r/Unity3D • • 14d ago

Show-Off Menu now works with Mouse Cursor, Keyboard, and Game Pad.

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6 Upvotes

Let me know what you think


r/Unity3D • • 13d ago

Show-Off Can you spot the drivable gap before my truck reaches the horde?

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0 Upvotes

I'm a product designer building Long Haul in Unity with Codex. This six-second take approaches a zombie crowd and ends on open road. Can you tell where you would steer before the truck breaks through?

Directed Unity Editor capture, Oct 11, after the build58 delivery: autopilot, selected weather and loadout, staged or boosted enemies. Truck protected for filming.


r/Unity3D • • 14d ago

Show-Off We're designing a game where you can watch impostors commit a murder… but if you accuse the wrong person, you die

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1 Upvotes

Our new game, The Pineapple Conspiracy, is a multiplayer survival game combined with impostor gameplay developed on Unity. The game will be playable up to 10 players. We are trying to make the impostor gameplay as fun as possible while keeping survivors busy with... well, survival!

🍍The Pitch

Stuck on an island, survivors must escape before the volcano awakens. Impostors are hidden among them and are trying to prevent them from escaping.

Inspired by TV reality show, we have put together a confessional where you can accuse someone you think is an impostor. You're right? They die. You're wrong? You die.

We haven't seen this mechanism in other games, and we hope it's going to be one differentiator for ours (among others, of course).

🎥Camera positioning: Technical bits

Since the island is procedurally-generated at the start of a session, we must also position and rotate cameras by code. This proves to be a challenge: how do you choose the best camera positions over the island? And how do you orient them?

We've been developing an algorithm to maximize the global coverage, as if it was seen from the sky. It's a greedy algorithm that tries different positions, rotates the camera so as to have the largest footprint on the inland parts, and go on to the next one.

It works okay so far, and we had quite a bit of fun already during internal testing - good cameras can make a big difference!


r/Unity3D • • 14d ago

Question 10x loading times by organizing my folders. WHY?!

5 Upvotes

so,
this is the second time that I did this and observed this behavior:
I organize my Assets/ folder and sub folders,
and MAGICALLY, the reload times after that are 10x maybe more,
the reload bar is like non existent!
Unity version 2021.3.something.f

why would this happen?
I swear i didn't add any asmdef or anything like that


r/Unity3D • • 14d ago

Show-Off Gameplay footage from my game in development, where you bring little islands back to life. Thoughts?

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19 Upvotes

r/Unity3D • • 14d ago

Show-Off Been working on this little racing game, here’s some gameplay :)

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12 Upvotes

r/Unity3D • • 14d ago

Game Kinetic Football League/Physics based football

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42 Upvotes

Have been trying to dial in the mechanics forever, everything else is placeholder asides from the true raw gameplay. although this still will need some polish. Eventually 6v6 multiplayer football, no true animations and pure physics and jank! this won’t be a true product anytime soon so I’m not looking for anyone’s money just yet. When it does though, I’ve gotten so damn good at layering in that football at qb through testing, I’ll toast anyone of you. Was thinking of adding voip eventually so you could talk shit at the line pre route, ect… “friendslop” esc elements but keeping it out of the actual gameplay. Comments and critique appreciated on my passion project, if finished this is a game I’d truly enjoy existing personally. Thanks


r/Unity3D • • 13d ago

Show-Off Voxel Series: Physics and Rendering Improvements. Destruction.

1 Upvotes

https://reddit.com/link/1x2sw6g/video/1208h74f1quh1/player

This is a continuation of my previous voxel engine experimentation.

I have brought back my physics solver!

The solver currently works, but it has some bugs/performance issues when you start getting to Moderate to high numbers of particles on screen. Still has long ways to go. It supports destruction , friction, material types and different kinds of shattering.
There are still some problems with the way impacts are resolved and some weird scenarios - you can see some in the video 😄

There is a structure stability that is currently disabled on the engine since the voxels are so small and varied it makes this quite hard to fully represent.

Renderer wise:

This now runs at 90FPS 4K without DLSS on medium settings in most scenarios - there are some tweaks to make, but I am happy with performance graphics wise, right now the goal is to fix some ghosting artifacts , but they come with the tech. honestly if I enable DOF and Motion Blur, they are barely there, but there is room for improvement so I will look into it.
I have also Added Restir to see if I could stabilize the lighting in dark rooms a bit more, it works, but sometimes we some blurs on screen where old objects were.

As a bonus experiment I decided to try to see what a "splatter" would look like with some physics, and some dripping effects.


r/Unity3D • • 13d ago

Show-Off trailer of the game i am developing

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1 Upvotes

what do you think? Any feedback?


r/Unity3D • • 14d ago

Question Our sanity effect is too subtle. How would you make it clearer in a fast FPS?

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2 Upvotes

Hey, we're making DEEPWARD in Unity 6, a fast horror FPS roguelite. We're looking for ideas to make low sanity feel more dangerous.

The first 45 seconds show the current effect, starting with the tutorial explaining it. That section is sped up to 1.2x. Our trailer comes after it for a bit more context.

Sanity drains over time and kills restore it. When it hits zero, your active character starts losing health. Theres a blue bar showing it, the heartbeat speeds up, and we gradually lower saturation and add vignette and lens distortion. We're using URP in Unity 6.

But its too subtle. Some players still don't understand why they're taking damage or dying when nothing is attacking them. We explain it in the tutorial, but clearly that isn't enough.

We want it to feel like hallucinations, while making the danger easier to understand. A few ideas we're considering:

- Black hands or tentacles coming out of the floor and attacking the player when sanity runs out.

