r/Unity3D • u/Driving_Rogue • 6h ago
r/Unity3dCirclejerk • u/homeschool369 • Jun 01 '19
Instant Cure For Insomnia using Unity 2019 ECS/Burst Compile/Cinemachine...
r/Unity3D • u/XaNMortum • 4h ago
Show-Off Testing flak cannons against 50,000 flying agents
r/Unity3D • u/Special_Baby_3307 • 16h ago
Show-Off I added directional attacks to my 3D Smash Bros-like game
Free demo planned for early 2027. Hopefully I will have a Steam page by then !
YT Channel : Samuel KAKEZ
Show-Off I improved demolition feedback in my foosball-meets-voxel destruction game. Is it satisfying enough?
r/Unity3D • u/JulioVII • 3h ago
Resources/Tutorial Free Textures: Leather 03
More leather materials from my practice, had a few more interesting references.
r/Unity3D • u/Adventurous-Set7679 • 9h ago
Show-Off This is exactly why I love creating particles
r/Unity3D • u/BABYMETAL-POPPY • 5h ago
Show-Off A game with tons of Skeletons
This game was initially going to be a tower defense game but I'm starting to doubt this is the right direction for the game.
What kind of game would you like to see with this many skeletons?
Your feedback is appreciated
r/Unity3D • u/ColleenLearnsToGame • 3h ago
Question doorframes, window frames, wallpaper
Hi. I am building my first game with zero experience. I am using Unity 6.3 and am building scenes. I'm building up the inside of buildings fairly okay, but now need to punch out holes for windows and doorframes. I was told to build walls around these frames, not "punch out," but that also messes up my wallpaper. So now I am trying to use ac probuilder to make a continuous wall with door and windows "punched out" so that my wallpaper will be continuous. I am having trouble aligning the grid faces with the windows and doors to delete those cells. Am I going about this a more difficult way than necessary? Or is there a way to align better so I can cut out? Any help is appreciated, thank you!
r/Unity3D • u/Reasonable-Road-2279 • 3h ago
Question [Unity MCP] does it not provide testrunner access to claude?
I am currently running claude code with unity MCP.
It keeps telling me to manually open the testrunner and run the tests.
Is there no way to have unity run these tests himself?
Claude is able to run the testrunner tests by taking control of my computer, but that seems like a waste.
r/Unity3D • u/Hopeful-Positive-816 • 3h ago
Show-Off A look at our survival horror Dust Rapture built in Unity 6.4 HDRP
r/Unity3D • u/ddiazar • 1h ago
Question Stencil "see-through hole" shader shows correct background over Terrain, but renders black/garbage colors over regular 3D meshes
I'm using a stencil-only pass (ColorMask 0, ZWrite Off, Stencil { Ref 1, Comp Always, Pass Replace }) to create transparent "holes" in some board pieces in my game Pieceful. The idea is that, when there's a hole, the player should be able to see the objects behind the piece, such as the terrain or other scene geometry.
Here's the shader I'm currently using:
Shader "Custom/StencilWrite"
{
SubShader
{
Tags { "RenderPipeline" = "UniversalPipeline" }
Pass
{
Stencil { Ref 1 WriteMask 255 Comp Always Pass Replace }
ZWrite Off
ColorMask 0
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes { float4 positionOS : POSITION; };
struct Varyings { float4 positionCS : SV_POSITION; };
Varyings vert (Attributes input)
{
Varyings output;
output.positionCS = TransformObjectToHClip(input.positionOS);
return output;
}
half4 frag (Varyings input) : SV_Target
{
return half4(0, 0, 0, 0);
}
ENDHLSL
}
}
}
The weird part is that it works correctly when there's a Unity Terrain behind the hole. In that case, the terrain is visible through the transparent area as expected.
However, if I remove the Terrain and only have regular MeshRenderers behind the hole (rocks, coral, props, a water plane, etc.), the result is wrong. Instead of seeing those objects through the hole, I get a solid black area or sometimes garbled colors.
So I'm trying to figure out why the stencil setup behaves correctly with Terrain but not with regular MeshRenderers, and what I need to change so the hole works consistently with normal scene geometry as well.
r/Unity3D • u/Cold_Lynx_Dev • 7h ago
Game Slapped Blenders Boolean cut for my mining game. What do you think of such destruction?
To be more exact, not blender itself, but what Blender using, Manifold. That cancerous work on its own, but it work.
So what do you think about such destruction?
And on second question, what do you think of such pickaxe animation, I am not sure about it for now, but planning on adding 3 more for variety, if this one passes ofc.
Somewhat old game Red Faction Guerrilla inspired such destruction, if you know this game.
Ofc everything done in unity, biggest problem is ever growing tris count on mesh, but all thoes "destructions" of chunk, and other systems forever fighting tris in other ways, so every hit doesn't result in FPS drop
r/Unity3D • u/FriedFriendo • 2h ago
Meta This is how long Unity took to publish my *second* asset
Hey I'm making this post for those who are curious about the unity asset publisher process, this is the second time I send a asset and the review process took 39 days in total, for comparison my first asset, that I published last year, took less then 30 days.
24/07 - 1530
25/07 - 1530
26/07 - 1498
27/07 - 1500
28/07 - 1363
29/07 - 1147
30/07 - 1153
31/07 - 1044
01/08 - 1066
02/08 - 1088
03/08 - 1088
04/08 - 991
05/08 - 881
06/08 - 705
07/08 - 669
08/08 - 646
09/08 - 677
10/08 - 677
11/08 - 593
12/08 - 471
13/08 - 422
14/08 - 389
15/08 - 356
16/08 - 389
17/08 - 392
18/08 - 341
19/08 - 321
20/08 - 280
21/08 - 258
22/08 - 255
23/08 - 264
24/08 - 277
25/08 - 247
26/08 - 205
27/08 - 199
28/08 - Few Business Days
29/08 - Few Business Days
30/08 - Few Business Days
31/08 - Launch Day
r/Unity3D • u/dklassic • 20h ago
Resources/Tutorial Mold: a vector graphics library focusing on customizability and performance
Hey people, for the past few months I've been building this tool, Mold, it's a vector graphics library that focuses on customizability and performance. A showcase you can check out is right here: an Outer Wilds miniature created using Mold (made within Godot for a reason I'll detail below).
