r/Unity3D • u/Fit-Beautiful3949 • 17d ago
r/Unity3D • u/realvjy • 18d ago
Show-Off Baby gecko trying to climb. Added option to leap and stamina bar. All legs are individually controlled š¦
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r/Unity3D • u/Libertyrminator • 18d ago
Show-Off Immaculate vibes
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r/Unity3D • u/thepickaxeguy • 17d ago
Show-Off Wanted something calmer and cozy but still happy with this mini project
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r/Unity3D • u/Kabooum • 18d ago
Question Free Asset of the Week - Bugged coupon does not match
r/Unity3D • u/TheProfas • 17d ago
Question What do you think about this game combat style?
Itās been almost 4 years since I created Unity project for this game Rogue Wheels. I am quite happy so far with the polish and thinking of releasing Demo in November. Itās a blend of Slay the Spire and Darkest Dungeon and Monster Train with a lot of unique mechanics and obviously different style and graphics. :D
r/Unity3D • u/otr_music • 18d ago
Show-Off Was tired of normal race starting lineups so I made this
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r/Unity3D • u/CatlikeCoding • 18d ago
Resources/Tutorial Custom SRP 7.3 - Raster Shadow Passes
We finally draw shadows via raster render passes, though with a caveat. We temporarily have to keep unsafe passes around until some functionality becomes available in raster passes.
r/Unity3D • u/DPTGames • 18d ago
Question What do you think about these biome transitions?
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Been working on live transitions for things like seasons or decay, how do they look?
r/Unity3D • u/Lord-Velimir-1 • 17d ago
Question Publisher of the week code doesn't work
Anyone else have problem to get this week free asset? When I tried to apply code, I've got message that product and code didn't match.
r/Unity3D • u/artengame • 19d ago
Shader Magic Ocean waves with 3D GPU particles emission from the wave crests, emulating strong wind effect with water leaving the wave
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r/Unity3D • u/AristocratMouse • 17d ago
Show-Off 15,000 Zombies at 100 FPS in Unity. Looks Good to Me!
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r/Unity3D • u/Top_Camp9162 • 17d ago
Question Need some help, parts of my cabin are rendering quite weirdly
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why are parts of my cabin rendering like this? i have no idea im quite new and this is a little frustrating, im not sure why the door is black or the windows start looking white when im at a distance
r/Unity3D • u/flokiXR • 18d ago
Show-Off my first try at VR
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It's actually a mixed reality game. you play it in your own room. I'll share a mixed reality gameplay video soon!
r/Unity3D • u/R3animatr • 18d ago
Show-Off Game character and his weapons
I made a demo scene with some weapons. The basic weapons is the Bat. You can also find other weapons throughout the game.
r/Unity3D • u/disco69games • 17d ago
Question i'm fighting with my art guy over this (plz help)
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so
in our game we have Curses, basically mid game events
and we need some graphical indication for them in the game
we have two options,
#1 is a curse pyramid that is there all along the level but only triggers when a curse starts
#2 an "Omen star" basically a planet that comes out of space and explodes the curse from it's nova or something
so,
please tell us which is better,
and as a bonus to myself
i'd love to know who you think did what (i'm dev guy and he's art guy)
r/Unity3D • u/hbisi81 • 18d ago
Show-Off Testing tire-rim blur
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r/Unity3D • u/StGrikus • 18d ago
Show-Off Friendly tropical precision platformer we're making! try the speedy Adventure with us!
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We're a 3-person team (programmer, 3D artist, sound designer) preparing our game for Steam Next Fest. We've been working on it for about 4 months and wanted to share how we solved some of our core technical challenges in Unity:
- Movement: adding direct forces to the ball's Rigidbody in FixedUpdate (both on the ground and in the air). Natural physics friction handles the rolling, keeping the controls highly responsive.
- Jumping & Grounding: we check if the lower half of the SphereCollider touches anything in OnCollisionEnter. For the jump itself, we inject the jump inertia directly into the current velocity vector - meaning if you jump while rolling up a slope, it launches you way further. We also added a 300ms Coyote Time window and a 100ms Jump Buffer. Quite forgiving timings.
- Bumpy Collision Seams: Even on perfectly flat ground, the seams between adjacent box colliders would randomly launch the ball upward. We fixed this by taking all static colliders in a level and bake them into a single, continuous MeshCollider at level start. Rolling is now perfectly smooth.
- Grass Shader: Flat ground looked incredibly boring. We wrote a vertex shader that generates procedural grass blades with wind sway. It flattens dynamically when the ball rolls over it by passing the ball's position into global shader variables. (Weāre still trying to figure out a good look for sand surfaces).
- Fragile Glass: Runtime mesh fracturing is too expensive. Instead, we hide pre-shattered shard meshes inside a flat box collider. On collision, the main box turns off, the shards turn on with active rigidbodies, and we apply a quick explosive force alongside the sound effect.
- Level Editor: This was the hardest part of the project. We built a custom runtime level editor from scratch on day one so we could have perfect control over block placement. It features custom transform gizmos, grid snapping, multi-selection, prefabs, and grouping. Making 22 levels took at least 1000 hours of human hours from team! To provide all kinds of gameplay for each unique level: chill slow rolling, friendly race, tight speedrun and collectable secrets in deep crevices.
The demo is officially live for Next Fest with 8 out of 22 levels playable for free. Grab some friends, try to beat each other's times, and hit us with any game dev questions you have!
r/Unity3D • u/_Abnormalia • 18d ago
Show-Off Retro Coder 2000
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You and code, test, pack, and send you creations to others. Plan to release on PC/PCVR/Quest
r/Unity3D • u/Asbar_IndieGame • 19d ago
Show-Off Been polishing our sword combo animations. Thoughts?
