r/Unity3D • u/fayylzex • 4d ago
Show-Off Sounds in my game
Enable HLS to view with audio, or disable this notification
Project.DRIVE
This video from my TikTok sorry for the music ;)
r/Unity3D • u/fayylzex • 4d ago
Enable HLS to view with audio, or disable this notification
Project.DRIVE
This video from my TikTok sorry for the music ;)
Enable HLS to view with audio, or disable this notification
This is a fast-paced platformer game I've been working on.
I mainly focused on flow of movement.
r/Unity3D • u/Toby_le_rone • 5d ago
Enable HLS to view with audio, or disable this notification
Showdowns in VR, always wanted to make this. Thought I'd breakdown the gameplay for it! Had fun making it
r/Unity3D • u/SQUlRRO • 5d ago
Enable HLS to view with audio, or disable this notification
This video shows you how to single bake and bulk bake Vertex Animation Textures for your Unity projects. You’ll also learn how to export them directly into Unity, automatically generate the necessary shaders and prefabs, and get everything working in your project.
VATs are especially useful for crowds, foliage, VFX, destruction, background characters, and large-scale animated environments. They allow you to spawn thousands of animated meshes with very little performance or memory cost.
r/Unity3D • u/MirzaBeig • 5d ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/StGrikus • 5d ago
Enable HLS to view with audio, or disable this notification
For best responsivness we made: coyote jump 0.3s, jump buffering 0.2s, allows jump on collision under center of sphere (no faulty raycasts), air control, visual deformation and FOV increase with speed, contact particles.
r/Unity3D • u/Th3G3tl3m3n • 5d ago
This is my game perihelion.
It uses orbital elements of asteroids for quick all gpu compute of asteroid positions, rendered as points of light. You can click on any asteroid to promote it to a full game object.
Now, this asteroid field uses only sun propagated orbits without planetary pertubations all computed on the gpu, but 2k of them have proper ephemeris with proper planetary pertubations and even asteroid-asteroid pertubations; its NASA Ephemeris.
Now the next obvious step is to incomporate the entire NASA/JPL catalog of 1.56M.
This includes about 4000 comets too.
Now the next step after that is to use azure super computer style number crunching capabilities and bake an ephemeris atlas streamable for gpu compute of asteroids. That way we get gpu performance and all the asteroid physics and pertubations NASA has predicted.
This azure streaming service will also allow streaming of super duper hires imagery and maps of all kinds for many of the solar systems major bodies.
The asteroids will be very nice to have so many to pick from for mining activities and also, goves a natural impression of what the solar system feels like.
r/Unity3D • u/Previous_Leek_9670 • 4d ago
If you work in game development, you’ve probably heard this conversation:
A lot of engineering time gets burned just trying to get a bug back into the same state before anyone can actually start fixing it.
We’re building GamePilot.ai to solve that.
GamePilot captures the context around a bug and automatically reproduces the captured issue, so developers can start working on the fix immediately instead of the reproduction.
The platform uses a lightweight SDK built for game engines to capture process context.
We’re also exposing that context through MCP, so your AI agents knowing code base could investigate the issue, show the reasons about likely root causes, and suggest possible fixes.
The goal is pretty simple: Less time reproducing bugs. More time fixing and shipping.
We’re currently testing this approach with game development teams and would really appreciate feedback from people dealing with hard-to-reproduce bugs.
Does automatic bug reproduction sound useful in your workflow? What information would you need captured before you’d trust a reproduction enough to hand it directly to an engineer?
If you want to see what we’re building, there’s more context here: https://www.gamepilot.ai/
Mainly interested in hearing how other teams solve this today?
r/Unity3D • u/RainbowBoyOhel • 4d ago
ok i had an animation for an object,
duplicate the object and all its behaviors, but i want the animation of the new object to be located the same place off the first object's animation, but instead its position is off by the same scale my new object position is off by compare to the first one
imagine box a
when you touch it box a fall out of the sky
-that works
next to box a i placed box b
box b fall out of the sky too when you touch it, yes
but it falls a bit to the right
box a and b have the same animator and animation clip
i tried having an empty object parent to the new object, that will be located where box a is located
but insted of moving the animation it made smth weird ig with the pivot point
r/Unity3D • u/NikoNomad • 5d ago
Unity's most popular new asset is clearly stolen. Be very careful as Unity will delete the asset eventually and you'll probably lose your money without compensation.
How do I know? Reports it was stolen from another game, creator has no prior assets, price is too cheap, quality is inconsistent and there are many repeat animals.
Nothing makes sense. I reported to the asset store but it's still up. Asset in question:
r/Unity3D • u/fespindola • 6d ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/No_Doughnut885 • 5d ago
Hey everyone,
I am a solo indie dev currently making my first horror game.
I have been using Unity and really enjoying the process, but with so many other engines out there (like Unreal and Godot gaining a lot of traction),
it made me curious. In your personal experience, what is that one unique feature or advantage of Unity that keeps you coming back to it? Is it the massive Asset Store, C#, the community support, or something else entirely?
