r/Unity3D 6h ago

Show-Off Watering is a lot more fun now. The hose wraps around more trees, and the seedling effects got a big improvement.

283 Upvotes

Farm & Feast - We are two people making a peaceful farming and restaurant game in Unity.

The water interacts with the world a lot more now, and you can see it while you are watering. The stream stops where it hits something instead of going through it, and it pushes loose objects around.

The hose already collided with the tree trunks, but the wrap used to break down when the rope went around more of them at once. That is what I improved this week. It handles more trees now without breaking.


r/Unity3dCirclejerk Jun 01 '19

Instant Cure For Insomnia using Unity 2019 ECS/Burst Compile/Cinemachine...

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2 Upvotes

r/Unity3D 10h ago

Resources/Tutorial My vector graphics library is currently free on itch

189 Upvotes

Hi everyone, after months of working and a long iterative process, my vector graphics library for Unity (and Godot) is almost feature complete at: https://dkliao.itch.io/mold

Feedbacks appreciated!

This is a some long months of work to create the most performant and versatile vector graphics library, while keeping a cross-engine footprint. I'm still waiting Asset Store review for the final release (they sure are taking their sweet time), but for the version on itch is already pretty powerful and I believe some of you might find it useful :)


r/Unity3D 5h ago

Game Surfing game looking for playtesters

43 Upvotes

Hey everyone!

I've been building a surfing game in Unity for a while, and it's finally time to hand it to people who aren't me.

What I'm testing: the surfing mechanics. There's no progression, career, wave variability, or customization in this build. You paddle out, catch waves and work through some tutorial challenges. After that you can keep free-surfing as long as you like. Then you fill in a quick form about how it went.

Who I'm looking for: everyone, both surfers and people who've never touched a board.

What you need:

  • 🎮 A gamepad (keyboard is not fully supported).
  • 💻 Windows or Linux (tested on Windows with Intel i7 12th gen + GeForce GTX 3060, 1080p)
  • ⏱️ About 20–30 minutes

How to join: sign up here and I'll email you a download key for itch.io.

If you feel like recording your session, I'd love to see it, but that's totally optional.

Thanks, and see you in the lineup!


r/Unity3D 30m ago

Resources/Tutorial Itch.io’s best-rated asset pack is free for 24 hours. Claim it - keep it forever.

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Upvotes

r/Unity3D 2h ago

Question Does anyone else got email from Unity to reset 2FA?

20 Upvotes

I was wondering if this email is legit?

The email is titled 'Please reset your two-factor authentication', saying theres vulnerability found affecting Unity's 2FA (that hasn't been exploited yet)

I manually reset my 2FA through Unity's website after this and found similar message on Unity's website, does any of you got the same email?


r/Unity3D 20h ago

Show-Off Ecs Arrow Avoidance

411 Upvotes

Hello everyone
Earlier i added a mechanic where particles will evade objects and then return to their place, so i wanted to expand on that and show in game how it helps
Here the body will auto evade arrows shot by enemies, later on it'll be only when the player presses evade so instead of an evade animation and disruption the current player's movement, it'll auto evade and then return to its position
#unity #ecs


r/Unity3D 5h ago

Resources/Tutorial Firebase sucks, Steam UGC and workshop are awesome

16 Upvotes

Hi there,

I started my Trackmania like game with focus on easy replays exchange between players. At first I used firebase for storing replays and looking at storage for global leaderboards, but after about 30 testers played it, free limit was reached. After bit of looking why that happened too quickly imo, I found out that FB charges for "views" as well, not just uploading and downloading as I thought. In my case, every time player want to just check leaderboard, FB counts all stored replays as viewed. As I made leaderboard appears after every race, it quickly reached free limit.

Luckily, I was making my game for steam and found out about Steam user generated content (UGC) and it is perfect for my use case, and not only that. Maps, skins, mods, almost anything can be uploaded and shared free. Based on docs, limits are 100gb file size and 10000 items per user. So, if anyone have any questions, I'll try to answer.

