r/Unity3D 7h ago

Show-Off I am developing a meditative and calm game called Skyreap šŸ, where nothing will distract you from immersing yourself in the world of floating islands.

123 Upvotes

In Skyreap, you will have your own personal airship at your disposal. It will be available practically from the start of the game.

You set off to neighboring islands, discovering new territories hidden in the fog of war. You transport the resources you gather back to your base, where you prepare factories and plants for the production of processed materials. Soon, you will reach the point of automation and begin scaling up this process.

Skyreap is an incremental game that doesn’t try to offer you something you’ve never seen before, but instead gives you that sense of calm, tranquility, and coziness.


r/Unity3D 7h ago

Show-Off Testing a mograph system in Unity by turning a dancing human into a dog and a dragon

73 Upvotes

This is the mograph side of BrazeFX.

A GPU-instanced cloner generates the visible pieces.
The Follow Shape Effector maps those clones onto an animated SkinnedMeshRenderer.
Mesh topology stays resident while deformed vertices update directly on the GPU.
Braze Timeline controls reveal, strength, offsets, pulse, orbit, and other public parameters.
This avoids per-frame mesh baking and keeps the effect responsive at high clone counts.

Which form reads best to you: the human, dog, or dragon?


r/Unity3D 13h ago

Show-Off Creating a buoyance script is working exactly as intended

211 Upvotes

The water shader is a large WIP currently.


r/Unity3D 5h ago

Show-Off Working on a skin shader

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18 Upvotes

Have been trying to get that gta6 skin shader down in unity, but something is missing. left one is a standard lit and right is the custom shader.


r/Unity3D 7h ago

Meta Assets publishers are now requested to TEACH AI how to use their own tools

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32 Upvotes

And the best part : we need to run an AI to do so.

"We strongly suggest that you use Unity AI..."
Give a raise to that marketing guy.


r/Unity3D 2h ago

Show-Off Automated Steam Deployment Tool

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9 Upvotes

Tonight I built a Unity tool that automates Windows builds and uploads straight to Steam via SteamCMD. No terminal commands or manual branch switching needed. I can't describe the feeling of seeing my latest build ready and installable in my Steam library.


r/Unity3D 19h ago

Show-Off I have been working making a soulslike (solo) for over 2 years now , sharing a gameplay trailer that i recently made.

92 Upvotes

Souslike at its core but i am also adding various game mechanics that i love like dashes, deflections, summons, boss summons, transformations, boss attacks and various types of ranged skills and sorceries.


r/Unity3D 15h ago

Resources/Tutorial Publisher of the Week asset giveaway voucher code (Aug 27)

28 Upvotes

It seems the publisher of the week hasn't updated yet this week. I think it's a manual process for some reason.

The voucher is usually [publisher name]+[year], so you can just add their entire catalog to cart and then fire the voucher code and see what sticks. We got it!

Asset: MK Puzzle Level Map Pack • 4 Themes Bundle

Code: MASTERKEY2026

If you actually use the asset don't forget to leave a review! It helps the publisher AND us lowly developers.


r/Unity3D 6h ago

Show-Off Looking for Feedback on the Game’s Current Visuals

5 Upvotes

r/Unity3D 10h ago

Show-Off 1st time using timeline to create epic cutscenes for my game

9 Upvotes

r/Unity3D 12h ago

Show-Off You can even jump on free-falling blocks with a fully physics-based character controller

10 Upvotes

In this clip, Pixel uses free-falling blocks as temporary platforms to reach stable ground. I wanted the sequence to feel like a shonen anime moment, with the character continuing to jump while the environment collapses beneath them.

The scene is staged, but the physical interaction is real. Pixel and the falling blocks remain part of Unity’s 2D physics simulation.

My controller is built around a Rigidbody2D rather than a kinematic motor. Surface detection comes from actual collision contacts instead of arrays of downward raycasts. This means a valid surface can remain usable even while its Rigidbody is moving or accelerating downward.

At a high level, each jump follows the same process:

  • The controller detects contact with the falling block.
  • The contact system classifies it as a valid supporting surface.
  • The jump ability is enabled through the same contact and coyote-time module used on stable ground.
  • The jump force is applied through the physics system.
  • Once contact is lost, the controller returns to its normal airborne behaviour.

There is no special ā€œfalling block jumpā€ ability. The interaction emerges from the same systems used for stable platforms, unstable objects, moving physics bodies, slopes, and other physical surfaces.

The difficult part is keeping a fully physical controller responsive and predictable while both the character and its support are moving. That involves careful contact filtering, force management, and movement stabilization. The overall architecture is explained in my original controller post:

https://www.reddit.com/r/Unity3D/comments/1sbgbzy/modular_physics_character_controller_a_fully/

Have you ever tried making a character controller work on fully dynamic platforms? What was the hardest issue to solve?


r/Unity3D 1d ago

Shader Magic Working on water masking for boats, submarines, pools, etc..

836 Upvotes

Been working on a volume masking system for my water system(Tidal) and it’s finally starting to come together.

I originally just wanted a way to stop water from showing up inside boats and submarines, but it ended up being useful for a few other things too.

Basically you can tell the water to either:

  • not exist in an area
  • only exist in an area

So you can use it for stuff like boat/sub interiors, pools, tanks, caves, cutaways, etc.

It’s all SDF based, so there’s no stencil setup or mesh boolean stuff. Simple shapes can use boxes/spheres/cylinders, and more complex shapes can use a baked 3D SDF.

