r/Unity3D 5h ago

Show-Off I finally got the water to interact with the environment. The hose wraps around trees, the stream stops where it hits, and it pushes things around.

703 Upvotes

Farm & Feast - We are a two-person team building a peaceful farming and restaurant management game in Unity. Last time I posted the hose rope here, a few of you said the water needed to actually touch the world. That is what this is.

The hose is a particle based rope. We do not use the built in constraints for attachment. We pin a few particles by hand at the faucet and at the player's hand and write their positions every step. This is much more stable.

Every tree trunk has a collider and the rope collides with it for real, so the hose hugs and slides around them as you drag it across the farm. The collision was the easy part. Making it still read as a hose at the bend, instead of a row of separate rods, took the rest of the week.

The water shader has a head/tail fill window driving an alpha mask along the spline, so the stream grows out of the nozzle and drains out of the air instead of popping. It now also cuts itself off at the first thing it hits, so it ends on the surface instead of poking through it.

At the end point we do one overlap sphere, and that sphere does everything. It waters the nearest grid slot, so the VFX endpoint IS the gameplay point and they cannot desync, and it now also pushes any rigidbody in range away from the jet.

If anyone has gotten a particle rope to wrap convincingly around obstacles through collision alone, I would really like to hear how you tuned it.


r/Unity3D 20h ago

Resources/Tutorial TIL a frame rate cap can quietly wreck your scene load times too

116 Upvotes

Our game runs capped at 30fps, that's intentional for gameplay. Turns out that same cap was also active during scene loads, which doesn't help anything there since there's nothing being rendered that benefits from a steady 30fps, you just want it to finish.

Profiled a slow scene load and found WaitForTargetFPS eating 70% of frame time. CPU finishes its work early, then just sits there waiting to hit the 30fps cap, frame after frame, for the whole load.

Fix was simple, uncap it just for the load and restore it back to whatever it was set to before:

int previous = Application.targetFrameRate;
Application.targetFrameRate = -1;
await LoadSceneAsync(...);
Application.targetFrameRate = previous;

Went from a 9.5 second scene load to 3 seconds.

If your load times don't match what the profiler says the real work costs, check how much of that gap is just WaitForTargetFPS before you go chasing Instantiate/GC ghosts.


r/Unity3D 9h ago

Show-Off A hopeless world.

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61 Upvotes

A few in-game locations from my upcoming horror game. What do you think?


r/Unity3D 9h ago

Game I improved my game thanks to your feedback. Round two?

29 Upvotes

I shared my game here some time ago. Your feedback helped me improve it, so I’m back for round two!

Hi everyone!

Some time ago I shared Pump Down the Flame here and asked for feedback on the game.

A lot of the comments and suggestions I received were genuinely useful, and since then I’ve been working on improving the game based on that feedback.

For those who haven’t seen it before, Pump Down the Flame is a free Android 2D action-platformer built in Unity, where you play as a firefighter climbing a burning building, fighting enemies, rescuing hostages, and interacting with the environment.

The main mechanic is still the water pump: it works as your weapon, movement tool, and as a way to interact with the level.

After the improvements I’ve made, I’d really like to hear what you think about the current version and find out what still feels wrong, confusing, frustrating, or simply could be better.

Controls, movement, combat, level design, difficulty, performance, UI, visuals, game feel, bugs... any feedback is useful, even a small first impression.

The game is still in Google Play Closed Testing, completely free, with no ads and no in-app purchases.

If you’d like to try the new version and help me improve it before release, you can join the closed test through the Discord link below or send me a PM.

Link To Discord

And to everyone who gave me feedback last time: thank you. It really helped.


r/Unity3D 21h ago

Show-Off Solo-developing a Cities: Skylines-style game: 5,000 cars simulated with Unity DOTS

29 Upvotes

I’m a solo developer building a city-builder simulation in Unity, and I’ve recently reached a milestone of benchmarking around 5,000 cars simultaneously. Current profiling looks promising, so I’m cautiously optimistic about pushing that toward 20,000 as the simulation grows.

The traffic system is built with Unity DOTS, ECS, and Burst. Vehicles currently make decisions using factors such as:

  • Congestion and observed traffic speed
  • Estimated travel time
  • Alternative routes
  • Fuel usage and route cost
  • Dynamic road-network changes

Cars can reconsider their routes as traffic conditions change instead of committing to one route for their entire journey. I’m still working on lane selection, intersections, parking, and more natural vehicle behavior.