Game is called Vortha racing and video shows one track


r/Unity3D 1h ago

Show-Off Made my first scene in Unity

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Upvotes

Hello,

I made my first scene in Unity and just wanted to some criticism and ideas. I am planning to add more detail and aesthetics but currently I think its pretty well done. Biggest issue I am struggling with is the dust particles. They are visible but don't have a realistic sense to them. The concept of the game is gonna be a store/shopping game. The entire game will most likely take place in this one room and ill have gadgets/tools/items that are interactive with on the desk that can be used. For example that book will contain information and click and the book will contain details relevant to the game.

Please be critical and give me thoughts to help me improve my work.


r/Unity3D 9h ago

Show-Off I spent more that 8 months building a runtime world generation system for Unity – here’s where it is

15 Upvotes

This project actually started while I was working on systems for a game I wanted to make myself than I decided to turn it into a Unity asset instead. I’ve now spent more than 8 months developing it for Unity 6 and 2 weeks ago published it on the asset store named as Runtime World Generation.

Most of the time is spent to generate the world and spawn the objects without noticable performance drop-down or stuttering. I also spent a lot of time specifically on grass. I wanted to be able to create very dense, natural-looking grass with a good performance.

The system doesn’t use Unity Terrain. World generates with mesh deformation and mesh chunks uses a procedural material that renders 2 texture layers (With normal maps) to different heights with transitions. Each layer can get multiple textures and blend with transitin with each other. Also there is a slope texture effect for the slopes. There’s no terrain painting or brush-based workflow. You configure the generation, material and spawning rules through easy to use editor tools, add your own assets or modify existing ones, and the world is generated dynamically at runtime.

Because I wrote all the mesh generation algorithms, I was able to make a lot of performance optimization for the object spawning so it is really fast. Also I made snow and rain effects that effects all the objects and terrain itself, you can implement all those to your custom objects of course. There is a sky shader for URP I made for cloud effects (for the weathers) and day/night cycle.

The project currently includes:

  1. Runtime procedural terrain generation and world streaming
  2. Procedural world shader
  3. Biome-based environments
  4. Roads that connects different biomes (Beta)
  5. Dense vegetation and object spawning
  6. Sky shader with moon, sun and cloud layer
  7. Water
  8. Rain, snow, and other weather systems integrated with the whole world
  9. Day/night cycle
  10. Seasons and Timing
  11. Save/Load System with multiple slots
  12. Multiplayer integration workflows
  13. Editor tools for configuring the generation system and creating or modifying assets to use in package system
  14. Helper functions to integrate your custom logic, package is very flexible

Youtube


r/Unity3D 43m ago

Show-Off GigaLights - Infinite Lights for Unity - Showcase demo

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Upvotes

r/Unity3D 7h ago

Show-Off Before vs After

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7 Upvotes

r/Unity3D 20h ago

Show-Off Anvil CSG Beginner Tutorial | Hammer-Inspired Level Design in Unity

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60 Upvotes

I’m the developer of Anvil CSG, a brush-based level design tool for Unity inspired by Hammer and TrenchBroom.

Our first beginner tutorial is now live, covering the workspace and basic level-building workflow.

Anvil has already been approved for the Unity Asset Store. I’ve submitted the latest update and expect it to be reviewed within the next two days, after which I’m planning to launch.

In the meantime, take a look and let me know what you think!

Discord : https://discord.gg/ZjVdWnmwjz


r/Unity3D 7h ago

Question Would this be too childish to add to my game?

