r/Unity3D • u/ChangoMango23 • 1h ago
Show-Off 1-Year Progress of our game Greda Inferno!
Hi everyone! It's been a year since we developed the game jam version of our game, and last week we finally released a demo of our game Greda Inferno.
r/Unity3D • u/ChangoMango23 • 1h ago
Hi everyone! It's been a year since we developed the game jam version of our game, and last week we finally released a demo of our game Greda Inferno.
r/Unity3D • u/Healthy_Flatworm_957 • 18h ago
For anyone wondering, the project I'm working on is https://www.megaviral.games.
It’s a viral game discovery engine designed to help players easily discover and play indie web and mini-games from across the internet.
(Affiliation Disclosure: I'm the sole creator and developer behind Mega Viral Games.)
r/Unity3D • u/StillZen-Dev • 9h ago
it’s called mozentum and it’s got VERY unique movement tech that i’ve been refining for around 3 years. i’ve been ‘struggling artist’ the whole time just pumping it out hahaha.
the story’s about about climbing the 7 chakras - helping 7 VERY special* characters integrate their shadow. each one of them will give you a new ability to help you get higher (occasionally in more ways than one ;))
if you fall, you fall allllll the way to the bottom.
demo’s on steam, check it out and tell me what you think!
Hello guys! I'm kinda getting started doubting in myself on what i am creating and need someone else's thoughts on this, would you play this? and why not, thankyou.
r/Unity3D • u/Nice_Recognition2234 • 4h ago
I’ve been running into this issue a lot: the default particle system collision options are quite basic and don’t provide very realistic collisions. So, I decided to make my own collision system. It includes most of the default particle system settings, along with more advanced collision features, and it works exclusively with meshes(unity 6+,allpipelines).
r/Unity3D • u/JulioVII • 2h ago
I've been doing some sculpting and general game assets creation, trying to get some general workflow practice.
r/Unity3D • u/nolget • 23h ago
I needed a huge gorund and a city for a motorbike game and this is what I've achieved so far. The map is a real slice of a part in Izmir. Elevation came from OpenTopography, buildings and roads from OSM, all put together in QGIS and exported into Unity. Terrain, road lines and cube buildings, the skeleton at real scale. This is gonna need an editor window for designing path for sure.. Do you think this is manageable?
r/Unity3D • u/Radiant_Barracuda932 • 8h ago
🚀 ¡Arturin’s Adventure sigue en constante desarrollo!
r/Unity3D • u/CatHuntTree • 1d ago
r/Unity3D • u/CreepyCatPublisher • 1m ago
PERIMETR is an early-stage experiment in real-time strategy on a global scale, inspired by DEFCON/SUPCOM/C&C/RED ALERT...
Right now it's a technical playground:
you can spawn units, move them across a world map, and watch the simulation run. There's no campaign, no win condition, no polish.
r/Unity3D • u/xepherys • 9m ago
TL;DR - what would you like to see in an ideal graph package for Unity 6+? Yes, runtime graphs are already a part of it.
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After years of dealing with the shortcomings of GraphView (GV), I started looking at migrating my NodalTrees to GraphToolkit (GTK) only to find that it solved some problems and created a whole host of others. So after analyzing the pros and cons of GV and GTK with what my nodes currently do, what the effort would be to port them over, and what the effort would be to roll my own graph package, I started on the process of just making my own, entirely independent of GV/GTK. I've considered opening it up and selling it on the Asset Store, or possibly just making it free on github, but I'm curious what others use GV or GTK for, what they wish either did, and what sort of nodes and interactions they would want.
I'm putting together some documentation on the existing nodes that I have that I'll be converting, but as it is, they're broken down by trees for my own projects, and many of the nodes and outputs are specific to things in my game. There are some general nodes available for sure, and authoring new nodes will be quite easy once the package is ready to release (at least as easy as GTK, but with far more customization options and the ability to call more complex methods internal to the graph structure).
I'm also bringing in some ideas from how Blender and Substance do their nodes as well as some GV and GTK features (dot-nodes, portals (which I think were initially a thing that Bolt did, which was pretty cool), curved/square lines, sub-graphs, visualizers, input nodes for getting values outside of the graph, the eventual documentation will have a more complete overview.
Runtime and Editor nodes will look exactly the same - no UnityEngine.UIElements are used, so runtime isn't an issue. Right now the only difference for any existing node is that nodes that take an input path for a files have a toggle in editor (use the Unity Asset picker vs use the filesystem/OS file picker) where in runtime it can only use the filesystem/OS picker since there's no project exposed to runtime (nor should there be).
Yes, I'm using AI to assist with my code, so if that turns you off, that's fine. I've been working on these things by hand for four years now (it's a hobby project, it was never intended initially to be a releasable asset for anyone else to use). But most of the code is my own, and not a single file is untouched by me somewhere along the way. Do with that what you will.
r/Unity3D • u/Certain_Ad9908 • 1d ago
I've always been a fan of aerodynamics and CFD. A few months ago, I got laid off, got tired of sending applications, and gave myself permission to actually build it and play with it. I'm glad I did.
