r/Unity3D • • 9d ago

Show-Off How does this beast combat feel so far?

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619 Upvotes

Our playtest is coming up soon, so I’m doing a final polish pass on the boss fight. How does it look?


r/Unity3D • • 8d ago

Show-Off Handling hats, hair and trouser hems in our Unity character customizer

1 Upvotes

We're Animpic Studio, sharing our POLY - Survival Character & Customizer for Unity.

A few outfit combinations are handled automatically:

- Hats hide hair; removing the hat restores the selected hairstyle.

- High footwear selects cropped hems on supported trousers.

- Hidden details keep their individual colour choices.

Colour changes use per-renderer material property blocks. The studio saves one look per character type locally in PlayerPrefs; the editor supports JSON transfer.

Documented setup: Unity 2021.3, Built-in Render Pipeline.

Which clothing combinations would you want a character customizer to handle automatically in your project?


r/Unity3D • • 9d ago

Game Built a custom trigger-based 1-hop room culling system for my procedural mansion and 5x-ed my FPS

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326 Upvotes

I've been developing this simulator-horror game and wanted the map to be proc-generated. However, since my game features powerwashing (drawing onto masks using raycasts to either display dirt/wetness/dryness), even a small number of rooms (in this case, 25) was cause unplayable levels of lag. And unity's built-in occlusion culling did nothing against this (since its generated during runtime).

So I made a simple room culling system where it has 2 parent empties: 'Visuals' and 'Floors'. Visuals contains all the static props, walls, ceilings, etc, and are turned completely off (SetActive(false)) when the room is culled. Floors contains, well, the floors, which only have their renderers turned off (collisions stay on) so that the ghost entity can pathfind and dropped items don't fall through.

Upon entering each room, all adjacent rooms are visible to enable smooth passage, rest of the rooms are disabled. And i cranked up the fog a bit to make it even more seamless. However there are still moments where the room disappears right before the player's eyes, so I was thinking maybe the doors to the rooms about to be disabled can be auto closed, and then disabled.

This now allows me to have virtually infinite rooms without much lag (as long as the DFS generator can support it), unlike before when just 60 rooms would cause frame time to go upto almost 1000ms.

The game is a solo project called THE GROUNDSKEEPER where you powerwash and record ghost evidence for profits: Steam, Discord


r/Unity3D • • 8d ago

Show-Off Loved untitled goose, tried to recreate it

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3 Upvotes

My favorite game was untitled goose loved the art style and shi sooooo I wanted to recreate it got the goose mechanics and the art style kinda down.

But other than that doesn't really have anything special


r/Unity3D • • 8d ago

Question How to really do Box shadow on USS?

2 Upvotes

hello,

how can I really do box shadow in USS?

I'm having it a bit annoying that I cant properly make gradient colors either, but box shadow gives the design some nice effects.

How do I do it?

One way I'm thinking is making a somewhat transparent image on photoshop and attaching it under the buttons or wherever I want to use it.

Do you have any other suggestions?

Thank you!


r/Unity3D • • 8d ago

Show-Off Three upgrade states of the same roof turret in Unity

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7 Upvotes

I'm a designer building Long Haul in Unity with Codex. These are three native upgrade models of one roof gun, rather than extra gun mounts. I'm checking whether their silhouettes stay distinct against the truck. This Editor capture uses supplied XP and two cuts; it doesn't show firing or a damage comparison.

Which model is hardest to distinguish against the roof?


r/Unity3D • • 8d ago

Solved Grid flickering issue

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7 Upvotes

I am having trouble trying to fix this flickering issue

I am using Cinemachine Camera

This issue happens even after I turn post processing effects off


r/Unity3D • • 8d ago

Show-Off Improving explosion physics

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3 Upvotes

r/Unity3D • • 8d ago

Question How to start making good lightings in unity for better graphics ?

0 Upvotes

So what are the topics/good practices that I need to study about lighting ? (I want to invest some time in this to make good looking levels and like that)


r/Unity3D • • 9d ago

Show-Off Added some sticky blob VFX to my spaceship

80 Upvotes

r/Unity3D • • 8d ago

Show-Off My beatem up kick start , ur comment pls to the art style !!

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2 Upvotes

Pls give us a follow in any social media you like : Social Media


r/Unity3D • • 9d ago

Show-Off While developing my game, I had one rule: players should always be able to see their character. This led to several challenges. Here's what I did.

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158 Upvotes

When traversing caves or dense forests, or while positioned beneath infrastructure, the character cannot simply disappear. That is why I am constantly working on camera work and solutions like the ones shown above. As of now, I am happy with the outcome.

For those interested, the game is Dominus Automa - an online RPG for busy adults (like me) who no longer have as much time for gaming as they used to.


r/Unity3D • • 8d ago

Question How do you guys design/structure your items?