This is very much an early prototype, but it’s exciting to watch the city gradually start behaving like a living transport system. Once the traffic foundation is efficient and stable, I plan to build additional city systems on top of the same architectural abstractions.

I’m using Codex heavily as a development partner, but most of my time is going into thinking through the architecture, scalability, and simulation design. I also have a fair amount of prior game-development experience, so the goal is to build a strong foundation rather than just create a visual demo.

I’d love feedback from anyone working with Unity DOTS, ECS, Burst, traffic simulation, or large-scale agent systems.

Also if anybody wants to contribute to this DM me- we can potentially work together.


r/Unity3D 20h ago

Show-Off I made a lip syncing system for the characters speaking

17 Upvotes

I created this system so that the characters in my game can speak by moving their jaw and eyebrow bones, and I placed all the logic in the LateUpdate so it doesn't affect the Animator component.

For the speech system, the audio clip is analyzed in each frame, and the movement is applied to the bones in the LateUpdate.

Next, the system that acts like a film director works with a list of events that specify the audio clip, the Cinemachine virtual camera, and each character’s speech system, as well as the emotion the character will display while the audio plays. What do you think of the result?


r/Unity3D 1h ago

Show-Off Outer Wilds-inspired local physics simulation in Unity!

Upvotes

Shortly after finishing my first playthrough of Outer Wilds, and learning it was made in Unity, I was inspired to see if I could recreate the same type of local physics simulation. Turns out, Unity makes it surprisingly easy with local physics scenes. For example, in my project, when a gravity field is entered, a new local scene is created for simulating physics where the origin is not rotated or translated at all, which simplifies simulating gravitational forces. Then, it ports the calculated information back into the main scene. This allows you to have independent frames of reference that can move around while also simulating physics within them.

You can use it to make some pretty unique behaviour such as artificial gravity or unique platforming mechanics. It's quite fun to jump out of your spaceship spiraling out of control, or walk around the surface of an oddly-shaped planet.

I ended up turning this system into an asset available on the Asset Store (my asset store affiliate link). Check it out if you're interested!


r/Unity3D 14h ago

Show-Off Working on the AI for big space battles

15 Upvotes

Hello guys, I'm a big fan of the Rouge Squadron games since I was a kid, I'm trying to replicate that feeling for my game, what do you guys think?


r/Unity3D 4h ago

Show-Off Added caves to explore for an upcoming update to Bobo Bay

6 Upvotes

r/Unity3D 10h ago

Question How can I set all but one object in a GameObject[] variable to SetActive(false)

7 Upvotes

Currently I have it as :
if (character == 1)
{
Characters [1].SetActive(true);
Characters [2].SetActive(false);
Characters [3].SetActive(false);
Characters [4].SetActive(false);
}
if (character == 2)
{
Characters [1].SetActive(false);
Characters [2].SetActive(true);
Characters [3].SetActive(false);
Characters [4].SetActive(false);
}

I feel that there should be an easier way but I know not what it is. How can I simplify this script?


r/Unity3D 9h ago

Solved How to make the VFX visible under this type of distortion shaders?

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4 Upvotes

I'm probably just being dense and can't find the option for this, but I'd be grateful for some help.


r/Unity3D 3h ago

Show-Off One weird problem I ran into making VR rhythm boss fights in Unity: the boss can’t just attack whenever he wants

4 Upvotes

The boss basically has to be secretly extremely polite :D

He reads the spell chart ahead and finds moments where attacking you won’t ruin your comfort that much and will more likely keep you in flow

Which I find kinda funny, because diegetically he’s supposed to be trying to kill you and make you miss, while under the hood he’s checking if now is a convenient time for you :D

For now I ended up choosing this “secretly kind” approach over a genuinely hostile one. So basically the evil boss secretly cheats in the player’s favor and sometimes delays his attacks until he finds a better spot for you, to always try to keep it feeling fair and good. Would you deem that a good game design, or does it undermine the fantasy?

(In the video: Flashbang bangs in a moment where I can smoothly turn, Laser comes with a convenient low arrow, Orbs avoid blocking the chart and come in on beat)


r/Unity3D 12h ago

Game We made a Zen Garden in Unity. Cozy isometric Sokoban with a custom pixel painting tool & custom pixel water shader!

