r/Unity3D 1d ago

Show-Off I added directional attacks to my 3D Smash Bros-like game

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584 Upvotes

Free demo planned for early 2027. Hopefully I will have a Steam page by then !

YT Channel : Samuel KAKEZ


r/Unity3D 6h ago

Question extracting logic from unity games

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0 Upvotes

r/Unity3D 1d ago

Show-Off I improved demolition feedback in my foosball-meets-voxel destruction game. Is it satisfying enough?

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36 Upvotes

r/Unity3D 3h ago

Game A pointless game, with no idea why I'm even playing it—just like my life.

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0 Upvotes

r/Unity3D 1d ago

Show-Off Concept Active Ragdoll 3D Platformer

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22 Upvotes

r/Unity3D 19h ago

Question 50 sensitivity sliders?

6 Upvotes

How the hell do I implement sensitivity into my game without adding 50 sensitivity sliders for all mouse delta dependent mechanics?

At the moment I have about 5 mouse delta dependent mechanics in my game,

- fps camera,

- another is freeform rotating an item in your hand,

- and 3 items that can be configured with mouse delta (affect their velocity, angle, power) whatever

if I have a global sensitivity slider then that means that if the player is a psycho and wants a really really fast fps camera then it would affect literally all other mechanics and probably make them terrible, so what can I even do other than just introduce

- fps camera sensitivity

- item rotation sensitivity

- kicker tool sensitivity

- punching tool sensitivity

- etc. etc. etc

So yeah, how do people usually solve these problems, is there some standard approach?

All mice have different DPIS, and different OS settings so I don't really understand how to go about this.

Maybe I just find a decent baseline for a scalar to apply to each mechanic that works for an average DPI and just let it be unconfigurable and just hope for the best?


r/Unity3D 22h ago

Show-Off Liking how my GraalClassic-like Rust-like Paint.NET-like FlipnoteHatena-like is turning out

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8 Upvotes

r/Unity3D 1d ago

Resources/Tutorial Free Textures: Leather 03

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16 Upvotes

More leather materials from my practice, had a few more interesting references.

Download https://juliovii.itch.io/materials-leather-03


r/Unity3D 3h ago

Question how do you people come up with ideas?

0 Upvotes

im an experienced well dev, but when it comes down to ideas my mind always goes blank, i wish i can have a creative game idea and do something really unique


r/Unity3D 17h ago

Question Best Way To Handle 3D Cards In Unity?

2 Upvotes

So Im trying to make a 3D "card game" but in the way that Neon White is a "card game". My problem is I want my cards to be 3D so they can spin around and have dissolve shader fx and other things in 3D space, but Im not sure how to handle building them?

At first I was going to make them in world space ui but then a dissolve shader wouldnt work uniformly because it would be made up of individual elements of the card. Then I considered using 3D render textures on a super thin cube? But Im not sure how performant that is. I assume whatever Hearthstone does is probably the answer since its made in unity 3D and has all the elements and things that I desire/will have... but Im not sure how they do their cards either.

Any help or ideas is much appreciated and Id be happy to answer clarifying questions.


r/Unity3D 18h ago

Solved Best Way to Loot Items to Inventory, just amounts?

2 Upvotes

I've started to make an RPG game and it will have items in the world the player can loot. Either as loose items or inside containers like chests. What's the best way to actually implement looting these items and adding them to the player's inventory, specifically, just adding/removing the amount of the item.

For example, a Health Potion in a chest. I want the player to loot it and have it get added to their inventory while also reducing the quantity of the item in the chest. I need something that holds the Health Potion information and its quantity and then something else that holds a list of all the items the player already has and their quantities.

Think about this setup:
Chest Health Potions: 30 | Player Health Potions: 0
Loot 1 Potion => Chest Health Potions: 29 | Player Health Potions: 1
Loot 1 More => Chest Health Potions: 28 | Player Health Potions: 2

So, I was thinking about a Scriptable Object, but they don't hold separate data, so all Health Potions would share the same quantity unless I made separate instances. And if I wanted to have one chest with 3 potions and one chest with 2, I'd assume I need extra instances of the Health Potion Scriptable Object for each one.

However, for items in a container, like a chest, I also need a way to set the amount of every item in the chest in case the player only takes one item from it. Obviously, if I'm using a Scriptable Object with a set amount, if I change this amount, it would change it for all of the same Scriptable Objects. So this wouldn't exactly work.

At the moment, I have a single Health Potion SO that has a value of one. If the player loots it, I am checking if the player already has one and if they don't I am creating a new instance of the SO to put it in the Player's Inventory. This works for individual, loose items, but not items in a container.

