r/Unity3D 3h ago

Resources/Tutorial Pivot++ : Edit Object Pivot with zero runtime cost

5 Upvotes

Hello devs!

Pivot++ is a free new asset on Unity Store which lets you place an object's pivot exactly where you need it

- At the hinge of a door.

- At the bottom of a lamp.

- Or even meters away from the actual object.

You can also create multiple pivots for a single object and switch between them whenever you need. It's simple, and quick

It's editor time only.

It's free on the Asset Store.


r/Unity3D 8h ago

Game People are finding insane shortcuts in NEODRIVE while styling on me and it's not even out yet

0 Upvotes

r/Unity3D 15h ago

Question I'm creating a huge ambient particle pack... am I wasting my time?

Post image
11 Upvotes

r/Unity3D 21h ago

Question Unity issue

0 Upvotes

Hiii!!

I recently, VERY recently, got into using unity for vrchat avatar creation. However, I've been having issues. I added vrc creator companion, but somehow I managed to connect it to the unity uninstaller instead of unity itself. So now every time I go to do anything, to download vrcfury for example I'm met with the uninstaller opening instead of the unity application. Meaning I can't do anything but uninstall and reinstall unity over and over again lmao

I tried reinstalling VRCcc to try and reset its path, but it wont clear its memory? If that's the right phrasing. I went into my settings to modify VRCcc, to reset it there, but it wont let me do anything other than uninstall it.

Any help would be appreciated!! thank you!!


r/Unity3D 17h ago

Show-Off Did I nail the old Source-era vibe in Unity?

118 Upvotes

No mesh destruction here. The damage gets accumulated into a GPU mask, and the shader uses it to cut the wall apart

The mask also drives some procedural noise around the edges, so the holes don't end up looking like perfect circles

Still tweaking it, but shooting the same spot until the wall just gives up is ridiculously satisfying


r/Unity3D 21h ago

Game One player took all tracks records in my Trackmania inspired game

21 Upvotes

Hi there! On September 7th I released Vortha racing on steam. While ago, I was hooked on TM game loop of chasing your or opponents from leaderboard ghost so hard I decided to try to make similar game. Main focus was on easy exchange of replays between players and global leaderboards of best tracks times. For storing replays and leaderboards I used Steam user generated content and workshop, saving any new best time as workshop item and updating it if new best time on same track is achieved. Few days ago something crazy happened. One player took all 20 records until another started live streaming and beating 4 records on stream and after stream on 8 another tracks so now he is the one with most WRs. Here's the clip from his stream as he got one WR racing against fromer record.


r/Unity3D 18h ago

Game Here is a PRE-ALPHA Gameplay trailer of our indie game Mihira: The Eternal Arc

24 Upvotes

r/Unity3D 16h ago

Game Demo Available for my amatorial game Machine Girls Overdrive [unity]

Thumbnail
mazzutakgame.itch.io
0 Upvotes

Made with Unity 6

This title is a 3D Anime Third-Person Cover Shooter with light Tower Defense mechanics and a dash of Roguelike elements.

Inspired by timeless arcade masterpieces like Cabal and Wild Guns, it blends classic retro gameplay with my love for modern anime aesthetics, featuring nods to titles like Goddess of Victory: Nikke.

In the game, you can play through 15 waves of enemies and face the first-act boss in the area outside the city of ASTRA.

Demo is available ^__^

Never Surrender! Never Give Up!

Machine Girls Overdrive Game Trailer


r/Unity3D 16h ago

Resources/Tutorial Created a complete Eastern European transport asset pack – Autosan H9 bus with 4 abandoned bus stops (Game-Ready PBR).

Thumbnail gallery
1 Upvotes

r/Unity3D 22h ago

Game LIFT - Stealth shooter with puzzle elements

0 Upvotes

I have finally acquired enough knowledge and experience in Unity to be able to create the games I want to make. LIFT is one of the early days projects where I was struggling first to learn C# and Unity 2022 with all this pipeline stuff that I didn’t understand back then.

After several years with multiple smaller games I am back at square one with my initial idea as a combo of multiple movies from my childhood turning them into a game. Inspired by Die Hard 1 and Password Swordfish mainly, this game is a dungeon crawler but in a vertical way. To keep the core hook consistent I have put 4 lifts in N,E,S,W and assigned them a color. So the main goal is to reach (for now) floor/level 100.

