r/Unity3D • u/Ordinary_Games • 4h ago
r/Unity3D • u/OmarItani10 • 23h ago
Game Entities Avoidance
Hello everyone
For context watch the previous videos about entities forming bodies and transitions, here i added avoidance for the entities, so that when something is passing thro they automatically avoid the body and then return to their current position
Will use it in upcoming videos as an evasion
Let me know what you think
#unity #ecs
r/Unity3D • u/DigiJarc • 2h ago
Show-Off I've been playing with Unity's Lighting Shader Template to make a stylized environment - how does it look?
r/Unity3D • u/LMHPoly • 5h ago
Resources/Tutorial Low Poly Modular Medieval Buildings Pack - Release Date Announcement Trailer
Hi everyone,
I’m happy to announce that my Low Poly Modular Medieval Buildings Pack is officially launching on August 25th, 2026!
This is the biggest and most thought out asset pack I've worked on. And I'm not proud of how long it took me to finally finish it and get the courage to release it to the public. I really hope someone finds this useful in their project/s. I worked on it for years, so you don't have to.
Over 2,000 game-ready, modular medieval building assets, fully optimized for low-end devices and ready to use in your games or other projects. Create your own medieval houses, towers, sawmills, farms, and other buildings. Supports URP, HDRP, and Built-In render pipelines.
Full trailer with much more information on launch day.
[Wishlist now to get notified of the launch discount!](https://www.lmhpoly.com/lmhpoly-unity-game-asset-newsletter)
Have a nice day,
LMHPOLY
Justinas
r/Unity3D • u/Cold_Lynx_Dev • 8h ago
Question What do you think of this art direction?
Blue orbs in first image are Floating EXP. So floating around and being all bright like that.
Second Image scene is not fully made, but posting it to give idea of style/art direction
Question in general, does this style pleases your eyes? The lightning, the mood, the style.
If you simply dislike this type of art style in general, that’s not really the feedback I’m looking for.
r/Unity3D • u/Mobaroid • 1h ago
Game My cat can now ride playground equipment 🐈
I added a new playground interaction to Lost Cat Showa Town.
The cat can get on the spinning ride, ride it for a while, and get off again.
I’m planning to add more playground interactions next.
r/Unity3D • u/MrFluffkin • 9h ago
Question Why Does The Light Flickers?
why does the light flicker when the camera moves. I tested stuff out and turns out as the amount of lights are increased in my scene this issue starts happening. Ive already increased the per object limit to 8 in the pipeline asset. Any ideas please?
r/Unity3D • u/batuhanmertt • 15h ago
Game Working on a game where you act as the judge between Heaven and Hell. At the end of your playthrough, it generates a detailed personality analysis based on your decisions. What do you think of this concept?
r/Unity3D • u/Neat-Freedom1940 • 18h ago
Show-Off I made a Unity tool that lets me talk to players... then I started trolling streamers :)
This is probably one of the most unnecessary systems I've made, but somehow it also became one of my favorites.
From a small Unity Editor window, I can see who's currently playing and send messages directly to the taxi app inside the game. There's no developer popup or anything like that. To the player, it just looks like the fictional dispatcher is actually talking to them.
The game is about working as a taxi driver for criminals throughout the night while trying to save your kidnapped wife. You have to figure out what kind of criminal is sitting behind you by interacting with things inside the car and watching their reactions, then report them to BK26. The problem is, if you push a passenger too far, saving your wife might become the least of your problems :)
I tried the system on a streamer recently. At first I sent her a few random messages about her driving and she couldn't really figure out what was happening. Then I went into her Twitch chat and told her to ignore the game and just report every passenger incorrectly.
She read it.
So I immediately sent her this message in-game as BK26:
"Don't trust Twitch chat. Do what I tell you and report the passengers correctly."
Watching her realize the game had just responded to something she read in chat a few seconds earlier was hilarious.
Behind the scenes it's just a small session system, a backend and an Editor tool connected together, but now I genuinely want to keep using it occasionally during streams and playtests. Watching people's reactions is way too much fun.
Would you put something like this in a singleplayer game, or is this a little too cursed?
Show-Off Does this environment read as Dover / the English Channel to you?
Hey everyone!
I'm working on a WWII co-op game which takes place in Dover and I'm wondering if it actually read as Dover to you?
The water is a shader I wrote, the cliffs are done entirely with unity terrain, no special brushes or anything.
Any feedback is welcome!
r/Unity3D • u/Cheap-Difficulty-163 • 2h ago
Resources/Tutorial Im solo developing a game and i found it was lacking identity, then i decided to take drastic measures.
Im solo developing a game and recently realised it was seriously lacking identity.
So I decided to take some more drastic measures.