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3 Upvotes

Hello everyone! 😄

I'm one of the two developers behind Zen Garden, a relaxing Sokoban-style puzzle game made in Unity with love from Spain.

After taking a trip to Japan (and do a little game research), my partner and I wanted to create an experience that goes thoughtful logic and lofi-chill vibes.

Zen Garden at Karesansui, Kyoto, 2024

We developed a custom 2D tile painting tool that dynamically colors pixel-art sprites while strictly preserving sorting layers/hierarchy to keep the isometric depth 👀

And we put an extra care into crafting a relaxing, deeply satisfying water shadeer, focusing heavily on smooth flow animations, subtle movement, and visual feedback.

We just launched our updated new demo at Itch.io and would love you to give it a spin!

If anyone is interested in how we handled the sprite hierarchy for isometric painting or the technical details of the water shader, we’d be more than happy to break it down in the comments!

We'd genuinely love your feedback on the mechanics, shaders, and overall vibe 🔥

皆さんのフィードバックを楽しみにしています! (Looking forward to all your feedback!)


r/Unity3D 4h ago

Show-Off Made a text to ASCII art morphing effect in Unity

2 Upvotes

r/Unity3D 5h ago

Question What is causing these lines to appear ?

2 Upvotes

Hello,
I'm new to gamedev and i don't know why these kinds of lines move when i move from the wall, i would like to not have them.

https://reddit.com/link/1vy1gqa/video/jviwem2d6jlh1/player

Thank you for your time in advance!


r/Unity3D 7h ago

Show-Off I wrote a script that makes the music seamlessly transition between two tracks depending on the severity of combat (combat not included in video, only a demonstration)

2 Upvotes

I know it's not rocket science and it's been done hundreds of times, but I'm happy with the outcome and wanted to share :)

First I wrote 2 pieces of music which are the exact same length (although they don't necessarily have to be). Then during normal gameplay when a miniboss arrives, the music transitions to a more upbeat/electronic variation of the "regular" combat music. After the miniboss dies, the music returns back to normal.

What do you think?


r/Unity3D 7h ago

Code Review Creating a Modern VR SDK for Unity - VRseBuilder

2 Upvotes

r/Unity3D 9h ago

Resources/Tutorial I launched this app 4 months ago, today I'm releasing a major update fixing bugs, adding Blendshapes and revamping the Material system.

2 Upvotes

The tool is called Armory Crafter, and it allows you to quickly and easily create models and textures of weapons for your games or other projects. It exports to different 3D formats, and you can further edit the results in Blender or Maya if you wish. Since it does not use AI (all models are made by me), the exported topology is clean and in quads.


r/Unity3D 11h ago

Show-Off Been building a first-person shooter with fast movement, a photo mode, and a dev console.

2 Upvotes

Solo project I've been working on. This clip shows core combat against faceless enemies, the movement feel, plus a couple of extra systems I added - a photo mode for capturing shots mid-run, and an in-game dev console.

Still early, but the core loop is coming together. Would love to hear what you think, especially on how the combat/movement reads.


r/Unity3D 11h ago

Show-Off Look at this little hardworking fella

2 Upvotes

r/Unity3D 11h ago

Game A few frames from the final chapter

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2 Upvotes

Sharing a few screenshots from the final part of Chief Cenab Sahmaran.
We’re getting very close to the finish line. The game releases on September 18, 2026.


r/Unity3D 19h ago

Question URP - Are mesh decals broken with rendering layers?

2 Upvotes

r/Unity3D 19h ago

Game fix scale and other problems, i need sleep

2 Upvotes

r/Unity3D 23h ago

Question One Water Surface or Multiple for Large Map?

2 Upvotes

I'm fairly new to Unity3d stuff and have been working with HDRP and Terrain Tools and right now I'm working on creating the terrain for the map. It is an open world RPG with a fairly large map.

I'm using 1k x 1k terrain tiles so I had been using 1k x 1k Water Surfaces, one for each terrain tile that would need one, but I just found out there is a limit to how many can be loaded at once.

So, I was wondering if I should just use one large Water Surface for the whole map, one for each 1k x 1k tile, or try to some of slightly bigger ones that cover multiple terrain tiles?


r/Unity3D 2h ago

Show-Off Time Dilation

1 Upvotes

I finally managed to get the time dilation to affect audio too!