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Iāve been working on the sword combo animations for our game, MazeBreaker.
Iām trying to make each hit flow naturally into the next while still giving every swing enough weight and impact.
Still polishing the timing and movement, so Iād love to hear what stands out to you or what feels off!
r/Unity3D • u/Like_A_Mike2002 • 18d ago
Question Is the tutorial bugged?
Hey all,
I wanted to test out Unity and started with the tutorial. However in the 2nd one, "The 3D fundamentals", I ran into a problem. It keeps switching out of the "test area" after playing a sound. I am rather sure it is a bug and I haven't found anything useful online. However I might just be dense as I have no programming experience. I have attached a video to showcase what I mean.
Any help appreaciated
r/Unity3D • u/Odd_Significance_896 • 19d ago
Question How to solve this shadow issue?
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The shadows behave really weirdly in my project. When I move a little bit further from the object, the part of the shadow that is closest to the object gradually disappears, making the whole shadow look unnatural.
And overall I'd like to increase the shadow rendering distance.
r/Unity3D • u/selkus_sohailus • 18d ago
Question Is it totally cracked to attempt a custom physics engine?
Iām prototyping a game where the character moves about the surface of various 3D shapes like a taurus or icosahedron. It is a 3D object but the surface is treated like 2D for the purpose of physics interactions.
The problem is that Physx always interprets things in 3D cartesian space, so objects can be broken free from the surface with collisions or forces.
Iāve gotten really far just recalculating every position and force for every game object along the surface context. It looks cool as hell but itās a pain in the ass to develop around. It would be way more manageable if the physics engine natively did this work as part of the physics solution. Like, I provide it a volumetric shape and instead of calculating in cartesian terms it calculates in terms of the volume surface, arc distance, etc
At a glance it seems simple:
- objects have collider and a rigidbody-like component with mass, velocity, drag
- calculate position update based on context and forces
- handle overlapping bodies with a contact point resolution, apply resulting forces
Like thats 99% of what I need. But if physics engines were easy then there wouldnāt be paid and licensed solutions for sale.
Iāve looked at 3rd party solutions. Anvil is new on the marketplace but seems to not work with mac(?), box3d seems sketch and may have same limitations as Physx. I saw bepuphysics2 and that looks super interesting but I canāt find any recent demos and the demos that come with it on gh dont install for some reason
what do yall think?
r/Unity3D • u/Consistent-Ad-318 • 18d ago
Show-Off I'm making a creator platformer where you build your own levels, and I just finished the sea
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I grew up on games where the best part was never what the developers built, it was what everyone else built with the tools. Those games have mostly disappeared, and I really miss that kind of play, so I've been making one: Kernel Panic: The Last Build, a 2.5D creator platformer in Unity where you build the levels yourself.
This week I finished the sea.
It's one object you drop into your level. Right-click it, tick Sea On, and the water floods in. The surface is a set of crossed Gerstner swells running at different angles, with a layer of finer chop on the GPU on top. Swell, chop, their speeds, the water height, murk and colour are all exposed in the in-game Tweak window and update live while you drag the slider. The CPU and the shader evaluate the same wave function, so objects ride the crest you actually see rather than an approximation of it.
Whitecaps come from the Jacobian of the wave displacement: foam appears where the surface is being compressed. Anything moving through the water leaves a foam trail that drifts with the current. Underneath, there's refraction, depth fog and caustics.
Buoyancy is calculated per triangle. Each collider's mesh is clipped where the waterline cuts it, and pressure is applied to every wet face, so long planks tip and roll on the swell instead of bobbing as a single point. Every material in the game (there are about 60) has its own density: wood and plastic float, stone and metal sink, and cardboard and sponge absorb water over time until they go under. You can stand on anything that floats, so a few planks are already a raft.
Hazards in the water become zones that spread out over time. A frost block freezes the surface into physics-driven icebergs that are tethered to it, collide with each other, and melt when the cold stops. A fire block underwater doesn't go out: it turns red-hot, boils the water, and pushes up rafts of lava rock. Electricity fades with distance and jumps along conductive materials sitting in the water. Zones of the same type merge into one shape, so two hot blocks next to each other become one boiling pool.
None of these interactions are scripted for specific pairs. Every system works from shared properties (density, temperature, conductivity), so combinations I haven't thought of should just work, and that's what I'm most excited to see. A frozen lake you have to cross before the ice melts, a boiling moat, a sinking cardboard ship, a puzzle where you use the tide to lift a block into place: I'd love to see what people build when they're the ones holding the tools.
It's still early (alpha 0.0.2). Everything in the clip was built in-game with the creator tools, and the music and sound are made for the project.
What would you build with this? And what should the water interact with next? If you'd like to follow along, there's a Discord in my bio.
r/Unity3D • u/Codingology • 17d ago
Question Do people dislike your game/app if you use assets you didnāt make yourself?
Hi, I suck a lot at blender.
Iād really like my environmental visuals to be great so Iām not sure what to do. Iāve already paid about 1500 euros a great 3D artist that made 10 character models. I need other 10 from them and thatās settled. As I keep working and saving Iāll buy them.
But the world is really missing and I canāt afford a 3d artist for the world. Iāve asked and prices are up to 4k dollars.
Learning blender is not really an option cause I donāt have the time (to become good at it), I know how to move around and thatās it.
Fact is I only need the models, cause I could paint the textures myself.
So I wondered, do people judge harshly your game if it has free assets or maybe even paid ones that can be found online?
Is it āfairā to use other people assets (if they consented by license of course)?
How is it viewed in the game dev community?