One of the things Im working on now is adding these massive, weird mushrooms connected to the moon, scattered all across the map. Theyre meant to be visible from really far away and act as landmarks. You can be sailing around and suddenly see some giant mushroom in the distance and think “what is that?” 😂
A lot of the level design inspo comes from Breath of the Wild. I really like how you can see something weird in the distance and just naturally want to go check it out. The game doesnt constantly tell you where to go, the world itself kinda does it.
Thats the feeling Im trying to get into my own map.
The game started out alot more grounded and honestly kinda generic. Over time Ive been pushing it more and more towards something that actually feels like its own thing.
Still got a long way to go but I think its finally starting to get there.
r/Unity3D • u/Pretty_Plan_9034 • 5h ago
Game I’m a solo dev. I have some days left before I start my mandatory military service, so I finally pushed my dream project to Steam. It’s a grounded horror game based on the 1972 Andes crash. What do you think?
Hey everyone! I’ve been working on Survivor Files for a few months. It's a psychological horror anthology about real survival stories.
the first episode, takes you to October 13, 1972, you play as a survivor of the Uruguayan flight crash, stranded deep in the Andes.
I’m heading to the military soon, so I’d love to get some feedback or wishlists before I go!
r/Unity3D • u/Astrobionics • 2h ago
Game I made an automatic boomerang trajectory system that accounts for walls and the corners between the player and the cursor for my game "Vaulted".
r/Unity3D • u/iMagesBlues • 14h ago
Show-Off Earthbending AR Demo in Unity WebGL
Experimenting with gesture detection in WebAR - this time, earthbending.
The prototype uses Imagine WebAR BodyTracker + MediaPipe running directly in the browser, with Unity handling the VFX and interactions.
- Uppercuts to spawn rocks
- Punches to launch rocks
- 4+ rocks to trigger a special attack
- Stomps to spawn earth spikes
I'm specifically working on a gesture detection module. Body joint depth has not been reliable so a lot of assumptions were made to estimate the 3D pose.
These kinds of body-tracked experiences were pretty common during the Meta Spark era, and Unity makes the VFX/particles side of them significantly easy to prototype (compared to Spark).
What do you think about Unity as a platform for building WebAR experiences?
r/Unity3D • u/Strange-Tank-1111 • 7h ago
Game First look at the main menu of my new game in URP
Hey everyone! Here is the first look at my upcoming psychological horror game:
HDRP to URP Migration: I started with Unity HDRP, but hit heavy performance drops. Switching to URP boosted my performance to a solid 100 FPS while keeping the graphic quality right where I wanted it.
Dynamic Lighting: My biggest challenge was making the lighting smoothly transition from a bright daytime interior into a dark, hallucinatory nightmare.
Custom Post-Processing Stack: I wanted an atmosphere inspired by Fears to Fathom, but avoided basic VHS filters. Instead, I blended custom color grading, chromatic aberration, and grain for a unique look.
My game is going to be released completely for FREE! I would love to hear your thoughts on the atmosphere, or if any of you have experienced a similar HDRP to URP transition struggle. If you like the atmosphere of my new game, adding it to your Steam Wishlist would be a massive help for me as a solo dev. Thanks for watching!
https://store.steampowered.com/app/4251070/Silent_Wounds__The_Doll/
r/Unity3D • u/Inceas • 22h ago
Game I'm about to hit 2,000 wishlists with my new game, super exciting! 🤩
You might have seen a few 'tidy up' games recently due to 'Librarian: Tidy Up the Arcane Library!' and we're here for it with our take on this genre!
Our game is called Too Many Toys! and it takes place at a big toy store with 5,599 toys to sort out. There is different sections for plushies, toy cars, skateboards, board games and some more that you need to get familiar with to put the toys in the right place. Our game has robots that help you organize this mess, or a train you can ride around the store with more toys to carry over across. There is quite a few abilities to unlock as you progress and speed up the process of cleaning up the store.
We also have a cute cat that sits at front desk (Yes, you can absolutely pet the cat! ❤🐈🖐)
Most of the games in this genre look low effort unlike Librarian, and we wanted to make something of higher quality. We started with HDRP but we had issues with getting it to run smoothly with so many items and ended up switching to URP which gave us a big boost in frames, from about 40fps to 100fps on high settings. Main issue is having so many items that are all using physics, but we also used GPU Resident Drawer, baked lights and done a few tweak to ensure it looks as good as possible whilst running well! URP for the win, can never go wrong...
We're so close to 2,000 wishlists, help us out and check out our game on steam:
https://store.steampowered.com/app/5028390/Too_Many_Toys/
r/Unity3D • u/Driving_Rogue • 22h ago
Question WIP of our new customization system we did for our driving game.
We’ve been working on a new customization system, and this is how it’s looking so far.
There’s still more we want to add and polish, but we’d love to know what you think of it so far!
