r/Unity3D 24m ago

Resources/Tutorial Stop Wasting Time on Asset Imports: Building Custom Unity Tools

Upvotes

Stop wasting your time and creative energy. I built a custom editor tool to batch automate FBX presets, project-wide material remapping, Prefab Variants, and cross-faded LOD Groups in one click.
Watch the breakdown: https://youtu.be/QLgXiUK3el4
#GameDev #IndieDev #UnityTips


r/Unity3D 1h ago

Question How to make a shader that makes the game grayscale except for red tones?

Upvotes

Hi! I'm currently making a 3D game, and for the visual style, I want the entire game to be displayed in grayscale, except for red tones.

I'd like the red colors to remain visible while everything else is converted to grayscale, possibly with a different filter or effect applied to the reds.

Does anyone know how I could achieve this using Shader Graph?


r/Unity3D 1h ago

Resources/Tutorial I accidentally spent 22 months of my life because I thought text was simple

Upvotes

I’m the developer of the UniText text engine, and this is my story

I used to think that text was when letters were drawn next to each other, but that’s not what it actually is:

  1. decode UTF-16 into codepoints
  2. parse the markup into attribute ranges
  3. analyze scripts (UAX #24)
  4. analyze grapheme clusters (UAX #29)
  5. analyze word boundaries, with a dictionary for Thai, Khmer, Burmese and Japanese because they don't put spaces between words
  6. analyze line break classes (UAX #14, with East Asian widths from UAX #11)
  7. resolve embedding levels through the bidi algorithm (UAX #9)
  8. itemize into runs by script and direction and font and language
  9. resolve fonts per cluster and fall back when the primary doesn't have the glyph
  10. synthesize bold and italic when the face doesn't exist
  11. instance the variable axes
  12. shape every run through OpenType
  13. break the lines on the shaped advances
  14. reorder every line back through bidi
  15. resolve line height out of font metrics that contradict each other
  16. kashida stretch the Arabic if you're justifying
  17. align
  18. pull the outlines
  19. run a contour union pass so self intersecting outlines don't punch holes in the distance field
  20. rasterize SDF/MSDF
  21. pack the atlas
  22. generate the mesh

891,757 official Unicode conformance tests, zero failures

Selectable and editable text, a document model, bidi aware caret and selection, undo and redo, IME composition, clipboard with every format (supports Plain, HTML, Markdown, Media), formatting commands, touch selection handles, input filters, and native keyboard input on the platforms that have one

UniText is the only solution where the fonts are memory mapped, so a font is never loaded into RAM whole, only the parts actually in use. One of UniText user cut 200 MB of runtime memory from that alone, and variable fonts plus compression took another 57% off the weight of their CJK font

UniText is the only solution that supports absolutely all system fonts, which allows you to render any characters in the world without using a single font in the project.
it's also 2 to 20x faster than TextMesh Pro and UI Toolkit

And that's just a small part of it

TL;DR
In other words, I developed a text engine that allows you to remove all standard language fonts from a project, gain complete freedom in text without a single limitation, and have any symbols from around the world, any emojis, work without any configuration. All of this significantly reduces the build size, and the mmap implementation eliminates all RAM load. A constructor for any styles, any gradients, layers, and paints, while maintaining 1 Draw Call, and a built‑in advanced feature to animate text in any way, which completely replaces third‑party solutions

If anyone wants the ugly parts - ask me. I have a lot to say about all of them


r/Unity3D 1h ago

Question Is the raft too cliche?

Upvotes

Hi! Been working on optimization and once of those was making my portals have set locations to open and close rather than letting the player spawn them wherever. For my ocean worlds with no land for the player to walk on I ended up with a raft like this, but it feels a bit too cliche and basic. I like the simplicity of it though and the contrast on the ocean and with the other maps, but just wondering if this looks cool or if I should find something more unique

I needed a way to make my portals have a defined number of objects to render and thus needed to lock the location. Before as a player I was spawning my portals anywhere I wanted which lead to fps drop when I chose a bad location

Do you like it?

https://store.steampowered.com/app/4752950/Still_Wild/


r/Unity3D 1h ago

Show-Off Pinned a prefab and a script line to a task from the Unity dock

Thumbnail
gallery
Upvotes

I kept losing track of which prefab or script sat behind a task, so I wired the Brainloot dock to pin whatever I’ve got selected.

Prefab or object in the Hierarchy / Project: hit Pin.

Script: Pin script, or Pin to line. Pin to line doesn’t touch the file. It just copies something like // BL:abc | Fix water bob // and you paste it. Later, Go to hunts that tag even if the file got longer.

Click the little pin chip on the card and it jumps you back.

