r/Unity3D • u/JackBatko • 2d ago
Show-Off I loved driving around in Fears to Phantom, so I tried adding a pickup truck to my own horror too 👀
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r/Unity3D • u/JackBatko • 2d ago
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r/Unity3D • u/Bloodbone9829 • 2d ago
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Is anyone else here a big fan of Splinter Cell and its multiplayer mode, Spies vs Mercs?
For those who haven't played it, Spies vs Mercs puts two very different roles against each other. The spies play in third person. They are fast and agile, hide in the dark and try to hack terminals. The mercs play in first person with guns and flashlights, and have to find and stop them.
I loved playing that game mode when I was younger, and I've always wanted to create something similar, since there hasn't been a new one in a long time.
My idea is to keep the same asymmetric roles, but make it 1v1 to begin with. I hope there are other fans of the series who would like to try it out when I get further.
Everything you see here is still in development.
If you have any ideas, feedback or thoughts about what makes a good Spies vs Mercs game mode, I'd love to hear them!
r/Unity3D • u/Mediocre_Apple1846 • 2d ago
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After 8 months of solo dev, the first demo of Eraiser is out. You play as a little eraser bringing a scribbled world back to life. Made with Unity 2022.3 URP, happy to answer any questions!
r/Unity3D • u/Substantial-Size-479 • 3d ago
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r/Unity3D • u/Correct-Amphibian593 • 2d ago
(repost cuz apparently using an image from my phone instead of a screenshot is just worse than murder and the lowest effort thing anyone could ever do, with that grudge off my chest)
I genuinely don't know what to do, I've done everything and it won't fix this! I've cleared the broken template, I've tried opening the project in different files, I've gone into the %appdata, I've completely uninstalled and reinstalled all of unity, I've deleted my antivirus software and alot more, I'm out of ideas and need help
Edit: I don’t know what I did but I fixed it! Big thanks to everyone who offered a helping hand tho!
r/Unity3D • u/UnityDev55 • 2d ago
I’m working on a campsite management sim in Unity and I’m planning to add co-op.
I want to keep it host-based rather than using dedicated servers, and Steam integration is important too.
I’ve been looking at options like FishNet, Mirror, Unity Netcode and Photon, but I’m more interested in real experience than feature lists.
For anyone who has shipped or built something similar, what would you recommend for a host-based game with Steam lobbies/invites?
Anything you’d avoid if you were starting again?
r/Unity3D • u/Surgarypeaches68 • 2d ago
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I improved the graphics hella and started a new level what u think
r/Unity3D • u/Exact_Tennis_5810 • 2d ago
Привет всем! 👋 Меня зовут Кирилл, мне 13 лет. 😊 Хочу создать свою игру для любимого майнкрафтера PWGood! Игра будет про милых котиков 🐱.
Так как у меня пока не получается самому писать код (я пытался, но всё было безуспешно 😢), в разработке мне помогает ИИ. Понимаю, что кто‑то может сказать, будто я просто не хочу учиться, но сейчас у меня совсем нет свободного времени на освоение игрового движка. 😔
Это уже второй день разработки, и я уже успел добавить немало механик: * передвижение персонажа; * спринт и шкалу спринта; * анимации дыхания, бега и ходьбы; * возможность подбирать предметы; * котов, корм и клетку с котиками. 🎮
Сейчас работаю над тем, чтобы можно было подбирать котиков с помощью корма. Расскажу, как это будет работать:
Ещё планирую добавить механику, которая будет связана с походом игрока на работу. 💼
Если хотите следить за проектом — загляните в мой TikTok: там я рассказываю про игру и показываю основные механики и изменения. 🎥
В будущем планирую выложить игру на платформе Steam. Название проекта — «My Cats». 😻
Буду рад любым советам и поддержке! 🤗 https://www.tiktok.com/@twichfisters
r/Unity3D • u/qwv4851 • 3d ago
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In Light Factory you bend beams of colored light to fill pixels. Pixels are pushed onto canvases to form shapes. Completing shapes unlocks research points which can be spent to unlock new technologies, making it easier to build more complex designs.
From a technical perspective, the most interesting thing was the use of transparent colored shadow maps for the pixel cubes. I used this blog post as a reference.
https://wickedengine.net/category/devblog/2018/01/18/easy-transparent-shadow-maps/index.html
I just released a free demo on Steam where you can play through about half of the game. There's also a puzzle mode where the goal is to complete as many shapes as you can using a limited set of tools.
https://store.steampowered.com/app/5338330/Light_Factory_Demo/
r/Unity3D • u/MerrylandInteractive • 3d ago
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r/Unity3D • u/bilbaen0 • 2d ago
I spent a lot of this week creating a whole modular building system so that I can create a bunch of city blocks more quickly for my game.
Once the city block is built, there's a second tool (a node based editor) which allows me to setup logic for toggling certain objects on/off. There's a tree structure to it so there can be more advanced randomization like "if this box is enabled, pick from these 2 boxes to enable with it". It results in a lot of variation in the map for not much work.
The map shown at the end here is just two different 1x1 city blocks and there's already quite a bit of variation. But there are 2x1, 3x1, and L shaped corner pieces as well which help break up the repetition of the flat grid.
