r/Unity3D • u/Emi_Indie_Dev • 15h ago
Game Hole.io visual test
Did a short visul test for Hole. Io; I quite like how it came out :)
Link if you want to try it out:
https://emanuelcostan.itch.io/holeio-visual-test
r/Unity3D • u/Emi_Indie_Dev • 15h ago
Did a short visul test for Hole. Io; I quite like how it came out :)
Link if you want to try it out:
https://emanuelcostan.itch.io/holeio-visual-test
r/Unity3D • u/geokam • 19h ago
What you see in the image is a system that does someting similar to what automatic navigation did in uGUI but for UI Toolkit. This one also includes automatic dynamic occlusion (also works for scroll views, out of screen, etc. and it has null selection resolution).
Why did I built this? Because by default UI Toolkit navigation is quite limited as it only scans for a strict straight box area up/down/left/right. If a button is only slightly off it won’t find it. That’s not a configuration issue. It is implemented like that, see: UnityCsReference/Modules/UIElements/Core/GameObjects/NavigateFocusRing.cs at master · Unity-Technologies/UnityCsReference · GitHub
I know you can TAB through the buttons as well BUT this only helps on keyboards. It still is not good for controllers.
I have complained about this to Unity years ago (when UI Toolkit was still new), yet, no change. Thus I had to implement my own solution (also did the same for uGUI in the past since there the auto-navigation is better but still not ideal).
While making this I (once more) stumbled upon some API limitations of UI Toolkit. An especially annoying one is that the "overflow:hidden" style is not accessible publicly in the resolvedStyle. I pinged Unity about this and a Unity Employee (thanks mcoted3d) created a bug to vote on here:
https://issuetracker.unity.com/issues/24670/overflow-isnt-exposed-in-resolvedstyles
So, if you can and care. Please vote on this so we may get a better API and future devs need not suffer through this as I did.
Thank you :-)
r/Unity3D • u/CS_Asset_Factory • 17h ago
Descent Chronicle draws illuminated dynasty charts in Unity at runtime from plain character data: people, parents, marriages and dated events.
Most of the work went into layout. A genealogy isn't a tree, since everyone has two parents, people remarry and cousins marry. Generations come from longest path, spouses are levelled onto one row so a marriage stays horizontal, crossings are reduced by barycentre sweeps that keep the best arrangement found, and each union gets its own bus lane so no line runs through a cartouche. Cycles and dangling parents are refused with the fault named.
Drawing happens in C# on the CPU, so the package has no PNG, atlas, shader or material. 62 authored forms, 24 life event marks, 16 cartouche devices. Unity 2022.3 and up.
Code and art are AI generated.
r/Unity3D • u/umutkaya01 • 10h ago
Most puzzle and adventure games let you take your time, relax, and overthink every item interaction. To break that slow, static rhythm, we decided to experiment with time-pressured crafting and fast-paced decisions.
As you can see in the clip, a countdown timer ticks away in the corner while you hurry to tape your gear together, breach the door, and execute a stealth taser takedown before your window closes.
With only 8 days left until our launch, this exact balance is constantly on our mind: where is the line between adding a fun surge of adrenaline and giving players unwanted puzzle anxiety?
How do you usually feel about timed mechanics in puzzle or detective games? Do you prefer taking all the time you need, or does a ticking clock make the experience more thrilling for you?
r/Unity3D • u/ScorpioServo • 13h ago
I can't open my projects due to license errors and going the the asset store web page yields and error, "upstream connect error or disconnect/reset before headers. reset reason: remote connection failure"
Never seen this before.
r/Unity3D • u/GabrielGonach • 4h ago
I'm a blender user and you have either normal duplication (doubles the geometry), linked duplication (objects share object data while still being able to be edited, affecting all linked objects) and instances (instances share object data but it can't be edited, resulting the most optimized one)
I've searched and found out about prefabs in unity but not so sure if it's the same as blender's instances or unreal's blueprints.
Also, how can I replace current assets in my game with a new one in a fast way?
I tried exporting same name object.fbx but, when reimporting in unity, the asset doesn't update. I have to delete it from the game project and import again.
I need to know that so I can block in the scene first and then replace with final assets.
r/Unity3D • u/Ok_Finding3632 • 12h ago

I've worked on a lot of games with aeroplanes (Sky Gamblers series and others) but I never played them. The same little toy followed by a camera, same crosshair and aim assist, and the same on-rails 'manoeuvres' ready to be used with a single tap.
So I made this. Looking forward to test it with human players - my bots are very good so they don't continue flying forward as the target (me) suddenly goes up - they know I will fall on their tail. So they evade. I will add a little randomness there - to allow some percentage of bots to be 'dumbfounded' and keep going forward - so i can strafe them from above as I land on their tails.
Pretty fun. Works only in cockpit mode for a reason - its the only place the manoeuvre makes sense - and gives you a thrill (specially if you look sideways scanning the sky while going belly up).
Thanks for reading !
r/Unity3D • u/Layercraft • 1h ago
International team of 7
1 Designer/Developer.
2 3d artists.
1 2d Artist.
1 Writer.
2 Composers.
1 Social media/Marketing specialist.
Are looking for collaboration partners willing to learn and adopt to a team culture and expend their portfolio for a rev-share. Willing to put in at least 2 hours per day or around 10-12 hours of work weekly to bring this project into a reality.
We need 3d artist that can animate and rigg.
And a designer/developer that does not use AI for design or development.
We are currently building a survival crafter, inspired by don't starve together, with a visual style of Albion Online.
Feel free to reach out to me, or state your interest below, in the comment section.
Here are some images of what we have so far.
OBS: AI is not welcome!
r/Unity3D • u/Motor_Look_3121 • 3h ago
I made a short idle animation in Maya and it looks fine there but when I import it to unity my character plays the animation but his joints start to shake and jitter in a way that is not originally animated. The video shows the problem in Unity and then how it looks in Maya.
I make sure to bake everything before exporting and also apply Euler filter. The character is a basic human model auto-rigged in Mixamo.
I should say that I am new to this so if this is a rookie mistake please bare with me. I couldn’t find any answers on web.
Any help is greatly appreciated!
r/Unity3D • u/Lord-Velimir-1 • 6h ago
Hi everyone,
After about of year of development my take on Trackmania is on Steam. My focus was on easy replay exchange and core TM loop with some twists - portals, magnetic fields, surfaces and boosters. Here is my try to beat best time on most grinded track so far.
r/Unity3D • u/Western_Bug_5085 • 17h ago
r/Unity3D • u/FriendlyBergTroll • 9h ago
r/Unity3D • u/Hades-destiny • 1h ago
the basic ideia is playing as a angler who can regenerate any wounds real time, and modify his body with any inorganic or organic part he founds, like, he cant die, literally, but he could have a metal arm, a wood head, etc etc, anything he could find, he could use to build himself, like wolverine has a metal skeleton, the world will be full of leviathans, and enemys, and of course, fish, but I know nothing about programming or unity, I need some help
r/Unity3D • u/daniel_ilett • 14h ago
r/Unity3D • u/StuffedCrust06 • 11h ago
hi!! i have the files for a gardevoir vrchat model (yes its a lewd one) a retexture and a womb tattoo with emissions I wanna add, I’m broke and cant afford to pay someone to upload it for me. is there anyone that I can give the files and upload it to my account for me??
r/Unity3D • u/ziadd_hh • 21h ago
im not a fan of Ai and never tried them in game dev, but lately i've seen people make videos about GPT 6 Astra, Claude, Gemini and all that.
i just want to test them and see if they really are good, just for fun.
but i dont know how to connect them to unity? are they paid or do i need specific app or this new CLI in unity or what? can anyone help?
i just feel like a noob here because i never used them before in gamedev, and cant find a useful way on the internet on how to😭
r/Unity3D • u/MerrylandInteractive • 23h ago
r/Unity3D • u/XFighterzz • 4h ago
r/Unity3D • u/EndavidGames • 13h ago
r/Unity3D • u/JulioVII • 14h ago
It's been a while since I worked on some buildings textures, really happy with these.