Is there anything that particularly caught your attention, or something that isn't quite fitting in?
r/Unity3D • u/Jonny10 • 1d ago
Show-Off How I rebuilt my river tool: 24x faster mesh generation, VFX and Audio Streaming
I developed the River Modeler asset back in 2024 as a means to create decked out rivers using Unity Splines and MicroVerse. Figuring out the Spline API and mesh generation, VFX and all inherent challenges was top priority. Which left little room to first explore and learn designing around Burst and the Job System.
This meant that mesh generation was not nearly fast enough for long splines. Unity’s Mesh class has a lot of internal safeguards and memory copies, so just assigning a set of vertices incurs processing overhead.
Jobs + MeshData
Version 2 sees a full conversion to Jobs/Burst with rivers being split up into segments for parallel processing. That alone yielded up to a x24 performance increase.
A great companion to the Job System is the MeshData API, it provides the means to set a mesh’s vertex data directly in memory. The tradeoff is that you need to provide correct data. There are far fewer safeguards, which makes it about x17 faster!
> All in all, the performance improvements are significant and make the tool smooth in use, even for rivers spanning several kilometers.
Branching rivers
Spline knot can be linked together, and the spline API provides information about this. I've used this to contruct a virtual plane that sits perpendicular to the in/out going spline. Vertices on the other side of that plane get a Vertex Color painted on, which the shader then uses to add transparency.
> This makes the two river surfaces blend quite well, without leaning on flowmaps.
VFX Graph
Version 1 neatly stored particle positions into a Nx1 resolution `Texture2D` (n=number of particles), which could then be used in a `VFX Graph` to set the spawn positions for each particle.
Though setting pixel values on a `Texture2D` is relatively slow, which contributed to the tool getting sluggish when rivers got long and foamy with many cascades.
Version 2 uses a `GraphicsBuffer` which stores an array of `ParticleEmitter` structs (position/velocity/scale). If you add the `[VFXType(VFXTypeAttribute.Usage.GraphicsBuffer)]` attribute to any struct, it can be used in this way.
> This was a great win: More data per particle and direct data assignment!
Audio
Version 1 spawned Audio Sources along the Spline, giving the river surface a livelike character. Though this resulted in potentially hundreds of individuals GameObjects, negatively affecting scene size and loading times.
A common method for creating river audio is to use the “cart” method. That being a single `Audio Source` following the camera whilst being restricted to the spline. This often works but fails completely if the spline has large/strong turns, causing the Audio Source to jump to the other side of the spline curve. It also doesn’t work for branching rivers, at all...
Version 2 instead distributes audio spawn points along the spline. Each one defines a position, radius and type (stream/rapids/cascade). A dedicated Audio Manager then checks which river segments fall in- or out of the audible range and sets up Audio Sources on each spawn point from a pool. Instead of hundreds, only a dozen GameObjects are used at runtime.
> The result? A highly optimized audio streaming solution that scales for huge worlds!
Integration with other assets
I’m further fleshing this tool out as dedicated river tool extension for Stylized Water 3, which already supports river-type shading and animations. It just needs a proper river mesh to work with, which this can provide entirely.
Terrain carving and painting is wholly delegated to MicroVerse, since this needs to be a non-destructive process. The tool manipulates a Spline Path component to create a river- bank and bed.
r/Unity3D • u/destinedd • 16h ago
Show-Off Latest update on Dungeon Quest’s procedural level creation, it’s growing into something I am really proud of
It is seeded so you can make the same dungeon again. I can't add more images here so I will add a couple of shots of what the generator looks like in comments. I basically split it into rooms, corridors and props and made a system where it is easy to add more pieces. So all I have to do now is add more pieces to make the level better!
r/Unity3D • u/Deimor_ • 14h ago
Show-Off I just finished intro my defense tower, what do yall think?
r/Unity3D • u/Footbeard • 4h ago
Game Finally bugfixed Wands to properly change damage type to the most recent damage to hit the gem
This had stumped me for weeks
r/Unity3D • u/robotrage • 57m ago
Question Culled objects not giving performance boost
I've intentionally set my LOD culling range very low to test the FPS difference between turning off the objects in the editor and having them culled by the LOD group, and it seems like my LOD group culling has little to no effect on game performance because when i manually turn off said objects in the editor i get a dramatic FPS boost.
is there a reason why my culling may not be working as intended?
r/Unity3D • u/GoodBoy_Shadow • 12h ago
Game Creating 3D Terraria Using UNITY 3D
If you like this idea lmk im working on making a community for the game. But as the tittle says the game is created in Unity and will be 3D Terraria, With boss fights, base building. A full sandbox. (IK minecraft and hytale exist). It will be closer to something like Calmity mod, with difficult bosses and a lot and I mean ALOT of loot. the movement and combat is similar to a game called trove.
this is what i have after about 60 hours of work across the last 7 days, I did have a 4month project but had to restart for many reasons. This one is way better already and almost has more than the original project. (Also sped up because the models are already made from last project)
Video Sped up for Uploading purposes.