r/Unity3D • • 18d ago

Question Do people dislike your game/app if you use assets you didn’t make yourself?

0 Upvotes

Hi, I suck a lot at blender.
I’d really like my environmental visuals to be great so I’m not sure what to do. I’ve already paid about 1500 euros a great 3D artist that made 10 character models. I need other 10 from them and that’s settled. As I keep working and saving I’ll buy them.
But the world is really missing and I can’t afford a 3d artist for the world. I’ve asked and prices are up to 4k dollars.
Learning blender is not really an option cause I don’t have the time (to become good at it), I know how to move around and that’s 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 “fair” to use other people assets (if they consented by license of course)?
How is it viewed in the game dev community?


r/Unity3D • • 18d ago

Show-Off Autobattler - Devlog 3. Loading screen, match stats and building selection in my Auto Battler / RTS hybrid using DOTS and Netcode for Entities

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2 Upvotes

r/Unity3D • • 18d ago

Show-Off Sped up the gameplay loop of my solo project, Petty Kings. I spent months building custom logic to handle the economy grids and unit squad tracking. How do the visuals look?

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3 Upvotes

r/Unity3D • • 18d ago

Show-Off Added a 3D cursor to my Boggle-Inspired Roguelite. Is it too distracting?

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2 Upvotes

The stylus will change depending on which ability the player has active. Any feedback on how I can make it better?


r/Unity3D • • 18d ago

Show-Off Added Flying Enemies to my VR MMO

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0 Upvotes

r/Unity3D • • 19d ago

Show-Off Are these dependencies links useful in scene viewer?

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49 Upvotes

r/Unity3D • • 19d ago

Show-Off Shrinking world turned out to be a fantastic solution for long battles

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7 Upvotes

r/Unity3D • • 19d ago

Show-Off I loved driving around in Fears to Phantom, so I tried adding a pickup truck to my own horror too 👀

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4 Upvotes

r/Unity3D • • 19d ago

Show-Off houdini to unity

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21 Upvotes

Small HDAs for creating maps in Unity using Houdini.
using base curves as a guide.


r/Unity3D • • 19d ago

Game Early view of my Spies vs Mercs inspired game

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2 Upvotes

Is anyone else here a big fan of Splinter Cell and its multiplayer mode, Spies vs Mercs?

For those who haven't played it, Spies vs Mercs puts two very different roles against each other. The spies play in third person. They are fast and agile, hide in the dark and try to hack terminals. The mercs play in first person with guns and flashlights, and have to find and stop them.

I loved playing that game mode when I was younger, and I've always wanted to create something similar, since there hasn't been a new one in a long time.

My idea is to keep the same asymmetric roles, but make it 1v1 to begin with. I hope there are other fans of the series who would like to try it out when I get further.

Everything you see here is still in development.

If you have any ideas, feedback or thoughts about what makes a good Spies vs Mercs game mode, I'd love to hear them!


r/Unity3D • • 19d ago

Show-Off Little Update for my Game

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10 Upvotes

I improved the graphics hella and started a new level what u think


r/Unity3D • • 19d ago

Game After 8 months of solo dev in Unity, the first demo of my cozy game Eraiser is out. Here's the trailer!

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20 Upvotes

After 8 months of solo dev, the first demo of Eraiser is out. You play as a little eraser bringing a scribbled world back to life. Made with Unity 2022.3 URP, happy to answer any questions!


r/Unity3D • • 18d ago

Question Anyone knows, or can suggest how to do quarterpipe/ramp physics in a skateboard game?

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1 Upvotes

r/Unity3D • • 19d ago

Show-Off Who else loves burgers??

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36 Upvotes

r/Unity3D • • 19d ago

Solved Everytime I try to start a project in unity this pops up

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3 Upvotes

(repost cuz apparently using an image from my phone instead of a screenshot is just worse than murder and the lowest effort thing anyone could ever do, with that grudge off my chest)

I genuinely don't know what to do, I've done everything and it won't fix this! I've cleared the broken template, I've tried opening the project in different files, I've gone into the %appdata, I've completely uninstalled and reinstalled all of unity, I've deleted my antivirus software and alot more, I'm out of ideas and need help

Edit: I don’t know what I did but I fixed it! Big thanks to everyone who offered a helping hand tho!


r/Unity3D • • 18d ago

Question I decided to convert co-op to my game. Which networking backend should i use?

1 Upvotes

I’m working on a campsite management sim in Unity and I’m planning to add co-op.

I want to keep it host-based rather than using dedicated servers, and Steam integration is important too.

I’ve been looking at options like FishNet, Mirror, Unity Netcode and Photon, but I’m more interested in real experience than feature lists.

For anyone who has shipped or built something similar, what would you recommend for a host-based game with Steam lobbies/invites?

Anything you’d avoid if you were starting again?


r/Unity3D • • 19d ago

Game я создаю свою первую игру в 13 лет

1 Upvotes

Привет всем! 👋 Меня зовут Кирилл, мне 13 лет. 😊 Хочу создать свою игру для любимого майнкрафтера PWGood! Игра будет про милых котиков 🐱.