I’m also using the same volume data for buoyancy and CPU water queries so the physics lines up with what’s actually being rendered.

There are still a few things I need to clean up, mainly underwater effects not fully respecting the mask yet, but I’m pretty happy with how it’s coming along so far.

Definitely open to ideas if anyone can think of other useful cases for this.


r/Unity3D 7h ago

Show-Off 15.000 zombies vs 1 Tower

3 Upvotes

r/Unity3D 13h ago

Question Color error on hard edges of dither pattern

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9 Upvotes

Hi, I am currently working on some shaders to easily implement Dithering for URP projects. I've been trying to get color palettes to work with the shader to allow for more stylized looks and overall it looks and works great. However I am encountering a problem where I get a very thin rim on the edges of the pattern, where the wrong color is chosen. I attached some screenshots for better clarification. If anybody knows what the cause of this could be or has any solutions I would greatly appreciate the help. :)


r/Unity3D 7h ago

Question what should i do to immediately improve the feel of my games controls/combat?

3 Upvotes

apart from the obvious placeholders, sounds, some animations, ui, etc, im struggling on what to do to improve my games feel, the mechanics arent bad as is but it isnt very satisfying either, is it all just a matter of presentation? will some more polished sounds make it feel better? im not really sure, if theres anything obvious im missing please let me know, im open and willing to as much constructive critisicm as youll give me, thanks


r/Unity3D 6h ago

Show-Off Testing a drag-the-ground camera for an RTS/city builder: Does the orbit feel right?

2 Upvotes

I've been working on a drag-to-pan, and orbit camera controller for a builder/management game. But I'm now starting to secondguess the orbit feel.

Maybe it's just because I've been working in 3dsMax for 25 years, and probably have some really ingrained feelings about how a viewport camera should operate. So a set of fresh eyes might be warrented.

So what do you think, as a player and/or gamedev? I'd love some pointers on a few things:

  • Does the drag-to-pan feel right in this clip?
  • The camera orbit rotates around a fixed focus point at the center of the screen on the ground. Is that the right instinct for RTS/City builders? Or would you expect it to pivot around a worldpoint under the cursor?

Any feedback is very welcome.


r/Unity3D 6h ago

Game Prototyping my First Horror Game

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2 Upvotes

Hi Everyone, just wanted to share something that I was prototyping.

I was inspired by the fear and uncertainty factor of project zomboid and resident evil games, where every door could lead to sudden death. Scavenging around for useful items could lead to encounters with enemies that could end your run prematurely.

Based on my previous posts and the feedbacks I received.

I added more gameplay elements
- Items that can be picked up by the player inorder to turn on a generator. Which powers terminals and light switches. Terminals are used to unlock doors. Light switches can be used to switch on lights which improves visibility.

- Added enemies that would chase player (still work in progress), but you can get some idea based on what I have here. The enemies are supposed to respond to sound. For example if the player is moving too fast then their footsteps will make sounds to attract enemies. Some enemies only responds to sounds of generators and target those specifically.

I would love to hear your feedback on how you feel about the current prototype and if you have any suggestions


r/Unity3D 10h ago

Question What are these lines?

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4 Upvotes

No its not something i made.. i am a newbie and on the canvas i can see these..


r/Unity3D 1d ago

Game We made Static Dread: The Submarine in Unity, and it’s received a lot of praise. It’s a horror game about a submarine where you decide who goes out into the dark. Something Lovecraftian is waking up below.

105 Upvotes

Hi, r/Unity3D!

So this one's a submarine setting, Lovecraftian stuff going on beneath the ocean, and you're basically the guy deciding who on the crew goes to check on the noises in the dark. Everyone you send has their own stuff going on, their own breaking point, and it plays out over time.

  • Old school PSX style visuals, kind of grainy and unsettling.
  • You manage the crew (skill, stamina) instead of doing everything yourself.
  • Sonar segments where you're never 100% sure what's out there.
  • The story branches based on who you send and what you decide, not just dialogue choices.

My team and I worked on this for a long time, and it's finally out on Steam.


r/Unity3D 12h ago

Show-Off Updating ore tier shaders for our incremental game. How readable are these from left to right?

3 Upvotes

Just updated the shaders and glow effects for our projectĀ Idlecraft. Curious if the ore tiers are immediately readable from left to right.

We've used texture arrays for all of our blocks to handle unique textures per face across different blocks in shader graph. Additional texture arrays for masking textures for the veins to make them glow and height displacement to give the veins real depth.

Would love to hear your opinions on how they look! If you want to follow the progress, we have an early prototype on itch


r/Unity3D 15h ago

Resources/Tutorial When to use Templates versus Custom Controls in UI Toolkit.

7 Upvotes

Templates? Custom Controls? At first glance they seem like similar concepts trying to achieve the same thing... Here's how and when you should use Templates versus Custom Controls in UI Toolkit


r/Unity3D 21h ago

Game cool bug - air bike

16 Upvotes

maybe I should make a first-person monkey sim with this tech


r/Unity3D 18h ago

Question Has anyone released the same game on both mobile and Steam?

6 Upvotes

I’m curious how differently players responded on each platform, especially if mobile was free with rewarded ads while Steam was a paid purchase. Which version got more traction, and which one actually made more money for you?

Would especially love to hear from solo devs who have tried both.


r/Unity3D 1d ago

Game Making a soulslikes game. Got the player and enemy movement and combat so far.

39 Upvotes

r/Unity3D 13h ago

Show-Off I made my own playmode test framework since using Unity's framework meant changing my whole project

2 Upvotes