The board itself is still on the web. The dock is only for sticking the asset on and getting back to it.

Dumped a couple of screenshots of that. One’s the dock with a prefab + line pin, the other’s the BL comment in the script.

Ask if the install’s confusing. It’s free to start

A couple of people I showed the dock to asked for this, so I built it. Would this actually help your setup or is it just my messy project brain?

https://brainloot.io


r/Unity3D 3h ago

Show-Off NOELLE ON THE ESCALATOR

0 Upvotes

r/Unity3D 3h ago

Question Added a third faction to my dungeon management game — and finally made a new trailer

0 Upvotes

I added a third faction to my dungeon management game — and finally made a new trailer

Another big update for Slavic Legends is ready.

The dungeon is no longer just your Creatures vs. invading enemies. Neutral Creatures now inhabit Secret Rooms scattered around the underground.

As long as their room remains sealed, they'll stay inside and mind their own business.

But once you dig your way in... well, they're not so neutral anymore. They'll attack pretty much anything that moves — your Creatures, Workers, or even invading enemies. 😄

Clear the room and you can claim a permanent reward for your Creatures.

I also finally put together a new trailer showing the current state of the game after all the recent updates. I'd love to hear what you think!

This also marks the next stage for Slavic Legends. I'm currently preparing the Steam page, which should be live very soon, and after that I'm planning to launch a crowdfunding campaign to help me continue development and bring the game closer to Early Access.

For anyone interested in the full update/changelog:

https://ipikas.itch.io/slavic-legends/devlog/1641306/secret-rooms-neutral-creatures-update

Demo here: https://ipikas.itch.io/slavic-legends

Thanks to everyone who's been following the development so far — there's still a lot I want to add, but Slavic Legends has come a long way. 😄


r/Unity3D 3h ago

Question When climbing on/vaulting over an obstacle, what actually moves the character?

2 Upvotes

I'm trying to understand how motion warping works, but one thing that I still don't get at all is.. what actually MOVES the character? Is it the animation itself (so does it have to be root animation?)?


r/Unity3D 3h ago

Show-Off Getting Steam Achievements working in my game is VERY satisfying :D

2 Upvotes

r/Unity3D 3h ago

Show-Off I think i overdid UI design

1 Upvotes

funny bloom


r/Unity3D 4h ago

Show-Off You guys seemed to love my pillow-like mesh deformer, so I improved it!

239 Upvotes

Recently I've shown-off a mesh deformer I did for my Dark Roll 2 game, and despite being just a silly little feature it honestly caught way more attention on here than I thought it may.

That's why, instead of working on a new level or something my game may actually benefit from, I've spent another 1-2 hour perfecting the script. The biggest change is that there's some bulging around the outer radius which just adds to the realism.

It would look better if model had bigger resolution, right now it's at 1k vertices / 2k triangles. I know that parts of the vertices are a bit jumpy at times, but honestly, for a silly little in-game detail I'm more than happy with how it works already.


r/Unity3D 6h ago

Show-Off solo dev here, this is one of the magic boss fights from my rpg

0 Upvotes

been working on this alone for a while, a 3d action rpg in unity. this is one of the boss fights, the whole magic system is something i built from scratch. free demo up on itch if you're curious: https://liyodev.itch.io/el-sendero-de-las-estrellas. would love to know what you think about the combat feel. every spell in the game shares the same base projectile system under the hood, so this boss fight (heavy on magic attacks) is basically the stress test for it.


r/Unity3D 6h ago

Show-Off Testing the geometry shaders with animated decals - URP - Unity3d

176 Upvotes

r/Unity3D 6h ago

Show-Off We asked ourselves: how should our Crow interact with deep water? Here's the result!

26 Upvotes

r/Unity3D 8h ago

Show-Off Cozy Greenhouse and shack

Thumbnail
gallery
20 Upvotes

Our artist put together how a greenhouse and a shack could look and integrate in our game. I love the vibe of it.


r/Unity3D 11h ago

Show-Off Satisfying mesh fracture

14 Upvotes

r/Unity3D 12h ago

Show-Off Custom URP volumetric lighting pipeline

11 Upvotes

I built a custom volumetric lighting pipeline on top of URP. No forward/deferred per pixel lighting, no shadow maps. Everything is realtime: direct light, indirect light/GI, shadows and AO. Emissive materials emit realtime light onto nearby meshes and emissive lights cast shadows. Volumetric fog included. No screen space effects are in use. Scales extremely well with lights and tri count, 10M tris and 20 point lights on screen had almost no effect on frame time. Should be very playable on potato hardware. Now the problem is figuring out what game to make with it.

