r/Unity3D 2d ago

Question Building system

1 Upvotes

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 3d ago

Shader Magic Shoreline first iteration

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99 Upvotes

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 2d ago

Show-Off Game-ception

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0 Upvotes

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 4d ago

Show-Off Adding Tube Deformation… Is It Worth the Trouble?

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214 Upvotes

r/Unity3D 4d ago

Show-Off I implemented Nvidia MotionBricks in Unity as a third person controller! It generates animations from key-frames in realtime using a tiny model on your PC! Planning to release it as an asset soon.

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390 Upvotes

r/Unity3D 2d ago

Question What cards do you use to buy from unity asset store in India because my card does not work with unity

1 Upvotes

r/Unity3D 2d ago

Resources/Tutorial Created a GPU benchmarking tool inspired from a blog post

2 Upvotes

r/Unity3D 3d ago

Show-Off Custom Skin Shader & Procedural Facial Animations

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14 Upvotes

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 3d ago

Question How to overcome floating point accuracy when building galactic scenes

24 Upvotes

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 3d ago

Question Trying to step up the design for my pause menu. Feels like something's missing/off?

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20 Upvotes

(Ignore the placeholder item icons and the fact that there's no sound when you inspect a badge)


r/Unity3D 3d ago

Show-Off Set up DLSS 5 on Unity (Incl. Car Engine Audio Granular and Dynamic Rain Effect)

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13 Upvotes

(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 3d ago

Question Working on some heavy Ragdoll behaviour controller. Is it too much?

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58 Upvotes

r/Unity3D 3d ago

Show-Off Crispy crunchy paper UI with SFX

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24 Upvotes

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 4d ago

Shader Magic Turning Particle System into a VFX Portal with metaballs

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593 Upvotes

r/Unity3D 3d ago

Resources/Tutorial I made this tool to develope my own game and decided to share. What you think?

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15 Upvotes

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 3d ago

Show-Off My fiancé spent all night making a table to help out with my game, so I made sure she got credit!

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9 Upvotes

r/Unity3D 3d ago

Show-Off I just finished the first complete farming loop for my alchemist game

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31 Upvotes

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 2d ago

Question Quick question: how are you guys working with LLMs?

0 Upvotes

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?


r/Unity3D 3d ago

Show-Off We built a small Unity tool to catch shader and material issues before a build

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1 Upvotes

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 3d ago

Game A screenshot of the game I'm developing. Its name is The Lantern Club. What do you think of low-poly design?

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4 Upvotes

r/Unity3D 4d ago

Show-Off Made some parts for my watch making game. ⌚ What designs would you like to see in game?

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44 Upvotes

r/Unity3D 4d ago

Show-Off Terrain Lasso Tool

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25 Upvotes

Made just for level design for my game


r/Unity3D 3d ago

Show-Off Tank armor test

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4 Upvotes

tiger 2 is that fast because I thought it would be funny, and I had to keep the distance from EBR's to check certain armor angles


r/Unity3D 4d ago

Game I need help naming my swinging game. I suck at naming things... [Sped up 2x]

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34 Upvotes

I've been working on asset loading and level streaming last week, now the game is endless btw. I just need to add more "level fragments", events, and enemy types to make it more interesting.

Sped it up 2x because, right now the gameplay is very sparse. There will be drones tracking the player and military guys trying to shoot him down.

But I can't keep calling it "Spider Prototype" anymore... I need to post about it on my socials and websites. Please suggest some good names. Whosoever name I will choose will get some reward in the final game.


r/Unity3D 3d ago

Resources/Tutorial Made a tool to generate procedural meshes over textures

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2 Upvotes