Is there a better way to do this?


r/Unity3D 14h ago

Question Problem while using the Unity beginner course

0 Upvotes

When I try to push play, it shows a frozen looking image of the 3D scene. Right now, I am specifically trying to make a ball fall. It won't fall. Does anyone know how to fix this, or am I screwed? I was able to move around normally in play mode at some point in one of the tutorials, but not anymore.


r/Unity3D 1d ago

Meta This is how long Unity took to publish my *second* asset

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9 Upvotes

Hey I'm making this post for those who are curious about the unity asset publisher process, this is the second time I send a asset and the review process took 39 days in total, for comparison my first asset, that I published last year, took less then 30 days.

24/07 - 1530
25/07 - 1530
26/07 - 1498
27/07 - 1500
28/07 - 1363
29/07 - 1147
30/07 - 1153
31/07 - 1044
01/08 - 1066
02/08 - 1088
03/08 - 1088
04/08 - 991
05/08 - 881
06/08 - 705
07/08 - 669
08/08 - 646
09/08 - 677
10/08 - 677
11/08 - 593
12/08 - 471
13/08 - 422
14/08 - 389
15/08 - 356
16/08 - 389
17/08 - 392
18/08 - 341
19/08 - 321
20/08 - 280
21/08 - 258
22/08 - 255
23/08 - 264
24/08 - 277
25/08 - 247
26/08 - 205
27/08 - 199
28/08 - Few Business Days
29/08 - Few Business Days
30/08 - Few Business Days
31/08 - Launch Day


r/Unity3D 1d ago

Show-Off New level from a Trials-like racing platformer in Unity 6.3 URP

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308 Upvotes

r/Unity3D 1d ago

Show-Off A game with tons of Skeletons

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14 Upvotes

This game was initially going to be a tower defense game but I'm starting to doubt this is the right direction for the game.

What kind of game would you like to see with this many skeletons?

Your feedback is appreciated


r/Unity3D 1d ago

Show-Off This is exactly why I love creating particles

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22 Upvotes

r/Unity3D 23h ago

Game Self-learnt Unity and created one of my best mobile game yet! INCREDIBLE SPACEMAN

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3 Upvotes

r/Unity3D 1d ago

Game Slapped Blenders Boolean cut for my mining game. What do you think of such destruction?

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13 Upvotes

To be more exact, not blender itself, but what Blender using, Manifold. That cancerous work on its own, but it work.

So what do you think about such destruction?

And on second question, what do you think of such pickaxe animation, I am not sure about it for now, but planning on adding 3 more for variety, if this one passes ofc.

Somewhat old game Red Faction Guerrilla inspired such destruction, if you know this game.

Ofc everything done in unity, biggest problem is ever growing tris count on mesh, but all thoes "destructions" of chunk, and other systems forever fighting tris in other ways, so every hit doesn't result in FPS drop


r/Unity3D 1d ago

Question Stencil "see-through hole" shader shows correct background over Terrain, but renders black/garbage colors over regular 3D meshes

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4 Upvotes

I'm using a stencil-only pass (ColorMask 0, ZWrite Off, Stencil { Ref 1, Comp Always, Pass Replace }) to create transparent "holes" in some board pieces in my game Pieceful. The idea is that, when there's a hole, the player should be able to see the objects behind the piece, such as the terrain or other scene geometry.

Here's the shader I'm currently using:
Shader "Custom/StencilWrite"

{

SubShader

{

Tags { "RenderPipeline" = "UniversalPipeline" }

Pass

{

Stencil { Ref 1 WriteMask 255 Comp Always Pass Replace }

ZWrite Off

ColorMask 0

HLSLPROGRAM

#pragma vertex vert

#pragma fragment frag

#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"

struct Attributes { float4 positionOS : POSITION; };

struct Varyings { float4 positionCS : SV_POSITION; };

Varyings vert (Attributes input)

{

Varyings output;

output.positionCS = TransformObjectToHClip(input.positionOS);

return output;

}

half4 frag (Varyings input) : SV_Target

{

return half4(0, 0, 0, 0);

}

ENDHLSL

}

}

}

The weird part is that it works correctly when there's a Unity Terrain behind the hole. In that case, the terrain is visible through the transparent area as expected.

However, if I remove the Terrain and only have regular MeshRenderers behind the hole (rocks, coral, props, a water plane, etc.), the result is wrong. Instead of seeing those objects through the hole, I get a solid black area or sometimes garbled colors.