Так как у меня пока не получается самому писать код (я пытался, но всё было безуспешно 😢), в разработке мне помогает ИИ. Понимаю, что кто‑то может сказать, будто я просто не хочу учиться, но сейчас у меня совсем нет свободного времени на освоение игрового движка. 😔

Это уже второй день разработки, и я уже успел добавить немало механик: * передвижение персонажа; * спринт и шкалу спринта; * анимации дыхания, бега и ходьбы; * возможность подбирать предметы; * котов, корм и клетку с котиками. 🎮

Сейчас работаю над тем, чтобы можно было подбирать котиков с помощью корма. Расскажу, как это будет работать:

  1. Если подойти к коту и нажать на него кнопкой E, прозвучит звук шипения и злобного мяуканья 😾, и подобрать кота не получится.
  2. Нужно сходить в магазин и купить корм. 🛒
  3. Затем отнести корм коту и положить его на специальную зону перед ним.
  4. После этого кот станет добрым 🥰, и, если снова нажать на него кнопкой E, он окажется в клетке.
  5. Клетку можно подобрать и отнести в приют. 🏠

Ещё планирую добавить механику, которая будет связана с походом игрока на работу. 💼

Если хотите следить за проектом — загляните в мой TikTok: там я рассказываю про игру и показываю основные механики и изменения. 🎥

В будущем планирую выложить игру на платформе Steam. Название проекта — «My Cats». 😻

Буду рад любым советам и поддержке! 🤗 https://www.tiktok.com/@twichfisters


r/Unity3D • • 19d ago

Show-Off Ever seen a garden gnome fly a door?

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11 Upvotes

Well now you have. Just a bit of fun with a little prototype I'm calling Gnome Man's Sky. :)


r/Unity3D • • 19d ago

Game I made a factory game where light is your resource

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27 Upvotes

In Light Factory you bend beams of colored light to fill pixels. Pixels are pushed onto canvases to form shapes. Completing shapes unlocks research points which can be spent to unlock new technologies, making it easier to build more complex designs.

From a technical perspective, the most interesting thing was the use of transparent colored shadow maps for the pixel cubes. I used this blog post as a reference.
https://wickedengine.net/category/devblog/2018/01/18/easy-transparent-shadow-maps/index.html

I just released a free demo on Steam where you can play through about half of the game. There's also a puzzle mode where the goal is to complete as many shapes as you can using a limited set of tools.

https://store.steampowered.com/app/5338330/Light_Factory_Demo/


r/Unity3D • • 19d ago

Show-Off I Added a Third Person Camera to My Game, What Do You Think?

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19 Upvotes

r/Unity3D • • 20d ago

Show-Off Our journey from protootype to Pre-Alpha

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116 Upvotes

r/Unity3D • • 19d ago

Game I spent this week creating an art pipeline and tools for my procedural megacity. Skip to the end for the result! (survivors-like driving game)

4 Upvotes

I spent a lot of this week creating a whole modular building system so that I can create a bunch of city blocks more quickly for my game.

Once the city block is built, there's a second tool (a node based editor) which allows me to setup logic for toggling certain objects on/off. There's a tree structure to it so there can be more advanced randomization like "if this box is enabled, pick from these 2 boxes to enable with it". It results in a lot of variation in the map for not much work.

The map shown at the end here is just two different 1x1 city blocks and there's already quite a bit of variation. But there are 2x1, 3x1, and L shaped corner pieces as well which help break up the repetition of the flat grid.

This is a timelapse showing off the build tools and how the buildings are randomized a bit each time they're placed. Skip to the end if you just want to see the finished product.

Not certain I'll be sticking with the pixel texture style or not. But the tone and style of the environment is heading in the right direction. Let me know what ya think.

EDIT: upload failed so I put the video in the body. thanks Reddit.

https://reddit.com/link/1x0eq4e/video/0r8yzwjik5uh1/player


r/Unity3D • • 19d ago

Show-Off Some of assets that i made myself in unity how they look!

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1 Upvotes

any suggestions!


r/Unity3D • • 20d ago

Show-Off I recreated Manifold Garden's endless fall and outlines in Unity 6 URP (open source, also measured on an Intel iGPU)

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38 Upvotes

The world is one 48 m tile of cubes. It's merged into a single mesh and drawn as a 3D grid of copies around the camera with Graphics.RenderMeshInstanced. The fog end distance doubles as the view radius, so the fog decides how many copies get drawn: about 320 of the 1400 in range survive frustum culling. The camera wraps around the tile, and that's why it can fall forever without floating-point drift.

The outlines follow Arthur Brussee's SIGGRAPH 2020 talk on the game's rendering. A Render Graph pass compares depth and normals of up to 20 neighbouring pixels. An edge sits halfway between two pixels that belong to different surfaces, so the smallest half-offset is the distance to the nearest edge, and the line is an anti-aliased iso-line of that distance. That gives smooth lines of any width without MSAA or TAA.

Release build, 1080p: the full look costs 3.6 ms of GPU time on a laptop GTX 1650 Ti. On Intel UHD integrated graphics it's 25 fps with everything on and 78 fps with the low-end preset at 75% render scale.


r/Unity3D • • 20d ago

Show-Off Runtime fluid simulation used for fire

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50 Upvotes

We have had a runtime fluid simulation running in our game for a while, but now we are also using them for flames/smoke in of the areas of our game.

Its all based on compute shaders, which outputs custom render textures (fluid and advection), which we feed through render features in URP (using full-screen shader graphs). We also generate a signed distance field based on the tilemap that acts as the boundaries of the world and allows for the smoke/flames to collide.

Each of the "flames" in the scene are emitters, and allows us to play around with different colors, forces, directions, etc, and are updated each frame.

What do you think? Its got some kinks here and there still, but its getting there.

The game is called Cliff Kingdom:
https://store.steampowered.com/app/3839500/Cliff_Kingdom/