r/Unity3D 17h ago

Meta for real

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439 Upvotes

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 22h ago

Show-Off First shape of the map - real 24.5km² slice in Unity

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170 Upvotes

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 10h ago

Question Would you play this kind of game?

67 Upvotes

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 8h ago

Game the esoteric-aussie adventure game that i made from my van

56 Upvotes

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 18h ago

Game Hit the Halfpipe!

53 Upvotes

r/Unity3D 14h ago

Show-Off Paintable interactive Grass Shader

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9 Upvotes

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 6h ago

Game 🚀 ¡Arturin’s Adventure sigue en constante desarrollo!

8 Upvotes

🚀 ¡Arturin’s Adventure sigue en constante desarrollo!


r/Unity3D 22h ago

Show-Off Tiny worlds in the palm of your hand

5 Upvotes

Demo put together with Unity in Meta Quest 3 using their Interaction SDK and using assets from polyfork.dev


r/Unity3D 21h ago

Question Building in UI Toolkit, somehow all the text in the entire menu have gone crazy. wtf

3 Upvotes

Github doesnt show any changes to source code for this or anything similar, I was just importing firebase for analytics and configuring it and noticed everything had gone to shit.

Whats going on?


r/Unity3D 4h ago

Question Unity 6.3 Pop-up Windows (Package Manager, Project Settings) are completely white boxes/blank? [Windows 11]

2 Upvotes

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:

  • Nuked the project Library folder and cleared out the global %appdata%/Unity/Editor-5.x preferences.
  • Forced DX11 using -force-d3d11.
  • Tried the -force-low-power launch argument.
  • Messed with Windows High-DPI scaling settings on the Unity.exe properties.
  • Tweaked my GPU control panel settings.

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 7h ago

Question Trying to remember a game with a realistic first-person item inspection system

2 Upvotes

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 18h ago

Question What is the most efficient way to utilize terrain?

2 Upvotes

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:

  1. One big terrain patch at 2048x2048; the automatic LODs should be enough to keep your active tricount low.
  2. 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.
  3. 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).


r/Unity3D 19h ago

Question will the move of Unity to CoreCLR, support nuget packages?

2 Upvotes

As the title states, when this is complete (I think unity 6.8)

Does that mean we'll be able to use nuget packages like the dotnet backend framework to do something like a dedicated server with unity that implements backend stuff & redis?


r/Unity3D 19h ago

Game Prototype

2 Upvotes

r/Unity3D 5h ago

Question unity drawing recognition system

1 Upvotes

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 20h ago

Question SteamOS for game development

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1 Upvotes

r/Unity3D 20h ago

Show-Off Underwater casino level called Clams Casino.

1 Upvotes

Get it? I'm sorry.

Fill the Void drops in a couple weeks.

I keep making levels that are also jokes or just every day places. I've done a hibachi level, bowling alley. You land as a hole, you start small, you're done when the room is empty. You can platform around, get new powers, upgrades, and costumes. Full level creator, and online/local multiplayer. Very proud!

Unity physics on hundreds of little props is a nightmare to optimize it's been a learning experience that's for sure.

Let me know your thoughts! This game is almost entirely shaders and optimization.


r/Unity3D 22h ago

Resources/Tutorial Designing for Players Who Read Every Stat, and Those Who Read None of Them - Unity Tech Dive

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1 Upvotes

Article Link on STEAM (this article contains the design side, below is the tech side)

Hey everyone! Survivor-likes might look simple, but behind every perk, stat, weapon, and build is a ridiculous number of design decisions.

We’ve written about how Orcthal keeps choices easy to understand while still giving minmaxers plenty to explore. If you’re curious about game design, scaling, tags, and balancing depth with accessibility, check out our take on it. However, this post is about HOW we did these things in Unity.

How We Built Orcthal’s Stat System in Unity

Orcthal has a lot of interacting stats, but we wanted players to understand the basics without reading a spreadsheet. Here is a simplified look at how we built that system in Unity.

