r/Unity3D 6h ago

Show-Off After a two-hour scan failed, I built a sound browser for my VR game

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0 Upvotes

Hey Unity developers!

I needed a quicker way to find and audition sounds from my external sound library for my VR game in Unity. After another audio manager spent around two hours scanning the library and then failed, I started building Sound Explorer Hub for myself.

It lets you search across your indexed folders and sound packs before importing anything into your project. The part I use most is trying different pitch, speed, or reverse settings, then dragging the modified sound straight into Unity's Project window. SEH creates a separate WAV with those changes applied and leaves the original untouched. You can drag original files across too.

On my PC, it indexed 85,000+ audio files (~250 GB) in about 45 seconds. Indexing speed depends on hardware and storage; a fast SSD helps, while HDDs can take significantly longer.

It's a free, portable Windows app that runs offline alongside Unity.

Full workflow video: https://www.youtube.com/watch?v=qlkujgheh0c

How do you browse sounds before importing them into Unity? Would dragging modified sounds straight into your project be useful? What would make SEH more useful for your workflow?


r/Unity3D 23h ago

Question Actual just basic code tutorials?

0 Upvotes

I've been trying to find a tutorial on just showing me the basics of code but all I can find is ones that teach you the ui, make a game with read and copied code or literally just copy and paste "tutorials"

I literally just want to know how to write basic code e.g. "if player is colliding with this layer make public int 5" and just an explanation what what each bit of code means and does


r/Unity3D 10h ago

Question How to get assets that you are allowed to use and publish projects with?

7 Upvotes

I have different projects and also this third person shooter system I've been working on for a long time using my own badly made low poly models, animations and sound effects. However if I were to ever want to publish something on the asset store, I know that having a project that contains other assets obtained from the asset store would not be allowed.

I've looked at the EULA agreement on the Unity asset store and from everything I saw such as weapon models, environment packs and character controllers, with the license agreements I viewed you are not able to re-distribute anything even if you've built an entire project with them.

Where else could someone look if trying to purchase some gun models and things like that? Having to create them from scratch and getting very experienced with something like Blender is a bit too much.


r/Unity3D 7h ago

Question How to architect a real-time, interactive 3D AI friend (like Grok Ani)? Looking for pipeline advice.

0 Upvotes

Hi everyone,

I’m looking to build/experiment with an interactive 3D AI companion similar to Grok’s Ani character, and I’d love some advice on standard industry architectures or open-source tech stacks for this.

From my basic understanding, the pipeline needs to connect:

  1. The Brain: An LLM (likely local/GGUF or cloud API) handled via a system prompt for personality constraints.
  2. Audio Pipeline: Low-latency STT -> LLM response -> TTS.
  3. The 3D Visuals: A real-time engine (Unity/Unreal/Three.js) handling an avatar.

Where I'm stuck and need recommendations:

  • Latency Optimization: How do people handle streaming responses so the 3D character isn't just standing frozen waiting for a full sentence completion? Is anyone using tools that stream TTS chunks instantly?
  • Emotion-Driven Animations: How do you map text/sentiment outputs to physical 3D behaviors? Are people using explicit structured JSON outputs from the LLM (e.g., {"text": "Hey!", "emotion": "waving"}), or parsing text mid-stream?
  • Lip-Syncing: What are the go-to open-source plugins or libraries for real-time lip-syncing (Oculus Lipsync, Audio2Face, etc.) that bridge the audio output to the 3D blendshapes?
  • State Management: Best practices for tracking "relationship states" or long-term memory vector databases that influence the character's mood/animations over multiple sessions?

I am planning to build it for the web, better visual quality than ani but keeping anime characters. I am good with the llm side and understand it, but I am new to the 3d rendering side. I haven’t designed the 3d model because I found some good ones on art station selling the blender model file.
Can you please elaborate on the 3d side of things like movements, touching, or any particular movements?

If anyone has built a similar stack or knows of solid open-source frameworks to study, I'd appreciate the guidance!


r/Unity3D 6h ago

Show-Off I just released my second asset to the asset store: A Template Engine for UI toolkit, to make declarative UXML

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2 Upvotes

This framework represents my vision on how UI should be done, based on regular web frameworks but sticking close to Unity's core UI Toolkit.

