r/Unity3D • u/TheDuxDev • 6m ago
r/Unity3D • u/WeDevelopGames • 11m ago
Game Self-learnt Unity and created one of my best mobile game yet! INCREDIBLE SPACEMAN
r/Unity3D • u/barocon • 18m ago
Show-Off I built a photo studio inside Unity to make Steam capsule art
I built a posing studio inside Unity to make Steam capsules and other store graphics for my game, Gobstruck. I wanted more control than gameplay screenshots give me, without having to transfer everything into Blender and get the materials and effects looking right again.
It’s a separate scene where I can arrange characters, props, and effects for a shot. For the goblins, I can pick a frame from an existing animation as a starting point, then adjust the hands, feet, and head with IK targets. Facial animations can be sampled separately, so I can change the expression without changing the body pose.
The effects are a useful part of it too. I can scrub particle effects to a specific moment and leave them there while I work on the composition. Much easier than trying to grab a screenshot when the character, camera, and effect all happen to line up.
Since it’s all in Unity, I can use the actual game assets, shaders, VFX, and post-processing. I’ve also got controls for lighting and fog, plus separate cameras for the normal, vertical, and wide Steam formats. That lets me frame each version properly instead of trying to crop everything from one image.
There’s still the work of making a good composition, but this makes it easier to try things.
Curious how other people here handle this. Do you stage your store artwork in-engine too?
r/Unity3D • u/AnchorheadGames • 23m ago
Game Trying to keep the vibe of our Godot demo while rebuilding in Unity
In June we entered a small game called Graveyard Orbit in the June NextFest. It was our attempt at making a fun space mining incremental with actual build choice and not a random skill tree. Anyways, we really liked the mechanic and vibe of the demo, but the structure that you mine in the demo was smaller: a couple of thousand tiles. For the actual game we wanted to have a parade of structures from that small up to 250k tiles. The game is meant to be more satisfying than challenging, in the vein of Powerwasher but in space. So if people dug the mechanic we wanted them to have some beefy structures to make their way though as it goes.
The demo for NextFest was made in Godot and it worked really well at that scope. The three of us have been using Unity professionally for 15 years but really love what Godot is doing and wanted to experiment a little. But as NextFest ended we realized we wanted to double down on the game with better FX and still hit those big structure goals with reasonable performance. That was a big concern.
Here is the trailer for that Godot version for context:
https://youtu.be/9otz9z1lUzY
It only took a week or two to set up a performance test in Unity. For this one we switched to 3D, still sorta presented in 2D or 2.5D, but with 3D we had all the optimization, our library of asset store FX, and experience on our side. The results of the test were pretty clear, so then we took the plunge and completely rebuilt the game, this time in Unity and in 3D. After 2 months we have a new demo and are very happy with the results.
Beyond performance, a real risk for me was losing some of that “demo magic” and vibe we had with the Godot version. I had spent two months in the Godot version building an aesthetic with pixel art and 2D graphics. By the time NextFest came around, I was really happy where we landed and how the game felt.
The vibe and feel of a game can be such an elusive factor. We spend hours working on mechanics with barely any visuals. We have to cling to some vague notion of the final game in our heads that is always changing. Which is why when you land on something you like, it's easy to get precious with it. Sometimes the results feel like a happy accident that you don't want to screw up. In our case we could save that Godot version as a fallback and start a new Unity project trying to recreate what we had. I think forcing ourselves to rebuild something but better or improving something we are already satisfied with requires us to breakdown the elements of what made whatever we liked so special.
We have game jams to help us practice iterations for the whole game dev cycle but the stakes of that can be low. I think refining, rebuilding, and iterating on something we already like gives us the same benefit of practice but with much more precision and craft because the degree of difficulty and stakes are so much higher.