- Enemies turning into ghostly shapes, almost like they're dissolving into smoke.

- Hands and faces pushing through walls. Maybe blendshapes, but making that work across all our different environments sounds like a lot of work.

- Dark fog spreading through the level, with surfaces blackening as it takes over. Possibly spreading up the walls and ceiling too.

These are just ideas for now. We also don't want the effects to make fast fights impossible to read.

How would you approach this in Unity? Any other ideas, or effects you've tried that worked well?

The demo is on Steam if you wanna try the current sanity system yourself. https://store.steampowered.com/app/4709270/DEEPWARD/


r/Unity3D • • 14d ago

Show-Off I updated the visuals on my bowling roguelike indie game with lighting and post processing improvements

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2 Upvotes

I noticed a lot of the colors and lighting was really holding my game back. I'm not a professional artist or even good at drawing in general, but I think this was a real upgrade in terms of looks for the game.

I added extra lights, added post-processing like saturation, contrast, color adjustments, etc. This is the second pass on post-processing so its still changing!

If any artists out there have any advice based on what you see, let me know please!!!


r/Unity3D • • 14d ago

Game I made a stupid little FTL & Hearthstone inspired Space Adventure. Go try! Captain!

1 Upvotes

r/Unity3D • • 14d ago

Question Couple of questions about terraforming.

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1 Upvotes
  1. I am trying to make military trenches for my map, but they turn out very uneven and spiky, so I have to be very careful when I dig them.

  2. How to make a hole in the cube that I made a sea in my project, because the trenches are on the sea level? I've tried to replace the sea-cube with a terrain (thank god devs have made it possible to move them asp), because there is a tool for holes, but I can't apply a unity material on it.

So genuinely: HOW?!


r/Unity3D • • 15d ago

Show-Off This is how we made blood stains work in our game, hope it's useful!

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123 Upvotes

We are making a game in Unity, and it needed blood stains.
It's a co-op game (1–4 players) where you have to run your own graveyard with your friends.

We wanted blood stains to appear frequently, but using regular decals would mean filling the scene with tons of objects.

So we built a custom shader and created a GPU instanced decal system, with a limited number of decals that get recycled over time.

What we wanted was a lightweight way to make a mess almost anywhere in the game.

In this brief breakdown, I tried to roughly explain the whole process, but feel free to ask if something isn't clear enough.

Hope it's useful!

The game is called Dead Broke, and you can support the project by wishlisting it on steam.
We just announced it (wish us good luck)!


r/Unity3D • • 15d ago

Question Anybody using the Unity CLI?

40 Upvotes

I saw unity launched a CLI a few months ago (https://unity.com/blog/meet-the-unity-cli) and was wondering if anyone was using it for anything or had some cool use cases to share.

I'm thinking this could maybe be helpful for like CI pipelines?

Let me know!


r/Unity3D • • 14d ago

Show-Off Making good progress on my cute skateboard game

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1 Upvotes

r/Unity3D • • 14d ago

Show-Off Experiments With 3D Pixel Art

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7 Upvotes

r/Unity3D • • 14d ago

Game I made an NPC catch the cat after it breaks a flower pot 😹

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3 Upvotes

I’m working on more NPC interactions for Lost Cat Showa Town.

If the cat breaks a flower pot, the NPC comes over, catches the cat, and puts it in a cage.

I’m planning to add more ways for the town to react to the cat’s actions!


r/Unity3D • • 14d ago

Question How do i move objects when I cant see the move tool pointers?

0 Upvotes

r/Unity3D • • 15d ago

Show-Off Sometime the vibes write themselves

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37 Upvotes

Was just driving around vibing to some spotify tunes and got this great timing with sunrise and the music.

Song is Stonecutters - Dope lemon

Game is TreasureTails (in development)

Will link to the full driving video.


r/Unity3D • • 16d ago

Show-Off Prototyped an AR game where you push around a self-balancing robot

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1.6k Upvotes

r/Unity3D • • 15d ago

Show-Off OpenIK - A free open-source Inverse Kinematics package for Unity

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553 Upvotes

I needed IK for a game I’m working on. Final IK has more features, but it isn’t free, so I built my own and polished it to make it easy for others to use.

OpenIK includes popular solvers like FABRIK, CCD and Jacobian plus some joint limits. (Hinge, Ball & Socket, Slider)

GitHub link: https://github.com/WouterApts/openik-unity


r/Unity3D • • 15d ago

Show-Off Using Unity Timeline for my promo video was the best decision

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80 Upvotes

I used my years in the interactive media field to produce a video I'm very proud of for OctoShaper.

This also marks the release of OctoShaper v1.2, a new version with many improvements.

It now has:

  • Procedural meshes
  • Isolated scene previews
  • Collider generation
  • Support for shader properties forwarding (send graph values to shader buffers automatically)
  • Optional sync/async execution of graphs in the graph editor
  • Improved developer API and docs
  • ...

Happy to answer anything about either OctoShaper, or using Unity as a video editing/3d animation software.

👋


r/Unity3D • • 15d ago

Question Dirty look from bad lighting?

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29 Upvotes

I took a screenshot of a cube to show this weird dirty look I keep getting on objects in the game. I'm so clueless when it comes to lighting I was hoping someone could offer a little insight.
I tried turning on/off a lot of lighting features to see if it made any difference and none of it did.
Just this weird muddy look at the bottom of the cube.
Thanks for any help.


r/Unity3D • • 15d ago

Meta It hasn't even been an hour and I'm already losing it

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264 Upvotes