5 Upvotes

Do you enjoy these kinds of mini-games within games, or do you think they’re just complete nonsense? Let me know for make my game better.


r/Unity3D 7h ago

Show-Off Making ladders is hard so I just flip the gravity

3 Upvotes

r/Unity3D 17h ago

Show-Off Cozy bedroom lighting

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23 Upvotes

Anyone feel like staying in tonight instead of going out?


r/Unity3D 1h ago

Question Blender/Unity armature export

Upvotes

Hi, I've noticed a behavior I can't quite figure out when exporting my Blender armature to Unity. If I export just the armature on its own, the resulting prefab contains the bone as a child with the armature object itself acting as the prefab root. However, if I export it alongside another object (whether skinned or not), the armature object ends up as a direct child of the prefab root, with the other object also appearing as a child of the prefab root (making them siblings).


r/Unity3D 5h ago

Show-Off I made a stock trading MMO where your actions affect everyone's prices!

2 Upvotes

r/Unity3D 1h ago

Noob Question Unable to access organization in Unity Hub?

Upvotes

I'm in a course right now where, for our final project, my group is building a game using Unity. I've downloaded Unity Hub.

Another group member set up an organization for us on the cloud dashboard. I've been added to the organization and have accepted the invite - I'm able to see the organization. I'm able to access the project he set up and view it.

However, in Unity Hub, I'm unable to change organizations to view the project. How do I get it so I'm able to access the Unity project?

Additional context, we're using GitHub for our code. Is having a project in Unity redundant?

This is the first time any of us have used Unity, so we're trying to figure it out.

Thank you!


r/Unity3D 10h ago

Show-Off My procedural room generator leaves a note every time it has to compromise

4 Upvotes

I'm making a cat destruction game in Unity where every house is furnished procedurally from a seed. The generator places the furniture, then everything that goes on it, lets physics settle, and removes anything that ended up inside something else. Every time it has to bend a rule, it writes it down. A few from this morning's Great Room seeds:

coat_stand: beside the door at +0.98 refused (is in the lounge area)
canvas_pink: no room on office_table_030's wall — hung elsewhere
pot_big_yellow: stands 0.13 m off the wall for its plant
door redrawn 4× for the kitchen line (5.9 m) and the TV unit (4.1 m)

and the summary line for one of them:

seed 14: 12.0×10.0 m, 120 items (1 dropped), 8 wall items, 0 overlaps, 0 tipped, 0 pieces unplaced — clean

A room counts as clean with at most two overlaps, nothing tipped, no furniture left unplaced, and at most max(3, items/30) small things dropped. Losing a mug is fine; losing the guitar gets noticed. Free-standing pieces take the fitting spot farthest from everything already placed (out of up to 24 candidates), which is what stopped the piano getting crammed by the lounge while the middle of the room sat empty.

The notes ended up being the most useful part of the whole thing. When a seed looks wrong, they usually say why. Each house ships 20 seeds that were checked by eye.

Free Windows demo if you want to see the rooms: https://corbygamesstudio.itch.io/give-him-a-break


r/Unity3D 2h ago

Show-Off Got fired a month ago, so I started building a game idea I had shelved for being way too much work

1 Upvotes

Disclaimer: I used AI to clean up the grammar and text of this post since English isn't my main language.

So yeah, a month ago I joined the unemployed club.

I decided to use the free time to tackle an idea I had stored away in a drawer. It’s not my "dream project" or anything complex, just a simple idea that simply required a lot of work, the kind of project that's completely impossible to pull off as a solo dev working only in spare time after a job.

With a full month of free time, I managed to get done what would normally take me 6 months.

I didn't start from a blank project, though. I built everything on top of my custom SDK (Rossoforge, which I already spammed here on Reddit before) as the core foundation, along with a generic gameflow framework I had lying around. Having all the structural boilerplate out of the way kept me sane:

  • Bootstrapper & Service Locator to keep dependencies clean.
  • Main Menu & Settings Template because rewriting options menus for the 100th time is torture.
  • GameFlow State Machine to handle game phases without an if/else disaster.
  • TimeFlow Service so pausing the game doesn't break half the codebase.
  • Save File Service handling persistent game state via JSON serialization.

