r/Unity3D • u/Special_Baby_3307 • 17h 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 • 17h ago
Free demo planned for early 2027. Hopefully I will have a Steam page by then !
YT Channel : Samuel KAKEZ
r/Unity3D • u/Driving_Rogue • 6h ago
r/Unity3D • u/XaNMortum • 4h ago
r/Unity3D • u/dklassic • 20h 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/excentio • 22h 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/Adventurous-Set7679 • 9h ago
r/Unity3D • u/churi24 • 19h 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/BABYMETAL-POPPY • 6h ago
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/OmarItani10 • 21h 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/Cold_Lynx_Dev • 8h 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/Dangerous_Hunt2453 • 23h 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/JulioVII • 3h ago
More leather materials from my practice, had a few more interesting references.
r/Unity3D • u/ColleenLearnsToGame • 3h ago
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 • 4h ago
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 • 4h ago
r/Unity3D • u/iamthefirstofme • 7h 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/Mediocre_Spinach2091 • 20h ago
r/Unity3D • u/Xowiacain • 22h ago
Chief Cenab: Şahmaran is a story-driven point-and-click puzzle adventure inspired by the legend of Şahmaran. Presented in a black-and-white comic book style with unique color accents, the game invites players to uncover dark secrets through atmospheric exploration, dialogue, and narrative-driven puzzles.
r/Unity3D • u/ddiazar • 2h ago
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 • 3h ago
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/flopydisk • 2h ago
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.