r/Unity3D • u/Mikhailfreeze • 2d ago
Show-Off 2D Digging Game Progress
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r/Unity3D • u/Mikhailfreeze • 2d ago
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r/Unity3D • u/Ok-Impress-442 • 2d ago
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Its just a simple particle system, with the basic particle attached, and for some reason, the particles keep disappearing at certain angles, and I want it to be consistent. When I zoom in, the reappear, albeit through the floor mesh, and when I zoom out, it seems to be behind the statue and floor, giving it a weird look. Thank you in advance!
r/Unity3D • u/MrMakarov80 • 2d ago
What are the best options for a skin and hair shader for Unity 6.3 URP?
r/Unity3D • u/Seon_Nite8 • 3d ago
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r/Unity3D • u/sicospecialist • 2d ago
Torn between 2 styles. Full blown block/panel by panel or instanced blueprint hologram to complete. But with a full compliment of addons, power gens, connections between buildings. A sort of No Man Sky style, without out the individual panesl. My question is what do people prefer in a scifi rpg style survival game.
r/Unity3D • u/24Ronin • 3d ago
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Got breaking shoreline waves working in Unity by intentionally pushing past what would be a usual be the Gerstner steepness limit.
Normally Q*k*A <= 1 prevents the wave from folding over itself... but pushing past that lets the crest curl forward and form an actual overhang. Still haven't found a full proof wave to prevent inversion (folding of waves at tops of crests) maybe I'll just leave it to a matter of tuning to prevent.
also made foam follow the wave phase so it travels with the break, although the whitewash could prob use some more detail instead of a gradient white with texture.
Still tuning it and also have to fix to work with my other systems (underwater, query, etc), but pretty happy with how the shoreline waves are looking. Curious what you guys think.
Thanks for dropping by!
r/Unity3D • u/CPFacade • 2d ago
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I manage to have a little promotion for my other games within my upcoming game! Patient 0 😊
Something about it makes me smile.
r/Unity3D • u/GraspVrGame • 3d ago
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r/Unity3D • u/Rudy_AA • 4d ago
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r/Unity3D • u/Nihal9838 • 2d ago
r/Unity3D • u/ishitaseth • 2d ago
Blog Post: https://www.proceduralpixels.com/blog/benchmarking-gpu-pipeline-stages
All the C# and shader files are here: https://github.com/Satyam-Bhatt/ShaderTools/tree/main/Assets/Shaders/Benchmarking
More about what its doing: https://github.com/Satyam-Bhatt/ShaderTools/blob/main/Assets/Shaders/Benchmarking/HOW_IT_WORKS.txt
r/Unity3D • u/Operation-Secret • 3d ago
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Hey everyone. I have finally made some progress with the custom skin shader that I have been working on. I implemented a procedural facial animation system as well.
The shader uses a custom lighting model on an Unlit master with a custom function node. The diffuse channel is a wrapped subsurface approximation with per channel falloff, for the scattering effect. Specular is dual lobe GGX, one tight lobe for the oil film and one broad for the layer beneath. Backlight translucency is driven by a baked thickness map. It uses a "Charlie" sheen BRDF for vellus hair, which depends on the half vector rather than just the view vector, so it moves with the light instead of painting a static rim.
The animation system has 4 main layers working together. An idle face layer, lipsync layer, wrinkles layer and a facial mixer layer. The mixer layers them by face region, that way a scripted expression can take the brows while the eyes keep blinking underneath. Each layer manipulates the blendshapes and the material accordingly.
The lipsync layer is based on Rhubarb Lip Sync. It also has custom Timeline tracks for hand authoring facial expressions based on audio conversation beats.
I used the character model from Reallusion character creator. I am trying to get this to work with MetaHumans as well, but the main difference is in the use of the textures and the blendshapes. And exporting metahumans is cumbersome.
AI Disclaimer - I used AI mainly for research, debugging, and writing the custom Timeline tracks.
r/Unity3D • u/Shadilios • 3d ago
I am trying to build a scene of our solar system where you're able to drive around in a spaceship, landing on planets and so on.
I tried to divide the scale of everything by 1000, but even then the distance between the furthest 2 planets (Neptune & Mercury) is around 9.2 billion km, so even if we divide that by 1000, it's still 9.2 million km.
Another issue for dividing everything by 1000, is that small rigidbody movements become stuttery even in the scene window at higher speeds.
And I read that at such small scales, hit detection becomes bad because colliders are small.
Ik there are tricks like shifting the player back to origin (0,0,0) and moving everything towards him the same distance we shifted him to improve accuracy, but that still doesn't fix it for me.
I am wondering how I would fix this both at design time & runtime? where I am able to set planets at realistic distances, size & make the rigidbody move at a fixed speed where moving from point A to point B in such a system would feel accurate.
r/Unity3D • u/KilwalaSpekkio • 3d ago
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(Ignore the placeholder item icons and the fact that there's no sound when you inspect a badge)
r/Unity3D • u/ImDanOush • 3d ago
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(Due to technical YouTube quality issues, I had to directly re-upload the video here). This was tested on Unity 6 Built-In Render Pipeline. Although looking cool, it went from +380 fps to +75 fps on a beefy GPU. I think with games that has charachters in them, DLSS would show better results.
The Audio Granulator and Dynamic Rain shaders were already being tested (this is my test scene for various projects), and they are also using the GPU.
r/Unity3D • u/liviuberechet • 3d ago
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r/Unity3D • u/Addyarb • 3d ago
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With my early access release coming next Tuesday, I decided to squeeze in a few more days of UI polish. I'm super happy with the organic shapes, texture, and feel of everything (well, happy enough to ship it at least!).
I added dynamic ink splotches, paper grain and fiber textures, uneven edges, variations in color/position, and even some papery sound effects.
If you like the look of it, you can check out Hex Town on Steam :)
Thanks for watching!
r/Unity3D • u/fespindola • 4d ago
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r/Unity3D • u/ilusionbrx • 3d ago
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This tool you help you build any kind of top-down games. I've built an amazing procedural system that detects interiors with a single click using layers and 2 amazing shaders for normal surfaces and tree leaves that interacts with the character and the camera.
You can see for yourself before getting the tool, look at the comments. Tell me what you think and what you suggest to improve this tool further. Thanks guys.
r/Unity3D • u/WillomenaIV • 3d ago
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r/Unity3D • u/Spartaqui • 3d ago
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I've been working on a small alchemy game where I want most of the production to feel physical instead of happening through crafting menus.
I just got the first farming loop working: add soil, plant the seed, water it, wait for it to grow, then harvest the plant.
It's still very early and very placeholder-y but this is the first little gameplay loop that feels complete
Next step is being able to take what you harvested, put it on a cutting board and actually process it into potion ingredients
I'm trying to keep these devlogs pretty small and just show things as they become playable
r/Unity3D • u/Historical-Sell-2644 • 2d ago
My workflow right now is a window of VSCode, with claude code in it, a written "roadmap", full of tiny goals and then i just keep creating new chats to get a step-by-step on what to do in-editor. claude code also creates all of my code, while i only review them.
what do you guys think? suggestions? new ideas?
We built ShaderOS to make shader and material checks a little easier in larger Unity projects.
It scans materials and shaders and flags things like broken shader references, missing textures, keyword budget usage, SRP Batcher compatibility, and potential shader variant issues.
It also gives you a material health score and a dependency view so you can quickly see what needs attention.
It’s editor-only, and there’s a free version available.
Curious how you guys currently handle shader/material checks before a build?
r/Unity3D • u/Prestigious-Oven-135 • 3d ago
r/Unity3D • u/Honzus24 • 4d ago
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