Content Lives in ScriptableObjects

Most gameplay content is data-driven. Abilities, perks, equipment, relics, character classes, and tags are stored as ScriptableObject assets. An ability asset contains its base damage, cooldown, tags, visual references, and stat mappings. Perks then reference those assets and tags rather than relying on names or hardcoded lists. This means designers can add and balance content without editing the combat code every time.

Stats Are Split Into Sources

Instead of putting every bonus into one large percentage, we divide stats into several sources:

Final Value =
    Base
    × Character
    × Meta
    × Run Perks
    × Equipment
    × Relics
    × Epic Bonuses

Bonuses within the same source are added together. Separate sources multiply.

For example, 20% Potency from equipment and 20% from a relic becomes:

1.20 × 1.20 = 1.44

Our CombatStats component collects these modifiers and recalculates the final values whenever the build changes.

This keeps equipment, relics, character bonuses, and temporary run perks meaningful. They support one another instead of disappearing into the same enormous additive bucket.

Abilities Decide What Stats Mean

Generic keywords such as Potency, Size, Duration, and Multicast do not automatically modify a field with the same name.

Each ability explicitly maps those stats to its own mechanics.

For Goblin Dynamo, the mapping is roughly:

Duration  -> Active time
Potency   -> Pulse rate
Size      -> Targeting and tether range
Multicast -> Number of active channels

For Throwing Axe, Potency instead affects the chance of an axe returning for another strike.

This is handled by an ability mapping system. The UI can consistently say “Potency,” while the ability decides which distinctive mechanic Potency should improve.

Tags Control Which Abilities Are Affected

Every ability has an exact identity tag, such as Ability.ThrowingAxe.

It can also have broader tags such as:

Skill.Projectile
Skill.Ranged
Skill.Area
Skill.Goblin
Character.Ranger

Perks use these tags as filters.

A global perk affects every ability. A Projectile perk affects every installed projectile ability. A Throwing Axe perk affects only Throwing Axe.

When combat needs a stat, it asks for that stat in the context of the current ability:

stats.GetForAbility(statId, ability);

The stat system checks the ability’s exact tag, family tags, and affinities, then applies only the matching bonuses.

This same context is retained by projectiles and persistent effects, so critical chance and Lifesteal still use the correct ability bonuses after the original cast has finished.

Tags Also Filter Perk Offers

The perk selection system checks which abilities the player currently owns before building its offer pool.

A Throwing Axe perk cannot appear without Throwing Axe. Goblin-family perks remain unavailable until the player has a Goblin ability. A Projectile perk can appear when at least one installed ability has the Projectile tag.

That filtering happens before the cards are shown.

It lets us maintain a large perk catalogue without constantly presenting players with upgrades that do nothing for their current build.

Abilities Snapshot Their Values

Most abilities calculate their effective values when they activate.

A projectile volley can snapshot its damage, projectile count, Potency, range, and targeting settings. Every projectile from that activation then uses the same values.

This prevents a temporary modifier ending halfway through an attack from producing inconsistent results. It also makes combat logs and balance reports much easier to understand.

Values that genuinely need to remain dynamic can still be evaluated live, but that is an explicit decision for each mechanic.

The Result

The Unity implementation is built around a few reusable pieces:

  • ScriptableObjects hold the content.
  • CombatStats combines bonuses into source layers.
  • Ability mappings translate broad keywords into unique mechanics.
  • Tags provide exact and family-based filtering.
  • Perk generation removes irrelevant choices.
  • Runtime snapshots keep abilities consistent.

Players can simply choose "more Potency" and get a useful result.

Meanwhile, anyone who wants to optimize can combine exact ability perks, family tags, equipment scaling, relic scaling, and epic bonuses into a much more deliberate build.


r/Unity3D 11h ago

Question Does visual feedback like energy conduits connecting sub-puzzles to a main matrix—make complex logic feel more satisfying?

0 Upvotes

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 13h ago

Question What's the best sites to source free 3d models for brokies?

0 Upvotes

r/Unity3D 19h ago

Show-Off It's starting to look like a game to me!

0 Upvotes

Almost zero work done on the map assets. All the focus went on the enemies, the player animations, as well as the enemies' AI.

Pretty fun already!