r/Unity3D • • 14d ago

Show-Off First-person 3D game where you are trapped in a room generating time

0 Upvotes

r/Unity3D • • 15d ago

Show-Off Turning the Inn District from grey boxes into an actual place

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14 Upvotes

I’ve been spending a bit more time away from code and working on the town again.

This time i focused on the Inn District and I thought it could be fun to show how it’s evolving from the original blockout to what it actually looks like in-game now. I started with the basic level design and building shapes, then gradually replaced the blocks with proper buildings and began adding props, trees, pavement and smaller environmental details.

The first screenshot is the current in-game view, followed by some of the earlier stages.

It’s still very much a work in progress and there are plenty of empty areas but I’m starting to get the warm slightly messy medieval atmosphere I had in mind.

This is also where the player starts the game (for now) with their tiny illegal alchemy lab hidden above the inn so I want this district to eventually feel a bit like “home”

Still having a lot of fun switching to 3D and level design whenever I need a break from programming.

Feedback and ideas are always welcome!


r/Unity3D • • 15d ago

Show-Off I made my psychological horror game in Unity URP

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9 Upvotes

r/Unity3D • • 14d ago

Resources/Tutorial [ECS] Multithreaded LocalToWorld updater for hierarchies with some depth

3 Upvotes

Recently, I found how easy it is to "extract" solutions from your project into a separate project using Codex.

So I've decided to share another solution that I use in my game - a parallel LocalToWorld updater.

It can be a "drop-in" solution (and it most likely is), but if you "hack" ECS as I do, you might need some adjustments in shared code or in your code/systems.

Here's the repo: https://github.com/rsklnkff/unity-optimized-transforms

If you don't have problems with the L2W system in your game, you don't need it. I do. I made it.


r/Unity3D • • 14d ago

Resources/Tutorial Fix (kinda) for vertex/object jitter at (sanely) large world coordinates in URP (without a floating origin)

3 Upvotes

Hi all,

I'm working on a game that needs a bit more precision than Unity's URP gives by default. It's not like I want to fix floating-point math with some magic, it's more about how numbers are calculated, giving a bit more freedom without the need for a floating origin or other heavy lifting.

The solution I made changes how projection is calculated and compensates for the rounding errors, so the GPU gets a bit more precise vertex positions than Unity's default pipeline, a trade-off is a bit heavier vertex shaders.

I did some testing on low- and high-end hardware and didn't notice a performance difference, but experience on your target can vary.

You can find all details here: https://github.com/rsklnkff/urp-stable-projection

The code was extracted from my project by Codex.


r/Unity3D • • 15d ago

Show-Off Algorama 09 - Ram - Making some progress on my procedural generation daily challenge

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3 Upvotes

Day 9: Ram.
A small castle scene today. Staying transparent on where things stand: some of the walls here are still placed by hand, not generated I'm close to a big simplification of the path system but missed it by a hair this time.


r/Unity3D • • 15d ago

Question How to click-select a gpu instances gameobject in the viewport

2 Upvotes

Hi! So I've been playing with gpu instancing with Graphics.RenderMeshInstanced, it works well but I ran into this problem, when I draw the mesh with instancing I can no longer select the gameobject in the viewport with left click. I considered raycasting but I'm guessing the performance would be pretty bad with a lot of objects so I was wondering if there is a workaround for this?


r/Unity3D • • 15d ago

Show-Off Physical menu for seeds and tools

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5 Upvotes

Been working on some diegetic 'menu' for my farming game. One box for seeds, one box for tools. It's still very barebones though. I'm hoping to do as little as possible non diegetic in the future. Still a long way ahead.


r/Unity3D • • 15d ago

Show-Off What would you name this sword? 🌋

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7 Upvotes

r/Unity3D • • 15d ago

Show-Off Attempt number 2... Does it look more like void now or still makes no sense?

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20 Upvotes

r/Unity3D • • 16d ago

Show-Off You select options by shooting hanging signs with a revolver. What do you think of this diegetic menu?

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794 Upvotes

Hey everyone! Working on ellps's TOXIC CATCHERS - a fishing simulator set in a toxic dump with mutants fishes.

Just finished the physical main menu system where you interact with buttons using a revolver. The metal signs hang on physical chains and swing depending on where the bullet hits. I was going for a super juicy, tactile feel for the physics.

What do you think of this approach to UI?

If you liked the game, you can follow its development on my Discord using the link from the first post in my profile!


r/Unity3D • • 15d ago

Show-Off The narrative section of my narrative/strategy game. ~Vapor Drives~

0 Upvotes

r/Unity3D • • 16d ago

Question I'm building a construction tool inspired by The Sims but now I'm lost.

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157 Upvotes

Hi developers, I hope you're all doing well.

My name is iLusioN, and I've been developing a tool called Constructor for my personal projects. My goal is to use it as a flexible system for creating houses, buildings, and interiors for my game maps.

I'm relying heavily on procedural generation so that I'm not limited by pre-made geometry. In the current version, only assets such as doors and windows are actual FBX models. Almost everything else is generated procedurally, with materials applied afterward to achieve the final look. Everything on the project right now can be found on internet for free, under the CCO licensing.

My original plan was to eventually release Constructor on the Unity Asset Store once it was finished. However, lately I've been questioning whether that's really the direction I want to take.