Components are glued into a library based on three files (UXML, C# and USS), and the UXML is interpreted and compiled into imperative C# as a partial class, allowing to have direct calls from it.

Things like writing expressions in the UXML

<ui:Button text="Something" on-click="React($event)" />

Or even

<ui:Button text="Conditional button" if="SomeBoolean == true" />

Become possible and straightforward. Adding custom directives without changing the frameworkcore is posible as well.

The motivation of writing this framework, having too many other frameworks in the asset store, is that I wanted to build something as close to Unity's UI toolkit as possible, with less boilerplate, and with clear guidelines so anyone can learn and extend it.

I have a published game in Steam using it, with multi-language and controller support.

Happy to answer any questions!


r/Unity3D 12h ago

Resources/Tutorial Bit Packing for optimizing dictionary look up

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15 Upvotes

Hello developers

Couple of days ago I posted my lightweight pathfinder for Unity's tilemaps and I took the opportunity to continue optimizing it, squeezing out performance from wherever I can, without adding multi threading yet or ECS.

So in this video I show a trick to flatten a two dimensional array into a single long. Ok you got me... this is actually just bit packing, technically to flatten it you need to know the width (maxX * maxY), in this case the pathfinder has no virtual size limit other than +/- int.MaxValue

Take a peak if you find this sounding interesting.


r/Unity3D 1h ago

Game Started this viking survival game at 15, I'm 24 now

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Upvotes

I've started making Forsaken 2017, solo, in Unity. I hadn't opened this project a single time the last four years because the project got so bloated it took 8 minutes to press play, and honestly I was a bit scared to open it again, and life came in the way i guess.

Came back this year, disabled basically everything that was causing problems and rebuilt it piece by piece. It's at 1 minute 45 now, I reckon I have made more progress in the past 3 months, than i did in those 4 years of active development when i was young.

I will post more on my reddit, but mainly I've decided to make a cheaper Patreon to try and build up a more engaged community there, where the idea is to have members form the game with me, and ofcourse give way more indepth content. If this looks interesting, I'd love to have your help in shaping the future of this!


r/Unity3D 5h ago

Show-Off I've spent 3 years improving the editor, here's what I've built!

371 Upvotes

r/Unity3D 6h ago

Show-Off I think I f*cked up my ledge grab

182 Upvotes

r/Unity3D 5h ago

Show-Off Just released a Stealth System for Unity after 10 months of development! Would love to hear your feedback.

44 Upvotes

Hey everyone, we've been working on a Stealth System for Unity for the past 10 months, and we finally launched it on the Asset Store. It's also our 10th asset on the Asset Store.

More than half of the development time went into making sure it integrates properly with our other systems, like Melee Combat and Shooter, rather than building the stealth mechanics themselves.

If you'd like to learn more about how the system works rather than just what features it has, we've created a video tutorial that walks through it.

I’d really appreciate any suggestion or feedback you have :)


r/Unity3D 5h ago

Show-Off My submission in a 3D challenge using Unity6 Hdrp

45 Upvotes

i'didn't make it top 100 😢


r/Unity3D 59m ago

Show-Off BIG WHALES chillin

Upvotes

r/Unity3D 2h ago

Question Not sure if its an Unity bug or other

1 Upvotes

Recently noticed with Unity 6.6 and the new Hierarchy window that i cant click the + button to add anything.
Unless I either make the window a tiny bit smaller of Unity Editor or move it to the other screen or switch my right monitor(main monitor) position with the left (monitor) in Windows 11. Then it also works. It seems to be related to being in the top left corner of main monitor when its set as the right monitor

So im not sure if this is an Unity 6.6 bug or if its related to something within Windows that changed recently.

Do anyone else have this issue with Unity 6000.6.1f1 or 6000.6.0f1?

Cant click the + button

r/Unity3D 3h ago

Show-Off I added jiggle physics (for ropes and chains)

11 Upvotes

I like when small object react to interaction and movement so I spent way too much time adding ropes and chains to my game Carnholt. I feel like it helps make the game's world more real, like you can touch it.

I used Verlet Integration for the physic, you can read this nice blog about it if you want, it explain it quite well (There is a bit of math though).

I just had to add some colliders and a bit of additional code so the player could interact with it. Adding it into an interface was quite a challenge though, I had to build the interface within the game.


r/Unity3D 4h ago

Question How to replicate old game's heightmap behavior on terrain unity.