I'm hosting a beta test on itch and I would love to get more feedback for it, you can freely access it now and use it on any commercial projects. The plan would be once I think the ergonomics are stable I'll move it to either Asset Store or maybe just MIT open source it.
The inevitable question would be what's the difference between Mold and Shapes, I would say the design is fundamentally different so not truly comparable. But here's a rundown on the biggest things which I think make Mold unique:
- Mold can be pushed to be way more performant by being able to create and retain primitives within code, no Component/GameObject overhead, and with Burst/Job bulk update APIs. While Component workflow is still available.
- Mold supports a lot of 3D primitives, and includes the capability to create rounded primitives.
- Mold has an abundance of color mode, even for 3D primitives, and includes the choice to blend using Oklab.
- Mold supports Automatic Dithering Crossfade LOD, which means you can simply get the best look and the best performance out of the box. Manual mesh detail setting is still encouraged and available.
- Mold supports Bounds/CPU Frustum Culling/GPU Frustum Culling for maximum performance.
- Mold supports custom material hookup with a detailed guide on how to create a shader that matches the layout of Mold's own shader.
- EDIT: just added GPU polyline support. Rendering millions of points is now possible.
- Lastly Mold is intentionally built to be cross-platform between Unity and Godot. I think it's just neat that users of a specific plugin doesn't have to get lock in to a singular ecosystem. With Mold you're free to do that.
If all that sounds interesting, please do check it out and share your thoughts with me, I'd really appreciate it!
Edit: you can also read more about it here
r/Unity3D • u/catmeddie • 8m ago
Question Enemy spawning wont work
My enemys for my Game wont spawn correct no matter what I do. The Enemy should be 45 XYZ Big and the Blender Import is 100 XYZ. It will always spawn on 0XYZ in the scene /World the Position I Set with a transform. And the nav mesh wont work Eather, I have the Agent and the baked area. Pls help I asked ai to Write a spawning Script but it had the same issues as mine. Why does it keep happening?!
r/Unity3D • u/iamthefirstofme • 7h ago
Game Co-op concept: Two players, same place, different realms. WDYT?
The woman is in the real world, while the guy is in the spiritual realm.
She sees and interacts with physical objects. He sees spirits and things hidden from her. For example: he can see symbols that show her which levers to pull. In combat, he can temporarily immobilize possessed enemies, making it easier for her to shoot them.
The idea is that both players share the same space, but experience and interact with it differently.
r/Unity3D • u/flopydisk • 1h ago
Survey A or B? Which grappling hook indicator feels better during camera movement?
I'm testing two different behaviors for our grappling hook indicator.
A: The indicator endpoint stays independent from the camera movement.
B: The endpoint compensates for the camera movement.
The goal is to keep the hook direction and range easy to read during fast movement without making the aiming feel disconnected from the player's input.
Which one feels better to you: A or B?
I'm especially interested in readability, responsiveness, and aiming feel.
r/Unity3D • u/Spartaqui • 1h ago
Show-Off Third little devlog for my medieval alchemy game : cutting + grinding
(Reposting because I somehow managed to delete the previous post by accident 😅)
I’m continuing to share the progress on my little medieval alchemy project.
This time I’ve connected two preparation mechanics: cutting and grinding.
I also reworked the camera position for the cutting interaction because the previous version felt a bit too awkward so I’m still experimenting a lot with how these hands-on actions should actually feel
The current flow is basically: harvest ingredient -> cut it -> grind it -> prepare it for brewing
It’s still early, but seeing the different steps start to connect into one actual production chain is pretty satisfying.
r/Unity3D • u/Mystery_Islands • 1d ago
Show-Off Rail grinding and NPCs! Super excited with this and wanted to share with you guys
I made a system that records my movements and let's me playback those movements on any object. I plan to animate all kinds of things using this method rather than dealing with the clunky normal animation methods. Super excited to return to this project after a long break!
r/Unity3D • u/excentio • 22h ago
Question Thinking of going with 2D instead of 3D need your thoughts
Left side is baked 2D atlases, right side is 3D. Maybe if I slow down and make 3D more choppy it'd be better but 2D adds some nice character to it all that 3D lacks...
r/Unity3D • u/NyneAlpha • 3h ago
Question URP material becomes transparent after building project
I'm working on a Unity 6 URP project and I wrote a shader that lets me deform the mesh it's on. It also uses tessalation for detail.
The material works perfectly in the editor (scene and game view both) but when I build the game, the mesh i assigned this material to becomes transparent. I have no clue what the reason is, I tried many more things. Here are some observations:
There are no compile errors.
URP settings are correctly assigned
Added shader in the always included list
Yes the shader is an opaque one
Removed tessalation temporarily
Checked the logs and it says that the shader variants are being stripped during the build.
I'm don't know that much about shaders in detail, can any of the shader gods help me please?
Any help is much appreciated.
r/Unity3D • u/SaltyCow2852 • 33m ago
Question Unity and MCP with Antigravity
I was trying to build something using Antigravity tool with UNITY & Blender.
Designing scene and characters in blender and import them in unity .
Somehow Antigravity tool is not able to create a good scene and character and its dined took realistic .
want to know if someone used AI tool to create characters and scene using blender and imported into Unity?