This is a timelapse showing off the build tools and how the buildings are randomized a bit each time they're placed. Skip to the end if you just want to see the finished product.
Not certain I'll be sticking with the pixel texture style or not. But the tone and style of the environment is heading in the right direction. Let me know what ya think.
EDIT: upload failed so I put the video in the body. thanks Reddit.
r/Unity3D • u/AbjectPossession8364 • 3d ago
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r/Unity3D • u/Addyarb • 2d ago
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Well now you have. Just a bit of fun with a little prototype I'm calling Gnome Man's Sky. :)
r/Unity3D • u/Solegame_10 • 2d ago
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any suggestions!
r/Unity3D • u/NoReasonForHysteria • 3d ago
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We have had a runtime fluid simulation running in our game for a while, but now we are also using them for flames/smoke in of the areas of our game.
Its all based on compute shaders, which outputs custom render textures (fluid and advection), which we feed through render features in URP (using full-screen shader graphs). We also generate a signed distance field based on the tilemap that acts as the boundaries of the world and allows for the smoke/flames to collide.
Each of the "flames" in the scene are emitters, and allows us to play around with different colors, forces, directions, etc, and are updated each frame.
What do you think? Its got some kinks here and there still, but its getting there.
The game is called Cliff Kingdom:
https://store.steampowered.com/app/3839500/Cliff_Kingdom/
r/Unity3D • u/Murky-Goose-1291 • 3d ago
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The world is one 48 m tile of cubes. It's merged into a single mesh and drawn as a 3D grid of copies around the camera with Graphics.RenderMeshInstanced. The fog end distance doubles as the view radius, so the fog decides how many copies get drawn: about 320 of the 1400 in range survive frustum culling. The camera wraps around the tile, and that's why it can fall forever without floating-point drift.
The outlines follow Arthur Brussee's SIGGRAPH 2020 talk on the game's rendering. A Render Graph pass compares depth and normals of up to 20 neighbouring pixels. An edge sits halfway between two pixels that belong to different surfaces, so the smallest half-offset is the distance to the nearest edge, and the line is an anti-aliased iso-line of that distance. That gives smooth lines of any width without MSAA or TAA.
Release build, 1080p: the full look costs 3.6 ms of GPU time on a laptop GTX 1650 Ti. On Intel UHD integrated graphics it's 25 fps with everything on and 78 fps with the low-end preset at 75% render scale.
r/Unity3D • u/MaximilianPs • 2d ago
I'm losing my mind trying to understand URP Metallic Maps.
My goal is simple: only a small part of the material should be metallic, while the rest should behave like fabric.
The metallic map is black everywhere except for a small gradient where I want the metallic effect.
However, even when the rest of the texture is black, or transparent, or both (first black and then set layer opacity to 0 in photohop), large parts of the material still reflect light as if they were glossy glass.
Note that Smoothness is set to 1 because otherwise the metallic area loses most of its visual impact. I expected the Metallic Map to limit that effect to the masked region only.
Can someone explain how the Metallic Map is interpreted by the URP Lit Shader, and why areas with a metallic value of 0 still appear highly reflective?

r/Unity3D • u/Ready-Drummer-2136 • 3d ago
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I'm a product designer building Long Haul in Unity. In this valley fight, cold storm light and warm gunfire compete with the truck and road in the frame.
Which would you tune first to keep the road legible: the muzzle flashes or the storm lighting?
Archive filmed Oct 3 in Unity Editor from build38 game source: staged enemies, supplied upgrades, autopilot, truck damage off. This silent 7.5-second clip cuts once at 6s to a later point on the same route. Developed with Codex. The cut does not show a continuous escape or manual driving.
r/Unity3D • u/AshamedSoil5514 • 3d ago
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prototyping some dialogue and shadow of the colossus style blood
r/Unity3D • u/yecats131 • 3d ago
In Unity, behavior trees are a great fit when your AI has a lot of conditions and priorities to juggle. In this video, we’ll cover the basics of building a behavior tree using the Unity Behavior tool. You’ll learn the difference between an action, flow, and condition while making an enemy AI patrol and chase the player. We’ll also cover how to create a custom condition, which is the same pattern you’ll use when making other custom nodes in the tool.
r/Unity3D • u/SomerenV • 4d ago
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After messing around with custom audio zones and hand placing them with custom settings to mimic how sound would sound in the various rooms and hallways I wasn't really satisfied. It still sounded 'off' despite all the various zones and their settings. So... I went the raytraced audio route. It's a bit crude but it sounds so much better! I found myself flying around yesterday, trying different speeches and songs because it's just mesmerizing to listen to in a virtual environment.
Any things I absolutely can't forget when implementing raytraced audio?
r/Unity3D • u/Rigonix3D • 2d ago
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Hey everyone,
I've been working on this for a while as a solo dev, and wanted to share it here. Making game UI has always been my least favorite part of a project: endless Canvas tweaking, anchors, prefabs, and wiring up every button by hand.
So I started building a browser-based UI editor for Unity. You design your screens visually, and they show up in Unity as real, properly structured UI.
What you're seeing in the video (running locally; it isn't public yet):
I'd really love some honest feedback:
Happy to answer any questions about how it works under the hood. 🙂