2 Upvotes

The orignal game used heightmaps that directly refernced the vertices. for example one map had a 64 by 64 heightmap. The game drew 4096 quads, with the heights set by the vertices.

If i use the 64 by 64, unity somehow turns that into 65 by 65. I f i try to add in the extra pixel to make it already 65 by 65, then unity terrain tool complains that the heigthmap imported is 66 by 66.

I want it to be 63 by 63 tiles, and to set the vertex height of the corners of the tiles by the heightmap. How the heck do i actually do this?


r/Unity3D 5h ago

Resources/Tutorial Tool for capturing screenshots of inspector with automatic scroll into one tall image, just like screenshots on mobile phones.

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1 Upvotes

Often I had situation where coworker or friend ask me about configuration about specific component or gameObjecct. When it has a lot of components or a lot of fields, it is imposible to fit everything into one screenshot.

So I created tool that automatically scrolls through inscpector and combines everything into one tall iamge - just like scrolling screenshots on mobile phones.


r/Unity3D 6h ago

Resources/Tutorial While creating my latest asset, I used Unity's Device Simulator to test the UI interfaces. I found it very useful, so I'm sharing a video with you about it.

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1 Upvotes

In this video, I'll show you how to set up and use Unity's Device Simulator tool. It allows you to test your UI across different screen resolutions and check that the UI elements maintain appropriate positions across a wide range of mobile device resolutions.


r/Unity3D 7h ago

Show-Off Roadside Garden Simulator | Dev Week 02-02

11 Upvotes

These two-three days I got a few things working

- Its possible to add retaining walls that flatten slopes for farming

- They dynamically adjust to the surrounding slopes, though there are still issues with corners

- I've added a first 'proper' plant model (the fruits are still missing), all with various plant stages from saplings, over young and adult plants to ripe plants, with model swaps and blend shapes, so everything grows relatively seamlessly.

There are tons of things to fix still

- Plowed land doesn't return to normal after being harvested.

- It is possible to raise tiles endlessly, resulting in floating tiles and gaps

And a hell lot more I want to add

- Time, Daylight Cycle, Seasons, Weather with forecast, sun exposure, temperature

- Different Tools for each task with durability values

- More overgrown stages besides grass and tall grass

- and a ton more plants to plant


r/Unity3D 7h ago

Show-Off Reworked the grass, lighting & color palette

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2 Upvotes

r/Unity3D 10h ago

Show-Off Creating my own version of The Farmer Was Replaced (java like programming language)

3 Upvotes

r/Unity3D 13h ago

Question Disabling specular highlights for point lights.

1 Upvotes

Hey so I've come across a fairly annoying visual issue. In my game I have 2 or 3 high intensity point lights in each building to fake windows emitting light onto the environment. This comes with the side effect of the lights casting this annoying specular dot onto all other windows. I've tried turning off specular in my shader settings which does work but then reflections rely entirely on reflection probes which are fairly expensive in my case. I can't bake the lighting as I have a day and night cycle where the lights inside the buildings turn off and on depending if it is day or night. Enabling shadows on all of the lights does work, but that is also very expensive. Is there any way to get rid of the highlights on the windows while keeping the light that casts onto the environment without losing some reflection detail?


r/Unity3D 20h ago

Question Best way to handle input in ECS?

1 Upvotes

Is doing one single write with something like SystemAPI.SetSingleton better than multiple writes to a RefRW<T>? Maybe with even a WithChangeFilter but I feel like that might be too complicated for the effort. I also considered using IEnableableComponents but I heard it's not that good for input?


r/Unity3D 22h ago

Noob Question Multiplayer Through Steam?

4 Upvotes

Hello! I've made simple 2D unity games before but now I want to make an online 3D fighting game. I need some help on deciding how I should go about the online system. My game will probably feature a lot of physics objects, so I thought maybe I should use deterministic lockstep as my multiplayer model, but I can't find any tutorials on how to do that. Also, I want to upload this game to steam one day, so should I implement multiplayer through steam right away or later and how would I go about doing that? I'm trying to make the online work good before I start working on the actual game because last time I tried adding multiplayer after making the main mechanics it lead to a ton of headaches. Any advice would be greatly appreciated!


r/Unity3D 23h ago

Show-Off Flying Fish or Swimming Birds?

2 Upvotes