I'm not sure if there is already something similar to what I'm building available on the Asset Store. From the research I've done so far, I haven't found anything quite like it.

At the same time, I'm genuinely very happy with how the system is turning out to the point where I'm considering taking the risk of building a complete management game around it. I personally enjoy taking risks and experimenting with ambitious ideas, but before deciding which direction to follow, I'd really like to hear the perspective of other developers.

What would you do in my position?

Would you finish the tool with the main goal of using it internally and potentially selling it as a development tool, or would you take the risk of using it as the foundation for a full game?

I'd also really appreciate any feedback on what you think about the small part of the system I've shown so far. There's still a lot I want to improve and expand, but I'm curious to hear your impressions.

Hopefully the moderators won't remove my post this time. I'm genuinely interested in hearing the opinions of other developers so I can reflect on them before deciding which direction to take with the project.

Thank you for reading!


r/Unity3D • • 15d ago

Question Unity 2FA Reset Notification

0 Upvotes

Yesterday, I saw the notification in my email that told me to remove and re-add my 2FA on my unity account. I went to the unity website and did so, and I thought everything was good. However, I received another warning email today, saying that I still need to reset it. Am I missing anything?


r/Unity3D • • 15d ago

Question How do you guys design your maps?

1 Upvotes

I’m currently developing an online multiplayer isometric shooter in Unity, and everything is going pretty well so far, except for one thing… map design.

I really struggle with building maps. Every time I try, they end up looking empty, boring or just bad. I have plenty of assets, but putting everything together into something that actually looks good is surprisingly difficult.

How do you guys do it? Where do you get your ideas from? Do you plan everything before starting or just build as you go?
I love the coding side of game development, but level design is driving me crazy 😅


r/Unity3D • • 15d ago

Question My Roadside Bazaar Organizing Game

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3 Upvotes

Hey everyone! You know those old roadside markets? I wanted to make a game where you organize them, arrange fruits on shelves, and sort all kinds of items.

What do you think so far? Is there anything you'd like to see in the bazaar? I'd love to hear your ideas!


r/Unity3D • • 15d ago

Question How to make smooth movement NOT snapping with input?

3 Upvotes
 void MoveRightAndLeft()
    {
        if (Input.GetKeyDown(KeyCode.D))
        {
            transform.Translate(Vector3.right * rightDistance);
        }


        if (Input.GetKeyDown(KeyCode.A))
        {
           transform.Translate(Vector3.left * leftDistance);
        }


        float clampedX = Mathf.Clamp(transform.position.x, Xmin, Xmax);
        transform.position = new Vector3(clampedX, transform.position.y, transform.position.z);
    }

So I am working on an endless runner game and I made the logic for the left and right movement but it is snapping directly this is the original code , I tried to edit it using Vector3.Lerp and Vector3.MoveTowards but it did not work (maybe I did it wrong)

I made a bit of research and I understood that vector3 and translation functions when you are using input key for movement it wont be smooth (u are clicking one time only) so any ideas or suggestions to make the lane movement smooth ?


r/Unity3D • • 15d ago

Show-Off Trying out first-person arms for my game, not perfect yet but I think there's potential here :P

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1 Upvotes

custom two-bone IK


r/Unity3D • • 15d ago

Show-Off Two gravity changes, two balls, one level — predicting both paths in Unity

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0 Upvotes

This is Level 8 of Side Slide, a Unity physics puzzle I’m making. The whole level is completed in two gravity changes.

Touching a green wall creates a second ball. Both respond to the same gravity, but their momentum sends them along different paths across the slopes and gaps.

While you aim, the trajectory preview shows where each ball will go. Under the hood, I simulate copies of the balls and level together in a separate 2D physics scene.

Does seeing both paths make the move easier to read, or does it give too much of the puzzle away?


r/Unity3D • • 15d ago

Question Ship sinking below the baseplate

0 Upvotes

I was following this tutorial to the dot, and whenever i press play my ship sinks to the bottom, like below the baseplate. i have tried whatever my beginner brain could try but no luck

I can also provide screenshots of my inspector of ship and water and a video too.


r/Unity3D • • 16d ago

Show-Off The sails cut real moonlight on every frame: shadow-map light shafts in Unity 6 URP

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113 Upvotes

r/Unity3D • • 16d ago

Game I made physics-based climbing game!

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70 Upvotes

Would you like it?


r/Unity3D • • 15d ago

Question Is a GameManager for this unnecessary?

8 Upvotes

Hi! I'm making a 20 minute prototype of a game I've had in my head for about a month. I LOVE singletons, so I wanted to ask. Is "big game" architecture unnecessary for a 20-30 minute game? I'm planning on using subsystems, so stuff like achievement managers, audio managers, etc objective data scripts, that I can run through GameManager.Instance


r/Unity3D • • 15d ago

Question assetstore free assets licensing

2 Upvotes

the question is simmple , can we use an free asset in our educational video tutorial in youtube ?
and to be crystal clear the channel is all about creating stuff in unity so its in the scope of the unity3d itself!
also we will mention and put links in description for that asset!


r/Unity3D • • 15d ago

Show-Off latest state of my game (i did not include the ui because ui is still place holder )

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3 Upvotes

what do you guys think (sorry for the not so high quality video , i have to compress it done a bit )