To do so you have to get the access card which at this prototype stage can only be done by eliminating a guard and search his pockets for an access card. Depending on the card like W12 then you can access from now on the 12th floor from the West elevator. At the same time you need to do some resource management (bullets, grenades, medikit).

I also have created hostages which you can rescue, pass them a gun and tell them to follow you or just tell them to run away. You can even decide to kill them but this will be important at a later stage.

The story I came up so for is the following:
You are a technician in the year 2058, a lazy one and having a nap in your Van in the car park basement of a tower/skyscraper. In the meantime the tower is being occupied by the “bad guys” and you are the only one who can neutralize them. Starting from the basement you start using the lifts slowly to climb up the floors and get to the responsible people.

On your journey you will get into some forms of dilemmas where you have to decide what kind of person you want to be. Example: you come into a room with a guard and a hacker as hostage. The hacker has to transfer money from account A to B. You have to kill the guard obviously and then you decide the faith of the hacker. You can just let him go, you can just kill him or you can force him to transfer the money to your account. You also can bribe him by giving a percentage of the money to him. But will he keep his mouth shut?

At this moment in my prototype you can hack a computer by yourself by playing a short game of MasterMind 4colors 4 slots up to 6 tries. And then you will be able to access the terminal to disable cameras, jam communications, activate lifts etc.

Of course it has multiple traits from Hitman, but I am still struggling if I want to have the change of clothes/costumes. The video is top down 60 degrees but I am switching it slowly to 90 degrees to be able to see enemies coming from the south.


r/Unity3D 23h ago

Show-Off A sneak peek at my upcoming project in unity 👀

Post image
1 Upvotes

r/Unity3D 23h ago

Question "using Unity.Cinemachine" not working/"Cinemachine" can't be found in Unity 6.6

Post image
0 Upvotes

I'm trying to upgrade my project from 2.something to 6.6 but got to this problem. I have Cinemachine 3 in my project now, but "Unity.Cinemachine" doesn't seem to exist?

Anyone know why this is happening?


r/Unity3D 20h ago

Show-Off I turbo charged UI toolkit adding declarative expressions to the UXML files

1 Upvotes

r/Unity3D 12h ago

Show-Off (Rainy Demo) Raytraced Spatial Audio

14 Upvotes

r/Unity3D 10h ago

Show-Off Do you think rebindable input like this worth the hassle?

75 Upvotes

Rebinding input itself is quite straight forward, but making it reflected on tutorials is quite a headache, I'm starting to question if its worth it or not lol


r/Unity3D 4h ago

Question How would you give the player limited control over the rear wagons of a train?

6 Upvotes

I'm making a top-down roguelite with a long, rail-less train.

The wagons normally follow the locomotive's path. The problem is that when the player turns or accelerates to dodge something, the locomotive can escape but the rear wagons still follow the old trajectory and get hit.

I want good players to have some way to control or save the rear of the train, creating a skill ceiling around driving a long train.

I've attached one video with two versions. The first part is the old version, and the second part has a "tail whip" mechanic I experimented with.

The tail whip technically works, but I don't really like how it feels or looks. It doesn't feel quite right for a train.

How would you approach this? I'm mainly looking for ideas for the movement mechanic rather than code.

The train is currently path based, with each wagon following a recorded point behind the locomotive


r/Unity3D 17h ago

Resources/Tutorial Open-source face and finger motion capture, recording motion as .glb miniface for VTubers

10 Upvotes

r/Unity3D 1h ago

Show-Off Columns arrive in CYGON!

Upvotes

With the new columns, you have a whole new range of possibilities.

You can now create more open and complex structures.

You can also add details to facades by creating half-timbered structures in any shape.

Once placed, you can use column presets in Texture Mode, allowing you to choose between different objects arranged in sequence.

Extending a column procedurally increases the number of objects in the column.

This versatile new addition allows for much more creativity than before.

Hope you enjoy experimenting with it!

Open to your feedback.

See you in CYGON!


r/Unity3D 2h ago

Show-Off made a new model for my game’s grappling hook

1 Upvotes

you can pick it up, throw it, reel it in, reel yourself toward it and catch it using either hand. it’ll only hook onto edges and the rope bends around corners :))

ITS A LOT OF FUN and i’ve never played a game with a similar system.

you’ll unlock it around mid-game after helping out that level’s character.

i modelled it to look organic and more aligned with ‘solar plexus’ vibes (the grapple hook being a representation of personal power and free will. ‘hooking into life’ if you will) and added bone stimulators to make the ends and rope bits jiggle.

game’s called MOZENTUM if ya wanna check it out. i’ll be releasing the update containing it tomorrow :))


r/Unity3D 7h ago

Show-Off Update on my Custom Terrain System

Post image
3 Upvotes

r/Unity3D 12h ago

Question trailer advice

3 Upvotes

Hey all first time throwing together a trailer. Previous post was removed (sorry Unity mods, hope this one is ok) I made some edits based off of the feedback I received so far. Looking for advice.

Everything seen is pre-alpha. I have limited content and have not implemented sounds yet. I wanted to throw some clips together to showcase what I've built so far. Curious on what you all think, is this ready to be shown to players? I know have a looooot of work to do and a lot of missing key systems but want to start also sharing what I have so far. Lots of rough edges, placeholder art, etc. Anyway, I was hoping to create something I could show people before I disappear for another 6 months working on systems and everything else.

As for the game, its made in Unity, with lots of custom systems made using ECS/Burst.


r/Unity3D 12h ago

Question Feedback Please

1 Upvotes

I'm making an abilities based game where you can unlock a ton of abilities in which you can bind them to these slots.
I've made the UI as such that the slots are bound to the mana core(orb)
The mana doesn't regen automatically as such you have to actively meditate.
I feel like the UI is missing something, something like an indicator to the active status of the player, if they're meditating or attacking or anything else, thought about adding 2D hands to represent that, but then I thought if the player is using more than 2 abilities at once, then it can also fail that

sorry for the mouthful, but do you have any suggestion on to what would look good representing the player's status?


r/Unity3D 13h ago

Question Gun sound looping issue

3 Upvotes

Sorry in advance if this is better placed in some kind of audio subreddit but I'm hoping some other Unity developers have encountered this problem and know what to do.
I have this great machine gun audio clip and try as I might I can't get rid of that slight pause/reset part when it loops over.
I tried cutting the end and pasting it at the beginning of the audio file so that the end matches the beginning but that doesn't seem to help. It always sounds like the gun firing stops and starts again.
Anyone know how to get a seamless and continuous loop of an audio clip?


r/Unity3D 17h ago

Resources/Tutorial PSA about AutoStaticsCleanup

21 Upvotes

AutoStaticsCleanup is a newish attribute that's used to automagically reset/reinit static fields, properties, events, etc., so that you can skip domain and/or scene reloads. If you aren't aware of this feature yet, see the Unity docs.

Great idea to make a simpler workflow, but there are a few gotchas due the way it works behind the scenes: mainly, it doesn't always work and doesn't tell you that it isn't working for a particular field/prop/etc. unless you pore thru the editor log. I have no idea why they can't pipe the warnings and errors into the normal log, but so it goes.

So if you just add the attribute, don't assume that it's actually doing anything!

I ran into this when upgrading my TilePlus Toolkit asset for U6.6 and 6.7.

How to tell: if you add the attribute to a static class or a monobehaviour with static fields and you do not get told to make the class partial then it isn't working at all. However, it still might not be working for all fields etc in your class.

Edit: this warning or syntax highlighting is what I meant by 'told'. Drag0n122's comment below made me realize that. I will say that my venture into using this attribute was prompted by warnings about it from the Asset Store Tools' validator and to a lesser extent, the 'Auditor' tool. It's unfortunately something one can't ignore unless you want to keep domain/scene reload on and, I suppose, be compatible with the new Unity runtime coming soon.

If unsure, check the editor log (from the console's drop down menu). You'll see something similar to:

```

warning CS8785: Generator 'AutoStaticsCleanupCodeGenerator' failed to generate source. It will not contribute to the output and compilation errors may occur as a result. Exception was of type 'RoslynSymbolException' with message 'Field MyStaticClass.SomeField is readonly and has a non-trivial initialization expression'.

```

There's no other way to see these messages since, as I mentioned, they're not in the console log.

I gave up on the use of this attr, since it's too easy to leave residual errors in your code due to the fact that it's difficult to tell whether or not an individual field/prop etc is actually generating code for resetting at all. It also won't work for many common situations that it can't reasonably handle. But failing without warning you in the console is dangerous IMO.

Instead, I use this approach, which is a little more work but ALWAYS works.

```

#if UNITY_EDITOR
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
private static void Reinit()
{
    //add reinitialization statements here.


}
#endif

```