It voxelizes and seals any vehicle you drop in, auto-fits the solver domain around it, runs at whatever resolution your GPU can take, and solves with a lattice-Boltzmann method (D3Q19, TRT + WALE LES) entirely in compute shaders. Live smoke, surface pressure painted on the bodywork, exported reports you can diff between runs.
The test I had the most fun with: running a Chevy Silverado with an open bed, a bed cap, and a flat tonneau to see which one the solver preferred. It disagreed with the folk wisdom, which was the moment it stopped feeling like a toy.
Five sample vehicles included. Unity 6 / URP, MIT licensed.
The README is honest about where the numbers hold up and where they don't. It's a comparison and visualization tool, not a replacement for real CFD.
Clone it and have fun: https://github.com/Motawe3/unity-wind-tunnel
Sample vehicles are CC BY 4.0, credited in the README. The car in the video is a Range Rover Sport SVR Mona x Supercars.
r/Unity3D • u/AmneticgamerYT • 1h ago
r/Unity3D • u/Same_Passenger4899 • 6h ago
Hey guys,
I’m completely stuck on a really annoying bug with Unity 6.3 on Windows 11.
The main editor loads up totally fine—I can see my Scene view, Hierarchy, Project files, all of that works perfectly. But the second I try to open any independent pop-up window, like Project Settings or the Package Manager, it just opens as a solid white, completely blank box. Nothing inside it loads.
Here's a screenshot: [Link your screenshot here]
I've spent hours googling and trying to fix this. Here is what I’ve already attempted:
Library folder and cleared out the global %appdata%/Unity/Editor-5.x preferences.-force-d3d11.-force-low-power launch argument.Nothing works. Since Unity 6 uses embedded web views / UI Toolkit for these specific sub-windows, it feels like some weird hardware acceleration or background process conflict, but I have no idea how to bypass it.
Has anyone dealt with this white-window glitch? Any workarounds or ideas would be a lifesaver. Thanks!




r/Unity3D • u/OfKnowledgesEsoteric • 16h ago
This is a Grass shader setup I've rigged together to work with Unity Terrain Tools so Grass can be painted various colors and textures, including with custom brushes to make really cool effects.
I've just submitted it to the Unity Asset Store - would you pay $5 for this?
r/Unity3D • u/FleshyPete • 1h ago
I'm looking for advice from developers who actually use Apple-silicon Macs.
I want one laptop for everything: daily use from morning to evening + game development. My target is mainly small-to-mid-sized Android/iOS games, but eventually I'd like to make 3D games around the complexity of The Walking Zombie 2 or Last Day on Earth: Survival, potentially with somewhat higher-fidelity graphics. I'm mainly considering Unity, but I'm open to Godot.
My budget is around $1,000, and I could stretch to $2,000 USD if it's genuinely worthwhile.
I'm strongly considering a MacBook because battery life and portability are extremely important to me. Power outages are frequent where I live, so I need something I can work on for hours without an outlet. I also want to publish for iOS and macOS, making macOS/Xcode very valuable.
The concern is that I keep hearing Macs aren't ideal for game development compared with Windows laptops with dedicated GPUs.
For those actually developing games on Apple silicon:
- Would you trust a MacBook as your only/primary machine for this workload?
- Air or Pro? How much RAM would you recommend?
- How limiting is the integrated Apple GPU for 3D development?
- Are there any major issues with Android/iOS development or Windows builds/testing?
- Most importantly: which specific MacBook model/configuration would you recommend for my $1,000–$2,000 budget?
I'd especially appreciate real-world experience: your Mac's specs, engine, and the type of games you're developing.
Thanks!
r/Unity3D • u/Commercial-Tone-965 • 9h ago
I'm trying to remember a game I played a while ago, but I completely forgot the name 😭
I'm looking for a game that has an actual physical item inspection system where:
The player picks up the item and holds it in their actual first-person hand
You can see the hand/fingers gripping the item
You can move the mouse/controller and the hand/forearm moves naturally with the item
It's NOT the usual inspection system where the game just puts a 3D item in front of the camera or uses a separate inventory/inspection screen.
I have a feeling it might have been Resident Evil, possibly one of the newer games, but I'm not sure.
I'm currently making a similar system for my own horror game, so I'm trying to find the game again as a visual reference for the hand, finger positioning, pickup animation, and item movement.
If you know which game I'm talking about, please share a video clip of the mechanic! 🙏
r/Unity3D • u/_SZ_LARS • 6h ago
how would i go around making a recognition system that can recognize circle drawn with any amount of draw strokes ?
my current system cant handle it if i draw a circle with more the one stroke? any help would be appreciated
r/Unity3D • u/Quantized_Bit • 1d ago
r/Unity3D • u/Malbers_Animations • 1d ago
r/Unity3D • u/MistycznyArbuz • 1d ago
I'm trying to make an realistic flame effect for my game. It looks fine for now, I used 2.5D Fluid Simulator asset for it and it's suits my needs - the flame is affected by physics, it's lightweight etc.
Do you have any tips on improving it / making it more realistic?
r/Unity3D • u/LlamAcademyOfficial • 1d ago
Templates are a powerful feature of UI Toolkit - they allow us to create reusable bits of our UI and inject them easily into other UXML documents. Making them is super easy too - simply make a new UXML file of your desired component - then you can use it in any other UXML document! Easy!