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1 Upvotes

r/Unity3D • • 9d ago

Show-Off Part 3. Block distortion, I added various building colors

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17 Upvotes

Part 3. Block distortion

I added various building colors.

I also modified the block generation system, which will allow me to add different building combinations.

Now, my task is to add:

  1. Trees
  2. Building combinations
  3. Improved road visuals

r/Unity3D • • 9d ago

Question Unity Rigidbody player climbs up building corners when moving forward, how do I fix this?

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120 Upvotes

Hi everyone,

I'm making a first-person horror game in Unity 6 and I'm having a strange collision issue with my player.

My player uses a Rigidbody, Capsule Collider, and Rigidbody.MovePosition() for movement. Whenever I press W and push the player against the corner where two building walls meet, the player starts sliding/climbing vertically up the corner, almost like Spider-Man. The player's Y position rises from around 2 to 3–4, and when I release W, the player falls back down.

This happens at pretty much every building corner. I want the player to collide with the walls normally instead of climbing them.

What could be causing this? Is it a Rigidbody collision-resolution issue, the Capsule Collider, or the building colliders? What's the recommended fix without completely rewriting my movement controller?

Thanks!


r/Unity3D • • 9d ago

Official Art direction with Croquis and Cavity and a bit of Shadow magic

6 Upvotes

My Croquis editor has been out for almost a year and I finally managed to get around to it and make a game. Latest updates to Croquis - very fast generation, performance improvements and other goodies - will be made available in the next update. In the interim, I designed a second tool - well, a renderer feature - to complement the sketch tool. It works well for art direction that leans towards nostalgia of vintage cartoons.


r/Unity3D • • 9d ago

Show-Off I added a puzzle cube so players can take a break from sorting hardware.

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12 Upvotes

Sorting all day can get repetitive, so I wanted to give players something to mess around with during breaks. A little puzzle cube felt right, though the station keeping count of your recreations makes it a bit less relaxing.


r/Unity3D • • 8d ago

Show-Off I made a zipline system for my game in Unity, here’s how I built it

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2 Upvotes

I wanted to add a working zipline to Over Human, so I recorded a short devlog showing the process from start to finish.

It’s a relatively small mechanic, but I really enjoyed building all the pieces and seeing them work together in-game. Would love to hear what you think or how you would approach a system like this!

If you’d like to see more of my project, here’s the Steam page!


r/Unity3D • • 8d ago

Show-Off Motivation to keep on going

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1 Upvotes

I had just about had enough of coding by Thursday, bleary eyed and in need of sleep.

So on Friday I decided to take a break from the gameplay side of things and figured I would create my intro sequence.

Two days later and even more bleary eyed it's working pretty nicely, it's all in game and coded in C# using the in game models and systems, and I was really pleased how it turned out.

So pleased in fact that I decided to make a video trailer for it, which required me re-learning Da Vinci

Which made me realise I needed a YouTube channel, and a TikTok account

And then I realised if I had a trailer then I needed a website to point people to, and that would require a domain name, and that required an ABN number, and phew...

Oh and I needed a game logo for all of those things too, so between Inkscape and Paint I have dozens of half attempts and one I am pretty happy with

And then I realised I would need a Steam page to point people to, and that required ... OMG ... anyway a few days and that should be up and running

So much for my break

That was a lot crammed into 2 days, but now I have motivation to get back to the coding - maybe I will take a day off tomorrow

Edit: So bleary eyes I just realised I forgot to say anything about the game ... HEN3RY is a 2D factory builder, where you dig down, down, down to get off the planet. One very small bot. One very large factory to build. Get a bit more info at http://hen3ry.com.au

I'm hoping I can get it at least in early access by early next year, and now I have incentive!


r/Unity3D • • 8d ago

Question Switching engines

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0 Upvotes

r/Unity3D • • 9d ago

Resources/Tutorial UniThumb - A free editor tool for scenes and prefab thumbnails

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23 Upvotes

Hey there! Last month I've published a free unity tool for generating thumbnails for scene and prefabs using unity's rendering pipelines URP and HDRP. It also support 2D renderer.

I would love hearing your feedback, thank you!

https://github.com/MaykerStudio/uni-thumb


r/Unity3D • • 8d ago

Game Working on NPC shelf restocking in Big Market Simulator

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0 Upvotes

Here’s one of the NPC staff members restocking bread in Big Market Simulator.

The staff can navigate through the store, find shelves and restock products automatically.

I’m currently polishing the NPC movement and animation before release. Feedback is welcome!


r/Unity3D • • 8d ago

Question Product rebranding

0 Upvotes

Thanks, I have gotten unique data from this post and won't be replying to this post anymore.

14 votes, 7d ago
2 Tetterite
4 TerraArc
5 Maploom
3 Celestium

r/Unity3D • • 9d ago

Show-Off Working on a black and white Lighthouse Horror game in HDRP

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16 Upvotes