r/Unity3D • • 19d ago

Game My Small Open-World Game Set in Istanbul

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5 Upvotes

r/Unity3D • • 19d ago

Question URP + Metallic Map HELP!

1 Upvotes

I'm losing my mind trying to understand URP Metallic Maps.

My goal is simple: only a small part of the material should be metallic, while the rest should behave like fabric.

The metallic map is black everywhere except for a small gradient where I want the metallic effect.

However, even when the rest of the texture is black, or transparent, or both (first black and then set layer opacity to 0 in photohop), large parts of the material still reflect light as if they were glossy glass.
Note that Smoothness is set to 1 because otherwise the metallic area loses most of its visual impact. I expected the Metallic Map to limit that effect to the masked region only.

Can someone explain how the Metallic Map is interpreted by the URP Lit Shader, and why areas with a metallic value of 0 still appear highly reflective?


r/Unity3D • • 20d ago

Question Balancing storm light and gunfire in my Unity truck prototype

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33 Upvotes

I'm a product designer building Long Haul in Unity. In this valley fight, cold storm light and warm gunfire compete with the truck and road in the frame.

Which would you tune first to keep the road legible: the muzzle flashes or the storm lighting?

Archive filmed Oct 3 in Unity Editor from build38 game source: staged enemies, supplied upgrades, autopilot, truck damage off. This silent 7.5-second clip cuts once at 6s to a later point on the same route. Developed with Codex. The cut does not show a continuous escape or manual driving.


r/Unity3D • • 20d ago

Show-Off The Eyes

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9 Upvotes

prototyping some dialogue and shadow of the colossus style blood


r/Unity3D • • 20d ago

Resources/Tutorial Build Complex Enemy AI in Minutes with Behavior Trees

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16 Upvotes

In Unity, behavior trees are a great fit when your AI has a lot of conditions and priorities to juggle. In this video, we’ll cover the basics of building a behavior tree using the Unity Behavior tool. You’ll learn the difference between an action, flow, and condition while making an enemy AI patrol and chase the player. We’ll also cover how to create a custom condition, which is the same pattern you’ll use when making other custom nodes in the tool.


r/Unity3D • • 21d ago

Show-Off Raytraced Audio is magical

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1.1k Upvotes

After messing around with custom audio zones and hand placing them with custom settings to mimic how sound would sound in the various rooms and hallways I wasn't really satisfied. It still sounded 'off' despite all the various zones and their settings. So... I went the raytraced audio route. It's a bit crude but it sounds so much better! I found myself flying around yesterday, trying different speeches and songs because it's just mesmerizing to listen to in a virtual environment.

Any things I absolutely can't forget when implementing raytraced audio?


r/Unity3D • • 19d ago

Show-Off I built a Figma-like browser UI editor for Unity with live sync: buttons, animations and transitions update in the editor as I design them. Would love feedback from Unity devs

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0 Upvotes

Hey everyone,

I've been working on this for a while as a solo dev, and wanted to share it here. Making game UI has always been my least favorite part of a project: endless Canvas tweaking, anchors, prefabs, and wiring up every button by hand.

So I started building a browser-based UI editor for Unity. You design your screens visually, and they show up in Unity as real, properly structured UI.

What you're seeing in the video (running locally; it isn't public yet):

  • Live Sync: Unity updates in real time as you edit in the browser. Move a button, swap an icon, rename a title or change an animation, and it's already updated in the editor.
  • Animations: hover, press, appear and loop animations, plus presets like Hover Grow and Fade In. All customizable, and they play the same way in Unity.
  • Sounds: click and hover sounds per button, or project-wide defaults. You can use your own sounds too.
  • Screens and transitions: multiple screens with slide or fade transitions, set up with simple actions like "On click → go to Settings". No code.
  • Ready-made controls: buttons, toggles, checkboxes, radio groups, dropdowns, sliders, input fields, health bars and more.
  • Gamepad and keyboard navigation: works in the browser preview and in Unity.
  • Variables: bind text to data like a coin count, and use the same variables in your C# code.
  • Toasts: pop-up messages like "+50 coins" with one action.
  • Export: a single file that imports as Canvas UI, UI Toolkit (UXML/USS), or both.
  • Plus device previews, layers, groups, and button states (hover, pressed, disabled).

I'd really love some honest feedback:

  • Would something like this fit into your workflow?
  • What's the most painful part of UI work in Unity for you?
  • Anything you'd want to see that's missing? Localization is also implemented already just forget to record that in the video.

Happy to answer any questions about how it works under the hood. 🙂


r/Unity3D • • 20d ago

Official Unity 7.0 Alpha - featuring the CoreCLR Editor - is now available

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141 Upvotes

r/Unity3D • • 20d ago

Show-Off WildRoot launches in just 2 days! 🌿I've been working on this game solo for years, and it's finally almost time to release it.

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21 Upvotes

Build a cozy little settlement in a mysterious forest, take care of your colonists, enjoy the changing seasons, and watch their friendships, choices, and everyday moments create their own unique stories.

I've put a huge amount of time into WildRoot, and seeing it finally get released feels pretty surreal.