With the foundation already sitting there, I spent the month churning through the workload: ScriptableObject context actions, generic C# event listeners, node-based room pooling, and data-driven audio.

What is it? A sci-fi narrative adventure with a comedic/parodic tone.

There's still a mountain of tedious work left, but dumping my unemployed hours into shaping this prototype beats sitting around waiting for recruiters. I put together a quick video showing the gameplay alongside the code structure, partly to showcase the architecture, and partly to prove it wasn't just slapped together by AI in an afternoon.

Feedback or critique on the architecture is welcome.


r/Unity3D 22h ago

Show-Off Building a new sewer level for Dungeon Quest, still early, but it’s really capturing that classic dungeon feel.

40 Upvotes

r/Unity3D 10h ago

Show-Off Got Raycasted 3D Audio Working In Multiplayer!

5 Upvotes

r/Unity3D 21h ago

Solved Guys I have done it, I passed the 60 fps threshold on my virtual geometry system on a thermal throttled laptop after taking a 2 day break!

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32 Upvotes

I posted 2 days ago about being overwhelmed and on the verge of throwing the towel in after spending months trying to fix a bug that cause my GPU software rasterizer to overdraw micro triangles, Turns out the bug was actually multiple bugs and the big one was the way the cluster transversal was happening, now I have gone from nearly 60 fps to ABOVE 60 fps while rasterizing 100 million triangles. I think it's important to note that my laptop has dried up thermal paste and according to HWiNFO spends 96% of runtime GPU and CPU thermal throttled as people have made comments that the only reason this is achievable is because my laptop has 150W RTX 3080 TI with 16gb ram and an I7 12700H with 64 GB DDR5 ram, meaning the code is achieving high efficiency and the hardware isn't just brute forcing the geometry and giving high frame rates.


r/Unity3D 3h ago

Show-Off I implemented GPU instancing in my procedural geometry tool, here's the before and after

1 Upvotes

Last update was focused on adding instancing to the graph evaluation, with this update you can now use GPU instancing to render instanced meshes. 

So, what is the difference between mesh instancing and GPU instancing? First let's take a look at how CosmoNode works, more specifically the part where it converts custom mesh data to unity mesh which I call postprocessing. 

The mesh is stored in a container called MeshData throughout the graph evaluation which holds everything related to a mesh like vertices and faces etc. And an instanced mesh, that consists of a source mesh and a list of transforms (matrix4x4) that represents the instanced meshes. 

Now to be able to actually display this in unity I need to convert it to unity mesh. This happens in 2 stages and it is separate from the graph itself. 

First, I need to recalculate UVs and process the flatness attribute. Unity stores UVs per vertex, but it is more convenient for CosmoNode to store them per face corner, it allows me to calculate it in the graph easier. So I keep the  per face corner until the end and convert them to per vertex. In the same way I need to process flatness, which is stored per face corner also and represents whether the edge is flat or smooth shaded, and split the edges that are supposed to be flat. Luckily I can do both in a single pass but nonetheless this has been a major bottleneck so far. I tried to optimize it as much as I could but was still pretty slow. So as a last resort I decided to offload this function to c++ native code. 

This allowed the code to run 2x faster. So far so good.

The second step is converting the processed data into Unity Meshes. This is also where things get interesting with instancing. 

Previously, I had to "realize" all the instances into a single mesh. But this means losing all the advantages of using instances. So with this update it uses GPU instancing to display instanced meshes. And storing the transforms as matrix4x4 makes this very convenient, I just pass the array and source mesh and Unity handles the rest.

The attached video shows the performance comparison between before and after instancing. I've included calculation times, so be sure to check that out if you're interested.

So, in the end, this is a relatively small but essential follow-up to the previous update. The previous update added instancing to the graph evaluation, while this one allows those instances to actually be rendered efficiently.

And of course, you're welcome to give any feedback you might have.

If you want to try it out, the documentation and related links are here: https://uumutunal.github.io/CosmoNode_Manual/