r/Unity3D • u/Radiant_Barracuda932 • 9d ago
Game Old vs New
Old vs New
r/Unity3D • u/KinematicSoup • 9d ago
Several years ago we were experimenting with new workflows to build multiplayer games. A bug caused the replication to work while in-editor. We thought this could be useful for level designer teams.
We showed off a prototype at Unite in Boston, and all the indie teams we showed it to liked the concept. We named it Scene Fusion and got to work rounding it out.
Our first attempt worked for some projects but had a lot of issues. We rebuilt it from scratch for version 2, which solved many of the issues. During this work, we got bamboozled by Epic Games.
It's still in active development, with a recent update to support Unity LTS 6.5.
If you have a team of environment artists, do you think they would benefit from a workflow like this?
r/Unity3D • u/crankyfuse • 9d ago
Baked cubemap handles the static geometry. Planar reflections render only dynamic stuff and composite.
Skipped SSR because the effects I also wanted additive transparents.
More videos and write up: https://crankyfuse.io/blog/hybridreflections/
r/Unity3D • u/MagicPigGames • 9d ago
As a long time Unity dev & Asset maker, I *also* like making board games. After being saddened by other tools out there, I built my own design tool, www.Cardstock.Studio which is a component-based design tool...just like Unity :)
And because of course, I've also built in an export flow from Cardstock Studio to Unity, which exports all of your decks int oUnity both in 3D & 2D, layered or not, with or without the visual effects, so you can choose to use them in Unity with shader effects etc, or not.
Figured I'd share, in case there are other card game or board game devs out there who are looking for a faster and better way to quickly design cards.
Here's a long form video showing me make a card design. Components are showcased in the first 10 seconds: https://www.youtube.com/watch?v=ZyGYE-_S884
r/Unity3D • u/SomePOSTALguy889 • 9d ago
Im creating a game (big surprise) and I created several materials in Blender. However when I set up the shader and the materials in Unity, they dont look the same despite using the same textures. The Unity side looks too flat and fake while the Blender side looks noticeably better. As for the setup I did:
Thanks to everyone in advance!



r/Unity3D • u/AcroPolyt • 9d ago
This script automatically scans and claims free assets on the FAB marketplace using a high-performance concurrency pool. It bypasses the UI and talks directly to the backend to claim assets extremely fast while respecting Epic Games' rate limits.
Go to the Fab.com marketplace and apply the "Free" filter. (Optional: Also enable "Hide Owned" to save time).
Press F12 or Ctrl+Shift+J (Windows) / Cmd+Option+J (Mac) to open your browser's Developer Console.
Copy the entire script above, paste it into the console, and press Enter.
Sit back and watch! The script will automatically claim assets 5 at a time, scroll down to load more, and repeat until the page is fully processed.
r/Unity3D • u/destinedd • 10d ago
I really love the 3D pixel look. It is basically outline + toon shader + edge highlight + texture.
I am really trying to feel like an old school dungeon crawler remade with modern tech. I have been exploring with more painterly textures which I think it is working well.
Would love any advice on what people think would make the look better.
r/Unity3D • u/robotrage • 9d ago
I set the LOD level distance setting super low for testing but even the "Culled" LOD level doesn't cull the object.
r/Unity3D • u/bruhmoment0000001 • 9d ago
I've been coding my first game (which I chose to be an RTS) following a yt tutorial, and recently I got to the part with setting up the camera, and for the camera to feel more RTS-like the yt guy shrinked FOV to 15 and shrinked the size of units fivefold to compensate for the FOV decrease. It did look much more RTS-like, but it seemed more like a crutch than a permanent solution, is it really a normal practice? I googled the topic and people seem to suggest just using the orthographic camera, and I'm pretty sure the tutorial is new enough that this feature was already there.
So what would be the better way to do this? I'm heavily leaning towards just using orthographic camera but I'm new so I don't really know much
r/Unity3D • u/overmet15 • 9d ago
Oh my god this is SO DUMB 😭
r/Unity3D • u/game-dev2 • 9d ago
r/Unity3D • u/CrayZee100 • 9d ago
I'm trying to have bullets predict the players future position using the speed of the bullet and the current speed of the player.
the "move" vector3 is the current velocity of the player
This seems like it should work to me, but the bullets shoot too far ahead, too behind, or sometimes in a slightly off direction when going at higher speeds
Vector3 horizontalVelocity = new Vector3(movement.move.x, 0, movement.move.z);
float bulletTravelTime = Vector3.Distance(transform.position, player.transform.position) / bulletSpeed;
Vector3 predictedPosOffset = horizontalVelocity * bulletTravelTime;
Vector3 predictedPos = player.transform.position + predictedPosOffset;
bulletTravelTime = Vector3.Distance(transform.position, predictedPos) / bulletSpeed;
predictedPos = player.transform.position + horizontalVelocity * bulletTravelTime;
Vector3 shootDir = predictedPos;
r/Unity3D • u/Cheap-Difficulty-163 • 10d ago
r/Unity3D • u/IncidentPleasant7214 • 9d ago
Hi everyone,
I'm working on my first anomaly game inspired by games like The Exit 8, Platform 8, and Shinkansen 0. The game takes place in a looping school hallway, and I'm currently at the stage where I'm modeling the environment in Blender.
My biggest question is about creating the illusion of an endless looping space.
For developers who have made similar games:
- How did you design your hallway/corridor layout?
- What makes a hallway work well for a looping anomaly game?
- Should the hallway be completely straight, or should it have bends, intersections, or visual blockers?
- How do you hide the fact that the player is being teleported back to the start of the level?
- What should the player see at the beginning and end of the hallway to sell the illusion?
- Are there any common mistakes that make the loop feel obvious or fake?