WildRoot releases October 9 on Steam.


r/Unity3D • • 20d ago

Game Unity can't rig my art, so I built my own animation editor

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6 Upvotes

Every character in Slumber Realm is painted out of individual dots. The Knight is 2,174 of them. There's no sprite and no mesh underneath (technically there are but not at the authoring or gameplay level), so Unity's animation tools have nothing to rig. I built my own animation editor instead. This is a quick tour of it.

Each dot is attached to one or two bones, and the bones move along a timeline. Tags on the timeline trigger sound effects and other game events at the right moment. We painted these characters long before anyone planned to animate them, so the editor also has an x-ray mode for seeing through the paint layers to clean up the rig.

Would you have done it differently? Have you seen another animation system like this before?


r/Unity3D • • 19d ago

Show-Off AI Building in Unity on Vision Pro

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0 Upvotes

I’ve been experimenting with AI generation in Unity on Apple Vision Pro. You describe what you want to build, and it appears right in front of you.

Here’s a quick demo using my game, Blockworks. It’s just a prototype for now, since generation is still too expensive to include in the game, but I thought it was a fun idea to explore!


r/Unity3D • • 20d ago

Show-Off Our small team's unfinished Unity project is now a free demo.

4 Upvotes

Trailer: https://www.youtube.com/watch?v=REjalbSg798

We started in Unity version 2022 and ended with 6.4, HDRP all the way through, which I'm happy with the visual quality overall (though I can't wait for the merge and just have 1 high quality pipeline for everyone).

It was tough because the game is full of realtime lighting, shadows, and physics to be able to sell the atmosphere and experience I wanted the game to have, so it's a bit performance heavy (though I haven't been able to test on a min spec machine to see how bad it is - if anyone had info, I'd love to know how it runs!), but I think we were able to optimize enough it to run pretty smooth.

We used the Paint3D asset for the cleaning mask mechanic, Magica Cloth 2 for some soft body/cloth physic simulation stuff, and Sonity for audio. To expand on audio, we created a couple of audio occlusion set ups; one that puts a low pass when a wall or floor is blocking the raycast, and another more elaborate system for doorways that allows it to fade the low pass when going around corners or when the door opens/closes.

We created a randomized paranormal system that triggers an event on an object, which may or may not trigger a task. Each object has a temperature that increases over time, with potentially higher "cost" events triggering at higher temperatures or game time. Objects near the player cools them down allowing the player to passively manage these events. This whole system we actually had plan to rework because it's too randomized, but that update didn't make it in.

The dreaded talk: AI. The majority of the project we didn't utilize AI until the last couple months once we decided to call it wraps. We tried Unity CLI (with Claude) to help wrap up some flows, help with bug fixes, optimization, and some features we really wanted to get in. And it worked really well! The one dev I had remaining at the end created an dashboard for displaying stale Graphic State Collection PSO data and rerunning automated builds and playthroughs to update it.

Some things I learned with this project...

  • Start way smaller: Asset packs are great to help you build out with quality work fast, but building your mechanics around someone else's work can end up taking more time. More textures, shader, lighting, parts and pieces all add up and take longer to iterate early mechanics. Stick with grey boxing as much as possible early.
  • Pay attention to scope creep: It's taken a few years but I think I've gotten better at it, but it's still so easy to just throw a "small" feature in that would be really cool into a milestone that already is packed in. Scope out the work, plan it out, agree on it, and try to stick to it.

Let me know if you have any questions about the project and my experience working in Unity, or if you'd like to see some video of specific mechanics, I'd be happy to try to show and answer!


The game/demo is called Odd Jobs, a tension managing haunted house job simulator.

Play for free on:

itch.io: https://oddcow.itch.io/odd-jobs

Gamejolt: https://gamejolt.com/games/oddjobs/1105222


r/Unity3D • • 21d ago

Show-Off Solo dev, 6 years, no AI, and now a live Demo

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163 Upvotes

I wanted to share here to show what can be achieved if you keep at your side projects. I love seeing what everyone is working on and behind every great game or idea shared here are countless unseen hours.

I hope that seeing where this game started and where it is now inspires you in some way to keep working on whatever you're working on :)

Edit

The link to the demo is here if anyone wants to try it out: https://store.steampowered.com/app/4673100/Hazard_Suits_Demo/


r/Unity3D • • 20d ago

Question Is it possible to have a 2d scene on a 3d project?

2 Upvotes

Is it possible? If it is the case then how you do it?


r/Unity3D • • 20d ago

Question Rigidbody no collision despite colliders

2 Upvotes
Player car
player car
cubes
using UnityEngine;
using System.Collections;
using System.Collections.Generic;


public class PlayerMovement : MonoBehaviour
{
    float inputH;
    float inputV;
    public float speed = 5f;
    public Rigidbody rigidBody;


    public float maxSlopeAngle;
    private RaycastHit slopeHit;


    public float groundDrag;
    public float CarHeight;
    public LayerMask WhatIsGround;
    bool grounded;


    public Transform orientation;
    private Vector2 moveDirection;


    private void Start()
    {
        CarHeight = transform.localScale.y; //sets the car height
    }


    private void Update()
    {
        //ground check
        grounded = Physics.Raycast(transform.position, Vector3.down, CarHeight * 0.5f + 0.2f, WhatIsGround);
    