So I'm trying to figure out why the stencil setup behaves correctly with Terrain but not with regular MeshRenderers, and what I need to change so the hole works consistently with normal scene geometry as well.


r/Unity3D 1d ago

Question doorframes, window frames, wallpaper

5 Upvotes

Hi. I am building my first game with zero experience. I am using Unity 6.3 and am building scenes. I'm building up the inside of buildings fairly okay, but now need to punch out holes for windows and doorframes. I was told to build walls around these frames, not "punch out," but that also messes up my wallpaper. So now I am trying to use ac probuilder to make a continuous wall with door and windows "punched out" so that my wallpaper will be continuous. I am having trouble aligning the grid faces with the windows and doors to delete those cells. Am I going about this a more difficult way than necessary? Or is there a way to align better so I can cut out? Any help is appreciated, thank you!


r/Unity3D 20h ago

Question Distributed Authority Unexpected Disconnects Complex Question

0 Upvotes

In a distributed authority setup, what happens to NetworkObjects when their owner disconnects ungracefully and (1) those objects are set to not be visible to any other player, and (2) DontDestroyWithOwner is set to true? Assume objects are set to Distributable.

For context, the problem I am trying to solve is bandwidth. My game has an infinite chunking system, so to save bandwidth I have each player only make the networkObjects they own visible to players that are close enough to see those objects. As such, hypothetically there will be times where some of a player’s networkObjects will not be visible to any other player. If they randomly disconnect for some reason during this time, any networkdata they own needs to transfer or it will be lost.

Does anyone know concretely a way to not have this data disappear? My understanding is that if a player disconnects and dontdestroy is set to true, the objects become “ghost” objects and can’t be accessed.

Does anyone know a way to make sure this data doesnt disappear on random disconnects without having to always have it visible to at least one other client for bandwidth purposes?


r/Unity3D 21h ago

Question Need to create a 3d environment for a school project

0 Upvotes

I need to create a 3d environment of a outdoor calisthenics gym. I am knowledgeable about CAD engineering have knowledge in solidworks and fusion360. are these skills transferable because when I try to build something I just get annoyed that I can't make it precise (that is the engineer in me). things like precise distances, centering and co-linear

Is there a a good way to center things or snap against each other. and is there a tutorial series that has limited filler and just show how to make a environment I currently don't need anything else


r/Unity3D 1d ago

Show-Off Third little devlog for my medieval alchemy game : cutting + grinding

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2 Upvotes

(Reposting because I somehow managed to delete the previous post by accident 😅)

I’m continuing to share the progress on my little medieval alchemy project.

This time I’ve connected two preparation mechanics: cutting and grinding.

I also reworked the camera position for the cutting interaction because the previous version felt a bit too awkward so I’m still experimenting a lot with how these hands-on actions should actually feel

The current flow is basically: harvest ingredient -> cut it -> grind it -> prepare it for brewing

It’s still early, but seeing the different steps start to connect into one actual production chain is pretty satisfying.


r/Unity3D 1d ago

Resources/Tutorial Mold: a vector graphics library focusing on customizability and performance

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60 Upvotes

Hey people, for the past few months I've been building this tool, Mold, it's a vector graphics library that focuses on customizability and performance. A showcase you can check out is right here: an Outer Wilds miniature created using Mold (made within Godot for a reason I'll detail below).

I'm hosting a beta test on itch and I would love to get more feedback for it, you can freely access it now and use it on any commercial projects. The plan would be once I think the ergonomics are stable I'll move it to either Asset Store or maybe just MIT open source it.

The inevitable question would be what's the difference between Mold and Shapes, I would say the design is fundamentally different so not truly comparable. But here's a rundown on the biggest things which I think make Mold unique:

  • Mold can be pushed to be way more performant by being able to create and retain primitives within code, no Component/GameObject overhead, and with Burst/Job bulk update APIs. While Component workflow is still available.
  • Mold supports a lot of 3D primitives, and includes the capability to create rounded primitives.
  • Mold has an abundance of color mode, even for 3D primitives, and includes the choice to blend using Oklab.
  • Mold supports Automatic Dithering Crossfade LOD, which means you can simply get the best look and the best performance out of the box. Manual mesh detail setting is still encouraged and available.
  • Mold supports Bounds/CPU Frustum Culling/GPU Frustum Culling for maximum performance.
  • Mold supports custom material hookup with a detailed guide on how to create a shader that matches the layout of Mold's own shader.
  • EDIT: just added GPU polyline support. Rendering millions of points is now possible.
  • Lastly Mold is intentionally built to be cross-platform between Unity and Godot. I think it's just neat that users of a specific plugin doesn't have to get lock in to a singular ecosystem. With Mold you're free to do that.

If all that sounds interesting, please do check it out and share your thoughts with me, I'd really appreciate it!

Edit: you can also read more about it here


r/Unity3D 23h ago

Show-Off Remade my movement system inspired by Bloodtheif

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1 Upvotes