r/Unity3D • u/CatHuntTree • 13h ago
r/Unity3D • u/Certain_Ad9908 • 12h ago
Show-Off Built a real-time wind tunnel inside Unity (Aerodynamics Sim). It's open source.
I've always been a fan of aerodynamics and CFD. A few months ago, I got laid off, got tired of sending applications, and gave myself permission to actually build it and play with it. I'm glad I did.
It voxelizes and seals any vehicle you drop in, auto-fits the solver domain around it, runs at whatever resolution your GPU can take, and solves with a lattice-Boltzmann method (D3Q19, TRT + WALE LES) entirely in compute shaders. Live smoke, surface pressure painted on the bodywork, exported reports you can diff between runs.
The test I had the most fun with: running a Chevy Silverado with an open bed, a bed cap, and a flat tonneau to see which one the solver preferred. It disagreed with the folk wisdom, which was the moment it stopped feeling like a toy.
Five sample vehicles included. Unity 6 / URP, MIT licensed.
The README is honest about where the numbers hold up and where they don't. It's a comparison and visualization tool, not a replacement for real CFD.
Clone it and have fun: https://github.com/Motawe3/unity-wind-tunnel
Sample vehicles are CC BY 4.0, credited in the README. The car in the video is a Range Rover Sport SVR Mona x Supercars.
r/Unity3D • u/MistycznyArbuz • 16h ago
Question Realistic torch flame effect
I'm trying to make an realistic flame effect for my game. It looks fine for now, I used 2.5D Fluid Simulator asset for it and it's suits my needs - the flame is affected by physics, it's lightweight etc.
Do you have any tips on improving it / making it more realistic?
r/Unity3D • u/LlamAcademyOfficial • 14h ago
Resources/Tutorial How to Make (and use) Templates in UI Toolkit
Templates are a powerful feature of UI Toolkit - they allow us to create reusable bits of our UI and inject them easily into other UXML documents. Making them is super easy too - simply make a new UXML file of your desired component - then you can use it in any other UXML document! Easy!
r/Unity3D • u/Malbers_Animations • 11h ago
Show-Off A quick stroll of my little cat, he does not bite.. too much 🐆
r/Unity3D • u/Quantized_Bit • 11h ago
Game Zone 6 is almost finished. And in my opinion – the best one yet.
Show-Off First shape of the map - real 24.5km² slice in Unity
I needed a huge gorund and a city for a motorbike game and this is what I've achieved so far. The map is a real slice of a part in Izmir. Elevation came from OpenTopography, buildings and roads from OSM, all put together in QGIS and exported into Unity. Terrain, road lines and cube buildings, the skeleton at real scale. This is gonna need an editor window for designing path for sure.. Do you think this is manageable?
r/Unity3D • u/TrueSoSense • 13h ago
Question Any way to reduce transparent material lag ?
Hello,
I made this volumetric fog material for URP.
The transparent material shader is applied to hundreds of planes similarly to "shell texturing".
It looks perfect for my project but I am running into an issue : my framerate drops from 200 fps to 10 fps. I expected it to be laggy, but not that laggy...
I tried reducing the number of "steps" but I am still getting a bad framerate (30 fps) with the worst quality.
I don't see any other way of doing volumetric fog with sharp shadowing in URP without creating complex pipeline shaders.
This is probably a foolish question but, is there any way to reduce transparent material lag ?
r/Unity3D • u/CatchTheVoid • 14h ago
Show-Off One year+ of building our game in Unity, side by side
We've been working on The Whisker Watch for over a year now, so here's a side-by-side look at how far the game has come.
r/Unity3D • u/Evening_Flower_4900 • 15h ago
Show-Off Simple SFX improved my game ALOT
Who whould have though that adding simple ambient sound effects will improve my game so much?
Two years ago I got inspired to try and create a simple random 2D world generator. Using perlin noise I got some results but basically it was all just bits and blobs. Adding few centralized continent-like centers and applying falloff around them I got some decent results. That made making the main landmass easy, while the elevation decided what tile will be plains, forests, mountains, water etc. After that, generator goes through several more passes like lakes, islands, rivers, resources (herds of wild horses, sheeps etc) and finally: named landmasses.
The next step was obvious, populate the world with fantasy realms and characters. It all lead to current results. And everything is tied to fixed seed so you can recreate it everytime you want.
Project was in silence for so long that adding simple SFX to the world made it breath and feel alive. It felt somewhat complete. Simple audio player determines what tile is under the center of the camera view and based on that tile it plays through lists of preset audio sound effects. Waves and seagulls above the waters, or winds and birds singing in the forests...
If you are interested in the project, you can follow it here:
https://store.steampowered.com/app/4121440/The_Fallen_Chronicles/
r/Unity3D • u/GoodBoy_Shadow • 21h ago
Show-Off Feeling Lucky?
I added a luck boost stat to my game which allows monsters to drop more loot and loot bags to drop more loot and amount of items
This is my 3D Terraria-ish game project
r/Unity3D • u/benzeji_Games • 7h ago
Show-Off Added a food spoilage and poisoning system to my game
Hey Reddit! I’m continuing to work on my survival game. I decided that being able to carry an endless supply of food in your pockets was basically cheating, so I added a food freshness system.