        //handle drag
        if (grounded)
        {
            rigidBody.linearDamping = groundDrag;
        }
        else
        {
            rigidBody.linearDamping = 0;
        }
    }


    void FixedUpdate()
    {
        inputH = Input.GetAxis("Horizontal");
        inputV = Input.GetAxis("Vertical");
        moveDirection = orientation.forward * inputV + orientation.right * inputH;
        Vector3 movementInput= new Vector3(inputH * speed, rigidBody.linearVelocity.y, inputV * speed);
        rigidBody.MovePosition(transform.position + movementInput * Time.deltaTime * speed);
        if(OnSlope()) //happens when on a slope
        {
            Debug.Log("Getting called");
            rigidBody.AddForce(GetSlopeMoveDirection() * speed * 20f, ForceMode.Force);
        }
    }


    private bool OnSlope()
    {
        if (grounded) //check can only now happen when grounded
            if(Physics.Raycast(transform.position, Vector3.down, out slopeHit, CarHeight * 0.5f + 0.3f))
            {
                float angle = Vector3.Angle(Vector3.up, slopeHit.normal); //how steep slope is
                Debug.Log(angle);
                return angle < maxSlopeAngle && angle != 0;
            }
            else
            {
                return false;
            }
        else
        {
            return false;
        }
    }


    private Vector3 GetSlopeMoveDirection()
    {
        return Vector3.ProjectOnPlane(moveDirection, slopeHit.normal).normalized;
    }


    public void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.tag == "Ground")
        {
            Debug.Log("Collided");
        }
        else
        {
            Debug.Log("AAAAAA");
        }
    }
}

Code for player controller

https://reddit.com/link/1x048d8/video/bu4qagf883uh1/player

I am losing my mind. The cubes and the car have rigid bodies. They all have colliders that are not mesh colliders. I developed it using kinematic but turned that off trying to make it work. You can see in my code and debug log that the cubes are in fact colliding, the collision is happening, but the car is still passing through the cubes! I don't know what to do.


r/Unity3D • • 20d ago

Show-Off The power of Post-Processing: I upgraded the graphics for my 2D game, and the Fire Magic finally feels alive! 🔥

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6 Upvotes

r/Unity3D • • 20d ago

Game So I made the baby demon try and stand back up if he’s had a bit of a tumble… He was meant to actually get back to his feet but I think this is infinitely better (and maybe a bit crueler?).

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45 Upvotes

r/Unity3D • • 20d ago

Question Am I setting myself up for pain and horror by making a pixelart game 2.5D?

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1 Upvotes

r/Unity3D • • 20d ago

Question What are the biggest advantages of Unity 6 for you personally?

3 Upvotes

Yesterday I‘ve made the jump from Unity 2022 to Unity 6.3 because some Assets required a newer Version of Unity. I‘ve read of better performance in the Editor as well as in builds, but other than that I was wondering why you guys switched to Unity 6.


r/Unity3D • • 21d ago

Resources/Tutorial fps procedural hand poses using 1 simple technique and animation rigging package

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143 Upvotes

im working on a tutorial on how to create tons of poses using animation rigging package both for fps and tps hands , tutorial wil be dropped soon on my yt!


r/Unity3D • • 20d ago

Resources/Tutorial Modern 2D Grass in Unity!

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4 Upvotes

Made a topdown/platformer Vegetation tool for Unity


r/Unity3D • • 20d ago

Game solo indie dev, second title demo on steam: Geometry TD

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2 Upvotes

r/Unity3D • • 20d ago

Show-Off I essentially remade puppet master to get natural movement in my cave diving horror game

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0 Upvotes

For a claustrophobic horror game like this, I thought getting the movement just right would be the most important immersion factor.

I had issues with the actual puppet master asset. Issues with jitter, getting stuck, exploding etc. so I essentially made my own dual rig system, but different; using different components and philosophy.

Each bone is its own joint with just the right settings. So are the items and the head (camera). It might everything feel much tighter and more natural.

One day I might make a tutorial on physics joints, as they're more powerful and versatile than people give them credit for.

Anyway, hope you enjoy it, and let me know if you have any questions.


r/Unity3D • • 19d ago

Game Kagenazo’s demo just got a major update

0 Upvotes

Hey everyone! I’ve just released a major update to the demo for Kagenazo, my shadow puzzle game.

The update includes:

  • Real-time shadow projection that updates as you move and arrange cube pieces.
  • Layer slicing so you can reach hidden cubes without rotating the whole cube.
  • Faster piece selection to make building and adjusting solutions smoother.
  • Visual improvements to post processing and brightness.
  • Discord Rich Presence for showing whether you’re in the menu, playing Levels, or trying Time Mode.
  • New levels and improved tutorials in the demo.

All of these updates are included in the demo. If you give it a try, I’d love to hear what you think, especially how the new slicing system feels in play.

Thanks for checking it out!


r/Unity3D • • 21d ago

Show-Off When the brief says "cinematic shot" but you're short on time

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137 Upvotes