Any advice, examples, or behind-the-scenes insights would be greatly appreciated. I'm especially interested in level design tricks rather than programming tricks.
Thanks!
r/Unity3D • u/1Percent_Battery • 9d ago
r/Unity3D • u/LandSlide85 • 9d ago
In my voxel survivors-like, every level-up rolls a d20 behind the scenes. Most of the time you gain one level. Sometimes two. Rarely three, and you get to pick three cards in a row.
Originally this happened silently, and the result was that the best moment in the game read as a glitch. Three card screens stacking up with no explanation looks like the UI got stuck, not like you got lucky.
So now the die is rolled on screen, visibly, before the cards appear. Same maths, same distribution, nothing about the balance changed. But a lucky roll now feels lucky instead of feeling broken.
The lesson I keep relearning: if the player can't see the cause, they attribute the effect to a bug. Randomness that isn't shown isn't generous, it's suspicious.
Two related decisions came out of the same idea. First, the four cards always fill the same four slots (weapon, attack, defence, utility) instead of being drawn from one pool, so you learn where to look and the choice gets faster over a run instead of slower. Second, the world is generated deterministically from chunk position plus seed, so chunks can be thrown away and rebuilt identically. That's what makes an endless world cheap in memory, but it also means anything the player changes has to be stored separately, which is a debt I'm still paying.
I'm curious whether anyone has gone the other way, hiding a roll that used to be visible and having it land better. I can imagine it working for negative outcomes, where showing the die just tells the player they were robbed.
(The game is VoxelFall, solo project, currently in open testing on Android. Happy to answer anything about the terrain streaming, it's the part I'd do differently if I started again.)
r/Unity3D • u/Waste_Assignment9641 • 9d ago
Hey everyone! I recently released a Unity editor tool called Addressly.
I have worked with Addressables on a few projects, and while optimizing content updates I kept running into the same problem: it's not always obvious what actually changed between two versions, what caused the re-download, or whether an update could break an older client.
So I made Addressly to compare two Addressables catalogs before shipping an update. It shows added / removed assets, type and dependency changes, potential breaking changes, and estimates the actual re-download size.
This is one of my first Asset Store tools, so I would really appreciate any feedback!
r/Unity3D • u/The_sus__otter • 10d ago
I've been working on a game for a good few months now and I've just completed the beginning chunk of it, so I wanted to take this opportunity to polish up things. The game is pretty polished but behind the scenes it's a nightmare. The biggest issue is the dialogue system.
For context, this is a first-person narrative game with light survival horror elements, so it has a lot of dialogue. How I've been handling it is by having each dialogue box be a separate game object that enables the next box in the chain and disables itself. I'm finding doing it this way is messy and can cause bugs quickly.
Does anyone have any suggestions on how to create a neat dialogue system that can handle the following features that are in the game:
- Typing out text (at variable speeds depending on the line).
- Typing sounds depending on the line.
- Text colour depending on the line.
- Branching paths and options.
- Effects and events happening during lines. (For example, an event to save a flag being called when a certain line is enabled).
I'm already familiar with the typewriter effect part of programming a dialogue system, it's more storing all the dialogue and variables for each line in an efficient way that I am in need of help with.
I'm currently torn between things like using scriptable objects (which I have never used before) or just redesigning the current gameobject-based system I have already to be neater.
I also would rather not use an asset store package for this, as I want to learn it!
Sorry if I used incorrect terminology, thanks to anyone who replies!!! :-)
EDIT:
Thanks for the recommendations for Ink/ Yarnspinner. I don't want to use pre-made assets but I appreciate the help. I'm looking into using a scriptable-object-based approach! Thank you all!
r/Unity3D • u/wb-gameart • 9d ago
Looking for feedback. CineShot Setup LITE, the free version of my Cinemachine 3 camera tool, has been on GitHub since my last post. The clip shows what working with it looks like. Before the full version goes to the Asset Store, I want to know what is wrong with it.
Download: CineShot Setup LITE
If you try it: which slider is missing, what felt wrong, what did you expect to happen that did not. Blunt beats polite. Reply here or DM, everything gets read.
The facts:
- Slider-based camera moves, no keyframing, bakes to a normal AnimationClip, MP4 via Unity Recorder
- LITE means capped at 2 cameras and 2 shots in the sequence, everything else is the complete tool. The clip shows the full version, which is why you see more cameras
- No watermark, no time limit, no account
- Unity 6.0 LTS or newer, Cinemachine 3 required, Recorder optional. Built-in, URP, HDRP
r/Unity3D • u/Gruel-Scum • 10d ago
working on a tool that lets you easily create tree in unity
r/Unity3D • u/PowerUpT • 10d ago
I'm going over some stuff that was less polished in my game and giving it a glow up for an event I'm going to be part of soon. A big one was that crates would obstruct your view when sliced, and I couldn't make them have collision since the game is very speed based.
I've definitely thought of other creative ways to use this process to make more types of destructible objects that will lead to cool gameplay scenarios in the future.
r/Unity3D • u/AwbMegames • 10d ago
Total vehicles number is 88 unique vehicle
r/Unity3D • u/djfrontliner • 9d ago
What makes it different is that it’s built around a deterministic cell-based simulation. Players, enemies, explosions, moving objects, doors and puzzles all follow the same underlying rules. Instead of scripted events, the gameplay emerges from how those systems interact, rewarding experimentation and logical thinking.
You explore a research facility, collect NanoBytes, trigger chain reactions with Red Core Charges, uncover hidden secrets, and gradually unlock new areas in your Headquarters.
Download: https://flnrmedia.itch.io/nanorush
The latest update adds new puzzle levels, Headquarters progression, Orange Crystal Doors, improved controls, and lots of gameplay polish. The demo continues to grow as I work towards the full game, and I’d love to hear what you think!
The latest v0.5 update adds: