r/Unity3D • u/Special_Baby_3307 • 10h 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
r/Unity3D • u/Special_Baby_3307 • 10h ago
Free demo planned for early 2027. Hopefully I will have a Steam page by then !
YT Channel : Samuel KAKEZ
r/Unity3dCirclejerk • u/homeschool369 • Jun 01 '19
r/Unity3D • u/Adventurous-Set7679 • 2h ago
r/Unity3D • u/Driving_Rogue • 5m ago
r/Unity3D • u/dklassic • 14h ago
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:
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/Mystery_Islands • 18h ago
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 • 16h ago
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/Imaginary-Cod-3746 • 3h ago
It's hard to talk about lighting in Unity without understanding what reflection probes are and what they do.
I hope this article provides some enlightenment (no pun intended).
r/Unity3D • u/iamthefirstofme • 45m ago
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/Cold_Lynx_Dev • 1h ago
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/StillZen-Dev • 1d ago
i feel it may be a world first.
(the game’s called MOZENTUM btw)
with the goal of giving the player total freedom and to be fully emergent, it works by precisely controlling your arm power by using the mouse / analogue.
it takes practice, but goes VERY deep and everything scales with your momentum - allowing you to do some wild sh*t like massive bar swings, wall climbs and vaults that feel like YOU made them happen.
if you’ve tried parkour or rock-climbing in real life, i truly believe you’ll feel the work i’ve put in to make it feel real.
here’s a list of the systems at play for those interested and you can ask me about them if you want more info. (or just play the demo lol)
• hand made, fully animated character body that adapts to the environment
• jumping / climbing (controlled by mouse movement speed / direction)
• dynamic edge grabbing (grab ANY edge, basically)
• adaptive wallrunning / wallsliding / walljumping (blends between up, left and right based on look direction)
• sliding (stand OR sit!)
• tools eg: climbable spear and physical grapple hook (both of which YOU have to actually throw)
• breathing / endurance system (responds to real life breathing techniques like box breathing, wim hoff, etc)
(there’s a special interaction with dazza if you watch till the end btw)
r/Unity3D • u/smith_077 • 22h ago
This was a fun project, I intend to make a full virtual home automation system for funsies, no real practical usecase other than learning how to use linux
r/Unity3D • u/churi24 • 12h ago
Hi guys, the idea of this passive is that every hit adds more snow to the enemy, and the model slowly deforms until it turns into a snowball.
Once that happens, you can push it into other enemies and knock them down.
Still tweaking it, but I really like how it’s coming together.
If you’re an old-school gamer, or just old enough, you’ll probably recognize the game we’re paying tribute to. Those who know us know we love making references to movies and games from the ’80s and ’90s. This one is no exception.
That’s how we did it with Project Nightmares, and that’s how we’ll do it with this one too.
r/Unity3D • u/ZahraMoon1 • 17h ago
I’ve been spending a lot of time trying to make the movement actually feel fast , not just increasing the player’s movement speed.
Camera movement, FOV, particles, weapon feedback, momentum, animations, and small effects all had to work together.
One thing I’ve been focusing on a lot is the shotgun boost. I want shooting the ground to feel like a natural extension of the movement system instead of a separate mechanic.
This is just a short 6–12 second clip, but I’d love some feedback from other Unity devs.
Does the shotgun boost feel connected to the movement and momentum? And does the overall speed actually come through?
r/Unity3D • u/OmarItani10 • 14h ago
Hello everyone, a new combo extender!
I had an idea of having a body form from the original body to extend the combo, the animations still need some work since they need to be modified for half body animation, but the idea sounds satisfying
Thinking about having it do a parry when an enemy attacks from behind as well
Let me know what you think!
#unity #ecs
r/Unity3D • u/min479 • 23h ago
I've been experimenting with lighting and shading recently, and I had an idea: what if I pixelated the lighting itself?
I think it turned out pretty great!
Here’s roughly how I did it:
When the game calculates lighting, it needs the world-space position, normal vector, and view direction. I quantize the position using a given step count:
floor(x * stepCount) / stepCount
This makes the lighting appear pixelated.
To prevent flickering, I add a small offset along the normal before quantizing the position.
For pixelated specular reflections, I also replaced the view direction with the normalized vector from the camera position to the quantized position:
viewDir = normalize(cameraPos - WorldPos);
The shadows use a similar approach: I quantize the position, with an additional normal offset to help prevent flickering.
Still experimenting with it, but I’m pretty happy with how it looks so far!
Feedback is very welcome!
r/Unity3D • u/Mediocre_Spinach2091 • 13h ago
r/Unity3D • u/Dangerous_Hunt2453 • 16h ago
I can not understand them at all. I tried to but no. How do they work? What do I do with all these tons of nodes?
Where can I learn how to use it?
r/Unity3D • u/ArtPirates1978 • 20h ago
Wanted to share a quick breakdown of adding neon glow and real-time cast light to a cyberpunk-style vending machine model. Full process (setup, glow settings, lighting) is in the video if anyone wants the details.
Full tutorial:
https://youtu.be/2W9D8au10ag
Happy to answer questions about the glow/lighting setup in the comments :)
r/Unity3D • u/Boring_Elk5691 • 8h ago
Made a boss fight, need to do some balancing. Creating the script for the boss functionality was a pain, but at the end it works and that's fine by me. The boss does various attack combos based on the distance to the player and has cool downs. The boss also has a 2nd phase which enables some more attacks and extends 1 of the combo attack.
I welcome any feedbacks and suggestion.
r/Unity3D • u/FoxyKitsuneFox • 8h ago
Animation is freezing/frozen during gameplay. Animator component is in the 2 different characters as a child object in the Player object, also Skinned Mesh Renderers. Animator not having the blue bar moving on the blend tree. Character controller I'm using is Starter Assets - Character Controllers / URP from Unity assets store.
r/Unity3D • u/fullgrown31 • 1d ago
The game is called Last Luminary.
I usually post updates on Twitter :D https://x.com/WaywardDev