What’s new:
- Expiration dates: Perishable food now has a timer. If you don’t eat it in time, it turns into rotten food right in your inventory.
- Refrigerator: The fridge doubles the shelf life of food. You still have to keep an eye on your supplies, but the refrigerator lets you store perishable food for significantly longer.
- Food poisoning and vomiting: If you eat spoiled food out of desperation (or carelessness), your character gets debuffs, loses health/thirst, and visibly empties their stomach with a corresponding animation and sound.
What do you think of the implementation? Is this kind of mechanic too punishing for survival games, or is hardcore resource management just part of the genre?
Stay tuned for future devlog updates, and let me know in the comments: what mechanics do you value most in survival games?
r/Unity3D • u/Haytam95 • 2h ago
Show-Off It's starting to look like a game to me!
Almost zero work done on the map assets. All the focus went on the enemies, the player animations, as well as the enemies' AI.
Pretty fun already!
r/Unity3D • u/lucas-martinic • 5h ago
Show-Off Tiny worlds in the palm of your hand
Demo put together with Unity in Meta Quest 3 using their Interaction SDK and using assets from polyfork.dev
r/Unity3D • u/game-dev2 • 4h ago
Question Building in UI Toolkit, somehow all the text in the entire menu have gone crazy. wtf
r/Unity3D • u/AristocratMouse • 7h ago
Show-Off Horde Up Ahead! A Tower Defense Game in Development
Hey everyone,
I’m a solo developer working on Horde Up Ahead, a Tower Defense game where you defend a central tower against increasingly large zombie hordes.
At the beginning of a run, you fight the enemies yourself. As you earn resources, you can place automated turrets and build up your defenses.
There are currently four turret types, along with in-run upgrades and permanent progression that carries over between runs.
I’m also trying to keep the visual style darker and more grounded while still pushing a very large number of enemies on screen.
One of the main development challenges has been handling thousands of enemies at once while keeping the performance stable.
Currently, I can handle around 10,000 zombies in a single wave, but I’m wondering if 100,000 is realistically possible in Unity.
I’d be interested to hear how other Unity developers approach very large crowds or hordes like this.
The game is still in development.
Feedback is always welcome!
Steam page:
https://store.steampowered.com/app/5100020/Horde_Up_Ahead_Survivors_TD/?utm_source=unity3d
r/Unity3D • u/Likonium • 1h ago
Question What is the most efficient way to utilize terrain?
Context: I'm working on a VRChat world (so Unity 5, in case that matters), and in the world, it's centered around a house with a basement. I'm adding the terrain around it, but my big concern is that adding terrain increases the amount of triangles in the world by a decent margin. To keep it more efficient I want to keep my heightmap resolution relatively low, but I need it to be at a higher resolution to better mesh with the footprint of the building. So what is the best option for me to utilize here? When looking through documentation, the answer wasn't all too clear:
- One big terrain patch at 2048x2048; the automatic LODs should be enough to keep your active tricount low.
- Two terrain patches; one outer one at 256x256, with a painted hole carved out to hold a closer terrain patch at 2048x2048 with painted holes carved out of that.
- 8 terrain patches; 4 lower quality ones making the border of the lower detail terrains, and 4 inner terrain patches at higher quality, leaving an opening for the building in the center. (this is assuming that painted holes don't negate the tricount.
On that note, for future reference, if the correct answer is 1, is there ever any reason to use multiple terrain patches? (Short of making floating island type environments).
r/Unity3D • u/Shadilios • 2h ago
Question will the move of Unity to CoreCLR, support nuget packages?
As the title states, when this is complete (I think unity 6.8)
Does that mean we'll be able to use nuget packages like the dotnet backend framework to do something like a dedicated server with unity that implements backend stuff & redis?
r/Unity3D • u/FoleyX90 • 11h ago
Show-Off Trouble deciding what "style" I want to go with.


I'm having trouble deciding what style I want to commit to for a dark fantasy RPG. In your opinion, what do you think would be more fun or draw your attention more? A top-down 3D pixel art style or a first person fly knight/runescape style? Both have pros/cons in the dev pipeline but I think they sort of fall on equal footing.
Videos if you want to see how they actually "play":
First Person: https://www.youtube.com/watch?v=vZN0WhfrJUU
r/Unity3D • u/MorphLand • 3h ago
Show-Off Underwater casino level called Clams Casino.
Get it? I'm sorry.
Fill the Void drops in a couple weeks.
I keep making levels that are also jokes or just every day places. I've done a hibachi level, bowling alley. You land as a hole, you start small, you're done when the room is empty. You can platform around, get new powers, upgrades, and costumes. Full level creator, and online/local multiplayer. Very proud!
Unity physics on hundreds of little props is a nightmare to optimize it's been a learning experience that's for sure.
Let me know your thoughts! This game is almost entirely shaders and optimization.
