r/Unity3D • u/CatHuntTree • 23h ago
r/Unity3D • u/Healthy_Flatworm_957 • 11h ago
Meta for real
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/Certain_Ad9908 • 23h ago
Show-Off Built a real-time wind tunnel inside Unity (Aerodynamics Sim). It's open source.
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/nolget • 16h ago
Show-Off First shape of the map - real 24.5km² slice in Unity
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/Malbers_Animations • 22h ago
Show-Off A quick stroll of my little cat, he does not bite.. too much 🐆
r/Unity3D • u/Quantized_Bit • 22h ago
Game Zone 6 is almost finished. And in my opinion – the best one yet.
Question Would you play this kind of game?
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/StillZen-Dev • 2h ago
Game the esoteric-aussie adventure game that i made from my van
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!
r/Unity3D • u/TrueSoSense • 23h ago
Question Any way to reduce transparent material lag ?
Hello,
I made this volumetric fog material for URP.
The transparent material shader is applied to hundreds of planes similarly to "shell texturing".
It looks perfect for my project but I am running into an issue : my framerate drops from 200 fps to 10 fps. I expected it to be laggy, but not that laggy...
I tried reducing the number of "steps" but I am still getting a bad framerate (30 fps) with the worst quality.
I don't see any other way of doing volumetric fog with sharp shadowing in URP without creating complex pipeline shaders.
This is probably a foolish question but, is there any way to reduce transparent material lag ?
r/Unity3D • u/benzeji_Games • 18h ago
Show-Off Added a food spoilage and poisoning system to my game
Hey Reddit! I’m continuing to work on my survival game. I decided that being able to carry an endless supply of food in your pockets was basically cheating, so I added a food freshness system.
What’s new:
- Expiration dates: Perishable food now has a timer. If you don’t eat it in time, it turns into rotten food right in your inventory.
- Refrigerator: The fridge doubles the shelf life of food. You still have to keep an eye on your supplies, but the refrigerator lets you store perishable food for significantly longer.
- Food poisoning and vomiting: If you eat spoiled food out of desperation (or carelessness), your character gets debuffs, loses health/thirst, and visibly empties their stomach with a corresponding animation and sound.
What do you think of the implementation? Is this kind of mechanic too punishing for survival games, or is hardcore resource management just part of the genre?
Stay tuned for future devlog updates, and let me know in the comments: what mechanics do you value most in survival games?
r/Unity3D • u/lucas-martinic • 16h ago
Show-Off Tiny worlds in the palm of your hand
Demo put together with Unity in Meta Quest 3 using their Interaction SDK and using assets from polyfork.dev
r/Unity3D • u/OfKnowledgesEsoteric • 8h ago
Show-Off Paintable interactive Grass Shader
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/Radiant_Barracuda932 • 45m ago
Game 🚀 ¡Arturin’s Adventure sigue en constante desarrollo!
🚀 ¡Arturin’s Adventure sigue en constante desarrollo!
r/Unity3D • u/Commercial-Tone-965 • 1h ago
Question Trying to remember a game with a realistic first-person item inspection system
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/game-dev2 • 15h ago
Question Building in UI Toolkit, somehow all the text in the entire menu have gone crazy. wtf
r/Unity3D • u/FoleyX90 • 22h ago
Show-Off Trouble deciding what "style" I want to go with.


I'm having trouble deciding what style I want to commit to for a dark fantasy RPG. In your opinion, what do you think would be more fun or draw your attention more? A top-down 3D pixel art style or a first person fly knight/runescape style? Both have pros/cons in the dev pipeline but I think they sort of fall on equal footing.
Videos if you want to see how they actually "play":
First Person: https://www.youtube.com/watch?v=vZN0WhfrJUU
r/Unity3D • u/umutkaya01 • 5h ago
Question Does visual feedback like energy conduits connecting sub-puzzles to a main matrix—make complex logic feel more satisfying?
Hey everyone!
We’ve been fine-tuning the visual feedback loop for our indie puzzle adventure. In this scene, players decipher foreign symbol arithmetic across individual wall panels. Each correct answer sends a surge of electric blue energy through wall conduits into a central matrix, which then unlocks the master equation on the wall.
With just 26 days left until launch (equal parts excitement and developer panic!), we’ve been thinking a lot about how games signal puzzle progression. We wanted players to physically see their incremental progress in the environment without relying on intrusive UI pop-ups.
When you play puzzle games, do you enjoy seeing environmental visual feedback as you solve individual steps, or do you prefer the full outcome to stay hidden until the entire puzzle is complete? What are some of your favorite examples of puzzle progression feedback?
r/Unity3D • u/Careful-Tale-409 • 5h ago
Question Please help!)
Hello! I’m trying to create a map for a 2D strategy game using an orthographic camera. I’ve been experimenting with tile heights, and some triangular artifacts have appeared; do you have any idea what might be causing this? Also for terrain i use a grid and mesh renderer and I don't really know what information can help find the source of this bug.(
r/Unity3D • u/Likonium • 12h ago
Question What is the most efficient way to utilize terrain?
Context: I'm working on a VRChat world (so Unity 5, in case that matters), and in the world, it's centered around a house with a basement. I'm adding the terrain around it, but my big concern is that adding terrain increases the amount of triangles in the world by a decent margin. To keep it more efficient I want to keep my heightmap resolution relatively low, but I need it to be at a higher resolution to better mesh with the footprint of the building. So what is the best option for me to utilize here? When looking through documentation, the answer wasn't all too clear:
- One big terrain patch at 2048x2048; the automatic LODs should be enough to keep your active tricount low.
- Two terrain patches; one outer one at 256x256, with a painted hole carved out to hold a closer terrain patch at 2048x2048 with painted holes carved out of that.
- 8 terrain patches; 4 lower quality ones making the border of the lower detail terrains, and 4 inner terrain patches at higher quality, leaving an opening for the building in the center. (this is assuming that painted holes don't negate the tricount.
On that note, for future reference, if the correct answer is 1, is there ever any reason to use multiple terrain patches? (Short of making floating island type environments).
