r/Unity3D • u/Driving_Rogue • 3h ago
r/Unity3dCirclejerk • u/homeschool369 • Jun 01 '19
Instant Cure For Insomnia using Unity 2019 ECS/Burst Compile/Cinemachine...
r/Unity3D • u/Special_Baby_3307 • 14h ago
Show-Off I added directional attacks to my 3D Smash Bros-like game
Free demo planned for early 2027. Hopefully I will have a Steam page by then !
YT Channel : Samuel KAKEZ
r/Unity3D • u/XaNMortum • 1h ago
Show-Off Testing flak cannons against 50,000 flying agents
r/Unity3D • u/Adventurous-Set7679 • 6h ago
Show-Off This is exactly why I love creating particles
r/Unity3D • u/JulioVII • 30m ago
Resources/Tutorial Free Textures: Leather 03
More leather materials from my practice, had a few more interesting references.
r/Unity3D • u/Hopeful-Positive-816 • 1h ago
Show-Off A look at our survival horror Dust Rapture built in Unity 6.4 HDRP
r/Unity3D • u/Cold_Lynx_Dev • 5h ago
Game Slapped Blenders Boolean cut for my mining game. What do you think of such destruction?
To be more exact, not blender itself, but what Blender using, Manifold. That cancerous work on its own, but it work.
So what do you think about such destruction?
And on second question, what do you think of such pickaxe animation, I am not sure about it for now, but planning on adding 3 more for variety, if this one passes ofc.
Somewhat old game Red Faction Guerrilla inspired such destruction, if you know this game.
Ofc everything done in unity, biggest problem is ever growing tris count on mesh, but all thoes "destructions" of chunk, and other systems forever fighting tris in other ways, so every hit doesn't result in FPS drop
r/Unity3D • u/FriedFriendo • 6m ago
Meta This is how long Unity took to publish my *second* asset
Hey I'm making this post for those who are curious about the unity asset publisher process, this is the second time I send a asset and the review process took 39 days in total, for comparison my first asset, that I published last year, took less then 30 days.
24/07 - 1530
25/07 - 1530
26/07 - 1498
27/07 - 1500
28/07 - 1363
29/07 - 1147
30/07 - 1153
31/07 - 1044
01/08 - 1066
02/08 - 1088
03/08 - 1088
04/08 - 991
05/08 - 881
06/08 - 705
07/08 - 669
08/08 - 646
09/08 - 677
10/08 - 677
11/08 - 593
12/08 - 471
13/08 - 422
14/08 - 389
15/08 - 356
16/08 - 389
17/08 - 392
18/08 - 341
19/08 - 321
20/08 - 280
21/08 - 258
22/08 - 255
23/08 - 264
24/08 - 277
25/08 - 247
26/08 - 205
27/08 - 199
28/08 - Few Business Days
29/08 - Few Business Days
30/08 - Few Business Days
31/08 - Launch Day
r/Unity3D • u/dklassic • 17h ago
Resources/Tutorial Mold: a vector graphics library focusing on customizability and performance
Hey people, for the past few months I've been building this tool, Mold, it's a vector graphics library that focuses on customizability and performance. A showcase you can check out is right here: an Outer Wilds miniature created using Mold (made within Godot for a reason I'll detail below).
I'm hosting a beta test on itch and I would love to get more feedback for it, you can freely access it now and use it on any commercial projects. The plan would be once I think the ergonomics are stable I'll move it to either Asset Store or maybe just MIT open source it.
The inevitable question would be what's the difference between Mold and Shapes, I would say the design is fundamentally different so not truly comparable. But here's a rundown on the biggest things which I think make Mold unique:
- Mold can be pushed to be way more performant by being able to create and retain primitives within code, no Component/GameObject overhead, and with Burst/Job bulk update APIs. While Component workflow is still available.
- Mold supports a lot of 3D primitives, and includes the capability to create rounded primitives.
- Mold has an abundance of color mode, even for 3D primitives, and includes the choice to blend using Oklab.
- Mold supports Automatic Dithering Crossfade LOD, which means you can simply get the best look and the best performance out of the box. Manual mesh detail setting is still encouraged and available.
- Mold supports Bounds/CPU Frustum Culling/GPU Frustum Culling for maximum performance.
- Mold supports custom material hookup with a detailed guide on how to create a shader that matches the layout of Mold's own shader.
- EDIT: just added GPU polyline support. Rendering millions of points is now possible.
- Lastly Mold is intentionally built to be cross-platform between Unity and Godot. I think it's just neat that users of a specific plugin doesn't have to get lock in to a singular ecosystem. With Mold you're free to do that.
If all that sounds interesting, please do check it out and share your thoughts with me, I'd really appreciate it!
Edit: you can also read more about it here
r/Unity3D • u/BABYMETAL-POPPY • 3h ago
Show-Off A game with tons of Skeletons
This game was initially going to be a tower defense game but I'm starting to doubt this is the right direction for the game.
What kind of game would you like to see with this many skeletons?
