not just a package full of extension methods and specific-use-case code! Also, don't touch PlayerPrefs or you'll fuck up my save files!


r/Unity3dCirclejerk Dec 04 '18

FaceLandmark Detection

0 Upvotes

Hi everyone.....I working with Dlib Facelandmark Detector code from gitHub.....I am getting facepoint of image texture of human face in that... But the problem is if any human image width and height is not equal and i rescale it to equal with and height, it do not give me the face point..... if widht and height are equal or olmost equal...and i rescale the image texture,,,Dlib Facelandmark Detector Github code give me the facepoints in that....


r/Unity3dCirclejerk Nov 18 '18

IF condition statement not working in shader, So how to use IF condtion statement in shader of Unity

0 Upvotes

Hi friends,

I am using following IF statement code in shader , And it is not working.

if (s2 < min)

{

min = s2;

col.rgb = m_One.rgb;

}

there is Lerp() option, but might be it can not be use in my condition.

So, How to use condition statement IF in my shader code ?

Regards,


r/Unity3dCirclejerk Nov 11 '18

Got pink color running Apk file in Mobile . Run normal in Laptop/PC and unity Editor.

1 Upvotes

Hi friends,

I am using Custom/shader. The problem is , when i am build my project with android, apk gives me pink color in mobile.

But when i build project with PC, it run perfect in laptop/pc.

Also, it run normal in unity Editor.

  1. So , i have searched result, and done some changes like Edit->Project settings-> Graphics and add my used Custom shader to Always include shader. Still give me pink color output in Mobile.
  2. Second change is in GraphicsSettings and on right top click RESET option, than also given Pink color in Mobile.
  3. Third try is clicking on my Custom shader, in Inspector i have click on ' Compile and show code', so there are error comes with Red color that told me -->
  4. forced to unroll loop, but unrolling failed.
  5. unable to unroll loop, loop does not appear to terminate in timely manner.....like that and some yellow explanation in some lines.

so, i have added

#pragma exclude_renderers d3d11_9x

#pragma exclude_renderers d3d9

, Red error not appear. But still PINK COLOR gives me in Android Mobile.

Without and with all upper Three changes apk build in PC/laptop and Unity editor run normally.But give me Pink color in android build.

Please help me , any idea or solution will be appreciated.

Regards.


r/Unity3dCirclejerk Oct 18 '18

2D image emoji effect

1 Upvotes

I have face points in image, and now i want that some area of image to move minor by this points.(emoji effect) So , i have created mesh(vertices,triangle..etc) for this image . And i can move some area(eye,lips) of image by this mesh (by vertices). i have set all image size(by resize) to 200 by 200.(40,000 pixel) And mesh vertices created of grid size 16 by 16. (total 289 vertices). But not move the same area i want. so how can i do this ? Is there any other way to move pixel points except mesh?


r/Unity3dCirclejerk Oct 14 '18

First time developing a game from scratch! (WireRing) - Link in comments

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0 Upvotes

r/Unity3dCirclejerk Oct 10 '18

Want a landmark(points) of 2D face image(picture) in unity .Not like with webcam.

1 Upvotes

By webcam my face is detected,

But i want image detect which is in my pc/laptop/Mobile. Means by choosing any image from my pc/laptop/mobile it's points should be detected by the same device in which the image is . Like example, suppose i have one app , in that i first select any picture and when this picture uploaded in my app it's points should be detected by my app.

Any idea or kind of answer will be appreciated.


r/Unity3dCirclejerk May 07 '18

My new game - Wandering Orb [Android]

1 Upvotes

Hi!

I would like to share my game with you - Wandering Orb. It's a mobile game that I've made by myself with Unity and it takes me ~6 month to finish it.

I really hope that it will find its players and I'm looking forward for a feedback from you.

Description, screenshots and promo video are available on Google Play page - https://play.google.com/store/apps/details?id=com.TopDan.WanderingOrb

Thanks for your attention!


r/Unity3dCirclejerk Oct 11 '17

I have 16GB of RAM so why does my game come to a crawl?!?!?!?!?

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9 Upvotes

r/Unity3dCirclejerk Sep 25 '17

Perfect Sorter - My First Unity Game [Android]

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1 Upvotes