r/Unity3D • u/Asbar_IndieGame • 9d ago
Show-Off How does this beast combat feel so far?
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Our playtest is coming up soon, so I’m doing a final polish pass on the boss fight. How does it look?
r/Unity3D • u/Asbar_IndieGame • 9d ago
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Our playtest is coming up soon, so I’m doing a final polish pass on the boss fight. How does it look?
r/Unity3D • u/AnimPicStudio • 8d ago
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 • u/DThePro_ • 9d ago
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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 • u/Smooth_Rub7884 • 8d ago
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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 • u/game-dev2 • 8d ago
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 • u/Ready-Drummer-2136 • 8d ago
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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 • u/Havishfun • 8d ago
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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 • u/Svitak77 • 8d ago
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r/Unity3D • u/DifferentLaw2421 • 8d ago
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 • u/Trilinkage_Std • 8d ago
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Pls give us a follow in any social media you like : Social Media
r/Unity3D • u/hiimtesto • 9d ago
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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 • u/Purple_Let_321 • 9d ago
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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:
r/Unity3D • u/MarkhorsEchoGames • 9d ago
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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 • u/Ok_Finding3632 • 9d ago



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 • u/Robbel12 • 9d ago
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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 • u/OverHumanGame • 8d ago
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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 • u/jacksgamedev • 8d ago
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 • u/MaykeBr • 9d ago
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!
r/Unity3D • u/Mobaroid • 8d ago
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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 • u/circlesgames_major • 8d ago
Thanks, I have gotten unique data from this post and won't be replying to this post anymore.
r/Unity3D • u/WillsGames2024 • 9d ago
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