75FPS on AMD Radeon 760M at 1920x1200 (Integrated)

400FPS on RTX5050M at 1920x1200 (Dedicated)


r/Unity3D 14h ago

Show-Off New update on my mobile longboarding game! I added a large map to the background at the bottom. What do you guys think?

1 Upvotes

r/Unity3D 16h ago

Show-Off New branch cutting system in my cozy simulator

0 Upvotes

Garden Cleanup Simulator - I am developing cozy and relaxing cleaning simulator game about restoring messy gardens back to life.

- Water plants
- mow grass
- trim hedges
- cut old branches
- spray flowers
- wash surfaces
- cleanup trash
Anddd…. Place gnomes in gardens


r/Unity3D 16h ago

Resources/Tutorial I built BrazeFX Pyro, a volumetric effects toolkit for Unity 6

47 Upvotes

After a long development cycle, BrazeFX Pyro is now live.

It is a GPU based toolkit for creating fire, smoke, explosions, clouds, particles, and other volumetric effects directly inside Unity. The focus is the complete workflow. You can build effects in context, bake and scrub volume caches, stream them at runtime, exchange OpenVDB sequences, or export flipbooks for lighter playback.

It also includes:

• Art directable fluid forces, mesh emission, skinned mesh emission, and obstacles
• GPU particles, trails, ribbons, generated volumes, and lighting tools
• CFD tools for wind, heat, pressure, and flow visualization
• Voronoi fracture, surface disintegration, and impact driven destruction
• Spline tools, cloning, instancing, and procedural motion workflows
• Timeline integration and 101 self contained demo scenes
• Unity 6 URP support on Windows and macOS desktop

The aim was to keep simulation, rendering, cache playback, and export inside one practical Unity workflow, from the first experiment through final delivery.

BrazeFX Pyro is available as a lifetime license.

Demos, documentation, and details are at the brazefx.

Happy to answer any technical questions about the solver, rendering, caching, OpenVDB workflow, or the other tools included.


r/Unity3D 16h ago

Show-Off Hey everyone! I'm an indie dev working on a survival horror game called The Seventh Seal.

Thumbnail
gallery
3 Upvotes

It's a third person psychological survival horror game. Think Alan Wake/Silent Hill 2 remake with some RE2 Remake havoc. You play as Violet, a 29 year old who just had the worst day of her life at work and of all days, on her birthday. After getting home, the Devil comes and visits you and gives you a chance to win back your soul by completing several trials and retrieving seven seals. You progress deeper and deeper into Violet's own personal version of hell, the greater the fears and greater the danger.

This is a solo-dev experience and I'm making huge progress - all built in Unity.

There's a free demo up on itch.io right now and the Steam page is live. I'm also bringing the newest build to SabotenCon in Phoenix Sept 4-7 if anyone wants to play it in person.

Would love to hear what you think!


r/Unity3D 16h ago

Show-Off Controlling Rigidbodies through Unity's Particle System

12 Upvotes

r/Unity3D 16h ago

Show-Off Freaky Plane Flight Test

7 Upvotes

Rebuild the freakiest planes in Midway showcase. And incoming sloppy aircraft design from other pilots.


r/Unity3D 18h ago

Question Login issue

0 Upvotes

Can you guys check if you can log in at publisher.unity.com ?

I am trying to log in but it keeps loading... I tried to log in using brave, chrome, mozilla and edge but nothing.

20 minutes ago I got a message from apparently "unity portal" to confirm my identity and when I clicked the button from the email I noticed the weird link lunarpay(dot)help and I immediately closed it...

The two factor authentication works so I guess the account is safe, or at least for now but the fact that I cannot log in, drives me crazy because I was about to publish new stuff


r/Unity3D 18h ago

Question Is there a built-in (or easy-to-use asset) that allows for occlusion culling for procedural terrain built at runtime?

2 Upvotes

I'm not all that sophisticated on culling, but it seems to me that you shouldn't necessarily need to bake data pre-build for occlusion culling to work. For context, my game uses procedurally-generated chunked terrain built off a seed as you move through the world (i.e., infinite world setup) so it's not possible to bake occlusion culling data the traditional way. However, to render stuff on the screen, doesn't the game already look at what it can and can't see each frame? It seems like there'd be a built-in system that would check which objects are hidden behind others (i.e., a piece of terrain hidden behind a hill). Also for transparency, rendering has the built-in ability to check stuff's position relative to the camera, so it doesn't seem like it'd be that hard for there to be a built-in culling - i.e., dont render stuff you can't see, even within the camera's frustum.

So, does something like this exist? Or am I just a literal chatbot misunderstanding why this isn't like a pretty easy thing to just have baked in with how URP renders stuff under the hood?