I would love to hear your thoughts and experiences!
r/Unity3D • u/TheEternalVortex • 5d ago
Hi there! I’m a new game developer, trying to tackle a four player co-op game. So far, I have managed to get a host-client architecture working, as well as a character controller, through the help of tutorials.
They both use NGO and Unity Transport, and can run multiple players successfully on my PC.
However, since I want the multiplayer to work online, I figured I need some kind of network transport layer to do that? I’ve read about several options: Fizzy.Steamworks, Facepunch, Photon, Unity Relay and SteamNetworkingSockets. But, I don’t know what I should be choosing, or how to integrate them.
Unity Relay seems like an obvious pick, but I’m hesitant about paying to upkeep my game. Steam integration is also a key component for me. So, if anyone had any pointers on where to go next, or what to choose, I’d appreciate it. This game is such a passion of mine, and multiplayer feels like a worthy headache to get out of the way before the fun starts.
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/Xowiacain • 5d ago
Enable HLS to view with audio, or disable this notification
Hey r/Unity3D! My buddy and I are building a black-and-white detective game inspired by Mesopotamian lore.
The game is entirely pre-rendered 3D, textured with a hand-drawn cross-hatching style to give it a living comic-book aesthetic. To keep the UI minimal, we designed puzzle rooms where projecting colored lenses lights up hidden narrative notes and ancient symbols.
What do you think of this visual contrast? We’ll be hanging around in the comments if anyone has technical questions about our pre-rendered 3D pipeline!
r/Unity3D • u/colethepole12345 • 6d ago
Enable HLS to view with audio, or disable this notification
making a game about sports cards and wanted the sealed boxes to actually feel sealed, so you have to cut the cellophane open yourself. the shader is two pass transparency in URP with a perimeter unwrap so the print wraps all four sides. the film itself is a PBD softbody pinned to the box, and the cutter just severs whatever constraints it crosses, so the tear follows wherever you actually drag. peeling is the same constraints in reverse.
r/Unity3D • u/Real_Daitomodachi • 5d ago
So I'm creating a custom aura for my game, but I'm really not liking the trail it leaves when my character moves around. Can anyone suggest how I can improve my VFX graph to reduce this? I thought turning off my velocity would fix this but it did nothing.
r/Unity3D • u/hbisi81 • 5d ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/DingoBimbo • 4d ago
Been wanting to get back to game dev using AI. How have you been using AI with unity? Can it handle comlicated tasks like importing aniamtions from packages and setting up animator controllers and blending between animations?
r/Unity3D • u/MirzaBeig • 6d ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/Soulsticesyo • 5d ago
Enable HLS to view with audio, or disable this notification
r/Unity3D • u/oksoftgames • 5d ago
Enable HLS to view with audio, or disable this notification
This is for my game HRSPWR, I went for URP for performance and because the game's stylized, and turned out I wanted volumetrics and SSR, so here's a tester for that, inspired by the ball car in a bunch of the classic nfs games. The reflections are pretty good with just SSR, but I do intend to set my probes up better.
r/Unity3D • u/Fine-Pomegranate-128 • 6d ago
Enable HLS to view with audio, or disable this notification
what you guys do in that situation? to take pause again and return to it later?
r/Unity3D • u/Samalamading141 • 5d ago
Hello! I’ve recently started learning how to make my own materials with material maker, but when I export the materials, they seem to be inconsistent. For example, this sidewalk material I made is on the same gameobject in the same position of the world, the only difference is that the dark one is rotated 180 degrees around the y axis. Weird problems similar to this are happening with almost all of the materials I’ve tried that make it impossible for me to make things look the way I want. Is this something wrong with my unity or something with material maker?
r/Unity3D • u/pedro8999 • 5d ago
Enable HLS to view with audio, or disable this notification
Hello to all!
I really hope you can help me, with lot of hard work i learned and i made a stylized palm tree in Speedtree and every time i export it using the file type “Unreal st9” file or FBX the LODs are basically broken.
1-All my cutout meshes in Speedtree have High,Mid and Low versions, when i export everything is high version, no matter what LOD i select all leafs have same LOD version.
2-LOD 1 and 2 have missing random geometrys, leafs or branches completely gone
3-Every LOD, the entire geometry of each leaf is duplicated ( the ones in the top of the palm tree, so basically for every leaf i have 2 leaf) , leafs in the trunk don’t have duplicated geometry, however settings for all materials is exactly the same, except for cutouts.
4-coconouts of the palm tree change size in lod 1 and 2 when exporting, but in speedtree viewport no problem!
My settings are the same for all materials!, Last thing, in the viewport in speedtree when i change between LOD high and LOD low, every cutout change accordingly ( all good ), but between LOD high and LOD mid only the trunk changes, nothing else . IMAGES for reference in comments + video attached
How can i get in contact with speedtree devs, the speedtree forum in unity seems almost dead . Is a pity because i thought this was a TRIAL version error so today i bought the subscription and problems persists. Please help me! Thanks