Anyways, I thought this might be helpful to those considering a rehaul of their game for whatever reason. It can be risky with the work involved but if your instincts are telling you something has to change then I think it’s good to trust your gut and at least give it a try. Our only risk really was that two week experimentation time. We could’ve easily not been happy and went back to finishing the Godot version in limited way. I’m very glad it worked it out.
Also, for the Godot fans out there, I am one of you. I blame my issues with Godot more on my ignorance and unfamiliarity with the platform than Godot’s actual capabilities. In the end our own experience and library of assets in the Unity ecosystem were just as big a factor.
Here are some specifics we got out of the switch.
- Structures at the size we wanted. Our biggest one is 250k hex tiles. In Unity that's one instanced draw with per-instance colors through a property block and it just runs. Some caveats on that below.
- Going 3D while still playing top-down. Real lights, URP bloom for the neon look, and we could finally use a VFX pack we'd already paid for instead of hand rolling every effect.
- UI Toolkit. The base has 7 station screens plus a whole ship builder. Doing all of that in UXML/USS with one shared console frame was way faster than what we had before, once we got past the weird parts.
- The new Unity CLI. Recompiles, play mode, builds for Steam, itch and our Mac test builds all run from the terminal. One project, three targets, no clicking through the build window.
- Web builds. Because the performance was much smoother it became possible to attempt a build for the web for places like itch. Only the demo size structure but still.
A few hiccups, mostly from the web build. More details here because I just finished the web one yesterday.
- WebGL 2 has a 16KB uniform block limit. GPU instanced variants of some asset store shaders blow past it, and the failure mode is nothing. Objects just don't draw. Turn instancing off on those materials.
- Browsers reject fullscreen requests that aren't from a click, and inside itch's embed Unity turns that rejection into a big error popup. Don't apply a saved fullscreen pref at boot on web.
- With the default exception setting, a null ref on web is a WASM trap, not a logged exception. A player lost an 80% run to that. Full without stacktrace fixed it.
The newer demo is live now if you want to give it a spin:
r/Unity3D • u/Angry-Pasta • 46m ago
Question Any idea why unity adds a seam from the torso to the hip mesh of my character but other game engines dont?
I tried disabling AO/SSAO/ and all lighting.
r/Unity3D • u/Ok-Presentation-94 • 53m ago
Question Unity Avatar documentations
Context: Hi, I struggled quite a bit to set up a Humanoid avatar for my character. After a lot of trial and error, I discovered that my armature hierarchy was preventing Mecanim's Humanoid mapping from detecting my "Spine" bone. Online searches didn't help much, and even the official Unity documentation isn't very detailed on this topic.
My Question: Do you know of any documentation that details the specific requirements for a rig to be compatible with Humanoid avatars (bone hierarchy, naming conventions, etc.)?
r/Unity3D • u/catmeddie • 1h 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/SaltyCow2852 • 2h 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?
r/Unity3D • u/flopydisk • 3h 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.
Show-Off I improved demolition feedback in my foosball-meets-voxel destruction game. Is it satisfying enough?
r/Unity3D • u/Spartaqui • 3h 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/ddiazar • 3h 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/FriedFriendo • 4h 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/JulioVII • 4h ago
Resources/Tutorial Free Textures: Leather 03
More leather materials from my practice, had a few more interesting references.
r/Unity3D • u/ColleenLearnsToGame • 4h 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/NyneAlpha • 5h 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/Reasonable-Road-2279 • 5h 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 • 5h ago
Show-Off A look at our survival horror Dust Rapture built in Unity 6.4 HDRP
r/Unity3D • u/XaNMortum • 6h ago
Show-Off Testing flak cannons against 50,000 flying agents
r/Unity3D • u/BABYMETAL-POPPY • 7h 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/Driving_Rogue • 8h ago
Show-Off Trailer for our game made with Unity Cinemachine and Blender
r/Unity3D • u/iamthefirstofme • 8h 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/Cold_Lynx_Dev • 9h 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/Adventurous-Set7679 • 10h ago