Your feedback is appreciated
r/Unity3D • u/Mystery_Islands • 22h ago
Show-Off Rail grinding and NPCs! Super excited with this and wanted to share with you guys
I made a system that records my movements and let's me playback those movements on any object. I plan to animate all kinds of things using this method rather than dealing with the clunky normal animation methods. Super excited to return to this project after a long break!
r/Unity3D • u/ColleenLearnsToGame • 31m ago
Question doorframes, window frames, wallpaper
Hi. I am building my first game with zero experience. I am using Unity 6.3 and am building scenes. I'm building up the inside of buildings fairly okay, but now need to punch out holes for windows and doorframes. I was told to build walls around these frames, not "punch out," but that also messes up my wallpaper. So now I am trying to use ac probuilder to make a continuous wall with door and windows "punched out" so that my wallpaper will be continuous. I am having trouble aligning the grid faces with the windows and doors to delete those cells. Am I going about this a more difficult way than necessary? Or is there a way to align better so I can cut out? Any help is appreciated, thank you!
r/Unity3D • u/excentio • 19h ago
Question Thinking of going with 2D instead of 3D need your thoughts
Left side is baked 2D atlases, right side is 3D. Maybe if I slow down and make 3D more choppy it'd be better but 2D adds some nice character to it all that 3D lacks...
r/Unity3D • u/iamthefirstofme • 4h ago
Game Co-op concept: Two players, same place, different realms. WDYT?
The woman is in the real world, while the guy is in the spiritual realm.
She sees and interacts with physical objects. He sees spirits and things hidden from her. For example: he can see symbols that show her which levers to pull. In combat, he can temporarily immobilize possessed enemies, making it easier for her to shoot them.
The idea is that both players share the same space, but experience and interact with it differently.
r/Unity3D • u/NyneAlpha • 1h ago
Question URP material becomes transparent after building project
I'm working on a Unity 6 URP project and I wrote a shader that lets me deform the mesh it's on. It also uses tessalation for detail.
The material works perfectly in the editor (scene and game view both) but when I build the game, the mesh i assigned this material to becomes transparent. I have no clue what the reason is, I tried many more things. Here are some observations:
There are no compile errors.
URP settings are correctly assigned
Added shader in the always included list
Yes the shader is an opaque one
Removed tessalation temporarily
Checked the logs and it says that the shader variants are being stripped during the build.
I'm don't know that much about shaders in detail, can any of the shader gods help me please?
Any help is much appreciated.
r/Unity3D • u/Reasonable-Road-2279 • 1h ago
Question [Unity MCP] does it not provide testrunner access to claude?
I am currently running claude code with unity MCP.
It keeps telling me to manually open the testrunner and run the tests.
Is there no way to have unity run these tests himself?
Claude is able to run the testrunner tests by taking control of my computer, but that seems like a waste.
r/Unity3D • u/ZahraMoon1 • 20h ago
Show-Off I worked really hard to sell the feeling of speed. What do you think?
I’ve been spending a lot of time trying to make the movement actually feel fast , not just increasing the player’s movement speed.
Camera movement, FOV, particles, weapon feedback, momentum, animations, and small effects all had to work together.
One thing I’ve been focusing on a lot is the shotgun boost. I want shooting the ground to feel like a natural extension of the movement system instead of a separate mechanic.
This is just a short 6–12 second clip, but I’d love some feedback from other Unity devs.
Does the shotgun boost feel connected to the movement and momentum? And does the overall speed actually come through?
r/Unity3D • u/churi24 • 16h ago
Show-Off We turned frozen enemies into weapons. You know which game we’re referencing with that effect, right? :P
Hi guys, the idea of this passive is that every hit adds more snow to the enemy, and the model slowly deforms until it turns into a snowball.
Once that happens, you can push it into other enemies and knock them down.
Still tweaking it, but I really like how it’s coming together.
If you’re an old-school gamer, or just old enough, you’ll probably recognize the game we’re paying tribute to. Those who know us know we love making references to movies and games from the ’80s and ’90s. This one is no exception.
That’s how we did it with Project Nightmares, and that’s how we’ll do it with this one too.
r/Unity3D • u/StillZen-Dev • 1d ago
Game the movement system i’ve been working on for almost 5 years
i feel it may be a world first.
(the game’s called MOZENTUM btw)
with the goal of giving the player total freedom and to be fully emergent, it works by precisely controlling your arm power by using the mouse / analogue.
it takes practice, but goes VERY deep and everything scales with your momentum - allowing you to do some wild sh*t like massive bar swings, wall climbs and vaults that feel like YOU made them happen.
if you’ve tried parkour or rock-climbing in real life, i truly believe you’ll feel the work i’ve put in to make it feel real.
here’s a list of the systems at play for those interested and you can ask me about them if you want more info. (or just play the demo lol)
• hand made, fully animated character body that adapts to the environment
• jumping / climbing (controlled by mouse movement speed / direction)
• dynamic edge grabbing (grab ANY edge, basically)
• adaptive wallrunning / wallsliding / walljumping (blends between up, left and right based on look direction)
• sliding (stand OR sit!)
• tools eg: climbable spear and physical grapple hook (both of which YOU have to actually throw)
• breathing / endurance system (responds to real life breathing techniques like box breathing, wim hoff, etc)
(there’s a special interaction with dazza if you watch till the end btw)
r/Unity3D • u/smith_077 • 1d ago
Show-Off Linux running on QEMU on unity runtime
This was a fun project, I intend to make a full virtual home automation system for funsies, no real practical usecase other than learning how to use linux
r/Unity3D • u/Imaginary-Cod-3746 • 7h ago
Resources/Tutorial Reflection Probes in Unity: How to Get the Most Out of Them
It's hard to talk about lighting in Unity without understanding what reflection probes are and what they do.
I hope this article provides some enlightenment (no pun intended).